Difference between revisions of "Sonic the Hedgehog 4: Episode I"

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* [https://web.archive.org/web/20150725191543/http://projects.sappharad.com/tools/ambextract-linux.tar.gz Linux]
 
* [https://web.archive.org/web/20150725191543/http://projects.sappharad.com/tools/ambextract-linux.tar.gz Linux]
  
''Note: If this tool doesn't work, use [https://wiki.vg-resource.com/Sonic_the_Hedgehog_4:_Episode_I#Sonic_4_Mod_Loader Sonic4ModLoader]''
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('''Note:''' If this tool doesn't work, use [https://wiki.vg-resource.com/Sonic_the_Hedgehog_4:_Episode_I#Sonic_4_Mod_Loader Sonic4ModLoader])
  
 
====Sonic 4 Mod Loader====
 
====Sonic 4 Mod Loader====
 
[https://gamebanana.com/tools/6546 Sonic 4 Mod Loader] contains a few tools for managing Sonic 4 mods. One of the included tools is AMB Patcher, which can extract contents from an .amb file.
 
[https://gamebanana.com/tools/6546 Sonic 4 Mod Loader] contains a few tools for managing Sonic 4 mods. One of the included tools is AMB Patcher, which can extract contents from an .amb file.
  
''Note: If it doesn't work, use [https://wiki.vg-resource.com/Sonic_the_Hedgehog_4:_Episode_I#AMBextract AMBextract]''
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('''Note:''' If it doesn't work, use [https://wiki.vg-resource.com/Sonic_the_Hedgehog_4:_Episode_I#AMBextract AMBextract])
  
 
====Switch Toolbox====
 
====Switch Toolbox====
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Sega NN Tools can import models that use the aforementioned model formats into Blender. It can be found [https://github.com/Argx2121/Sega_NN_tools here].
 
Sega NN Tools can import models that use the aforementioned model formats into Blender. It can be found [https://github.com/Argx2121/Sega_NN_tools here].
  
====3DS Max====
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====3ds Max====
Random Talking Bush's [https://github.com/RandomTBush/RTB-3DSMax-Scripts/blob/main/Scripts/SegaNNLibrary_NO.ms Sega *NO MaxScript] can import models from the Windows, Wii, and Xbox 360 versions of Sonic 4: Episode I into 3DS Max. However, it doesn't support the model formats used in the PlayStation 3 and Mobile ports.
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Random Talking Bush's [https://github.com/RandomTBush/RTB-3DSMax-Scripts/blob/main/Scripts/SegaNNLibrary_NO.ms Sega *NO MaxScript] can import models from the Windows, Wii, and Xbox 360 versions of Sonic 4: Episode I into 3ds Max. However, it doesn't support the model formats used in the PlayStation 3 and Mobile ports.
  
 
====Sonic Audio Tools====
 
====Sonic Audio Tools====
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'''1. Fixing the colors'''
 
'''1. Fixing the colors'''
  
First, import your sprite or texture by drag-and-dropping it onto the program. Next, right-click the box circled in the image below:
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First, import your sprite or texture into PVRTexTool by drag-and-dropping it onto the program. Next, right-click the box circled in the image below:
  
 
[[File:STH4E1 - PVR Image Fix - Step 1.png|top|250px]]
 
[[File:STH4E1 - PVR Image Fix - Step 1.png|top|250px]]
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To export a sprite or texture, go to "File > Save Image..." and save it wherever you want.
 
To export a sprite or texture, go to "File > Save Image..." and save it wherever you want.
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===Ripping Models with 3ds Max===
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'''1. Running the MaxScript'''
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Before you begin, you will need to run [https://github.com/RandomTBush/RTB-3DSMax-Scripts/blob/main/Scripts/SegaNNLibrary_NO.ms this MaxScript]. To do so, select ''"Scripting > Run Script..."'', then select the MaxScript.
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'''2. Importing a model'''
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When you run the script, this window should appear:
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[[File:STH4E1 - 3ds Max tutorial - Window.png|top|250px]]
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Select one of the options, then select the file you want to import.
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('''Note:''' As mentioned above, the MaxScript does not support the model formats used in the PlayStation 3 and Mobile ports)
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'''3. Exporting a model'''
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To export a model, select ''"File > Export > Export..."'' and save the model wherever you want (you can also change the file type before saving).
  
 
==VG Resource Pages==
 
==VG Resource Pages==
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===Mobile===
 
===Mobile===
 
* [https://www.spriters-resource.com/mobile/sonicthehedgehog4episodei/ The Spriters Resource]
 
* [https://www.spriters-resource.com/mobile/sonicthehedgehog4episodei/ The Spriters Resource]
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* [https://www.models-resource.com/mobile/sonicthehedgehog4episodei/ The Models Resource]
 
* [https://www.textures-resource.com/mobile/sonicthehedgehog4episodei/ The Textures Resource]
 
* [https://www.textures-resource.com/mobile/sonicthehedgehog4episodei/ The Textures Resource]
  

Latest revision as of 01:04, 21 September 2024

 Mettaur wip.gif Bear with us! This article is a work in progress.

We're currently gathering more information for this article. Stay tuned!


Box Art

Sonic the Hedgehog 4: Episode I

Developers: Dimps, Sonic Team
Publisher: Sega
Platforms:Microsoft Windows, iOS, Android, Windows Phone, Wii, PlayStation 3, Xbox 360


Sonic the Hedgehog 4: Episode I is a platform game developed by Dimps and Sonic Team and published by Sega. It was released for iOS, Wii, PlayStation 3, and Xbox 360 in October 2010, Windows Phone on June 15, 2011, and Microsoft Windows and Android in January 2012. The game was initially planned to be released exclusively on mobile devices as a spin-off title before it became a multiplatform, mainline Sonic game. It was also intended to be the first episode of a trilogy; the second episode was released in 2012, and the third was canceled.

File Formats

Common/Shared

  • .cpk - Archive file
  • .amb - Archive file
  • .dds - Image file
  • .aax - Audio file
  • .adx - Audio file
  • .csb - Audio archive
  • .msg - Text file

Microsoft Windows

  • .zno - Model file

Mobile

  • .dz - Archive file
  • .png - Image file
  • .pvr - Sprite/Texture file
  • .ino - Model file
  • .mp3 - Audio file
  • .wav - Audio file

Wii

  • .gvr - Sprite/Texture file
  • .gno - Model file
  • .brsar - Audio archive

PlayStation 3

  • .cno - Model file

Xbox 360

  • .eno - Model file

Ripping Tools

Common/Shared

AMBextract

AMBextract can extract the game's .amb files. Since the links tools in the post linked above no longer work, you'll have to download them through Wayback Machine:

(Note: If this tool doesn't work, use Sonic4ModLoader)

Sonic 4 Mod Loader

Sonic 4 Mod Loader contains a few tools for managing Sonic 4 mods. One of the included tools is AMB Patcher, which can extract contents from an .amb file.

(Note: If it doesn't work, use AMBextract)

Switch Toolbox

Switch Toolbox can convert .dds files to .png. It can be found here.

Sega NN Tools

Sega NN Tools can import models that use the aforementioned model formats into Blender. It can be found here.

3ds Max

Random Talking Bush's Sega *NO MaxScript can import models from the Windows, Wii, and Xbox 360 versions of Sonic 4: Episode I into 3ds Max. However, it doesn't support the model formats used in the PlayStation 3 and Mobile ports.

Sonic Audio Tools

Sonic Audio Tools can extract .csb files by drag-and-dropping them onto Csb Editor. It can be found here.

Wii

Puyo Tools

Puyo Tools can convert .gvr files to .png files and vice versa. It can be found here.

Mobile

QuickBMS

This script can extract the .obb and .dz files.

PVRTexTool

PVRTexTool can edit and extract the mobile port's .pvr files. For info about fixing the sprites and textures, see the tutorial below.

Tutorials

Fixing Sprites and Textures from the Mobile Port

Ripping sprites and textures from the mobile version of Sonic the Hedgehog 4: Episode I is quite easy. However, you'll need to fix them before extracting them:

1. Fixing the colors

First, import your sprite or texture into PVRTexTool by drag-and-dropping it onto the program. Next, right-click the box circled in the image below:

STH4E1 - PVR Image Fix - Step 1.png

Then select "sRGB".

STH4E1 - PVR Image Fix - Step 2.png


2. Fixing the alpha channel (transparency)

Not every sprite and texture has an alpha channel, but some do. To fix them, you'll need to click on the "A" button near the bottom-right corner of the window:

STH4E1 - PVR Image Fix - Step 3.png

The end result should look something like this:

STH4E1 - PVR Image Fix - Step 4.png


3. Exporting a sprite or texture

To export a sprite or texture, go to "File > Save Image..." and save it wherever you want.

Ripping Models with 3ds Max

1. Running the MaxScript

Before you begin, you will need to run this MaxScript. To do so, select "Scripting > Run Script...", then select the MaxScript.


2. Importing a model

When you run the script, this window should appear:

STH4E1 - 3ds Max tutorial - Window.png

Select one of the options, then select the file you want to import.

(Note: As mentioned above, the MaxScript does not support the model formats used in the PlayStation 3 and Mobile ports)


3. Exporting a model

To export a model, select "File > Export > Export..." and save the model wherever you want (you can also change the file type before saving).

VG Resource Pages

PC

Mobile

Wii

PlayStation 3

Xbox 360