Last month I wrote about a new split configuration I made for SADXPC split that ripped models from sonic.exe with a file/folder structure resembling the original source files. Recently this new configuration was expanded to include models from all SADXPC binary files, including DLL and NB files. This means we now have a 100% complete rip of all models in the entire game. And not just models, but also motions and shape motions (most of which are properly mapped to their respective models), camera actions, fog data and texture lists.
I didn’t think it was possible but we were able to identify source filenames even for models in the DLLs, for which we don’t even have labels! It turns out that most models are arranged in an alphabetical order. There were some exceptions to that, which required manual editing with some guesswork, but overall it wasn’t as unrealistic as I originally thought. I’d like to thank ItsEasyActually for identifying character-related models and motions in CHRMODELS, as well as Past objects and animations in ADV03MODELS.DLL. Also, NB files are included in this. We don’t have source filenames for them, but based on the labels used in the X360 version I was able to a at least find or guess the names for all of the objects and animations.
ItsEasyActually has been working on migrating the currently known data from the old SADXPC split to this new system. If it works out, we will be able to rebase SA Tools and its project system around the new folder structure, and the new split configuration will become the main one. I’m still not sure if this means much for mods that don’t use code. At least I’d like to help make SADXLVL2 display more object models, and I also want to make some kind of wiki for the source filenames to help people find assets easier. A long-term goal is to make DC Conversion use this system, and create a more complete split for the Dreamcast version that uses a similar folder structure.
Some statistics: there are about 12500~13000 models in the entire game (approximate number because of duplicate models), about 3450 if you don’t count level pieces. The largest models (in terms of data size) are the Egg Carrier (Sky Chase and the transformation cutscene), Sonic and Tails on the Tornado, Perfect Chaos and Chaos 6. The high poly SA1 title screen model, which is one of the biggest models in the X360 version, is not present in the 2004 PC port. Some unreferenced models are also included in this split, such as an unused Adventure Field version of Amy’s Long Hammer, the SA1 DLC Christmas tree, the cowgirl, various unused Chao toys and the unused Chao flower I wrote about some time ago.