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Jet Set Radio 3D Data
shinhoshi - Feb 22, 2005
 shinhoshi Feb 22, 2005
I hope this isn't agains the terms. If so, please forbid me and lock the topic. The fact is that I am really interested in the models used in JSR for building the cities so I began exploring a bit games directorys in search of "SOMETHING".

JETRADIO dir is the one containing music and 3d files I presume...So I began exploring it. ADX files represented the music so there were strong chances of the 3D files being inside the AFS files there.Besides the names were quite curious:

E:\JETRADIO>dir *.AFS

Volume in drive E is JGR_ECH

Volume Serial Number is 8BD3-D957

Directory of E:\JETRADIO

11/01/2000 09:02 PM 3,231,744 DEMO01.AFS

11/01/2000 09:02 PM 4,714,496 DEMO02.AFS

11/01/2000 09:02 PM 3,495,936 DEMO03.AFS

11/01/2000 09:02 PM 3,328,000 DEMO04.AFS

11/01/2000 09:02 PM 5,212,160 DEMO05.AFS

11/01/2000 09:02 PM 3,602,432 DEMO06.AFS

11/01/2000 09:02 PM 4,859,904 DEMO07.AFS

11/01/2000 09:02 PM 4,263,936 DEMO08.AFS

11/01/2000 09:02 PM 3,782,656 DEMO09.AFS

11/01/2000 09:02 PM 4,349,952 DEMO10.AFS

11/01/2000 09:02 PM 3,782,656 DEMO11.AFS

11/01/2000 09:02 PM 4,349,952 DEMO12.AFS

11/01/2000 09:02 PM 4,409,344 DEMO13.AFS

11/01/2000 09:02 PM 4,864,000 DEMO14.AFS

11/01/2000 09:02 PM 4,519,936 DEMO15.AFS

11/01/2000 09:02 PM 4,331,520 DEMO16.AFS

11/01/2000 09:02 PM 3,979,264 DEMO17.AFS

11/01/2000 09:02 PM 5,007,360 DEMO18.AFS

11/01/2000 09:03 PM 3,254,272 DEMO19.AFS

11/01/2000 09:03 PM 4,282,368 DEMO20.AFS

11/01/2000 09:03 PM 9,388,032 DEMO21.AFS

11/01/2000 09:03 PM 6,979,584 DEMO22.AFS

11/01/2000 09:03 PM 4,263,936 DEMO23.AFS

11/01/2000 09:03 PM 1,931,264 DEMO24.AFS

11/01/2000 09:03 PM 5,009,408 DEMO25.AFS

11/01/2000 09:03 PM 2,328,576 DEMO26.AFS

11/01/2000 09:03 PM 1,257,472 DEMO27.AFS

11/01/2000 09:03 PM 6,408,192 DEMO28.AFS

11/01/2000 09:03 PM 4,683,776 DEMO29.AFS

11/01/2000 09:03 PM 3,239,936 DEMO30.AFS

11/01/2000 09:03 PM 2,103,296 DEMO31.AFS

11/01/2000 09:03 PM 2,170,880 DEMO32.AFS

11/01/2000 09:03 PM 1,097,728 DEMO33.AFS

11/01/2000 09:03 PM 1,126,400 DEMO34.AFS

11/01/2000 09:03 PM 2,103,296 DEMO35.AFS

11/01/2000 09:03 PM 4,444,160 ENEMY.AFS

11/01/2000 09:03 PM 9,895,936 EVENT.AFS

11/01/2000 09:03 PM 139,264 E_FONTBASIC.AFS

11/01/2000 09:03 PM 139,264 E_FONTMAIN.AFS

11/01/2000 09:03 PM 139,264 E_FONTSIMPLE.AFS

11/01/2000 09:03 PM 411,648 E_GAME.AFS

11/01/2000 09:03 PM 1,701,888 E_MARKEDIT.AFS

11/01/2000 09:03 PM 401,408 E_MISSIONDATA.AFS

11/01/2000 09:03 PM 1,837,056 E_MISSIONSET.AFS

11/01/2000 09:03 PM 6,471,680 E_SND_MUSEN.AFS

11/01/2000 09:03 PM 10,967,040 E_SND_SE.AFS

11/01/2000 09:03 PM 118,784 E_TUTORIAL.AFS

11/01/2000 09:03 PM 3,317,760 FONT3DE.AFS

11/01/2000 09:03 PM 4,364,288 FONT3DJ.AFS

11/01/2000 09:03 PM 1,077,248 FONT3DTEX.AFS

11/01/2000 09:03 PM 139,264 FONTBASIC.AFS

11/01/2000 09:03 PM 139,264 FONTMAIN.AFS

11/01/2000 09:03 PM 139,264 FONTSIMPLE.AFS

11/01/2000 09:03 PM 432,128 GAME.AFS

11/01/2000 09:03 PM 4,825,088 GARAGE.AFS

11/01/2000 09:03 PM 9,357,312 GRF.AFS

11/01/2000 09:03 PM 65,536 LOAD.AFS

11/01/2000 09:03 PM 1,703,936 MARKEDIT.AFS

11/01/2000 09:03 PM 423,936 MISSIONDATA.AFS

11/01/2000 09:03 PM 1,812,480 MISSIONSET.AFS

11/01/2000 09:03 PM 1,808,384 MISSIONSET_P50.AFS

11/01/2000 09:03 PM 59,392 PLAYDEMO.AFS

11/01/2000 09:03 PM 57,344 PLAYDEMO_P50.AFS

11/01/2000 09:03 PM 13,619,200 PLAYER.AFS

11/01/2000 09:03 PM 528,384 PROMO.AFS

11/01/2000 09:03 PM 1,880,064 SEGALOGO.AFS

11/01/2000 09:04 PM 38,612,992 SND_DJTALK.AFS

11/01/2000 09:04 PM 23,627,776 SND_MUSEN.AFS

11/01/2000 09:04 PM 10,471,424 SND_SE.AFS

11/01/2000 09:04 PM 3,014,656 STAGE1.AFS

11/01/2000 09:04 PM 2,330,624 STAGE1TXP_ALL.AFS

11/01/2000 09:04 PM 464,896 STAGE1TXP_AREA2.AFS

11/01/2000 09:04 PM 483,328 STAGE1TXP_AREA3.AFS

11/01/2000 09:04 PM 655,360 STAGE1TXP_AREA4.AFS

11/01/2000 09:04 PM 3,923,968 STAGE2.AFS

11/01/2000 09:04 PM 2,422,784 STAGE2TXP_ALL.AFS

11/01/2000 09:04 PM 468,992 STAGE2TXP_AREA1.AFS

11/01/2000 09:04 PM 481,280 STAGE2TXP_AREA3.AFS

11/01/2000 09:04 PM 2,998,272 STAGE3.AFS

11/01/2000 09:04 PM 1,923,072 STAGE3TXP_ALL.AFS

11/01/2000 09:04 PM 1,036,288 STAGE3TXP_ZONE1.AFS

11/01/2000 09:04 PM 915,456 STAGE3TXP_ZONE2.AFS

11/01/2000 09:04 PM 4,577,280 STAGE5.AFS

11/01/2000 09:04 PM 5,193,728 STAGE6.AFS

11/01/2000 09:04 PM 153,600 STAGECHK.AFS

11/01/2000 09:04 PM 3,772,416 STAGELAST.AFS

11/01/2000 09:04 PM 391,168 SYSOPTION.AFS

11/01/2000 09:04 PM 12,288 TESTPLAY.AFS

11/01/2000 09:04 PM 274,432 TITLE.AFS

11/01/2000 09:04 PM 411,648 U_GAME.AFS

11/01/2000 09:04 PM 5,120,000 U_GARAGE.AFS

11/01/2000 09:04 PM 9,316,352 U_GRF.AFS

11/01/2000 09:04 PM 1,880,064 U_SEGALOGO.AFS

11/01/2000 09:04 PM 366,592 U_SYSOPTION.AFS

11/01/2000 09:04 PM 268,288 U_TITLE.AFS

95 File(s) 345,700,352 bytes

0 Dir(s) 0 bytes free

Anyways I unpacked the data inside the AFS files and in some cases I was even able to extract texture data:

http://img131.exs.cx/my.php?loc=img131&ima...ea200...

http://img131.exs.cx/my.php?loc=img131&ima...ea200...

Anyways, although that was easy due to the format being PVR...I really don't know a lot what to search inside the other files...

My main idea was to look for 1.00000 float values which I would consider W coordinate...and from them deduct the X,Y,Z coordinates...I wrote a program for it (it's not very difficult) but well...the results weren't very good.

Any ideas on what formats could be used to pack the 3D data ? Header hexs ? Thanks in advance.

 M3d10n Feb 23, 2005
The 3D format could be anything, sorry. I think it's common for console games to have 3D models in a format that favours loading speed than readability.

This means there are good odds the 3D model files are in a format that is very close to what the 3D engine uses internally, so they can be loaded into RAM with little to no parsing/processing required. The binary files might be full of "garbage" that stores the actual data structures to be loaded into RAM.

I don't know if I'm turning you off or giving you some useful tips...

 shinhoshi Feb 23, 2005

  
	
	
Originally posted by M3d10n@Tue, 2005-02-22 @ 09:05 PM

The 3D format could be anything, sorry. I think it's common for console games to have 3D models in a format that favours loading speed than readability.

This means there are good odds the 3D model files are in a format that is very close to what the 3D engine uses internally, so they can be loaded into RAM with little to no parsing/processing required. The binary files might be full of "garbage" that stores the actual data structures to be loaded into RAM.

I don't know if I'm turning you off or giving you some useful tips...

[post=130289]Quoted post[/post]



Yes, I considered this (and not, you aren't turning me off).

Hmmm...But even though...A float is a float no matter how it's coded.

If at least Chankast offered a Debug mode...I could find out more about the format

 ICEknight Mar 10, 2005
There was some guy at the Sonic CulT forums... who managed to crack the 3D model formats in Sonic Adventure, Sonic Heroes and NiGHTS, perhaps he can be of help.

 link343 May 2, 2005
Ok, I'll ask them there.