JSR:DC 3D DATA...

ourumov

Member
Well, hope this isn't ilegal...If so block the thread. Anyways I would like to extract the 3D data for the stages in JSR...I own it original but also have a backup copy which is serving me for those purposes. I am basically doing a PS2 project and I would like to have those files to play with. I am not trying to make profit of it.

Basically the game features several directories but I haven't found anything remotelly similar to a file that migh contain 3D data. There is a dir for the ADX files (JETRADIO), others for the online functions and finally some which don't have anything inside them.


JETRADIO is the biggest one and has all the music of the game in .ADX form. However there are some .ADF files there. I did a bit of research and they seem to be audio files as well but I doubt they are since there are the .ADX ones for this. Besides, their names are quite suspicious:

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

Do you know any kind of utility to extract them into an ASCII compatible file format ? It would be really interesting for me. And as I say I don't plan to extract profit from it. I have used a hex editor in order to try to decrypt them but it's a bit hard to look for 3D coordinates this way...

Thanks in advance and sorry if I am breaking the rules.
 
I think you would have better luck calling Sega of Japan and asking them to set up a Torrent with the original Softimage files.
 
Sho Nuff said:
I think you would have better luck calling Sega of Japan and asking them to set up a Torrent with the original Softimage files.

Yeah, that's your best bet. They've given me the hookup several times already. Sonic Team is the only group which wouldn't have it. Naka got all crazy on me when I asked him for some of the source material from PSO... :D
 
ourumov said:
One tries to do a serious thread...and this happens... :D :D :D Like if I was asking for the moon !

Considering almost every game uses its own proprietary format for model storage (which is probably compressed or encrypted), I'd say you just put in a request for the Moon, Venus, AND Jupiter.
 
Considering almost every game uses its own proprietary format for model storage (which is probably compressed or encrypted), I'd say you just put in a request for the Moon, Venus, AND Jupiter.
Yep but in this case there are files that are pretty tinny...And the data could be easily deducted from them... Anyways my topic was more oriented to help in the form of already existing aps for 3D data in DC games, or gropus doing research than all GAF exploring with hex editors ;) .

Maybe you should give AFS Explorer a try ?
Thanks. I'll try but I think this is for audio data...As I said they have AFS extension but I would bet my ass they are 3D files...
 
It's actually quite doable to reverse-engineer where the 3D Models are. Keep in mind that you're going to have to write your own conversion tools to do anything with the data and in some cases you may have to even program your own viewer. All very doable if you don't have anything better to do with your time for a month or so and you love detective work.

Or you may luck out and everything will be saved out in their original format, but no game I ever worked on kept original formats :P

Usually the first thread to unravel in something like this would be names of textures, and if you can't find them in the files as strings that means there's compression involved. And then it's time to figure out Smilebit's favorite compression methods...
 
I happen to know some people related to the Chankast guys...I will ask them. It would be easier to intercept display lists there than looking for hours in 3D files in the search of some meaning...

It's quite easy to see what the header is in the files...Then it comes some disclaim and then the data seems organized in 3 blocks, which reminded me of 3D ASE files...


AFS->ADX unpacker V0.2
Copyright 1997-2002 Jefferson Leandro Ramos Ricci aka Verdi Kasugano
(verdi@kasugano.cjb.net)

Freeware program, leasing or sold is not permited

"README's is not my passion" ! ;)

* Just extract ADX samples in AFS archives of some Dreamcast(tm) games!

Usage:

afs2adx archivename.afs [-all]

* "-all" option is optional, the program extract all data in archive, not
only ADX samples. Unless this option is given, the program only extract
ADX's samples. I seen some archives containing some dummy ADX's samples.
These "dummy's" is only extracted with the "-all" option. Other data is
extracted with "RAW" extension.

Interesting...

I tried it with a small file...LOAD.AFS (Could it be that weird thing that rotates while waiting). The program extacted a raw file...Anyways the data inside it continues being an enigma.
 
It's quite curious this program. Tried with the file PLAYER.AFS and 34 sequences were found, thus extracting 34 different files of data.
Of course there weren't 34 characters...but that's interesting :)
 
afsexplorer should be able to extract the files from the archive...

an afs is just an archive format, the files inside are the tricky part...

that's where the real work comes in, and if you don't know what to do, you have no chance to survive...

make your time...
 
Maybe the AFS files have something to do with song, er, crossing info?

Anyway, if you somehow get the model info, tell me how you did it. :p
 
I think I was able to extract the 3D files but as people here claimed they are encrypted. Use ASF Explorer and you won't have any problems.
 
Well, I did more research and apparently as Sho Nuff hinted, 3D modelling was done with Softimage:

http://www.softimage.com/Products/3d/v4/Game_Tools/

I really don't know if this is the case but I think there are strong chances the game is using some kind of HMD or NIFF2 file format (a similar one)...
If anyone has Softimage v4.0 and wants to help me, please feel free to PM...

If you know were to get trial versions of tools to view those file format, please tell me :)
 
Ok, interesting news. I have just extracted textures from the game:

my.php

my.php
 
Kulock said:
Are you working with the Japanese or European version?
No, the american one.
I own an original copy of JSR PAL, however my backup is the NTSC US version.


Texture extraction IS FAIRLY EASY:

1. Unpack ADX to RAW.
2. Open files with a hex editor and search for the string GBIX at the beginning.
3. If they have it proceed with PVR2BMP.

The 3D files will be a bit tougher to identify...
 
The textures you may find, the music you may hear, but the 3D data you shall NEVER HAVE! WAHAHHAHAHA~!

Besides, the rendering method and shading shit is all proprietary, even if you could open them I doubt they'd look in any way presentable.
 
The textures you may find, the music you may hear, but the 3D data you shall NEVER HAVE! WAHAHHAHAHA~!

Besides, the rendering method and shading shit is all proprietary, even if you could open them I doubt they'd look in any way presentable.
You missunderstood me. I don't plan to port JSR to the PS2. I just wanted the 3D data used for the cities :)
Anyways, the shading in JSR is so trivial that even my brother could code it... ;) It's fairly easy to implement cel shading.

Well, I have done a small app that basically converts all the data in a file to FP values in groups of 4: X,Y,Z,W.

I have tried to look for repeated 1.000000 values which I would suppose to be W...So then I could identify the points.

You all are probably right and I won't extract anything from them...but this has become somewhat into a personal thing ;)
 
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