Talk:Shadow the Hedgehog
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Do We Really...?
Do we really need disambiguation pages when there's only one version of the game on the wiki? And in this case the unused content is probably the same on all versions since they're just ports. -Mammal Sauce 19:21, 25 March 2011 (EDT)
- While there's only one version of the game currently on the wiki, the possibility always exists for others to be covered. Disambiguation pages allow for this, and it's why I moved Sonic Spinball and Shadow the Hedgehog.
- As for all versions of Shadow being ports, Gamecube discs were smaller than PS2/Xbox ones; hence, much like what had to be done by developers for the N64, some things may have been cut for the Gamecube release to fit on the smaller disc. --WarioBarker 19:55, 25 March 2011 (EDT)
- Disambig pages for a game who's versions are almost the same is a waste of time. It should just be noted on the main page. Teflon 20:04, 25 March 2011 (EDT)
Sonic in Multiplayer
i know sonic in Multiplayer sounds interesting but the fact the japanese audio is still there is not. When Ripping the FMV's I realised its ripped with japanese audio meaning not only are they pretty much 'Dubbed' in-game but its likely all the japanese voice data is there. From: SamuelEarl666
Debug File
There is a file named "DebugModels.one" in the root directory. I don't know how to open this file, can anyone help? --Dr. Yay 17:07, 13 June 2013 (EDT)
It can be opened with Gameextractor by watto the only thing in the .one is a few .DFF files with names of shapes such as "SPHERE_MODEL.DFF" I don't really think they are that useful Nekorun (talk) 02:31, 4 May 2014 (EDT)
InfoWindow.txd
InfoWindow.txd appears to contain two unused textures. One is a numerical font and the other is few early icons. Image 1 Image 2. These were found in the GameCube version. You can tell that the vehicle image and the gun image are early because the final game has silhouette icons for them. The Shadow icon appears to be directly from Sonic Heroes. Are these significant enough for the main page? GANONdork123 (talk) 02:46, 24 July 2016 (EDT)
- Yeah, go ahead and put them in. Is that numerical font from Heroes as well? WhoIAm (talk) 15:54, 24 July 2016 (EDT)
- I believe so, but I can't confirm it yet. GANONdork123 (talk) 16:07, 24 July 2016 (EDT)
Synopsis text
Hello! I ripped the all the recap text from Advertise_EN.fnt, does this page need it? DanikV (talk) 14:23, 19 March 2017 (EDT)
To-Do confusion
What exactly does the to-do want to be documented? It says to use the source link below, but for what? If anyone can help, that would be nice. --Nikki (talk) 23:38, 13 November 2017 (EST)
- Okay, thanks for the elaboration (I guess it was kinda obvious anyway). I'll try and look into it later today. --Nikki (talk) 07:20, 14 November 2017 (EST)
so do we have the music tracks broken and who i am mentioned
PalSelEng.txd
The "Now Testing..." image is actually used in the PAL version of the game. A prompt will come up asking if you want to play in 50hz or 60hz, and one of the options is "test", which displays the image when selected. Does it appear in other regions? --SpaceGrunge (talk) 07:12, 17 February 2020 (EST)
How to open file types
Note: all the below are open source software
- .one = HeroesOne-Reloaded for the most accurate ripping of .TXD/.DFF etc from .one files : https://github.com/Sewer56/HeroesONE-Reloaded
- .txd = MagicTXD v1.1 : https://gtaforums.com/topic/851436-relopensrc-magictxd/
- .DFF = DragonFF for Blender OR legacy version of RWIO plugin (3DSMax 2016 only, other versions lose the correct rigs) : https://github.com/Parik27/DragonFF or https://github.com/aap/rwio
- .fnt [text]/.afs [voice audio] = ShadowTH Text Editor / FNT Editor: https://github.com/ShadowTheHedgehogHacking/ShadowTHTextEditor
- .adx = Use VLC Media Player for previewing without converting. Use radx or VGAudio to convert to standard formats. https://github.com/Isaac-Lozano/radx or https://github.com/Thealexbarney/VGAudio
- stgXXXX geometry, visibility, collision / layout _cmn / layout _hrd / layout _ds1 / layout _nrm / lighting file _light = Use HeroesPowerPlant https://github.com/igorseabra4/HeroesPowerPlant
What still needs to be done
This game has lots of unused audio files. You can easily search for character specific audio with:
_sn = Sonic
_tl = Tails
etc...
By referencing the /font/[stage]/*.fnt for indexes and .AFS for file names and audio content
Animation files
How would I go about viewing animation files? Where are they stored? This game doesn't use SegaNN for models so it's not easy to tell where to start MrMrMANGOMILK (talk) 23:46, 9 February 2023 (UTC)