Sonic Unleashed (mobile): Difference between revisions
imported>Boilingpot (Created page with "{{Gameinfo | title= Sonic the Hedgehog | developer= Gameloft | publisher= Sega | systems= Mobile }} '''''Sonic Unleashed''''' is...") |
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==VG Resource Pages== | ==VG Resource Pages== | ||
* [https://www.spriters-resource.com/mobile/sonicunleashed/ The | * [https://www.spriters-resource.com/mobile/sonicunleashed/ The Spriters Resource] | ||
Revision as of 19:36, 13 October 2020
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}} #if: Mobile | Platforms:Mobile {{#ifexist: Checklist:Sonic Unleashed (mobile) | |}} |
Sonic Unleashed is a 2008 platform video game in the Sonic the Hedgehog series. The story follows Sonic as he attempts to restore the world after his nemesis Doctor Eggman shatters it with a powerful laser to unleash Dark Gaia, an ancient evil, while dealing with having become a "Werehog", a werewolf-esque transformation, which he gains after coming into contact with the energy of Dark Gaia. Gameplay features two distinct styles, with each being played either during daytime or nighttime. Daytime stages incorporate Sonic's traditional platforming and trademark speed, with a combination of behind-the-back third-person viewpoints and 2D side-scroller platforming; gameplay seamlessly transitions between these two views.
This page describes the version released for mobile phones.The other versions of the game are the "HD" version released for the Xbox 360 and Playstation 3, and the "SD" version developed by Dimps for Wii and Playstation 2.
Information
The following is taken from #READ ME FIRST#.txt in the Everything submission by Techokami and Treeki.
<poem>
SONIC UNLEASHED EVERYTHING RIP
1) CREDITS The sprites and tiles contained within were originally created by Gameloft for SEGA and Sonic Team. The rip was created via an automated process by Techokami and Ninji (aka Treeki).
If you use the contents of this package, you must give credit to Techokami, Ninji, SEGA, Sonic Team, and Gameloft.
If you did not download this tileset from the following domains: http://holenet.info/ http://www.spriters-resource.com/ http://www.sonicfangameshq.com/ then you should immediately start yelling at the webmaster for mirroring this file without permission. PROTIP: If you ask first, I'll almost always say yes!
2) THE RIPPING PROCESS Gameloft uses a lot of custom formats and obfuscation in an effort to protect their games from being cracked. This made ripping from the game to be messy, ugly, and complicated. Over the span of an entire week, I worked with Ninji on reverse engineering complicated obfuscated Java bytecode to get around a completely custom-made compression format. THEN we had to reverse engineer the custom-made image format. That gave us the contents you see in the data folder. From there, I made some PHP scripts to finish piecing things together. Literally. That resulted in the contents of the out folder.
3) EXPLANATION OF TILESET The levels are built from 20x20 pixel tiles. There's one map file for the background, and one map file for the level layout. There are also two palette sets; one for daytime levels, one for nighttime levels. I did not bother with distinguishing between the times of day for the stages, so I mapped both palette sets for each stage. No objects are present on the maps, which is why things like loops are missing. They are actually sprites. I have no idea why they did it that way, but looking at how the sprites are stored, I don't think they had their heads on straight to begin with. Some tiles are actually composite images, and are stored in the same animation format as sprites, but on a 20x20 pixel canvas.
4) EXPLANATION OF SPRITES Consistent with claims from Badassbill (former tSR admin that once worked as a sprite artist for Gameloft), the sprites are stored as tiny, arbitrarily-sized pieces for things like heads, arms, etc. with sets of palettes for each sprite set. As such, these pieces alone aren't very useful. Thankfully, the animation format was not that hard to figure out (save for some oddness with the final boss), and a script was created to assemble the animation data. They have been saved as resource -> palette index. It should be noted that some sprites literally have special effects baked into the animations, so for the purpose of making them more usable, animations 215 to 221 for Sonic are actually custom animations by Techokami. Yes, everything is in fact 256x256 pixels when assembled, as that is the canvas size used by the animation format.
5) EXPLANATION OF SCRIPTS libripper.php - LibRipper is a general purpose library script written by Techokami for doing operations on sprite-related imagery. sumssa.php - Sonic Unleashed Mobile Super Sprite Assembler is a script written by Techokami to parse animation data for a resource set and output assembled sprites as PNG images. sumlp.php - Sonic Unleashed Mobile Level Parser is a script written by Techokami to parse level layout data and export level maps as PNGs. There are two missing Python scripts from this package: a script to decompress the data files, and a script to convert the image data into PNG images. These were created by Ninji and have not been cleared by him for release.
6) EXPLANATION OF WHY THE HELL THE FILES HAVE TIMESTAMPS OF 2010 BUT THIS THING WAS RELEASED ON CHRISTMAS DAY OF 2015 WHY DID IT TAKE 5 YEARS FOR THIS THING TO BE RELEASED????????? BlazeFireLP. He seems to be gone now, so he's not going to be stealing all of our hard work.
7) CONTACT DO NOT ASK FOR LEVEL EDITING INSTRUCTIONS. DO NOT ASK FOR THINGS TO BE RIPPED. DO NOT ASK HOW I RIPPED THIS. DO NOT ASK HOW TO HACK ROMS. DO NOT ASK HOW TO WRITE PHP CODE. DO NOT ASK WHY IT ISN'T A GIANT SHEET. Email: techokami [AT] holenet [D0T] info
8) GREETS Texelsaur, Ike Adibe, Kinsie, Shadsy, the Something Awful goons, PC0, Scarred Sun, drx, Dazz, asie, Vexatos, Sangar, Naoshi, and the staff at: -Mario Fan Games Galaxy -Sonic Fan Games HQ -Sonic Retro -Dynapolitan -The Spriter's Resource -SMW Central
9) THE END Enjoy the rips. Merry Christmas/Shitscram. -Techokami
</poem>
