Jet Set Radio 3D Data

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...ea2000015nu.png

http://img131.exs.cx/my.php?loc=img131&ima...ea2000004wl.png

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.
 
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...
 
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 :p
 
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