Getting rid of the Sonia fanart from Sonic & SEGA All-Stars Racing

SuperrSonic

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Someone at Sumo Digital thought fanart of Sonia from Sonic Underground was official Amy art. This game released for other consoles and this error was quickly patched.
The Wii version on the other hand was doomed to keep the Sonia artwork forever... That is until I found out I wanted to know how difficult it would be to change it myself.

First I used Dolphin and load into the Roulette Road level to dump the textures to get the exact dimensions.
sonia_BLACK.png


Here's the one for the black queen, there is also a red queen version.
I guess a cool thing would be to make Red Queen Amy and Black Queen Blaze, but since the amount of care is almost as low as Sumo Digital's I'm going to stick with Blaze.

Using the file monitor in Dolphin we can see which files are loaded when the level is selected. Two files stick out: CasinoPark_Medium.sif (8MB) and CasinoPark_Medium.sig (6MB)
Now switching to a hex editor to see what's inside these files, the .sif files contained names for the textures but no sign of the textures themselves. However the .sig file seemed to be nothing but textures stacked on top of each, with the amount of detail these levels have it was safe to assume the texture format was probably gonna be CMPR.

Dolphin does have a handy "texture format overlay" option to id a loaded texture's format, we can use that to confirm the format right away.
tex1_128x128_m_1030311603a21596_14_arb.png

We now know the width/height and format, which gives us the exact size too, 0x2000 bytes.
So how do we track this tiny texture in a 6 MB file? I thought corruption would be a good option, but that quickly revealed a problem, because the texture is stamped on a bunch of surrounding things, getting rid of textures randomly breaks the visual for the Sonia texture, without actually modifying the texture I want.

Now, another option would be to write various 00s and use dolphin's dumper until you spot the modified texture, but this would take way too long.
In the end I found a very easy fix: just get a bunch of texture converters for the dumped texture and compare the result of each in a hex editor, select various patterns and use them to look for the texture in the .sig file. I used brawlbox and gxtexconv from libogc to convert the texture.

After just a few tries I found the matching texture, but a new issue popped up, I also need to find the mipmaps, otherwise the game will swap between Sonia to Blaze as I get closer in-game. Luckily, I just guessed the mipmaps would be after the texture in the .sig file, it uses 64x64, 32x32, 16x16, 8x8, and 4x4. There's not much reason to replace the really low ones though.
Turns out it wasn't hard to achieve this after all, though everything did work in my favor.

Result:
blaze_queen1.jpg
blaze_queen2.jpg


DL mirror

Pack contains the modified .sig file, plus an xml to load it with Riivolution, however if you want to rebuild as an iso/wbfs, and you want to keep both the Sonia and Blaze files for whatever reason,
this code will allow the game to load CasinoPark_Mediu2.si* (meaning both .sig and .sif are affected.) So, all you have to do is copy those files, rename, and rebuild with "wit" wiimms iso tool. If you go this route, you might as well save some space by deleting the video copies with 25 in the title, these are unused in the NTSC-U version at least, and some of the root files as well (.elf), you can get it from 2.52 GB to 2.30 GB.
Code:
Keep Sonia texture as CasinoPark_Mediu2
287D8120 00006D00
027D8120 00003200
E0000000 80008000
 

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  • SSARWii_Sonia2Blaze.7z
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Maeson

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Are you seriously wasting your time removing a texture that doesn't impact anything?
Let people do whatever they want with their time. If someone wants something and can learn how to change it, so be it. That's what made rom hacking exist in the first place.

This at the very least can be helpful to others as by sharing the process one can learn ways of searching and modifying files.

That alone is more valuable than your post.


About the Sonia card... I still don't get how they confused the characters and got the fanart accidentally. Such an amusing screw up.

But that's probably the most ironic way of making SEGA remember Sonic Undeground, I suppose.
 

Jayro

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About the Sonia card... I still don't get how they confused the characters and got the fanart accidentally. Such an amusing screw up.

But that's probably the most ironic way of making SEGA remember Sonic Undeground, I suppose.
I don't get it either... They have full access to their own internal assets, yet they Google for images to use instead? That dev must be a special kind of stupid and/or lazy.
 

FAST6191

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I don't get it either... They have full access to their own internal assets, yet they Google for images to use instead? That dev must be a special kind of stupid and/or lazy.
I can see it; legacy company probably has asset repo made in the early 2000s (and not even CVS/SVN level, some proprietary monster was the usual order of the day), likely not well categorised (categorising files does not make the company money, people bonuses just like security does not make the company money or people bonuses)... Get a bit into your searching and forget to include a site:sega.com and mistakes happen, everybody probably being thankful this is not a hidden rule 34 situation.

Or if you prefer I assume we have both on more than one occasion had to do some kind of
old_files.png

https://xkcd.com/1360/
For a friend, family member or small business. It does not get much better in the big corporate world, much less if you are an outside contractor dealing with Japan.


Any nice applied hacking work there OP. Wish other system emulators had such nice options for such things rather than having to go manual all the time.
 
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