I don't really remember why I failed to find the information. There might have been a slight error in the documentation but I am also not very experienced with hex. If I remember correctly the stage information is the one that points to the 3d models (animated or not), color palettes and everything. It is not horrible but it needs to be done by someone who knows hex more than I do.
SFXEdit can certainly point to the 3D model headers but the amount of information needed to be parsed was huge and doing it by hand would have been very time consuming.
The other problem I think I had was that even if you have the stage information it will point to an object header, that object header has an address in hex and that is where I couldn't move forward. You can find the object header many times in a stage (I would expect) but I was never able to directly read a 3D model with the object header (I ended up somewhere else in the rom). If you do this correctly I think you have all the 3D models you need.
I think that was where I thought there was an error in the documentation but I am not experienced with hex.
I stopped when I couldn't get further assistance from anyone with more knowledge. I posted it in many places (reddit, SF forums) and even left a message for VL-Tone. He also commented that someone (me) had sent him a couple of emails in the last year about it but I never got a response.
I would have no problem with revisiting the project only if I had something to work with. I have no other reason to learn hex so it is just in pause for the moment.
That about sums it up. I'll be back in two weeks so I won't answer anything until then.
Ok, i understand your point. Indeed if you are not comfortable with hex address you will experience many troubles in re (reverse engineer) the binary data.
I'm used the hex stuff and honestly it already though me a bit of time to just figure the palette format data (which should be easy compared to level data for instance).
I will try to dig a bit further with SFXEdit, try to do some basic data parsers...
I will keep in touch on this post if i got anything interesting to share
Thanks for grouping these links, i already dig in them but as dyson said, it is great to have them grouped