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SCHG

Sonic Heroes

From Sonic Retro

SCHG: Sonic Heroes
Main Article
Mechanic Editing

DOL Editing
EXE Editing
Music Pointers
Object Parameter Data
Relocatable Editing (PC)
File Offsets

Model Editing
Collision Format
Model Format
Level Editing

Camera Editing
Event Editing
ID list
Indirect Editing
Level List
Object Editing
Object Porting
Spline Editing
Texture Animation Editing
Visibility Editing

Particle Editing
Particle Editing
Sound Editing
Music List

Sound Editing
Voices

SCHG How-Tos

Custom Object Material Effect Tutorial
Level Editing Tutorial

This is the Sonic Community Hacking Guide for Sonic Heroes.

Most of the information in this guide applies only to the PC version, although some of it can be applied to the console vesions as well.
This page is for information that does not fit into another page and does not warrant its own page.

File Formats

This list is incomplete.

  • .ARC: Playstation 2 archive files. Contains data for levels and events such as level layout, models, textures, animations and other data.
  • .ADX: Music files.
  • .AFS: A container for audio (voice and speech).
  • .ANM: Renderware Animation data. Usually inside ONEs as compressed PRS files.
  • .BIN: Binary data. Can contain different types of data.
  • .BSP: Renderware binary space partitioning data. It contains models for levels. Usually inside ONEs as compressed PRS files.
  • .CVM: PS2 packed archive. Contains game data such as movies, archives and .ONE archives.
  • .CL: Collision data.
  • .DAT: General data container. Format unknown.
  • .DDS: Image format. Usually located inside TXD containers.
  • .DFF: Renderware model format for objects and characters. Usually inside ONEs as compressed PRS files.
  • .DMA: Renderware delta morph animation data format for objects. ound inside ONEs as compressed PRS files.
  • .DMO: These files apparently contain information for demo playback. Format unknown.
  • .DOL: Gamecube Executable file. Contains main codes for the game, plus other data.
  • .EXE: PC Executable file. Contains most of the code for the game, plus other data.
  • .ONE: Archive format. Container for many file types, usually compressed PRS files.
  • .PRS: Compression format. Can by any file type.
  • .REL: Relocatable module files. They contain code and other data that is not in the EXE or DOL. See Relocatable Editing for editing this type of mechanic for the PC port of the game.
  • .SFD: Video format.
  • .SPL: Renderware spline.
  • .SCR: Script files for events such as cutscenes. Format unknown.
  • .TMB: Cutscene camera data.
  • .TXC: Stores texture animations for stage geometry especially objects.
  • .TXD: Renderware texture archive. Contains .DDS files.
  • .UVB: Renderware UV animation data for objects. Found inside ONEs as compressed PRS files.
  • .XBE: Same as with EXE, but is an Xbox executable.

Binary File Types

  • *_blk.bin: These files contain visibility data. They set which sections and models of the level (loaded from the .ONE file) are visible from each area, allowing the game to increase performance and load decoration which is only visible from certain areas. See Visibility Editing.
  • *_cam.bin: Contains camera data. See Camera Editing.
  • *_DB.bin and *_P*.bin: Contains object placement data. See the Object Editing page for more info.
  • *_light.bin: Contains lightning data that is applied to characters. One level can have more than one light type, and different light types can be applied by trigger objects.
  • *_ptcl.bin: Contains information about particles, smoke, glow and other effects. See Particle Editing.

Filesystem

All files required for the game to run (except the EXE and save data) are located inside the dvdroot folder. The name of this folder can be changed by hex editing the EXE.

  • Tsonic_win.exe is the main executable of the PC version.
  • Launcher.exe is the executable which allows you to configure PC only settings, such as resolution and button mapping.
  • dvdroot\ - Most data regarding levels and events is placed in the dvdroot folder.
    • advertise\ - Data regarding main menus is placed in this folder.
      • E\ - Files for English language menus.
      • F\ - Files for French language menus.
      • G\ - Files for German language menus.
      • I\ - Files for Italian language menus.
      • J\ - Files for Japanese language menus.
      • K\ - Files for Korean language menus.
      • S\ - Files for Spanish language menus.
    • bgm\ - ADX music and AFS container is in this folder.
    • collisions\ - .CL files are located here.
    • font\ - Fonts and much of the text of the game are here.
    • movie\ - .SFD files are located here.
    • playmodel\ - Models, textures and animations for all charaters are located here (including Super Sonic and 2P metallic characters)
    • sound\ - .PAC files with sound banks are located here.
    • stgtitle\ - This folder has the loading screen for every level in the game, including an Extra mission and Super Hard mode version for each.
      • mission\ - The text displayed in the loading screen for every mission in every language is located here.
    • text\ - Text for Launcher.exe is contained here, also the Credits text.
    • textures\ - .TXD files for levels and some objects are here. There are many TXDs in other places though, such as inside .ONE archives.

Aside from those files, usually located in \AppData\Roaming\SEGA\SONICHEROES for the user are a sonic_h.ini file which contains data set in Launcher.exe and extensionless SONICHEROES_XX save files, where XX is the save slot number from 00 to 99.

Tools

  • Mods containing custom code and edited files can be managed and run by the Mod Loader by sewer56lol.
  • .DFF models can be imported and exported with aap's rwio plugin for 3ds Max. Some modification may be needed after importing to properly reexport and not all models are fully supported.
  • They can also be imported with TGE's max scripts although due to differing bone order on import, these will not export correctly without alteration.
  • .ANM files for 3d animations can be imported onto aap's dff imports with an edit of TGE's animation import script. While his original script can also import onto his own model script's imports, these do not properly export with Renderware Max/Maya SDK plugins due to bone order differences.
  • .ANM files for 2d animations cannot be imported at this, but can be made by converting Adobe .SWF files through the Renderware SDK's 2dConvrt.exe. These may need keyframes named based on the original files to work correctly ingame.
  • .ONE archives can be opened and edited using HeroesONE, by MainMemory.
  • They can also be unpacked and repacked using the command-line based ONE_Unpk and ONE_Pack (info) (77 kB), respectively, created by Lightning.
  • .PRS files can be decompressed using PRSDec Auto, which can be downloaded in the PRS page
  • .TXD archives can be edited using many TXD editors for Renderware games. Magic.TXD fully supports the TXDs for the PC version of Sonic Heroes, and possibly the console versions as well.
  • The structure of .BSP and .DFF files can be viewed using RW Analyze.
  • Heroes Power Plant by igorseabra4 is a level editor for the game.
  • The setidtbl.bin file can be edited using Heroes SET ID Table Editor by igorseabra4.
Sonic Community Hacking Guide
General
Sonic Music Hacking Guide | SonED2 Manual
Game-Specific
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Legacy Guides
The Nemesis Hacking Guides The Esrael Hacking Guides
ROM: Sonic 1 | Sonic 2 | Sonic 2 Beta | Sonic 3

Savestate: Sonic 1 | Sonic 2 Beta/Final | Sonic 3

Sonic 1 (English / Portuguese) | Sonic 2 Beta (English / Portuguese) | Sonic 2 and Knuckles (English / Portuguese)
Move to Sega Retro
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