From Sonic Retro
|SCHG: Sonic Heroes|
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.
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.
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.
- advertise\ - Data regarding main menus is placed in this folder.
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.
|Heroes Mod Loader||sewer56lol||Previous solution for loading and managing Sonic Heroes mods. Used for mods not yet supported by Reloaded.|
|Heroes Power Plant||igorseabra4||Level editor which integrates editors for various file types in a 3D view of the stage. Also supports some Shadow the Hedgehog files.|
|Heroes SET ID Table Editor||igorseabra4||Editor for the setidtbl.bin file.|
|Heroes SPL Editor||igorseabra4||Editor for SPL spline files.|
|HeroesONE||MainMemory||ONE archive editor|
|ONE_Unpk and ONE_Pack (info) (77 kB)||Lightning||Command-line based .ONE unpacker and repacker|
|PRSDec Auto||Nemesis||Decompresser for PRS files. You can get it in the PRS page|
|Rail Canyon||DeadlyFugu||Rail Canyon is a stage viewer/editor with some functions not present in Power Plant, such as Texture Animation Editing|
|Reloaded Mod Loader||sewer56lol||Current solution for loading and managing Sonic Heroes mods.|
|RW Analyze||Viewer for the structure of RenderWare binary files, including .BSP and .DFF. Has minor editing features.|
|rwio plugin for 3ds Max||aap||Importer and exporter for DFF models. Some modification may be needed after importing to properly reexport and not all models are fully supported.|
|TGE's animation import script||TGE||Importer for ANM files for 3d animations onto aap's dff imports. 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.|
|TGE's max scripts||TGE||Importer and exporter for DFF models, although due to differing bone order on import, these will not export correctly without alteration.|
|Magic.TXD||DK22Pac and The_GTA||.TXD archive editor. Fully supports the TXDs for all versions of Sonic Heroes.|
- .ANM files for 2d animations cannot be imported TGE's animation import script, 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.