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Sonic Generations/Objects

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Revision as of 14:56, 6 October 2012 by Sky The Destroyer (talk | contribs) (Added/refined many things again)
SCHG: Sonic Generations
Main Article

Objects
Collision Properties

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BB

BB2
BB3

How-To
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In Sonic Generations, there are several objects that have special properties to them. If Sonic can interact with something in the level (such as push it, ride it if it's moving, or destroy it), chances are it's an object. Almost anything that moves, or can be moved, is an object with the exception of a few dynamic terrain objects (such as the Eagles in Dragon Road Day in Sonic Unleashed; no such similarity seems to be in Sonic Generations).

There are a vast amount of objects, some that are general purpose objects and others that are level specific, but can be added to other levels if necessary (through modifying the resources, but that's for another guide).

Common

Common Properties

IsCastShadow

This makes the object cast a shadow if set to true.

Range

This property sets the draw distance of the object. If the range is really low, it probably won't be able to be seen from far away. If it's really high, then you can see it from a mile away.

SetObjectID

This is the object's ID, which is used to link it with other objects.

Ring

IsLightSpeedDashTarget

  • false = The ring cannot be light dashed upon.
  • true = The ring can be light dashed upon.

Item

ItemType

  • 0 = 1-Up

NOTE: ItemType of 1 or higher will cause the object to not exist.

GoalSignboard/GoalRing

ResultsPosition

This is the place where the results screen happens. If you want to modify the rotation of the results screen, rotate the object itself.

ClassicItemBox

IsRevive

  • false = The item box, once popped open, will not respawn.
  • true = The item box will respawn after it is popped open.

ItemType

  • 1 = 10 Rings
  • 2 = 1-Up
  • 3 = Speed Shoes
  • 4 = Invincibility
  • 5 = Skateboard
  • 6 = Undefined
  • 7 = Undefined (presumably 0)
  • 8 = Fire Shield
  • 9 = Bubble Shield
  • 10 = Thunder Shield

NOTE: An ItemType of 0/Undefined will simply cause the item box to not exist.

TreasureSearchHideType

  • 0 = The item can't be detected via the treasure search skill.
  • 1 = The item can be detected via the treasure search skill.

Springs

FirstSpeed

This sets how fast Sonic is launched from the spring initially.

KeepVelocityDistance

This parameter sets how long Sonic keeps his velocity for before gravity starts acting on him. If you set it to a very high number (such as 5000), gravity will not work on Sonic and he'll keep on going forward until he hits another spring or object that snaps him out of it.

MotionType (Modern)

NOTE: If it's 7 or higher, the game crashes when the spring is used.

OutOfControl

This sets how long the controls lock up after touching the spring.

IsTo3D

  • false = If Sonic is in a 2D section, Sonic will just speed along.
  • true = If Sonic is in a 2D section, Sonic will switch back into the 3D perspective.

m_IsMonkeyHunting

  • false = Spring acts normally
  • true = Sonic will be steered automatically to the target point(m_MonkeyTarget) after using the spring. Note that an accurate angle/speed is still needed to reach it.

AdlibTrickJump

OutOfControl

This sets how long the controls lock up after touching the panel.

SizeType

  • 0 = The Trick Ramp will be smaller than before.
  • 1 = The Trick Ramp will be its normal size.

UpReel

IsWaitUp

  • false = Upreel activated by default, Sonic can use it anytime he wants
  • true = Upreel will wait until an event triggers it so Sonic can use it

Switch

Type

  • 0 = Once turned on, it will not turn off.
  • 1 = Once turned on, it will turn off once stepped off.
  • 2 = Once turned on, it will not turn off until it reaches the time specified (in seconds) by "OffTimer"

General Floor

The model of the floors depend on the stage. The types and sizes are specific to each stage's resources.

FloorSize

Normally between 0-3, it will use a bigger platform model if available.

FloorType

While it depends on the stage, 0 tends to be the regular platform, 1 the kind of platforms that fall(red), and 2 or more are normally big blocks.

DashPanel/ClassicDashPanel

IsUseDelayCamera

  • false = The dash panel will not momentarily delay the camera.
  • true = The dash panel will momentarily delay the camera.

IsTo3D

  • false = If Sonic is in a 2D section, Sonic will just speed along.
  • true = If Sonic is in a 2D section, Sonic will switch back into the 3D perspective.

OutOfControl

This sets how long the controls lock up after touching the dash panel.

SetRigidBody

This object creates an invisible wall, but however, the collision is a little off in SonicGLVL for whatever reason.

Cannon

BaseVel

This parameter sets how hard the cannon launches Sonic. If it's too high, Sonic will miss his target. Likewise, if it's too low, Sonic will fall short.

DstPos

This sets the position to where the cannon launches Sonic.

Cameras

Common Properties

IsCastShadow

This property doesn't seem to do anything with cameras.

Range

This property doesn't seem to do anything with cameras.

SetObjectID

This is the object's ID, which is used to link it with other cameras.

ChangeVolumeCamera

Many camera objects are activated via a nearby ChangeVolumeCamera, which sets the collision area where a custom camera will be active (e.g. ObjCameraPan).

Ease_Time_Enter

This sets how fast the camera switches to the custom camera.

Ease_Time_Leave

This sets how fast the custom camera switches back to the normal camera.

Target

This is the custom camera's SetObjectID (e.g. 10005).

ObjCameraBlend

Presumably blends two cameras together.

ObjCameraFix

TargetPosition

This is the position that the camera will lock onto. The direction that the camera points is from the camera object itself.

ObjCameraNormal

Resets the camera, after being activated by a ChangeVolumeCamera or CameraCollisionBoard presumably.

CameraCollisionBoard

Used in the beginning of Seaside Hill, this is like a ChangeVolumeCamera since it activates cameras, but instead of using a rectangle to define the area, it acts more like a wall. When Sonic passes it, the B camera activates. When he passes in the opposite direction, the A camera activates (defined by the SetObjectID for ACameraID and BCameraID respectively). However, if Sonic doesn’t pass the collision exactly, the camera will be stuck until Sonic hits another CameraCollisionBoard or dies. The LinkObjID Property can be used to link other CameraCollisionBoards by ID into a set, so that when Sonic passes through all of them, the camera returns to normal (by setting an ID of 0). The camera also returns to normal when you go into a 2D section and leave it.

ObjCameraParallel

This camera stays a set distance away from Sonic and always points in the same direction regardless of Sonic’s own direction.

Distance

This sets how far away the camera is from Sonic.

Pitch

This sets the pitch of the camera.

Yaw

This rotates the camera. Do not rotate the actual object itself; it does nothing.

ObjCameraPan

Camera looks at Sonic from the location of the camera itself.

CameraPositionMode

This sets whether the camera’s position stays stationery or follows Sonic at a user-set distance.

ObjCameraPanVertical

Similar to ObjCameraPan, but the camera aligns vertically to Sonic’s level.

ObjCameraPoint

Camera stares at this object, regardless of the Target property.

ObjCameraObjectLook

Stares at an object, even if it moves.

TargetObject

The object that it looks at. Target doesn't seem to do anything.

ObjCameraPathPath

Hooks to a set path ID to move the camera. Crashes if the ID doesn’t exist.

ObjCameraPathParallel

Acts much like the ObjCameraParallel, but will auto-rotate if the path Sonic is currently on turns (works best in 2D sections, see my video at http://www.youtube.com/watch?v=eyeWQ-G_5lI&feature=player_detailpage#t=55s for a demonstration)

ObjCameraVertical

Like the ObjCameraPanVertical, but the camera faces this object, rather than pointing away.

ObjCameraTube

Made for places like Green Hill Modern’s cave after the waterfall, the camera “rides” the path set by the PathID, and points forward.

ChangeNormalCameraParam

Changes the default camera to different settings (e.g. distance, Fovy, etc). Dying and going into a 2D section will revert the camera to defaults. I don't think that there's any other way to reset the camera back to the defaults, however.

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