Difference between revisions of "Shadow the Hedgehog"

From Sonic Retro

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== Software ==
== Software ==
* '''[[HeroesONE]]''' can be used to edit .ONE files from Shadow the Hedgehog.
* '''[[HeroesONE]]''' can be used to edit .ONE files from Shadow the Hedgehog.
* The setid.bin file can be edited using '''[[Shadow SET ID Table Editor]]''' .
* The setid.bin file can be edited using '''[[Shadow SET ID Table Editor]]'''.
* '''[[Heroes Power Plant]]''' has support for stage model, collision, visibility and object layout files.
== Object Layout Data ==
== Object Layout Data ==

Revision as of 16:43, 15 July 2018

SCHG: Shadow the Hedgehog
Main Article
Level Editing
Stage Parameters
Stage ID List
Object Layout Format
Spline Format
Cutscene ID List

This is the Sonic Community Hacking Guide for Shadow the Hedgehog.

File Formats

  • .ONE: the .one files are packages used to hold the textures and individual models. The header lists the one version compressor format, which is "One Ver 0.60" All the .one files all packages that keep textures and models packaged within them.
  • .BSP: Inside the multiple .ONE files in the stg0xxx directories are .PRS files, which contain .BSP files; these contain the level geometry. It seems that the level geometry is stored in numerous .ONE files for each level, except for the test levels.
  • .GNCP: These files store scripts for menus/HUD elements. The exact extension is different depending on the console version; .GNCP for GameCube, .XNCP for Xbox, .SNCP for PS2. Some *NCP's contain embedded .RWTEX format textures that it loads instead of from a .TXD.
  • .TXD: The usual texture pack. They are a different format from Sonic Heroes. All of the textures are kept in this pack.
  • .FOG: I'm actually not sure on what these are. I'm assuming create a fog. A .FOG file is usually in each of the stage folders and don't have much in them. Only 1 line has something on it, but even then it's not even full.
  • AudioData .BIN: These keep sound effects for what they may correspond to, such as stage objects or boss battles.
  • .PAC: Xbox version SFX / voice packs (Thanks to Neo Chaotikal)
  • .INF: Text files that contain boot and stage parameters.
  • .SFD: CG scenes/cutscenes.
  • .AFS: Packages to store something, in this case it's voices for the characters.
  • .ADX: Sound such as music or cutscene tracks.
  • .DFF: RenderWare model.
  • .BON: Model bones file.
  • .BDT: Stage visibility file.
  • .UVA: UV animation file.
  • .CCL: Object collision file.
  • .FNT: Subtitle script data.
  • .MET: Subtitle character spacing data.
  • .BIN: Binary files. Files containing "light" in their name are lighting-data for models on the stage; near-identical to the *light.bin files used in Sonic Heroes.


  • character: Where character .ONE files are kept.
  • common: This directory holds generic misc. data such as Weapon Resources and Len Flares.
  • csdFiles: Where any menu elements are kept, such as HUDs, Loading Screens, 2P Results.
  • discError: Where disc error .TXDs are kept. Exclusive to Xbox version.
  • enemy: Where enemies' and boss' .ONES are kept.
  • event: Where events, such as cutscene actions are kept. Seems to use .ONEs and .SCRs file formats.
  • fonts: Where text/fonts are kept.
  • palsel: Where PAL region's hertz screen data is kept. Not present in Xbox version.
  • sound: Where Audio Data and Sound Effects are kept.
  • stafroll: Where the .SRD and the .TXD file that make up the credits/staff roll are kept.
  • stg0xxx (stg0005 to stg0911): These are where the files that make up the stages in SHTH are kept. Usually contain .TXD files, .ONE files (which contain .PRS files, which contain .BSP and .TXD files) and .DAT files which in the stage's case make up camera data, however, some have .FOG files.
  • Root Directory: where music and other voices are kept. Also where CG cutscenes are kept. Also, there is a file that contains variety of common stage object models.


Object Layout Data

Object layouts are contained in various little endian .DAT files located inside each level's folder. They have the following layout:

\\ HEADER (0xC bytes)

char[4] \\ file magic "sky2" in ascii
int32 \\ amount of objects
int32 \\ total lenght of misc. section in bytes

\\ OBJECT ENTRY (0x2C bytes)

float32[3] \\ X, Y, Z position
float32[3] \\ X, Y, Z rotation (degrees)
uint8 \\ usually 01
uint8 \\ 0x10 for CMN, 0x20 for NRM, 0x40 for HRD, 0x80 for DS1
uint8 \\ usually 00, but 0x40 for DS1
uint8 \\ usually 80
uint8 \\ usually 01
uint8 \\ 0x10 for CMN, 0x20 for NRM, 0x40 for HRD, 0x80 for DS1
uint8 \\ usually 00, but 0x40 for DS1
uint8 \\ usually 00
uint8 \\ object type
uint8 \\ object list
uint8 \\ link ID
uint8 \\ render distance
uint32 \\ lenght of misc. entry
uint32 \\ null
\\ X, Y and Z positions: location of the object in the world
\\ X, Y and Z rotations: angle of the object in the world
\\ 8 bytes have unknown function
\\ object type: this byte sets which object from the list will be loaded
\\ object list: this byte sets which list the object will be chosen from
\\ link ID: this is used to link two or more objects together
\\ render distance: this multiplier sets from which distance the object starts being rendered
\\ lenght of misc. entry: amount of bytes of this object's misc. entry.

\\ after that, there is an amount of bytes set in the header with the misc. settings for each object. They are loaded in the same order the objects are laid out in the file.


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