Sonic Heroes

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Revision as of 22:40, 7 June 2014 by NoNameAtAll (talk | contribs) (Reverted edits by Brandondorf9999 (talk) to last revision by Hivebrain)
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
Light Editing
Level List
Object Editing
Object Porting
Spline Editing
Texture Animation Editing
Visibility Editing

Particle Editing
Particle Editing
Sound Editing
Music List

Sound Editing

SCHG How-Tos

Custom Object Material Effect Tutorial
Level Editing Tutorial

This is the Sonic Community Hacking Guide for Sonic Heroes.

This page is for information that does not fit into another page and does not warrant its own page.

Types of Archives

.ONE Archives

Contain various types of game data; usually Texture Archives, Animations and Models. Files within .ONE Archives are typically compressed .PRS files.

.PRS files can be unpacked and repacked using the command-line based ONE_Unpk and ONE_Pack (info) (77 kB), respectively, created by Lightning.

.TXD Archives

Contain the game's textures in DDS format.

Due to the nature of Sonic Heroes of being a game using the Renderware engine, some tools created for editing Grand Theft Auto III, Vice City and San Andreas can be used for Sonic Heroes as well.
Generally, ViceTXD (info) (505 kB) by Spooky works best for Heroes' files, although it cannot edit Mipmaps.

Note: Some of the TXD archives strewn throughout the PC version's files appear to be leftovers from the Gamecube version and are not compatible with any known TXD-archive-editors/viewers.

Other File Types

  • .BSPs: Inside the files are .PRS files, which contain .BSP files (similar to Quake); these contain the level geometry. It seems that the level geometry is stored in numerous .ONE files for each level.
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