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Sonic Heroes/Visibility Editing

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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
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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


Visibility data for level models is set in sLL_blk.bin files located in the dvdroot folder. They are big endian binary files which define boundary boxes. When the camera is inside the box, the specified chunk of level geometry is rendered.

File layout

Each sLL_blk.bin file contains 64 entries for boundary boxes. Most levels are split into fewer chunks, so the majority of those entries is left unused.
Each entry is 0x1B bytes long and is set like this:

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Offset Type Description
0x00 Long Chunk number (-1 for blank entry)
0x04 Long Minimum X
0x08 Long Minimum Y
0x0C Long Minimum Z
0x10 Long Maximum X
0x14 Long Maximum Y
0x18 Long Maximum Z

The XYZ coordinates for the maximum and minimum of the boundary boxes are signed 32 bit integers, allowing for positive and negative values. The minimum value for each coordinate must be lower than the maximum, but the minimum doesn't have to be positive or the maximum negative. The same chunk can be specified to load from more than one entry, and multiple chunks can be loaded at the same time from overlapping boxes.

References


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