Sonic Adventure/Level Data Formats
From Sonic Retro
SCHG: Sonic Adventure | ||||||||||||||||
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Dreamcast Gamecube 2004 PC 2010 PC | ||||||||||||||||
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Disclaimer
Each level in Sonic Adventure is a compiled C++ file with embedded model data. They are usually similar in structure, but there is technically the possibility that some things may be in different locations for different levels.
LandTable header format
This struct defines the number of models and animations in the level, the location of the corresponding lists, and the texture list used. The name comes from the label in the DLL Export table of various DLLs in the PC version.
Offset | Type | Description | ||||||||||||
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0 | Short | COL Count | ||||||||||||
2 | Short | Anim Count | ||||||||||||
4 | Int | Flags
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8 | Float | Unknown, usually 3000 | ||||||||||||
C | Pointer | COL List | ||||||||||||
10 | Pointer | Anim List | ||||||||||||
14 | Pointer | Texture file name. Optional.
If not null, a PVM with this name will be loaded to the address pointed to by the texture list pointer. | ||||||||||||
18 | Pointer | Texture List | ||||||||||||
1C | Int | Unknown | ||||||||||||
20 | Int | Unknown |
COL format
The name COL is an antiquated misnomer, but for lack of a better name, it stuck. This data struct is a reference for loading a level model. It's 0x24 bytes long and works as follows:
Offset | Type | Description |
---|---|---|
0 | Float[3] | Center of collision sphere |
C | Float | Radius of collision sphere |
10 | 8 Bytes | Padding? |
18 | Pointer | Model (OBJECT Struct) |
1C | Int | Unknown |
20 | Int | Surface Flags (see below) |
Surface flags
These flags are not entirely figured out yet, but here's what is known for sure:
0x00000001 = Solid
0x00000002 = Water (overrides solid flag, makes surface transparent)
0x00000004 = No Friction
0x00000008 = No Acceleration
0x00000080 = Increased Acceleration
0x00000100 = Diggable
0x00001000 = Unclimbable
0x00010000 = Hurt
0x00100000 = Footprints
0x80000000 = Visible
References