Sonic Heroes/Event Editing

From Sonic Retro

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

In variety of rendered cut-scenes through some levels in story mode, they use camera animations in each event through the cut-scene before the start of the level.

File names

ONE archives

In each "" archives, they contain camera animations in .TMB format and objects that load during the cut-scenes. TT is the team ID, SS is the stage scene ID and NN is the scene number.


Each event camera entry has a number of sections parsed by the offset starting at 0x0.

// HEADER (0x0C bytes):
int32 animationOffsets // Offset pointing to event camera animation structs located at the footer.
int32 unknown
int32 unknown
animationOffsets: int32 eventRotation int32 victoryRotation int32 eventFov int32 victoryFov
// ROTATION SECTION int32 ID // Camera Animation Number float32[3] // Pitch, Roll and Yaw
// FIELD OF VIEW SECTION int32 cameraFov // Field of view in integer form. int32 ID // Camera Animation Number


For the naming of models including animations, the following suffixes assigns the material flags to the object using one of these:

  • _ALPHA_ - Alpha + reflective material
  • _ALPHANL_ - Alpha
  • _PLUS_ - Additive Alpha

Any names without these will assign a regular flags to the object. These will only work for certain objects, any others are given their flag that's defined by the game's function at these addresses:

  • 0x90DF5 (0x490DF5)
  • 0x90E9A (0x490E9A)
  • 0x90F2A (0x490F2A)
  • 0x90F62 (0x490F62)


Sonic Community Hacking Guide
SonED2 Manual | Subroutine Equivalency List
Sonic the Hedgehog (16-bit) | Sonic the Hedgehog (8-bit) | Sonic CD (prototype 510) | Sonic CD | Sonic CD (PC) | Sonic CD (2011) | Sonic 2 (Simon Wai prototype) | Sonic 2 (16-bit) | Sonic 2 (Master System) | Sonic 3 | Sonic 3 & Knuckles | Chaotix | Sonic Jam | Sonic Jam 6 | Sonic Adventure | Sonic Adventure DX: Director's Cut | Sonic Adventure DX: PC | Sonic Adventure (2010) | Sonic Adventure 2 | Sonic Adventure 2: Battle | Sonic Adventure 2 (PC) | Sonic Heroes | Sonic Riders | Sonic the Hedgehog (2006) | Sonic & Sega All-Stars Racing | Sonic Unleashed (Xbox 360/PS3) | Sonic Colours | Sonic Generations | Sonic Forces
Technical information
Sonic Eraser | Sonic 2 (Nick Arcade prototype) | Sonic CD (prototype; 1992-12-04) | Dr. Robotnik's Mean Bean Machine | Sonic Triple Trouble | Tails Adventures | Sonic Crackers | Sonic 3D: Flickies' Island | Sonic & Knuckles Collection | Sonic R | Sonic Shuffle | Sonic Advance | Sonic Advance 3 | Sonic Battle | Shadow the Hedgehog | Sonic Rush | Sonic Classic Collection | Sonic Free Riders | Sonic Lost World
Legacy Guides
The Nemesis Hacking Guides The Esrael Hacking Guides
ROM: Sonic 1 | Sonic 2 | Sonic 2 Beta | Sonic 3

Savestate: Sonic 1 | Sonic 2 Beta/Final | Sonic 3

Sonic 1 (English / Portuguese) | Sonic 2 Beta (English / Portuguese) | Sonic 2 and Knuckles (English / Portuguese)
Move to Sega Retro
Number Systems (or scrap) | Assembly Hacking Guide | 68000 Instruction Set | 68000 ASM-to-Hex Code Reference | SMPS Music Hacking Guide | Mega Drive technical information