Difference between revisions of "Sonic Adventure 2/Event List"
From Sonic Retro
m (Added more information regarding the event cutscenes. Unsure if the information is better suited for its own separate page.) |
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__NOTOC__ | __NOTOC__ | ||
{{SCHG SA2}} | {{SCHG SA2}} | ||
+ | The following is a list of all the event cutscenes in each version of Sonic Adventure 2. Generally speaking, events are split into three categories: main cutscenes, in-level story scenes, and FMV sequences. <br /> | ||
+ | |||
+ | Files pertaining to the events are stored within the EVENT folder of the game's directory, while FMV sequences that are played over cutscenes appear in the main directory. | ||
+ | |||
+ | ==Event List== | ||
{| class="prettytable" style="width:70%;" | {| class="prettytable" style="width:70%;" | ||
!ID!!Description!!Notes | !ID!!Description!!Notes | ||
Line 340: | Line 345: | ||
| SFD Video | | SFD Video | ||
|} | |} | ||
+ | |||
+ | ==Cutscenes== | ||
+ | Depending on the version of SA2, the data for the event cutscenes can differ. EXXX.PRS is the main file, while the _0 to _J files contain miscellaneous resources, such as audio timings and lighting/screen fade information. In the Dreamcast version, the models and animation data for a scene are all contained within the main file, while in SA2B, the animation data was split off into an uncompressed file labeled exxxmotion.bin. With two exceptions in the DC version - those being E0203 and E0210 - the event files can only be interpreted by the game if the main file is compressed. | ||
+ | |||
+ | ===Main File Information=== | ||
+ | {| class="prettytable" style="width:70%;" | ||
+ | !Offset!!Type!!Description | ||
+ | |- | ||
+ | | 0 | ||
+ | | Pointer | ||
+ | | Scene geometry | ||
+ | |- | ||
+ | | 4 | ||
+ | | Pointer | ||
+ | | Texture list | ||
+ | |- | ||
+ | | 8 | ||
+ | | | ||
+ | | Scene count | ||
+ | |- | ||
+ | | C | ||
+ | | Pointer | ||
+ | | Texture sizes | ||
+ | |- | ||
+ | | 10 | ||
+ | | Pointer | ||
+ | | Unknown | ||
+ | |- | ||
+ | | 14 | ||
+ | | Pointer | ||
+ | | Unknown | ||
+ | |- | ||
+ | | 18 | ||
+ | | Pointer | ||
+ | | Unknown | ||
+ | |- | ||
+ | | 1C | ||
+ | | Pointer | ||
+ | | Tails' tails | ||
+ | |- | ||
+ | | 20 | ||
+ | | Pointer | ||
+ | | Upgrade list | ||
+ | |- | ||
+ | | 24 | ||
+ | | Pointer | ||
+ | | Models that use animated textures | ||
+ | |- | ||
+ | | 28 | ||
+ | | | ||
+ | | Drop shadow control? A value of 1 indicates updated scene geometry to accommodate proper drop shadows. (SA2B only) | ||
+ | |} | ||
+ | |||
+ | The upgrade list is constant throughout the game. To work around a technical limitation with the character models, Mech Tails and Mech Eggman were given an upgrade slot each for their windshields, as they would have problems rendering otherwise. | ||
+ | |||
+ | {| class="prettytable" style="width:30%;" | ||
+ | !Number!!Description | ||
+ | |- | ||
+ | | 1 | ||
+ | | Sonic's Light Shoes | ||
+ | |- | ||
+ | | 2 | ||
+ | | Sonic's Flame Ring | ||
+ | |- | ||
+ | | 3 | ||
+ | | Sonic's Bounce Bracelet | ||
+ | |- | ||
+ | | 4 | ||
+ | | Sonic's Magic Gloves | ||
+ | |- | ||
+ | | 5 | ||
+ | | Shadow's Air Shoes | ||
+ | |- | ||
+ | | 6 | ||
+ | | Shadow's Flame Ring | ||
+ | |- | ||
+ | | 7 | ||
+ | | Knuckles' Shovel Claw (Left) | ||
+ | |- | ||
+ | | 8 | ||
+ | | Knuckles' Shovel Claw (Right) | ||
+ | |- | ||
+ | | 9 | ||
+ | | Knuckles' Hammer Glove (Left) | ||
+ | |- | ||
+ | | 10 | ||
+ | | Knuckles' Hammer Glove (Right) | ||
+ | |- | ||
+ | | 11 | ||
+ | | Knuckles' Sunglasses | ||
+ | |- | ||
+ | | 12 | ||
+ | | Knuckles' Air Necklace | ||
+ | |- | ||
+ | | 13 | ||
+ | | Rouge's Pick Nails | ||
+ | |- | ||
+ | | 14 | ||
+ | | Rouge's Treasure Scope | ||
+ | |- | ||
+ | | 15 | ||
+ | | Rouge's Iron Boots | ||
+ | |- | ||
+ | | 16 | ||
+ | | Rouge's Heart Plates | ||
+ | |- | ||
+ | | 17 | ||
+ | | Mech Tails' cockpit window (SA2B only) | ||
+ | |- | ||
+ | | 18 | ||
+ | | Mech Eggman's cockpit window (SA2B only) | ||
+ | |} | ||
+ | |||
+ | ===EXXXX_0 Information=== | ||
+ | Starting at 0x26800 are 68-byte chunks that dictate the lighting information for the corresponding cutscene. The last 20 bytes can be considered a buffer for now. | ||
+ | {| class="prettytable" style="width:50%;" | ||
+ | !Offset!!Type!!Description | ||
+ | |- | ||
+ | | 0 | ||
+ | | | ||
+ | | Frame in which the lighting information takes effect | ||
+ | |- | ||
+ | | 4 | ||
+ | | | ||
+ | | Fade control. 1 is a hard cut, while 2 is a fade-in from the previous set of instructions | ||
+ | |- | ||
+ | | 8 | ||
+ | | Float | ||
+ | | Light rotation (X-Axis) | ||
+ | |- | ||
+ | | C | ||
+ | | Float | ||
+ | | Light rotation (Y-Axis) | ||
+ | |- | ||
+ | | 10 | ||
+ | | Float | ||
+ | | Light rotation (Z-Axis) | ||
+ | |- | ||
+ | | 14 | ||
+ | | Float | ||
+ | | Red | ||
+ | |- | ||
+ | | 18 | ||
+ | | Float | ||
+ | | Green | ||
+ | |- | ||
+ | | 1C | ||
+ | | Float | ||
+ | | Blue | ||
+ | |- | ||
+ | | 20 | ||
+ | | Float | ||
+ | | Light intensity | ||
+ | |- | ||
+ | | 24 | ||
+ | | Float | ||
+ | | Ambient R | ||
+ | |- | ||
+ | | 28 | ||
+ | | Float | ||
+ | | Ambient G | ||
+ | |- | ||
+ | | 2C | ||
+ | | Float | ||
+ | | Ambient B | ||
+ | |} | ||
+ | |||
+ | ==In-Level Scenes== | ||
+ | Scenes that are labeled as MEXXXX.PRS in the event files are cutscenes that occur within a game state, such as before certain boss fights like Big Foot and Flying Dog. The contents of these files are not as robust as those of the main cutscenes, often only containing animation and shape motion data for the designated characters. As these scenes rely on the player models, specific parts of their body are omitted and replaced with cutscene-specific variants for the duration of the scene, with the exception of Mech Eggman as he only requires animation data. The contents of these files can be broken down as follows: | ||
+ | |||
+ | {| class="prettytable" style="width:70%;" | ||
+ | !Offset!!Type!!Description | ||
+ | |- | ||
+ | | 0 | ||
+ | | | ||
+ | | An indicator of the characters in the scene. Can be 01 (Sonic), 02 (Shadow), 03 (Sonic and Shadow), 10 (Knuckles), 20 (Rouge), 30 (Knuckles and Rouge), 80 (Mech Eggman) | ||
+ | |- | ||
+ | | 4 | ||
+ | | Pointer | ||
+ | | Camera information | ||
+ | |- | ||
+ | | 8 | ||
+ | | Pointer | ||
+ | | Sonic's pointer array (if applicable) | ||
+ | |- | ||
+ | | C | ||
+ | | Pointer | ||
+ | | Shadow's pointer array (if applicable) | ||
+ | |- | ||
+ | | 18 | ||
+ | | Pointer | ||
+ | | Knuckles' pointer array (if applicable) | ||
+ | |- | ||
+ | | 1C | ||
+ | | Pointer | ||
+ | | Rouge's pointer array (if applicable) | ||
+ | |- | ||
+ | | 24 | ||
+ | | Pointer | ||
+ | | Mech Eggman's pointer array (if applicable) | ||
+ | |} | ||
+ | |||
+ | The order for each character's pointer array always begins with the player model's animations, followed by the model -> animation -> shape motion data sets for each cutscene model. The head's data goes first, followed by the mouth, then the left hand, and finally the right hand. | ||
{{SCHGuides}} | {{SCHGuides}} |
Revision as of 04:18, 8 March 2019
SCHG: Sonic Adventure 2 | ||||||||||||
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Dreamcast GameCube PC | ||||||||||||
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The following is a list of all the event cutscenes in each version of Sonic Adventure 2. Generally speaking, events are split into three categories: main cutscenes, in-level story scenes, and FMV sequences.
Files pertaining to the events are stored within the EVENT folder of the game's directory, while FMV sequences that are played over cutscenes appear in the main directory.
Event List
ID | Description | Notes |
---|---|---|
0000 | Before City Escape | |
0001 | F-6t Big Foot Cutscene | Stored in ME0001.PRS |
0002 | Sonic Encounters Shadow | |
0003 | Before Wild Canyon | |
0004 | Before Tails vs. Eggman | |
0005 | Before Prison Lane | |
0006 | Before Metal Harbor | |
0007 | Sonic vs. Shadow Cutscene | Stored in ME0007.PRS |
0008 | Green Forest Story Cutscene | Stored in ME0008.PRS |
0010 | Pumpkin Hill Story Cutscene | Stored in ME0010.PRS |
0011 | Before Mission Street | |
0012 | Unused | Sonic appears onscreen, moves his head, fingers, and mouth, all with a stationary camera angle. Most likely used to test Sonic's animations during the in-level cutscenes. The "cutscene" lasts 20 seconds. Stored in ME0012.PRS |
0013 | Aquatic Mine Story Cutscene | Stored in ME0013.PRS |
0014 | Before Route 101 | |
0015 | After Route 101 | |
0016 | Before Hidden Base | |
0017 | Before Death Chamber | |
0018 | King Boom Boo Cutscene | Stored in ME0018.PRS |
0019 | Before Egg Golem | |
0021 | Before Eternal Engine | |
0022 | Before Meteor Herd | |
0023 | Knuckles vs. Rouge Cutscene | Stored in ME0023.PRS |
0024 | Before Crazy Gadget | |
0025 | Before Tails vs. Eggman 2 | |
0026 | Before Final Rush | |
0027 | Before Sonic vs. Shadow 2 | |
0028 | Last Hero Scene | |
0100 | Dark Story Intro | |
0101 | Eggman Discovers Shadow | |
0102 | After Hot Shot | |
0103 | Rouge Meets Knuckles | |
0104 | Sand Ocean Story Cutscene | Stored in ME0104.PRS |
0105 | After Sand Ocean | |
0106 | Before Radical Highway | |
0107 | Shadow Encounters Sonic | |
0108 | Egg Quarters Story Cutscene | Stored in ME0108.PRS |
0109 | After Egg Quarters | |
0110 | Lost Colony Story Cutscene | Stored in ME0110.PRS |
0111 | After Lost Colony | |
0112 | Before Weapons Bed | |
0113 | Before Eggman vs. Tails | |
0114 | Security Hall Story Cutscene | Stored in ME0114.PRS |
0115 | R-1/A Flying Dog Cutscene | Stored in ME0115.PRS |
0116 | Before White Jungle | |
0117 | Shadow vs. Sonic Cutscene | Stored in ME0117.PRS |
0118 | After Shadow vs. Sonic | |
0119 | Shadow's Melancholy | |
0120 | Before Route 280 | |
0121 | Sky Rail Story Cutscene | Stored in ME0121.PRS |
0122 | After Sky Rail | |
0123 | Before Egg Golem | |
0124 | Before Mad Space | |
0125 | Rouge vs. Knuckles Cutscene | Stored in ME0125.PRS |
0126 | After Rouge vs. Knuckles | |
0127 | Before Cosmic Wall | |
0128 | Before Eggman vs. Tails 2 | |
0129 | Before Final Chase | |
0130 | Before Shadow vs. Sonic 2 | |
0131 | Last Dark Scene | |
0200 | Last Story Intro | |
0201 | The ARK Falls | |
0203 | Before Cannon's Core | |
0204 | Maria's Last Request | |
0205 | Before the Biolizard | |
0206 | Knuckles Stops the Emeralds | |
0207 | Before the Finalhazard | |
0208 | Shadow's Death | |
0210 | Last Scene/Credits | |
0211 | Epilogue | |
0350 | SA2 Intro | Dreamcast Only (Unused in SA2B) |
0360 | Japanese SA2B Intro | |
0361 | English SA2B Intro | |
0400 | Sonic Adventure 2 Trailer | SA2: The Trial only, SFD Video |
0401 | SA2 Intro | 2012 port only, SFD Video |
0409 | Prison Island Explodes | SFD Video |
0411 | Eggman's Threat to Earth | SFD Video |
0420 | Sonic and friends go to space | SFD Video, Hero Version |
0428 | The Eclipse Cannon Malfunctions | SFD Video |
0429 | Dark Story Trailer | SFD Video |
0430 | Last Story Trailer | SFD Video |
0524 | Sonic and friends go to space | SFD Video, Dark Version |
0532 | Hero Story Trailer | SFD Video |
0602 | Gerald's Revenge | SFD Video |
0609 | The ARK is neutralized | SFD Video |
Cutscenes
Depending on the version of SA2, the data for the event cutscenes can differ. EXXX.PRS is the main file, while the _0 to _J files contain miscellaneous resources, such as audio timings and lighting/screen fade information. In the Dreamcast version, the models and animation data for a scene are all contained within the main file, while in SA2B, the animation data was split off into an uncompressed file labeled exxxmotion.bin. With two exceptions in the DC version - those being E0203 and E0210 - the event files can only be interpreted by the game if the main file is compressed.
Main File Information
Offset | Type | Description |
---|---|---|
0 | Pointer | Scene geometry |
4 | Pointer | Texture list |
8 | Scene count | |
C | Pointer | Texture sizes |
10 | Pointer | Unknown |
14 | Pointer | Unknown |
18 | Pointer | Unknown |
1C | Pointer | Tails' tails |
20 | Pointer | Upgrade list |
24 | Pointer | Models that use animated textures |
28 | Drop shadow control? A value of 1 indicates updated scene geometry to accommodate proper drop shadows. (SA2B only) |
The upgrade list is constant throughout the game. To work around a technical limitation with the character models, Mech Tails and Mech Eggman were given an upgrade slot each for their windshields, as they would have problems rendering otherwise.
Number | Description |
---|---|
1 | Sonic's Light Shoes |
2 | Sonic's Flame Ring |
3 | Sonic's Bounce Bracelet |
4 | Sonic's Magic Gloves |
5 | Shadow's Air Shoes |
6 | Shadow's Flame Ring |
7 | Knuckles' Shovel Claw (Left) |
8 | Knuckles' Shovel Claw (Right) |
9 | Knuckles' Hammer Glove (Left) |
10 | Knuckles' Hammer Glove (Right) |
11 | Knuckles' Sunglasses |
12 | Knuckles' Air Necklace |
13 | Rouge's Pick Nails |
14 | Rouge's Treasure Scope |
15 | Rouge's Iron Boots |
16 | Rouge's Heart Plates |
17 | Mech Tails' cockpit window (SA2B only) |
18 | Mech Eggman's cockpit window (SA2B only) |
EXXXX_0 Information
Starting at 0x26800 are 68-byte chunks that dictate the lighting information for the corresponding cutscene. The last 20 bytes can be considered a buffer for now.
Offset | Type | Description |
---|---|---|
0 | Frame in which the lighting information takes effect | |
4 | Fade control. 1 is a hard cut, while 2 is a fade-in from the previous set of instructions | |
8 | Float | Light rotation (X-Axis) |
C | Float | Light rotation (Y-Axis) |
10 | Float | Light rotation (Z-Axis) |
14 | Float | Red |
18 | Float | Green |
1C | Float | Blue |
20 | Float | Light intensity |
24 | Float | Ambient R |
28 | Float | Ambient G |
2C | Float | Ambient B |
In-Level Scenes
Scenes that are labeled as MEXXXX.PRS in the event files are cutscenes that occur within a game state, such as before certain boss fights like Big Foot and Flying Dog. The contents of these files are not as robust as those of the main cutscenes, often only containing animation and shape motion data for the designated characters. As these scenes rely on the player models, specific parts of their body are omitted and replaced with cutscene-specific variants for the duration of the scene, with the exception of Mech Eggman as he only requires animation data. The contents of these files can be broken down as follows:
Offset | Type | Description |
---|---|---|
0 | An indicator of the characters in the scene. Can be 01 (Sonic), 02 (Shadow), 03 (Sonic and Shadow), 10 (Knuckles), 20 (Rouge), 30 (Knuckles and Rouge), 80 (Mech Eggman) | |
4 | Pointer | Camera information |
8 | Pointer | Sonic's pointer array (if applicable) |
C | Pointer | Shadow's pointer array (if applicable) |
18 | Pointer | Knuckles' pointer array (if applicable) |
1C | Pointer | Rouge's pointer array (if applicable) |
24 | Pointer | Mech Eggman's pointer array (if applicable) |
The order for each character's pointer array always begins with the player model's animations, followed by the model -> animation -> shape motion data sets for each cutscene model. The head's data goes first, followed by the mouth, then the left hand, and finally the right hand.