Difference between revisions of "Sonic Adventure 2/Cutscenes"
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− | Information starting at 0x14C contains audio timings for each language. Each chunk is 76 bytes in size. | + | Information starting at 0x14C contains audio timings for each language. Each chunk is 76 bytes in size. Note that voice clip entries are dependent on the scene, so the "first" entry of ME0001 isn't the same as the one found in ME0007, for example. |
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Revision as of 21:53, 27 June 2020
SCHG: Sonic Adventure 2 | ||||||||||||
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Dreamcast GameCube PC | ||||||||||||
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Contents
Cutscenes
Depending on the version of SA2, the data for the event cutscenes can differ. EXXXX.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 exxxxmotion.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
The base pointer for the DC version is 0xC600000
The base pointer for SA2B is 0x8125FE60
Offset | Type | Description |
---|---|---|
0 | Pointer | Scene geometry |
4 | Pointer | Texture list |
8 | UINT32 | Scene count |
C | Pointer | Texture sizes |
10 | Pointer | ARK character reflection control |
14 | Pointer | Spinning disc slices in ARK control room (Only used in E0200) |
18 | Pointer | Mech character parts (Usually contains pointers to their upgrades and weapons) |
1C | Pointer | Tails' tails |
20 | Pointer | Upgrade list |
24 | Pointer | Models that use animated textures |
28 | Drop shadow control. A value of 01 allows the character drop shadows to be rendered over updated geometry. (SA2B only) |
Upgrade list
The upgrade list is constant throughout the game. To work around a technical limitation with the character models in SA2B, 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) |
Character Node Hierarchy
The node hierarchy for the characters in the cutscenes tends to be quite different from their main game counterparts. As a result, there isn't so much a common skeleton for the cutscene models so much as a different arrangement for the same nodes, with some alterations for what's included within the body's mesh. As a general rule of thumb, any part of the mesh that requires shape motions in the scene is not included with the main model.
Sonic
ID | Description |
---|---|
0 | Root node |
1 | Root node 2 (Main array for the body) |
2 | Body node (Parent) |
3 | Body node (Parent 2) |
4 | Legs + Tail node (Parent) |
5 | Legs + Tail node (Parent 2) |
6 | Left Leg (Parent) |
7 | Left Leg node (hip) |
8 | Left Leg node (thigh) |
9 | Left Leg node (knee) |
10 | Left Leg node (end) |
11 | Left Foot node (Parent) |
12 | Left Foot node (Heel) |
13 | Left Foot node (Toe) |
14 | Left Foot node (End) |
15 | Tail (Parent) |
16 | Tail node (base) |
17 | Tail node (2nd from base) |
18 | Tail node (2nd from end) |
19 | Tail node (end) |
20 | Right Leg (Parent) |
21 | Right Leg node (hip) |
22 | Right Leg node (thigh) |
23 | Right Leg node (knee) |
24 | Right Leg node (end) |
25 | Right Foot node (Parent) |
26 | Right Foot node (Heel) |
27 | Right Foot node (toe) |
28 | Right Foot node (end) |
29 | Chest node (Parent) |
30 | Chest node (middle) |
31 | Head + Arms node (Parent) |
32 | Head + Arms node (Parent 2) |
33 | Right Arm (Parent, contains arm array) |
34 | Right Arm (Parent 2) |
35 | Right Arm node (base) |
36 | Right Arm node (elbow) |
37 | Right Arm node (wrist) |
38 | Right hand (Parent) |
39 | Right hand (Parent 2) |
40 | Face node (Parent) |
41 | Face node (Parent 2) |
42 | Face node (Parent 3) |
43 | Muzzle (Parent) |
44 | Head (Parent) |
45 | Right eye (Parent) |
46 | Right eye |
47 | Left eye (Parent) |
48 | Left eye |
49 | Left Arm (Parent, contains arm array) |
50 | Left Arm (Parent 2) |
51 | Left Arm node (base) |
52 | Left Arm node (elbow) |
53 | Left Arm node (wrist) |
54 | Left hand (Parent) |
55 | Left Hand (Parent 2) |
Shadow
ID | Description |
---|---|
0 | Root node |
1 | Root node 2 (Main array for the body) |
2 | Body node (Parent) |
3 | Body node (Parent 2) |
4 | Legs + Tail node (Parent) |
5 | Legs + Tail node (Parent 2) |
6 | Right Leg (Parent) |
7 | Right Leg node (hip) |
8 | Right Leg node (thigh) |
9 | Right Leg node (knee) |
10 | Right Leg node (end) |
11 | Right Foot node (Parent) |
12 | Right Foot node (Heel) |
13 | Right Foot node (Toe) |
14 | Right Foot node (End) |
15 | Tail (Parent) |
16 | Tail node (base) |
17 | Tail node (2nd from base) |
18 | Tail node (2nd from end) |
19 | Tail node (end) |
20 | Left Leg (Parent) |
21 | Left Leg node (hip) |
22 | Left Leg node (thigh) |
23 | Left Leg node (knee) |
24 | Left Leg node (end) |
25 | Left Foot node (Parent) |
26 | Left Foot node (Heel) |
27 | Left Foot node (toe) |
28 | Left Foot node (end) |
29 | Chest node (Parent) |
30 | Chest node (middle) |
31 | Head + Arms node (Parent) |
32 | Head + Arms node (Parent 2) |
33 | Right Arm (Parent, contains arm array) |
34 | Right Arm (Parent 2) |
35 | Right Arm node (base) |
36 | Right Arm node (elbow) |
37 | Right Arm node (wrist) |
38 | Right hand (Parent) |
39 | Face node (Parent) |
40 | Face node (Parent 2) |
41 | Face node (Parent 3) |
42 | Muzzle (Parent) |
43 | Head (Parent) |
44 | Right eye (Parent) |
45 | Right eye |
46 | Left eye (Parent) |
47 | Left eye |
48 | Left Arm (Parent, contains arm array) |
49 | Left Arm (Parent 2) |
50 | Left Arm node (base) |
51 | Left Arm node (elbow) |
52 | Left Arm node (wrist) |
53 | Left hand (Parent) |
Knuckles
ID | Description |
---|---|
0 | Root node |
1 | Root node 2 (Main array for the body) |
2 | Body node (Parent) |
3 | Body node (Parent 2) |
4 | Legs + Tail node (Parent) |
5 | Legs + Tail node (Parent 2) |
6 | Right Leg (Parent) |
7 | Right Leg node (hip) |
8 | Right Leg node (thigh) |
9 | Right Leg node (knee) |
10 | Right Leg node (end) |
11 | Right Foot node (Parent, contains shoe array) |
12 | Right Foot node (Parent 2) |
13 | Right Foot node (Heel) |
14 | Right Foot node (Toe) |
15 | Right Foot node (End) |
16 | Left Leg (Parent) |
17 | Left Leg node (hip) |
18 | Left Leg node (thigh) |
19 | Left Leg node (knee) |
20 | Left Leg node (end) |
21 | Left Foot node (Parent, contains shoe array) |
22 | Left Foot node (Parent 2) |
23 | Left Foot node (Heel) |
24 | Left Foot node (toe) |
25 | Left Foot node (end) |
26 | Tail (Parent) |
27 | Tail node (base) |
28 | Tail node (2nd from base) |
29 | Tail node (2nd from end) |
30 | Tail node (end) |
31 | Chest node (Parent) |
32 | Chest node (middle) |
33 | Head + Arms node (Parent) |
34 | Head + Arms node (Parent 2) |
35 | Left Arm (Parent, contains arm array) |
36 | Left Arm (Parent 2) |
37 | Left Arm node (base) |
38 | Left Arm node (elbow) |
39 | Left Arm node (wrist) |
40 | Left hand (Parent) |
41 | Face node (Parent) |
42 | Face node (Parent 2) |
43 | Face node (Parent 3) |
44 | Muzzle (Parent) |
45 | Head (Parent) |
46 | Right eye (Parent) |
47 | Right eye |
48 | Left eye (Parent) |
49 | Left eye |
50 | Right Arm (Parent, contains arm array) |
51 | Right Arm (Parent 2) |
52 | Right Arm node (base) |
53 | Right Arm node (elbow) |
54 | Right Arm node (wrist) |
55 | Right hand (Parent) |
Rouge
ID | Description |
---|---|
0 | Root node |
1 | Root node 2 (Main array for the body) |
2 | Body node (Parent) |
3 | Body node (Parent 2) |
4 | Legs + Tail node (Parent) |
5 | Legs + Tail node (Parent 2) |
6 | Right Leg (Parent) |
7 | Right Leg node (hip) |
8 | Right Leg node (thigh) |
9 | Right Leg node (knee) |
10 | Right Leg node (end) |
11 | Right Foot node (Parent, contains shoe array) |
12 | Right Foot node (Parent 2) |
13 | Right Foot node (Heel) |
14 | Right Foot node (Toe) |
15 | Right Foot node (End) |
16 | Left Leg (Parent) |
17 | Left Leg node (hip) |
18 | Left Leg node (thigh) |
19 | Left Leg node (knee) |
20 | Left Leg node (end) |
21 | Left Foot node (Parent, contains shoe array) |
22 | Left Foot node (Parent 2) |
23 | Left Foot node (Heel) |
24 | Left Foot node (toe) |
25 | Left Foot node (end) |
26 | Tail (Parent) |
27 | Tail node (base) |
28 | Tail node (2nd from base) |
29 | Tail node (2nd from end) |
30 | Tail node (end) |
31 | Chest node (Parent) |
32 | Chest node (middle) |
33 | Head + Arms node (Parent) |
34 | Head + Arms node (Parent 2) |
35 | Right Arm (Parent, contains arm array) |
36 | Right Arm (Parent 2) |
37 | Right Arm node (base) |
38 | Right Arm node (elbow) |
39 | Right Arm node (wrist) |
40 | Right hand (Parent) |
41 | Right hand (Parent 2) |
42 | Right thumb node (Parent) |
43 | Right thumb node (middle) |
44 | Right thumb node (tip) |
45 | Right fingers node (Parent) |
46 | Right fingers node (middle) |
47 | Right fingers node (tip) |
48 | Right pinkie node (Parent) |
49 | Right pinkie node (middle) |
50 | Right pinkie node (tip) |
51 | Right hand |
52 | Face node (Parent) |
53 | Face node (Parent 2) |
54 | Face node (Parent 3) |
55 | Muzzle (Parent) |
56 | Head (Parent) |
57 | Right eye (Parent) |
58 | Right eye |
59 | Left eye (Parent) |
60 | Left eye |
61 | Left Arm (Parent, contains arm array) |
62 | Left Arm (Parent 2) |
63 | Left Arm node (base) |
64 | Left Arm node (elbow) |
65 | Left Arm node (wrist) |
66 | Left hand (Parent) |
67 | Left Hand (Parent 2) |
68 | Left thumb node (Parent) |
69 | Left thumb node (middle) |
70 | Left thumb node (tip) |
71 | Left fingers node (Parent) |
72 | Left fingers node (middle) |
73 | Left fingers node (tip) |
74 | Left pinkie node (Parent) |
75 | Left pinkie node (middle) |
76 | Left pinkie node (tip) |
77 | Left hand |
Mech Tails
ID | Description |
---|---|
0 | Mech's Root node |
1 | Mech's Legs node (Parent) |
2 | Mech's Chest node (Parent) |
3 | Vulcan Cannon |
4 | Vulcan Cannon node |
5 | Missile Blaster node (base) |
6 | Missile Blaster node (barrel) |
7 | Missile Blaster node (tip) |
8 | Laser Blaster node (base) |
9 | Laser Blaster node (barrel) |
10 | Laser Blaster node (tip) |
11 | Bazooka node (base) |
12 | Bazooka node (barrel) |
13 | Bazooka node (tip) |
14 | Cannon node |
15 | Pilot's root node |
16 | Pilot's Chest node |
17 | Pilot's Left Arm node (base, contains array for arm) |
18 | Pilot's Left Arm node (Parent) |
19 | Pilot's Left Arm node (Armpit) |
20 | Pilot's Left Arm node (elbow) |
21 | Pilot's Left Arm node (wrist) |
22 | Pilot's Right arm node (base, contains array for arm) |
23 | Pilot's Right arm node (Parent) |
24 | Pilot's Right arm node (armpit) |
25 | Pilot's Right arm node (elbow) |
26 | Pilot's Right arm node (wrist) |
27 | Pilot's Face node (Parent) |
28 | Pilot's Face node (Parent 2) |
29 | Pilot's Face node (Parent 3) |
30 | Pilot's Right eye |
31 | Pilot's Left eye |
32 | Pilot's face node (end) |
33 | Yoke node |
34 | Lock-on Laser node |
35 | Mech's Right foot node (Parent) |
36 | Mech's Right foot node (Parent 2) |
37 | Mech's Right foot node (base) |
38 | Mech's Right foot node (calf, Parent) |
39 | Mech's Right foot node (calf) |
40 | Booster (Right) |
41 | Mech's Right foot node (Foot, Parent 1) |
42 | Mech's Right foot node (Foot, Parent 2) |
43 | Mech's Right foot node (Foot, Parent 3) |
44 | Mech's Right foot node (Foot) |
45 | Mech's Right foot node (Foot, tip) |
46 | Mech's Left foot node (Parent) |
47 | Mech's Left foot node (Parent 2) |
48 | Mech's Left foot node (base) |
49 | Mech's Left foot node (calf, Parent) |
50 | Mech's Left foot node (calf) |
51 | Booster (Left) |
52 | Mech's Left foot node (Foot, Parent 1) |
53 | Mech's Left foot node (Foot, Parent 2) |
54 | Mech's Left foot node (Foot, Parent 3) |
55 | Mech's Left foot node (Foot) |
56 | Mech's Left foot node (Foot, tip) |
Mech Eggman
ID | Description |
---|---|
0 | Root node |
1 | Mech's Legs node (Parent) |
2 | Mech's Right Leg node (base) |
3 | Mech's Right Leg node (calf) |
4 | Mech's Right Foot node (heel) |
5 | Mech's Right Foot node (toe) |
6 | Jet Engine (Right) |
7 | Mech's Left Leg node (base) |
8 | Mech's Left Leg node (calf) |
9 | Mech's Left Leg node (heel) |
10 | Mech's Left Leg node (toe) |
11 | Jet Engine (Left) |
12 | Mech's Chest node (Parent) |
13 | Blaster node |
14 | Lock-on Laser node |
15 | Accessories node? (Parent) |
16 | Protection Armor |
17 | Vulcan Cannon |
18 | Vulcan Cannon node |
19 | Missile Blaster node (base) |
20 | Missile Blaster node (barrel) |
21 | Missile Blaster node (tip) |
22 | Large Cannon |
23 | Large Cannon node |
24 | Laser Blaster node (base) |
25 | Laser Blaster node (barrel) |
26 | Laser Blaster node (tip) |
27 | Laser Blaster node (glow) |
28 | Pilot's root node |
29 | Pilot's chest node (Contains array for the body) |
30 | Pilot's Arms node (Parent) |
31 | Pilot's Left Arm node (Parent) |
32 | Pilot's Left Arm node (base) |
33 | Pilot's Left Arm node (elbow) |
34 | Pilot's Left Arm node (wrist) |
35 | Pilot's Left hand node (Parent) |
36 | Pilot's Right Arm node (Parent) |
37 | Pilot's Right arm node (base) |
38 | Pilot's Right arm node (elbow) |
39 | Pilot's Right arm node (wrist) |
40 | Pilot's Right hand node (Parent) |
41 | Pilot's Face node (Parent) |
42 | Pilot's Face node (Parent 2) |
43 | Pilot's Face node (Parent 3) |
Tails
ID | Description |
---|---|
0 | Root node |
1 | Root node 2 (Main array for the body) |
2 | Body node (Parent) |
3 | Chest node (Parent) |
4 | Chest node (middle) |
5 | Head + Arms node (Parent) |
6 | Head + Arms node (Parent 2) |
7 | Left Arm (Parent, contains arm array) |
8 | Left Arm (Parent 2) |
9 | Left Arm node (base) |
10 | Left Arm node (elbow) |
11 | Left Arm node (wrist) |
12 | Left hand (Parent) |
13 | Left hand (Parent 2) |
14 | Right Arm (Parent, contains arm array) |
15 | Right Arm (Parent 2) |
16 | Right Arm node (base) |
17 | Right Arm node (elbow) |
18 | Right Arm node (wrist) |
19 | Right hand (Parent) |
20 | Right Hand (Parent 2) |
21 | Face node (Parent) |
22 | Face node (Parent 2) |
23 | Face node (Parent 3) |
24 | Eyes (Parent) |
25 | Left Eye |
26 | Right eye |
27 | Muzzle (Parent) |
28 | Head (Parent) |
29 | Body node (Parent 2) |
30 | Legs + Tail node (Parent) |
31 | Legs + Tail node (Parent 2) |
32 | Right Leg (Parent) |
33 | Right Leg node (hip) |
34 | Right Leg node (thigh) |
35 | Right Leg node (knee) |
36 | Right Leg node (end) |
37 | Right Foot node (Parent, contains shoe array) |
38 | Right Foot node (Parent 2) |
39 | Right Foot node (Heel) |
40 | Right Foot node (Toe) |
41 | Right Foot node (End) |
42 | Tails (Parent) |
43 | Right tail |
44 | Left tail |
45 | Left Leg (Parent) |
46 | Left Leg node (hip) |
47 | Left Leg node (thigh) |
48 | Left Leg node (knee) |
49 | Left Leg node (end) |
50 | Left Foot node (Parent, contains shoe array) |
51 | Left Foot node (Parent 2) |
52 | Left Foot node (Heel) |
53 | Left Foot node (toe) |
54 | Left Foot node (end) |
Eggman
ID | Description |
---|---|
0 | Root node |
1 | Root node 2 (Main array for the body) |
2 | Body node (Parent) |
3 | Chest node (Parent) |
4 | Chest node (middle) |
5 | Head + Arms node (Parent) |
6 | Head + Arms node (Parent 2) |
7 | Left Arm (Parent) |
8 | Left Arm node (base) |
9 | Left Arm node (elbow) |
10 | Left Arm node (wrist) |
11 | Left Hand node (Parent) |
12 | Left Hand node (Parent 2) |
13 | Right Arm (Parent) |
14 | Right Arm node (base) |
15 | Right Arm node (elbow) |
16 | Right Arm node (wrist) |
17 | Right hand node (Parent) |
18 | Right hand node (Parent 2) |
19 | Face node (Parent) |
20 | Face node (Parent 2) |
21 | Face node (Parent 3) |
22 | Body node (Parent 2) |
23 | Legs node (Parent) |
24 | Legs node (Parent 2) |
25 | Right Leg node (Parent) |
26 | Right Leg node (hip) |
27 | Right Leg node (thigh) |
28 | Right Leg node (knee) |
29 | Right Leg node (End) |
30 | Right Foot node (Parent) |
31 | Right Foot node (calf) |
32 | Right Foot node (heel) |
33 | Right Foot node (toe) |
34 | Left Leg node (Parent) |
35 | Left Leg node (hip) |
36 | Left Leg node (thigh) |
37 | Left Leg node (knee) |
38 | Left Leg node (end) |
39 | Left Foot node (Parent) |
40 | Left Foot node (calf) |
41 | Left Foot node (heel) |
42 | Left Foot node (toe) |
Amy
ID | Description |
---|---|
0 | Root node |
1 | Root node 2 (Main array for the body) |
2 | Body node (Parent) |
3 | Body node (Parent 2) |
4 | Legs + Tail node (Parent) |
5 | Legs + Tail node (Parent 2) |
6 | Right Leg (Parent) |
7 | Right Leg node (hip) |
8 | Right Leg node (thigh) |
9 | Right Leg node (knee) |
10 | Right Leg node (end) |
11 | Right Foot node (Parent) |
12 | Right Foot node (Heel) |
13 | Right Foot node (Toe) |
14 | Right Foot node (End) |
15 | Tail (Parent) |
16 | Tail node (base) |
17 | Tail node (2nd from base) |
18 | Tail node (2nd from end) |
19 | Tail node (end) |
20 | Left Leg (Parent) |
21 | Left Leg node (hip) |
22 | Left Leg node (thigh) |
23 | Left Leg node (knee) |
24 | Left Leg node (end) |
25 | Left Foot node (Parent) |
26 | Left Foot node (Heel) |
27 | Left Foot node (toe) |
28 | Left Foot node (end) |
29 | Chest node (Parent) |
30 | Chest node (middle) |
31 | Head + Arms node (Parent) |
32 | Head + Arms node (Parent 2) |
33 | Face node (Parent) |
34 | Face node (Parent 2) |
35 | Muzzle (Parent) |
36 | Eyes (Parent) |
37 | Right eye |
38 | Left eye |
39 | Face node (Parent 3) |
40 | Head (Parent) |
41 | Right Arm (Parent, contains arm array) |
42 | Right Arm (Parent 2) |
43 | Right Arm node (base) |
44 | Right Arm node (elbow) |
45 | Right Arm node (wrist) |
46 | Right hand (Parent) |
47 | Right hand (Parent 2) |
48 | Left Arm (Parent, contains arm array) |
49 | Left Arm (Parent 2) |
50 | Left Arm node (base) |
51 | Left Arm node (elbow) |
52 | Left Arm node (wrist) |
53 | Left hand (Parent) |
54 | Left Hand (Parent 2) |
Super Sonic/Super Shadow
ID | Description |
---|---|
0 | Root node |
1 | Root node 2 (Main array for the body) |
2 | Body node (Parent) |
3 | Body node (Parent 2) |
4 | Legs + Tail node (Parent) |
5 | Legs + Tail node (Parent 2) |
6 | Right Leg (Parent) |
7 | Right Leg node (hip) |
8 | Right Leg node (thigh) |
9 | Right Leg node (knee) |
10 | Right Leg node (end) |
11 | Right Foot node (Parent, contains shoe array) |
12 | Right Foot node (Parent 2) |
13 | Right Foot node (Heel) |
14 | Right Foot node (Toe) |
15 | Right Foot node (End) |
16 | Left Leg (Parent) |
17 | Left Leg node (hip) |
18 | Left Leg node (thigh) |
19 | Left Leg node (knee) |
20 | Left Leg node (end) |
21 | Left Foot node (Parent, contains shoe array) |
22 | Left Foot node (Parent 2) |
23 | Left Foot node (Heel) |
24 | Left Foot node (toe) |
25 | Left Foot node (end) |
26 | Tail (Parent) |
27 | Tail node (base) |
28 | Tail node (2nd from base) |
29 | Tail node (2nd from end) |
30 | Tail node (end) |
31 | Chest node (Parent) |
32 | Chest node (middle) |
33 | Head + Arms node (Parent) |
34 | Head + Arms node (Parent 2) |
35 | Left Arm (Parent, contains arm array) |
36 | Left Arm (Parent 2) |
37 | Left Arm node (base) |
38 | Left Arm node (elbow) |
39 | Left Arm node (wrist) |
40 | Left hand (Parent) |
41 | Left hand (Parent 2) |
42 | Face node (Parent) |
43 | Face node (Parent 2) |
44 | Face node (Parent 3) |
45 | Muzzle (Parent) |
46 | Head (Parent) |
47 | Right eye (Parent) |
48 | Right eye |
49 | Left eye (Parent) |
50 | Left eye |
51 | Right Arm (Parent, contains arm array) |
52 | Right Arm (Parent 2) |
53 | Right Arm node (base) |
54 | Right Arm node (elbow) |
55 | Right Arm node (wrist) |
56 | Right hand (Parent) |
57 | Right Hand (Parent 2) |
EXXXX_0 Information
Screen Effects
Information starting at 0x9800 denotes any screen effects that occur within the scene, such as fades or color changes. Each chunk of this information is 64 bytes long, with the last 52 bytes acting as a buffer.
Offset | Type | Description |
---|---|---|
0 | UINT32 | Frame in which the screen information takes effect |
4 | UINT32 | Fade control. 1 is a fade, while 2 is a hard cut |
8 | Char Array [4] | ASCII color (ARGB) |
Stage Lighting Information
Information starting at 0xA800 pertains to any scene lighting present in the cutscene. Each piece of data is 56 bytes long, with the last 32 bytes acting as a buffer. These parameters are seemingly unused in SA2B.
Offset | Type | Description |
---|---|---|
0 | UINT32 | Frame in which the lighting information takes effect |
4 | UINT32 | Fade control. 1 is a fade, while 2 is a hard cut |
8 | Float | Red |
C | Float | Green |
10 | Float | Blue |
14 | Float | Light Intensity |
Object Lighting Information
Starting at 0x26800 are 68-byte chunks that dictate the object lighting information for the corresponding cutscene. The last 20 bytes can be considered a buffer for now.
Offset | Type | Description |
---|---|---|
0 | UINT32 | Frame in which the lighting information takes effect |
4 | UINT32 | Fade control. 1 is a hard cut, while 2 is a fade-in from the previous set of instructions |
8 | Float | Light Direction Vector (X-Component) |
C | Float | Light Direction Vector (Y-Component) |
10 | Float | Light Direction Vector (Z-Component) |
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 |
Video Overlay Information
Information starting at 0x39800 determines whether or not an FMV overlay is meant to be loaded in a scene. Depending on the settings, the video can either be superimposed over the screen, or a mesh that's in the cutscene. The chunks are 48 bytes long, with the last 16 acting as a buffer. In the Dreamcast and GameCube versions, .m1v files are loaded for these cases. The 2012 re-release checks for and loads the .sfd equivalents of the video overlays.
Offset | Type | Description |
---|---|---|
0 | UINT32 | Frame in which the video begins to play |
4 | Char Array [4] | Video tint settings, in ARGB format |
8 | Float | Depth value. A higher value means the video overlay will be pushed further away from the screen |
C | Overlay control. A value of 01 FF represents a screen overlay, while 02 00 places the video over a mesh in the scene | |
10 | Text | Name of the video file that's to be loaded |
EXXXX_1-J Information
Suffix | Language |
---|---|
1 | English |
2 | French |
3 | Spanish |
4 | German |
5 | Italian (2012 port only) |
J | Japanese |
The start of the file contains subtitle data. Each data set is 8 bytes long and is tied to the order in which subtitles are loaded in the scene.
Offset | Type | Description |
---|---|---|
0 | UINT32 | Frame in which the subtitle is set to appear. |
4 | UINT34 | Number of frames in which the subtitle is to remain onscreen. |
Information starting at 0x800 and continuing until the end of the file contains audio timings for voices and BGM for each language. Each chunk is 72 bytes in size. Voice clip numbers are relative to each scene, so the "first" entry in E0000 won't be the same entry as the one loaded in E0102, for example.
Offset | Type | Description |
---|---|---|
0 | UINT32 | Frame in which the audio clip begins to play |
4 | UINT32 | Number of the voice clip that's to be loaded if applicable, in multiples of 10. i.e, FF FF 0A 00 is 10, or the first clip applicable to the scene. FF FF FF FF denotes a null voice clip entry |
8 | Text | Name of audio track that's to be loaded, if applicable |
Mini-Event 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 | UINT32 | 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) |
10 | Pointer | Mechless Tails' pointer array (unused) |
14 | Pointer | Mechless Eggman's pointer array (unused) |
18 | Pointer | Knuckles' pointer array (if applicable) |
1C | Pointer | Rouge's pointer array (if applicable) |
20 | Pointer | Mech Tails' pointer array (unused) |
24 | Pointer | Mech Eggman's pointer array (if applicable) |
For Sonic, Shadow, and Knuckles' player models, any models attached to nodes 42 (Left Hand), 47 (Mouth), 49 (Head), and 61 (Right Hand) will be omitted for the duration of the scene. Rouge only omits models attached to nodes 47 and 49.
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.
The DC base pointer for these scenes is 0xCB00000
The base pointer for these scenes in SA2B is 0x816DFE60
MEXXXX_0-5 Information
Suffix | Language |
---|---|
0 | Japanese |
1 | English |
2 | French |
3 | Spanish |
4 | German |
5 | Italian (2012 port only) |
Much like the _1 to _J files for the main event cutscenes, MEXXXX_0 to _5 dictates audio and subtitle information for the mini-event scenes. These files are uncompressed.
The start of the file contains subtitle timings and their duration. Each data set is 8 bytes in size and is tied to the order in which subtitles are loaded.
Offset | Type | Description |
---|---|---|
0 | UINT32 | Frame in which the subtitle is set to appear |
4 | UINT32 | Number of frames in which the subtitle remains onscreen after it has been loaded |
0x100 contains information pertaining to screen effects.
Offset | Type | Description |
---|---|---|
0 | UINT32 | Frame in which the instruction is set to begin. Setting this value to 0 disables BGM (if applicable) and uses a default fade-in. |
4 | Byte | Screen control. 1 is a normal fade, while 2 maintains the screen fade color until the mini-event is finished. |
A | Byte | BGM control. Setting this value to 2D (45) will cause the level's music to play at the frame specified. |
Information starting at 0x14C contains audio timings for each language. Each chunk is 76 bytes in size. Note that voice clip entries are dependent on the scene, so the "first" entry of ME0001 isn't the same as the one found in ME0007, for example.
Offset | Type | Description |
---|---|---|
0 | UINT32 | Frame in which the instruction is set to begin |
4 | Byte | Null (00) |
5 | UINT16 | Sound effect ID that is to be loaded, if applicable. FF FF is considered a null value. Usually written as ?? FF. |
7 | Byte | Null (00) |
8 | UINT16 | Number of voice clip that is to be loaded, if applicable, in multiples of 10. Valid entries are written as 00 ??, while FF FF is a null value. |
A | Byte | BGM control. Setting this value to 2D (45) will cause the level's music to play at the frame specified if immediate playback is disabled. |
References