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Sonic Adventure/Level Data Formats

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SCHG: Sonic Adventure
Dreamcast
Gamecube
2004 PC
2010 PC

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

Offset Type Description
0 Short COL Count
2 Short Anim Count
4 Int Some type of flag, usually 12, 13 indicates the presence of animations.
8 Float Unknown, usually 3000
C Pointer COL List
10 Pointer Anim List
14 Pointer Texture file name. Optional, possibly unused.
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

Listing of Header locations

If you wish to use Dude's level rippers with this data, you will have to enter the COL Address in decimal and the COL Count.

Name File Address COL Count COL Address Anim Count Anim Address
Emerald Coast 1 STG01.bin 81554 445 7D6C0 0 0
Emerald Coast 2 STG01.bin DEB60 152 DD600 0 0
Emerald Coast 3 STG01.bin 11DD58 190 11C2A0 0 0
Windy Valley 1 STG02.bin D7E0 72 CDC0 0 0
Windy Valley 2 STG02.bin DB40 23 D804 0 0
Windy Valley 3 STG02.bin F274 164 DB64 0 0
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