Difference between revisions of "Sonic Adventure 2/Cutscenes"
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The base pointer for the DC version is 0xC600000<br />  The base pointer for the DC version is 0xC600000<br />  
The base pointer for SA2B is 0x8125FE60  The base pointer for SA2B is 0x8125FE60  
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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 cutscenespecific 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:  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 cutscenespecific 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:  
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Latest revision as of 06:55, 25 March 2020
SCHG: Sonic Adventure 2  

Dreamcast GameCube PC  

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  Lockon 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  Lockon 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 68byte 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 fadein from the previous set of instructions 
8  Float  Light Direction Vector (XComponent) 
C  Float  Light Direction Vector (YComponent) 
10  Float  Light Direction Vector (ZComponent) 
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 rerelease 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 
MiniEvent 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 cutscenespecific 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
References