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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}}
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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. <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
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| SFD Video
 
| SFD Video
 
|}
 
|}
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 +
==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.
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 +
===Main File Information===
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{| 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
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|-
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| 5
 +
| Shadow's Air Shoes
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|-
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| 6
 +
| Shadow's Flame Ring
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|-
 +
| 7
 +
| Knuckles' Shovel Claw (Left)
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|-
 +
| 8
 +
| Knuckles' Shovel Claw (Right)
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|-
 +
| 9
 +
| Knuckles' Hammer Glove (Left)
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|-
 +
| 10
 +
| Knuckles' Hammer Glove (Right)
 +
|-
 +
| 11
 +
| Knuckles' Sunglasses
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|-
 +
| 12
 +
| Knuckles' Air Necklace
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|-
 +
| 13
 +
| Rouge's Pick Nails
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|-
 +
| 14
 +
| Rouge's Treasure Scope
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|-
 +
| 15
 +
| Rouge's Iron Boots
 +
|-
 +
| 16
 +
| Rouge's Heart Plates
 +
|-
 +
| 17
 +
| Mech Tails' cockpit window (SA2B only)
 +
|-
 +
| 18
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| Mech Eggman's cockpit window (SA2B only)
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|}
 +
 +
===EXXXX_0 Information===
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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
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| Light rotation (X-Axis)
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|-
 +
| C
 +
| Float
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| Light rotation (Y-Axis)
 +
|-
 +
| 10
 +
| Float
 +
| Light rotation (Z-Axis)
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|-
 +
| 14
 +
| Float
 +
| Red
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|-
 +
| 18
 +
| Float
 +
| Green
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|-
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| 1C
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| Float
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| Blue
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|-
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| 20
 +
| Float
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| Light intensity
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|-
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| 24
 +
| Float
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| Ambient R
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|-
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| 28
 +
| Float
 +
| Ambient G
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|-
 +
| 2C
 +
| Float
 +
| Ambient B
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|}
 +
 +
==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)
 +
|-
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| 4
 +
| Pointer
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| Camera information
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|-
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| 8
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| Pointer
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| Sonic's pointer array (if applicable)
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|-
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| C
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| Pointer
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| Shadow's pointer array (if applicable)
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|-
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| 18
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| Pointer
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| Knuckles' pointer array (if applicable)
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|-
 +
| 1C
 +
| Pointer
 +
| Rouge's pointer array (if applicable)
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|-
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| 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
Dreamcast
GameCube
PC

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.

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