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__NOTOC__
 
 
{{SCHG SH}}
 
{{SCHG SH}}
 
This is the '''[[Sonic Community Hacking Guide]] for ''[[Sonic Heroes]]'''''. <br />
 
This is the '''[[Sonic Community Hacking Guide]] for ''[[Sonic Heroes]]'''''. <br />
 
<br />
 
<br />
 +
Most of the information in this guide applies only to the PC version, although some of it can be applied to the console vesions as well.<br />
 
This page is for information that does not fit into another page and does not warrant its own page.
 
This page is for information that does not fit into another page and does not warrant its own page.
  
==Types of Archives==
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==File Formats==
===.ONE Archives===
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This list is incomplete.<br/>
Contain various types of game data; usually Texture Archives, Animations and Models. Files within .ONE Archives are typically compressed .[[PRS]] files.
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*'''.[[ADX]]''': Music files.
 +
*'''.AFS''': A container for audio (voice and speech).
 +
*'''.ANM''': Renderware Animation data. Usually inside ONEs as compressed PRS files.
 +
*'''.BIN''': Binary data. Can contain different types of data.
 +
*'''.BSP''': Renderware binary space partitioning data. It contains models for levels. Usually inside ONEs as compressed PRS files.
 +
*'''.CL''': Collision data. Format is only partly known.
 +
*'''.DAT''': General data container. Format unknown.
 +
*'''.DDS''': Image format. Usually located inside TXD containers.
 +
*'''.DFF''': Renderware model format for objects and characters. Usually inside ONEs as compressed PRS files.
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*'''.DMO''': These files apparently contain information for demo playback. Format unknown.
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*'''.EXE''': Executable file. Contains most of the code for the game, plus other data.
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*'''.ONE''': Archive format. Container for many file types, usually compressed PRS files.
 +
*'''.[[PRS]]''': Compression format. Can by any file type.
 +
*'''.REL''': Relocatable module files. They contain code and other data that is not in the EXE.
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*'''.[[SFD]]''': Video format.
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*'''.SPL''': Spline data. Usually contains splines for Special Stages. The format has been documented.
 +
*'''.SCR''': Script files for events such as cutscenes. Format unknown.
 +
*'''.TXC''': Unknown file type
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*'''.TXD''': Renderware texture archive. Contains .DDS files.
  
The .ONE archives can be opened and edited using [[HeroesONE]], by [[MainMemory]]. They can also be unpacked and repacked using the command-line based {{file|OneTools.rar|ONE_Unpk and ONE_Pack}}, respectively, created by [[Lightning]].
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===Binary File Types===
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*'''*_blk.bin''': These files contain visibility data. They set which sections and models of the level (loaded from the .ONE file) are visible from each area, allowing the game to increase performance and load decoration which is only visible from certain areas. See [[SCHG:Sonic Heroes/Visibility Editing|Visibility Editing]].
 +
*'''*_cam.bin''': Contain camera data. Format unknown.
 +
*'''*_light.bin''': Contain lightning data that is applied to characters. One level can have more than one light type, and different light types can be applied by trigger objects.
 +
*'''*_DB.bin''' and '''*_P*.bin''': Contain object placement data. See the [[SCHG:Sonic_Heroes/Object_Editing|Object Editing]] page for more info.
  
===.TXD Archives===
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==Filesystem==
Contain the game's textures in [[Wikipedia:DirectDraw_Surface|DDS]] format. Due to the nature of Sonic Heroes of being a game using the [[Wikipedia:Renderware|Renderware]] engine, some tools created for editing [[Wikipedia:Grand Theft Auto (series)|Grand Theft Auto]] III, Vice City and San Andreas can be used for Sonic Heroes as well. <br>[https://www.gtamodding.com/wiki/Magic.TXD Magic.TXD] is a TXD editor which fully supports the TXDs for the PC version of Sonic Heroes, and possibly the console versions as well.
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All files required for the game to run (except the EXE and save data) are located inside the ''dvdroot'' folder. The name of this folder can be changed by hex editing the EXE.
  
==Model Files==
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*'''Tsonic_win.exe''' is the main executable of the PC version.  
* '''.DFFs:''' Inside the .ONE files are .PRS files, which can be compressed .DFF files; these contain models for objects and characters.
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*'''Launcher.exe''' is the executable which allows you to configure PC only settings, such as resolution and button mapping.
* '''.BSPs:''' Much like the .DFF files, .BSP files are also in the .ONE files. They contain the [[SCHG:Sonic Heroes/Model Format|level geometry]]. It is stored in numerous .BSP files for each level.
 
  
==Binary Files==
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*''dvdroot\'' - Most data regarding levels and events is placed in the dvdroot folder.
Much of the game's stage data is contained in '''.BIN''' files located in the root folder.
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**''advertise\'' - Data regarding main menus is placed in this folder.
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***''E\'' - Files for English language menus.
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***''F\'' - Files for French language menus.
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***''G\'' - Files for German language menus.
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***''I\'' - Files for Italian language menus.
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***''J\'' - Files for Japanese language menus.
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***''K\'' - Files for Korean language menus.
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***''S\'' - Files for Spanish language menus.
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**''bgm\'' - ADX music and AFS container is in this folder.
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**''collisions\'' - .CL files are located here.
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**''font\'' - Fonts and much of the text of the game are here.
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**''movie\'' - .SFD files are located here.
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**''playmodel\'' - Models, textures and animations for all charaters are located here (including Super Sonic and 2P metallic characters)
 +
**''sound\'' - .PAC files with sound banks are located here.
 +
**''stgtitle\'' - This folder has the loading screen for every level in the game, including an Extra mission and Super Hard mode version for each.
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***''mission\'' - The text displayed in the loading screen for every mission in every language is located here.
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**''text\'' - Text for Launcher.exe is contained here, also the Credits text.
 +
**''textures\'' - .TXD files for levels and some objects are here. There are many TXDs in other places though, such as inside .ONE archives.
  
*'''*_blk.bin''': These files contain visibility data. They set which sections and models of the level (loaded from the .ONE file) are visible from each area, allowing the game to increase performance and load decoration which is only visible from certain areas. See [[SCHG:Sonic Heroes/Visibility Editing|Visibility Editing]].
+
Aside from those files, usually located in ''\AppData\Roaming\SEGA\SONICHEROES'' for the user are a ''sonic_h.ini'' file which contains data set in ''Launcher.exe'' and extensionless ''SONICHEROES_XX'' save files, where XX is the save slot number from 00 to 99.
*'''*_cam.bin''': Contain camera data.
 
*'''*_light.bin''': Contain lightning data that is applied to characters. One level can have more than one light type, and different light types can be applied by trigger objects.
 
*'''*_DB.bin''' and '''*_P*.bin''': Contain object placement data. See the [[SCHG:Sonic_Heroes/Object_Editing|Object Editing]] page for more info.
 
  
==Other File Types==
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==Tools==
The game's main executable (Tsonic_win.exe), aside from the game's main code, contains start positions and in-level spline data. There is also code in multiple '''.REL''' files in the dvdroot folder. Also, '''.SPL''' files contain splines, which set the path you will follow in the Special Stages.
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*.ONE archives can be opened and edited using [[HeroesONE]], by [[MainMemory]].
 +
*They can also be unpacked and repacked using the command-line based {{file|OneTools.rar|ONE_Unpk and ONE_Pack}}, respectively, created by [[Lightning]].
 +
*.PRS files can be decompressed using PRSDec Auto, which can be downloaded in the [[PRS]] page
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*.TXD archives can be edited using many TXD editors for Renderware games. [https://www.gtamodding.com/wiki/Magic.TXD Magic.TXD] fully supports the TXDs for the PC version of Sonic Heroes, and possibly the console versions as well.
 +
*The structure of .BSP and .DFF files can be viewed using '''RW Analyze'''.
  
 
{{SCHGuides}}
 
{{SCHGuides}}
 
[[Category:Sonic Community Hacking Guide]]
 
[[Category:Sonic Community Hacking Guide]]

Revision as of 00:40, 11 January 2017

SCHG: Sonic Heroes
Main Article
Mechanic Editing

DOL Editing
EXE Editing
Music Pointers
Object Parameter Data
Relocatable Editing (PC)
File Offsets

Model Editing
Collision Format
Model Format
Level Editing

Camera Editing
Event Editing
ID list
Indirect Editing
Light Editing
Level List
Object Editing
Object Porting
Spline Editing
Texture Animation Editing
Visibility Editing

Particle Editing
Particle Editing
Sound Editing
Music List

Sound Editing
Voices

SCHG How-Tos

Custom Object Material Effect Tutorial
Level Editing Tutorial

This is the Sonic Community Hacking Guide for Sonic Heroes.

Most of the information in this guide applies only to the PC version, although some of it can be applied to the console vesions as well.
This page is for information that does not fit into another page and does not warrant its own page.

File Formats

This list is incomplete.

  • .ADX: Music files.
  • .AFS: A container for audio (voice and speech).
  • .ANM: Renderware Animation data. Usually inside ONEs as compressed PRS files.
  • .BIN: Binary data. Can contain different types of data.
  • .BSP: Renderware binary space partitioning data. It contains models for levels. Usually inside ONEs as compressed PRS files.
  • .CL: Collision data. Format is only partly known.
  • .DAT: General data container. Format unknown.
  • .DDS: Image format. Usually located inside TXD containers.
  • .DFF: Renderware model format for objects and characters. Usually inside ONEs as compressed PRS files.
  • .DMO: These files apparently contain information for demo playback. Format unknown.
  • .EXE: Executable file. Contains most of the code for the game, plus other data.
  • .ONE: Archive format. Container for many file types, usually compressed PRS files.
  • .PRS: Compression format. Can by any file type.
  • .REL: Relocatable module files. They contain code and other data that is not in the EXE.
  • .SFD: Video format.
  • .SPL: Spline data. Usually contains splines for Special Stages. The format has been documented.
  • .SCR: Script files for events such as cutscenes. Format unknown.
  • .TXC: Unknown file type
  • .TXD: Renderware texture archive. Contains .DDS files.

Binary File Types

  • *_blk.bin: These files contain visibility data. They set which sections and models of the level (loaded from the .ONE file) are visible from each area, allowing the game to increase performance and load decoration which is only visible from certain areas. See Visibility Editing.
  • *_cam.bin: Contain camera data. Format unknown.
  • *_light.bin: Contain lightning data that is applied to characters. One level can have more than one light type, and different light types can be applied by trigger objects.
  • *_DB.bin and *_P*.bin: Contain object placement data. See the Object Editing page for more info.

Filesystem

All files required for the game to run (except the EXE and save data) are located inside the dvdroot folder. The name of this folder can be changed by hex editing the EXE.

  • Tsonic_win.exe is the main executable of the PC version.
  • Launcher.exe is the executable which allows you to configure PC only settings, such as resolution and button mapping.
  • dvdroot\ - Most data regarding levels and events is placed in the dvdroot folder.
    • advertise\ - Data regarding main menus is placed in this folder.
      • E\ - Files for English language menus.
      • F\ - Files for French language menus.
      • G\ - Files for German language menus.
      • I\ - Files for Italian language menus.
      • J\ - Files for Japanese language menus.
      • K\ - Files for Korean language menus.
      • S\ - Files for Spanish language menus.
    • bgm\ - ADX music and AFS container is in this folder.
    • collisions\ - .CL files are located here.
    • font\ - Fonts and much of the text of the game are here.
    • movie\ - .SFD files are located here.
    • playmodel\ - Models, textures and animations for all charaters are located here (including Super Sonic and 2P metallic characters)
    • sound\ - .PAC files with sound banks are located here.
    • stgtitle\ - This folder has the loading screen for every level in the game, including an Extra mission and Super Hard mode version for each.
      • mission\ - The text displayed in the loading screen for every mission in every language is located here.
    • text\ - Text for Launcher.exe is contained here, also the Credits text.
    • textures\ - .TXD files for levels and some objects are here. There are many TXDs in other places though, such as inside .ONE archives.

Aside from those files, usually located in \AppData\Roaming\SEGA\SONICHEROES for the user are a sonic_h.ini file which contains data set in Launcher.exe and extensionless SONICHEROES_XX save files, where XX is the save slot number from 00 to 99.

Tools

  • .ONE archives can be opened and edited using HeroesONE, by MainMemory.
  • They can also be unpacked and repacked using the command-line based ONE_Unpk and ONE_Pack (info) (77 kB), respectively, created by Lightning.
  • .PRS files can be decompressed using PRSDec Auto, which can be downloaded in the PRS page
  • .TXD archives can be edited using many TXD editors for Renderware games. Magic.TXD fully supports the TXDs for the PC version of Sonic Heroes, and possibly the console versions as well.
  • The structure of .BSP and .DFF files can be viewed using RW Analyze.
Sonic Community Hacking Guide
General
SonED2 Manual | Subroutine Equivalency List
Game-Specific
Sonic the Hedgehog (16-bit) | Sonic the Hedgehog (8-bit) | Sonic CD (prototype 510) | Sonic CD | Sonic CD (PC) | Sonic CD (2011) | Sonic 2 (Simon Wai prototype) | Sonic 2 (16-bit) | Sonic 2 (Master System) | Sonic 3 | Sonic 3 & Knuckles | Chaotix | Sonic Jam | Sonic Jam 6 | Sonic Adventure | Sonic Adventure DX: Director's Cut | Sonic Adventure DX: PC | Sonic Adventure (2010) | Sonic Adventure 2 | Sonic Adventure 2: Battle | Sonic Adventure 2 (PC) | Sonic Heroes | Sonic Riders | Sonic the Hedgehog (2006) | Sonic & Sega All-Stars Racing | Sonic Unleashed (Xbox 360/PS3) | Sonic Colours | Sonic Generations | Sonic Forces
Technical information
Sonic Eraser | Sonic 2 (Nick Arcade prototype) | Sonic CD (prototype; 1992-12-04) | Dr. Robotnik's Mean Bean Machine | Sonic Triple Trouble | Tails Adventures | Sonic Crackers | Sonic 3D: Flickies' Island | Sonic & Knuckles Collection | Sonic R | Sonic Shuffle | Sonic Advance | Sonic Advance 3 | Sonic Battle | Shadow the Hedgehog | Sonic Rush | Sonic Classic Collection | Sonic Free Riders | Sonic Lost World
Legacy Guides
The Nemesis Hacking Guides The Esrael Hacking Guides
ROM: Sonic 1 | Sonic 2 | Sonic 2 Beta | Sonic 3

Savestate: Sonic 1 | Sonic 2 Beta/Final | Sonic 3

Sonic 1 (English / Portuguese) | Sonic 2 Beta (English / Portuguese) | Sonic 2 and Knuckles (English / Portuguese)
Move to Sega Retro
Number Systems (or scrap) | Assembly Hacking Guide | 68000 Instruction Set | 68000 ASM-to-Hex Code Reference | SMPS Music Hacking Guide | Mega Drive technical information