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Sonic Heroes

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Revision as of 11:10, 8 January 2017 by Igorseabra4 (talk | contribs) (Model Files)
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.

This page is for information that does not fit into another page and does not warrant its own page.

Types of Archives

.ONE Archives

Contain various types of game data; usually Texture Archives, Animations and Models. Files within .ONE Archives are typically compressed .PRS 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 ONE_Unpk and ONE_Pack (info) (77 kB), respectively, created by Lightning.

.TXD Archives

Contain the game's textures in DDS format. Due to the nature of Sonic Heroes of being a game using the Renderware engine, some tools created for editing Grand Theft Auto III, Vice City and San Andreas can be used for Sonic Heroes as well.
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.

Model Files

  • .DFFs: Inside the .ONE files are .PRS files, which can be compressed .DFF files; these contain models for objects and characters.
  • .BSPs: Much like the .DFF files, .BSP files are also in the .ONE files. They contain the level geometry. It is stored in numerous .BSP files for each level.

Binary Files

Much of the game's stage data is contained in .BIN files located in the root folder.

  • *_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.
  • *_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.

Other File Types

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.

Sonic Community Hacking Guide
General
SonED2 Manual | Subroutine Equivalency List
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Technical information
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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

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