Sonic Heroes/Event Editing
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Revision as of 18:33, 29 February 2020 by Crazy Muzzarino (talk | contribs)
SCHG: Sonic Heroes |
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Main Article |
Mechanic Editing |
DOL Editing |
Model Editing |
Collision Format Model Format |
Level Editing |
Camera Editing |
Particle Editing |
Particle Editing |
Sound Editing |
Music List |
SCHG How-Tos |
Custom Object Material Effect Tutorial |
In variety of rendered cut-scenes through some levels in story mode, they use camera animations in each event through the cut-scene before the start of the level.
File Names
ONE Archives
In each "eventTTSS_sceanNN.one" archives, they contain camera animations in .TMB format and objects that load during the cut-scenes. TT is the team ID, SS is the stage scene ID and NN is the scene number.
Cameras
Each event camera entry has a number of sections parsed by the offset starting at 0x0.
Footer Offset | Description |
---|---|
0x0 | Intro Camera |
0x4 | Victory Camera |
0x8 | Intro FOV |
0xC | Victory FOV |
Rotation:
Offset | Type | Description |
---|---|---|
0x0 | Long | ID |
0x4 | Float | Pitch |
0x8 | Float | Roll |
0xC | Float | Yaw |
View:
Offset | Type | Description |
---|---|---|
0x0 | Int | Field of View |
0x4 | Int | ID |
Objects
For the naming of models including animations, the following suffixes assigns the material flags to the object using one of these:
- _ALPHA_ - Alpha + reflective material
- _ALPHANL_ - Alpha
- _PLUS_ - Additive Alpha
Any names without these will assign a regular flags to the object. These will only work for certain objects, any others are given their flag that's defined by the game's function at these addresses:
- 0x90DF5 (0x490DF5)
- 0x90E9A (0x490E9A)
- 0x90F2A (0x490F2A)
- 0x90F62 (0x490F62)