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Difference between revisions of "Sonic Heroes/Object Editing"

From Sonic Retro

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{| class="prettytable"
 
{| class="prettytable"
 
!List||Object||{{red|0x04}}||{{green|0x08}}||{{blue|0x0C}}||{{magenta|0x10}}||{{yellow|0x14}}||{{cyan|0x18}}||{{olive|0x1C}}||{{orange||0x20}}
 
!List||Object||{{red|0x04}}||{{green|0x08}}||{{blue|0x0C}}||{{magenta|0x10}}||{{yellow|0x14}}||{{cyan|0x18}}||{{olive|0x1C}}||{{orange||0x20}}
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|-
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| 00 - General
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| 01 - Spring
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| Strength (float)
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| Control time (first word)
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| 00 - General
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| 02 - Triplet Spring
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| Strenght (float)
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| Control time (first word)<br />Item (second word)
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| 00 - General
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| 03 - Ring
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| Is a line? (first word)<br />Amount of rings on line (second word)<br />Note: if set to off, amount still works
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| Lenght of line (float)
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|-
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| 00 - General
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| 04 - Hint Ring
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| Line to play (first word)
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| 00 - General
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| 0B - Dash Pad
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| Speed (float)
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| Control time (first word)
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| 00 - General
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| 0C - Dash Hoop
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| Speed (float)
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| Control time (first word)
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| 00 - General
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| 0F - Dash Ramp
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| Speed (float)
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| Pitch (float)
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| Control time (first word)
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|-
 
|-
 
| 00 - General
 
| 00 - General
 
| 18 - Item Box
 
| 18 - Item Box
| First byte sets item type<br />00 - Nothing<br />01 - 5 Rings<br />02 - 10 Rings<br />03 - 20 Rings<br />04 - Barrier<br />05 - 1UP<br />06 - Speed Shoes<br />07 - Team Blast<br />08 - Invincible<br />09 - Speed Level Up<br />0A - Fly Level Up<br />0B - Power Level Up<br />0C - Refill Flight Gauge
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| First byte sets item type
 
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| 00 - General
 
| 00 - General
 
| 19 - Item Balloon
 
| 19 - Item Balloon
| First byte sets item type.<br />Same as Item Box
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| First byte sets item type.
 
| Scale (float)
 
| Scale (float)
 
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| 00 - General
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| 25 - Formation Sign
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| Formation (byte)
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| 00 - General
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| 26 - Formation Change Gate
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| Formation (byte)
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| Width (float)
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| Width multiplier (float) (verify)
 
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Item Type List
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*00 - Nothing
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*01 - 5 Rings
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*02 - 10 Rings
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*03 - 20 Rings
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*04 - Barrier
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*05 - 1UP
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*06 - Speed Shoes
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*07 - Team Blast
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*08 - Invincible
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*09 - Speed Level Up
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*0A - Fly Level Up
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*0B - Power Level Up
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*0C - Refill Flight Gauge
  
 
== Object Lists ==
 
== Object Lists ==

Revision as of 14:48, 9 March 2016

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


In the PC version of the game, level object layouts are stored in big endian .bin files located in the /dvdroot folder.

File Name Layout

The file names are stored in the following format:

sL_PN.bin
L is the level number and N is the player number.
Note: Some files start with stg instead of s

Players

  • P1 - Team Sonic
  • P2 - Team Dark
  • P3 - Team Rose
  • P4 - Team Chaotix
  • P5 - Super Hard
  • PB - All teams (verify)

Because of the player files and the PB files for each level, objects might reference each other from different files (verify)

Levels

This list is used both for the file names and for selecting between the internal object lists (offset 0x28 of first section object entry in the file, explained below).

  • 00 - Global (list)
  • 01 - Seaside Hill
  • 02 - Ocean Palace
  • 03 - Grand Metropolis
  • 04 - Power Plant
  • 05 - Casino Park
  • 06 - Bingo Highway
  • 07 - Rail Canyon
  • 08 - Bullet Station
  • 09 - Frog Forest
  • 10 - Lost Jungle
  • 11 - Hang Castle
  • 12 - Mystic Mansion
  • 13 - Egg Fleet
  • 14 - Final Fortress
  • 15 - Enemy (list)

To do: complete list

Object File Layout

The files are always 0x21000 bytes long and seem to have no header. The object list seems to be able to start at the beginning of the file, but usually starts much later, leaving a huge empty space before the list. This is most likely for one single level to load the list from multiple files.
The files are made up by two sections: one starting at the beginning, with 0x30 entries, and one starting at offset 0x18024, with 0x24 entries. Each object is defined by one array from the first section and one from the second section.

First Section Entries

This array starts at the beginning of the .bin file, but retail files usually have an empty space before it. The ID (offset 0x2C) is set with regards to this space. Each entry is 0x30. This section contains most basic info for the objects.

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Offset Type Description
0x00 Float X Position
0x04 Float Y Position
0x08 Float Z Position
0x0C Long X Rotation
0x10 Long Y Rotation
0x14 Long Z Rotation
0x18 Word Usually 00 02
Unknown effect
0x1A Byte 0x00 for PB
0x20 for Sonic
0x40 for Dark
0x60 for Rose
0x80 for Chaotix
0xA0 for Super Hard
Seems to be ignored
0x1B Byte Usually 09
Unknown effect
0x1C Long Usually 00 00 00 00
Unknown effect
0x20 Double Usually repeats the previous double
Unknown effect
0x28 Byte Object list
0x29 Byte Object type
0x2A Byte Unknown
0x2B Byte Render distance multiplier
0x2C Long ID used for matching with second section

Second Section Entries

This array starts at offset 0x18024 in the .bin file and has 0x24 entries, one for each entry in the first section. It sets more object specific settings, such as spring strength or item box content.

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Offset Type Description
0x00 Word Always 01 00
0x02 Word ID used for matching with first section

The rest varies from object to object, but they're usually separated into 8 longs or floats

Object Specific Settings

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

List Object 0x04 0x08 0x0C 0x10 0x14 0x18 0x1C
00 - General 01 - Spring Strength (float) Control time (first word)
00 - General 02 - Triplet Spring Strenght (float) Control time (first word)
Item (second word)
00 - General 03 - Ring Is a line? (first word)
Amount of rings on line (second word)
Note: if set to off, amount still works
Lenght of line (float)
00 - General 04 - Hint Ring Line to play (first word)
00 - General 0B - Dash Pad Speed (float) Control time (first word)
00 - General 0C - Dash Hoop Speed (float) Control time (first word)
00 - General 0F - Dash Ramp Speed (float) Pitch (float) Control time (first word)
00 - General 18 - Item Box First byte sets item type
00 - General 19 - Item Balloon First byte sets item type. Scale (float)
00 - General 25 - Formation Sign Formation (byte)
00 - General 26 - Formation Change Gate Formation (byte) Width (float) Width multiplier (float) (verify)

Item Type List

  • 00 - Nothing
  • 01 - 5 Rings
  • 02 - 10 Rings
  • 03 - 20 Rings
  • 04 - Barrier
  • 05 - 1UP
  • 06 - Speed Shoes
  • 07 - Team Blast
  • 08 - Invincible
  • 09 - Speed Level Up
  • 0A - Fly Level Up
  • 0B - Power Level Up
  • 0C - Refill Flight Gauge

Object Lists

Which list will be used is set in the byte at offset 0x28. The actual object is set in the byte at offset 0x29. Placing an object from another level in the same zone (such as an object from Seaside Hill in Ocean Palace) might work, but objects from different acts will crash the game. Which objects which are available for use in each level is probably set elsewhere.
Note: These lists were based on tests that weren't very well done and might be incorrect or incomplete. "Crash" means the game crashes, "Test" means this object is used but was not looked into, blank means not tested

Global List (00)

  • 00 - Nothing
  • 01 - Spring
  • 02 - Triplet Spring
  • 03 - Ring
  • 04 - Hint Ring
  • 05 - Formation Change Gate
  • 06 -
  • 07 - Crash
  • 08 - Crash
  • 09 - Crash
  • 0A - Crash
  • 0B - Dash Pad
  • 0C - Dash Hoop
  • 0D - Rainbow Hoops
  • 0E - Checkpoint
  • 0F - Dash Ramp
  • 10 - Cannon
  • 11 - Crash
  • 12 -
  • 13 -
  • 14 -
  • 15 -
  • 16 -
  • 17 -
  • 18 - Item Box
  • 19 - Item Balloon
  • 1A -
  • 1B - Goal Ring
  • 1C -
  • 1D -
  • 1E -
  • 1F -
  • 20 -
  • 21 - Metal Box
  • 22 -
  • 23 -
  • 24 - Special Stage Key Box
  • 25 - Formation Sign
  • 26 - Switch
  • 27 -
  • 28 -
  • 29 - Pole
  • 2A -
  • 2B -
  • 2C -
  • 2D -
  • 2E - Fan
  • 2F -
  • 30 -
  • 31 - Cage (Opened by Switch)
  • 50 - Invisible push collision object
  • 80 - Test

Seaside Hill List (01)

  • Object 08 from this list is used in other zones

To do

Enemy List (15)

  • 00 - Flapper
  • 10 - Egg Pawn
  • 40 -
  • D0 -
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