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Difference between revisions of "Sonic Heroes/Object Editing"

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Revision as of 18:40, 20 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:

sLL_NN.bin
LL is the level number and NN is the player number.
Note: Some files start with stg instead of s

Players

  • DB - Decoration for all teams
  • PB - Objects for all teams
  • P1 - Team Sonic
  • P2 - Team Dark
  • P3 - Team Rose
  • P4 - Team Chaotix
  • P5 - Super Hard

DB files contain mostly decoration and objects that don't interact with the players, such as grass patches and the giant decoration casino chips. PB files contain normal stage objects. Both files are loaded for all teams. The object lists are the same, so there's no restriction for which objects can be placed in any of the files. There doesn't seem to be any difference in the way each of the files are loaded, so they are most likely separate for organization.
All special stage and multiplayer levels have only the DB and PB files. The team battles and Last story bosses also only have DB and PB.
Because of the player files, DB and PB files for each level, objects might reference each other from different files (verify)

Levels

  • 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
  • 29 - Sea Gate
  • 50 - Rail Canyon (Team Chaotix)

Boss:

  • 20 – Egg Hawk
  • 21 - Team Battle 1
  • 22 - Robot Carnival
  • 23 - Egg Albatross
  • 24 - Team Battle 2
  • 25 - Robot Storm
  • 26 - Egg Emperor
  • 27 - Metal Madness
  • 28 - Metal Overlord

Bonus Stages:

  • 40 - Bonus Stage 1
  • 41 - Bonus Stage 2
  • 42 - Bonus Stage 3
  • 43 - Bonus Stage 4
  • 44 - Bonus Stage 5
  • 45 - Bonus Stage 6
  • 46 - Bonus Stage 7

Emerald Challenges:

  • 80 - Emerald Challenge 1
  • 81 - Emerald Challenge 2
  • 82 - Emerald Challenge 3
  • 83 - Emerald Challenge 4
  • 84 - Emerald Challenge 5
  • 85 - Emerald Challenge 6
  • 86 - Emerald Challenge 7

Action Race (Multiplayer):

  • 60 - Seaside Hill
  • 61 - Grand Metropolis
  • 62 - BINGO Highway

Battle (Multiplayer):

  • 63 - City Top
  • 64 - Casino Ring
  • 65 - Turtle Shell

Special Stage (Multiplayer):

  • 87 - Special Stage 1
  • 88 - Special Stage 2
  • 89 - Special Stage 3

Ring Race (Multiplayer):

  • 66 - Egg Treat
  • 67 - Pinball Match
  • 68 - Hot Elevator

Boblsed Race (Multiplayer):

  • 31 - Seaside Course
  • 32 - City Course
  • 33 - Casino Course

Quick Race (Multiplayer):

  • 69 - Road Rock
  • 70 - Mad Express
  • 71 - Terror Hall

Expert Race (Multiplayer):

  • 72 - Rail Canyon
  • 73 - Frog Forest
  • 74 - Egg Fleet

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 main section and one from the misc. section.

Main 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; related to parenting to a moving object?
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 as objects will be loaded regardless of this
0x1B Byte Usually 09
Unknown; related to parenting to a moving object?
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 Link ID*
0x2B Byte Render distance multiplier*
0x2C Long Object ID*

Notes:

  • Link ID is used for all kinds of event activators (switches, triggers and defeating enemies)
  • Render distance multiplier sets from which distance the object starts being rendered
  • Object ID is used for matching with the Misc. Section; I don't know if these can be numbered out of order or if this number is even used at all (it might find the matching entry just from the order it appears in the file)

Misc. 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. They're explained in the Object Specific Settings section.

Object Lists

In the main section entry, which list will be used is set in the byte at offset 0x28. The actual object from the list is set in the byte at offset 0x29.
The objects which are available for placement in each level are not defined by the list themselves; for example, although the Pulley is in the global list, placing it in Seaside Hill will crash the game. But the switch can be placed there even though it originally wasn't. And some objects from list 01, which would be the Seaside Hill list, can be placed in Ocean Palace and even in some other levels. Which objects are available for use in each level is probably set in the EXE or some other file.
Note: These lists were based on tests that weren't very well done and might be incorrect or incomplete. Blank entries mean I haven't seen the object in a file or tested it and "Verify" means the object is used somewhere in the game, I just haven't looked into it yet

List 00

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

List 01

  • 08 - (Verify)
  • 80 - Grass Patch
  • 81 - Pole thingy with flag

List 05

  • 86 - Giant Casino Chip
  • 87 - Roulette

List 15

Object Specific Settings

There is a lot of debug text data in the EXE which explains the misc. settings for most of the game's objects. It was probably used to aid the developers when building the level layouts, and can help us understand what each of them does too. If you search for "OBJECT" as text in the EXE in a hex editor you will find it
These settings are defined in the Misc. Section Entries:
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 0x20 Notes
00 01 - Spring Strength (float) Control time (first word)
00 02 - Triple Spring Strenght (float) Scale Control time (first word)
Item (second word)
00 03 - Ring Related to placing in lines/circles
Will check debug data for info later
Lenght of line (float)
00 04 - Hint Ring Line to play (first word) Has setting to disappear with a switch
00 05 - Switch Has many settings
00 07 - Target Switch First byte sets item type
Third byte sets link ID
00 0B - Dash Panel Speed (float) Control time (first word)
00 0C - Dash Ring Speed (float) Control time (first word)
00 0D - Rainbow Hoops Has similar settings to the dash ring, plus settings for ring position and distance
00 0E - Checkpoint Has settings for elevation, pitch, strength and control time for each formation
00 10 - Cannon Has settings for priority ID
00 18 - Item Box First byte sets item type
00 19 - Item Balloon First byte sets item type Scale (float)
00 25 - Formation Sign Formation (byte)
00 26 - Formation Change Gate Formation (byte) Width offset (float) Height offset (float)
00 2E - Fan Has settings for: fan scale, height for Triangle Dive, height for others, start on/off, wind scale, whether the fan itself is rendered
00 31 - Cage (opened by switch) Formation (byte) Width (float) Width multiplier (float) (verify) Has settings for scale and direction
05 86 - Giant Casino Chip Scale (float) Type (long) Speed (long)

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
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