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Sonic Heroes/Object Editing

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Revision as of 17:56, 9 March 2016 by Igorseabra4 (talk | contribs) (Global List (00))
SCHG: Sonic Heroes
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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

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

All special stage and multiplayer levels have only the PB file. The team battles and Last story bosses also only have PB.
Because of the player files and the 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

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.
The list IDs are mostly the same as the level ones, with some exceptions. 00 is the global objects list, 15 is the list used for enemies and special stage objects, 33 is used in all multiplayer bobsled races. Most multiplayer levels use the same list from the single player stage, same applies to Rail Canyon for Team Chaotix.
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 - Switch
  • 06 -
  • 07 - Target Switch
  • 08 - Wall Push Switch
  • 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 - Spike Ball
  • 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 - 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
  • 80 - Test

Seaside Hill List (01)

  • Object 08 from this list is used in other zones

To do

Enemy/Special Stage List (15)

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

Object Specific Settings

These are set 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
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 07 - Target Switch First byte sets item type
Third byte sets link ID
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
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