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Data:Sonic Adventure (Dreamcast)
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This page contains info on data for the game Sonic Adventure (Dreamcast).
Contents
1ST_READ.BIN
There are a number of lines in 1ST_READ.BIN that are related to debugging tools or other minor features.
VMU Data
This contains the name of the VMU save files for the game. This section mentions LANTERN, a multi-pass lighting engine based off Bui Tuong Phong's reflection model.
SONICAD - MEMORY CARD - - NOT FOUND - NOW SAVING SONICADV_INT MAIN_SAVE_FILE SONIC ADVENTURE / Main Save File SONICADV_INT SONICADV_INT CHAO_UPLOAD SONIC ADVENTURE / CHAO Upload DATA_UPLOAD SONIC ADVENTURE / Data Upload CART_TIME SONIC ADVENTURE / CART Time Data EVENT_RESULT SONIC ADVENTURE / Event Result ネット_テンソウFILE ソニックADV/さあ参加しよう SONICADV_P00 LANTERN_PALETTE LANTERN/パレット情報 ソニックアドベンチャア999 SONICADV_P00 SONICADV_S00 LANTERN_SOURCE LANTERN/環境情報 SONICADV_S00 [SAVE] ->SURE [LOAD] SURE<- [FILE] LOAD<- ->SAVE - SLOT 1 - FREE: BLK - SLOT 2 - [VMS->PC] ->SURE [VMS->PC] ->PC [PC->VMS] ->SURE SONICADV.VMS SONICADV.DL0 [PC->VMS] ->VMS [FREE] RD RT R G B [SLAVE] RD RT R G B [ENV] RY RZ R G B SP DI AM __ R: G: B: SPEC BASE > LINIER SL_ PL_
Camera Editor
USR FUNCTION SET MODE: CAMERA MODE: CAMERA LEVEL: EDIT ELEMENT: COLLISION TYPE: MOVING SPEED: ADJUST MODE: PRIORITY: X COLPOS: Y COLPOS: Z COLPOS: X COLSCL: Y COLSCL: Z COLSCL: X COLANG: Y COLANG: X CAMPOS: Y CAMPOS: Z CAMPOS: X DIRPOS: Y DIRPOS: Z DIRPOS: X CAMANG: Y CAMANG: DISTANCE: SAVING......... Stg00_Practice\ Stg01_Emerald\ Stg02_Windy\ Stg03_Twinkle\ Stg04_Highway\ Stg05_Mountain\ Stg06_SkyDeck\ Stg07_Ruin\ Stg08_Icecap\ Stg09_Casino\ camera\ Boss00_Chaos0\
Collision Debug
This contains the hidden collision interface.
WARNING: STRIP buf is FULL WARNING: NEAR-poly is FULL colbuf: obj: WARNING: OBJECT buf is FULL polMAX: r-p: WARNING: RANGE-poly buf is FULL WARNING: TOUCH-poly buf is FULL < WALL > < > -> -> ROT Y -> YOKO -> TATE < OTTOTTO > -> O OKU3 CANT GET COLLI_WORK!!!! UP DOWN SIDE NONE HIT CYLINDER2 SIDE HIT CYLINDER2 FLAT HIT_CAPSULE_SIDE HIT_CAPSULE_UPPER HIT_CAPSULE_LOWER RECTANGLE2 UPPER!! RECTANGLE2 LOWER!! RECTANGLE2 SIDE!! FACE 1 FACE 2 FACE 3 FACE 4 PUSHOUT side1 side2 side3 side4 -> ROTATION Y -> STAGE & ENTRANCE & ACT -> SCALE X -> SCALE Y -> SCALE Z Light DirLight R DirLight G DirLight B DirLight AMB DirLight DIF DirLight SPC K_SONIC.BIN K_MILES.BIN K_KNUCKLES.BIN K_AMY.BIN K_E102.BIN K_BIG.BIN SONICADV_999 - TIME - : : [TARGET] - RETRY - PRESS Y
Other Menus
NPC [%s] BOSS SONIC vs KNUCKLES BOSS SONIC vs E102 BOSS KNUCKLES vs SONIC BOSS KNUCKLES vs MILES BOSS E102 vs SONIC BOSS E102 vs MILES SCL_X IS FOR SPEED. IF 0.0F OR LOWER, IT'S . SCL_Y IS FOR DISABLE TIME. Target Position <- ID -> ROTATION Y SPEED -> ARM LENGTH -> Y TRANS RANGE -> 1000 Y TRANS SPEED 100 CHANE 10 SHADOW 1 IRONBALL OFF ON HEAVY LITE ONE TWO -> ROTATION Y =1:Ground Move -> Y TRANS SPEED Be Sure To Land -> ITEM NUMBER HAYAASI MUTEKI 5RING 10RING RANDOMRING BARIA 1UP EKUSUPUROSYON ITEM_TH_BARIA -> ROTATION X -> ROTATION Y -> ROTATION Z -> PANEL NUMBER Don't EDIT! <-MessageID <-CAM Dist(def. 80.0) <-CAM Hight <-Message ID <- SWITCH ID -> X LENGTH -> Y LENGTH -> RING INTERVAL <- Switch ID -> R LENGTH -> Y LENGTH -> RING INTERVAL Target Position <- ID Number <- ADD YSPD <- NO TIMER <- ANGLE X <- ANGLE Y <- ANGLE Z <- KIND:%s <- ID <- TIMER TOGGLE TYPE PUSH TYPE OFF AFTER A WHILE TURN ON ONLY UNDEFIND TYPE <- X SCALE <- ADD YSPD SCL X -> X NUMBER SCL Z -> Z NUMBER <-COLLI SEARCH OFFSET COLLISION HEIGHT %f <-RANGE <-FREQUENCY <-MAX (DISP %d) NO. %d GINDEX : %08X(%d) SIZE : %d x %d FORMAT : %s SURFACE: %08X ARGB1555 RGB565 ARGB4444 YUV422 BUMP PALETTE_4 PALETTE_8 SPR TASK MAX: NUM: EXEC: DRAW: <- NUM MAX 7 <- DISTANCE <-PATTERN 0:RETU 1:CIRCLE PR TIME SE VOL ID * SOUND TEST:B[ ] N[ ] <Main menu> <Debug info menu> DEBUG INFO: %s ON OFF <EROB COLLI> < > -> TYPE -> ROT Y -> OFFSET(0xAFH0) -> -> SCL X -> SCL Y -> SCL Z (A>E_KILL) (A>E_OUT) (A>E_APPER) (A>E_BLIND) (E>E_KILL) (E>E_OUT) (E_NOENTRY) !!! BAD !!! <KN ITEM COLLI> < > -> TYPE -> ROT Y -> -> SCL X -> SCL Y -> SCL Z R_NOITEM O_RINGSPR !!! BAD !!! (REGULAR) (ONE SHOT) <- SCALE PRESS "A" TO EXIT SAVE < [FILE] > LOAD < [SAVE ?] FOG_MR02.bin [LOAD ?] > FOG: TBL: LINEAR R: G: B: DEN: SELECT STAGE SELECT ENTRANCE STAGE: ENTER: SELECT SECTION SEQNO: PLPOS X: Y: Z: PLANG X: FLAG EVENT SCENE COMPLT SEQ DEBUG EXIT OFF ON NO YES <SELECT PROGRAM> > POSITION > ROT RATE > > ID (0-3): 3 2 1 0 EDIT < LEON > -> -> ROT Y -> EMERALD -> SEARCH RANGE -> MOVE RANGE < > < SARU > < > sclY >= 1000.0 DE BOMB NAGEMASEN -> POSITION -> -> 00STRONG FFWEAK&EME -> [+ NOCOLLI][- COLLI] -> [+ BOMB][- TOGE] -> RADIUS -> -> ROT Y -> EMERALD -> MOVE RANGE < BURNING UNI > < > ->1000<sclz NOCOLLI << SPINNA A >> << >> -> -> OBJECT ANG -> EMERALD -> SEARCH RANGE < SPINNA B (BIRIBIRI NASHI) > < > -> PHASE -> OBJECT ANG -> SPEED&EME -> X WIDTH -> Y WIDTH -> Z WIDTH < SPINNA C (BIRIBIRI ARI) > < >
Related to a sound test:
STOP DECINFO PREP PLAYING DECEND PLAYEND
Camera-related:
NORMAL: AREA : EVENT : COMP : COLI : DEBUG : FOLLOW A_FOLLOW C_FOLLOW COL_FOLLOW KNUCKLES A_KNUCKLES C_KNUCKLES COL_KNUCKLES KNUCKLES2 A_KNUCKLES2 C_KNUCKLES2 COL_KNUCKLES2 MAGONOTE A_MAGONOTE C_MAGONOTE COL_MAGONOTE SONIC A_SONIC C_SONIC COL_SONIC ASHLAND A_ASHLAND C_ASHLAND ASHLAND_I A_ASHLAND_I C_ASHLAND_I FISHING A_FISHING FIXED A_FIXED C_FIXED KLAMATH A_KLAMATH C_KLAMATH LINE A_LINE NEWFOLLOW A_NEWFOLLOW C_NEWFOLLOW POINT A_POINT C_POINT SONIC_P A_SONIC_P C_SONIC_P ADVERTISE BACK BACK2 BUILDING CART CHAOS CHAOS_P CHAOS_STINIT CHAOS_STD CHAOS_W E101R E103 EGM3 FOLLOW_G A_FOLLOW_G LR COLLI RuinWaka1 SNOWBOARD SURVEY TAIHO TORNADE TWO_HARES LEAVE AVOID A_AVOID C_AVOID COL_AVOID EDITOR GURIGURI PATHCAM NONE NORMAL NORMAL_S SLOW SLOW_S TIME THREE1 THREE1C THREE2 THREE2C THREE3 THREE3C THREE4 THREE4C THREE5 THREE5C RELATIVE1 RELATIVE1C RELATIVE2 RELATIVE2C RELATIVE3 RELATIVE3C RELATIVE4 RELATIVE4C RELATIVE5 RELATIVE5C RELATIVE6C CAMCOL_SPHERE CAMCOL_PLANE CAMCOL_BLOCK SET SYSTEM NORMAL CAMERA AREA CAMERA EVENT CAMERA COMP CAMERA COLI CAMERA DEBUG CAMERA COLLISION POSITION COLLISION SCALE COLLISION ANGLE CAMERA POSITION CAMERA DIRECTION CAMERA ANGLE CAMERA DISTANCE SHPERE PLANE BLOCK
Scene List
Sonic:
OPENING - CHAOS0 BEACH - TAILS MOBILE1 - WINDY SS SEWER - CASINO WAKE - ICECAP - SHOOTING AMY - TWINKLE TWINKLE - HIGHWAY HIGHWAY - MR MOUNTAIN - SHOOTING2 EC - SKYDECK EC HALL - CHAOS6 LOST WORLD PAST FIRE FINALEGG ENDING
Tails:
OPENING - BEACH MOBILE1 - WINDY CASINO - HOOREE WAKE - ICECAP - SHOOTING LOSE - SANDBOARD PAST ... TICAL SHOOTING2 EC - SKYDECK EC HALL - ESCAPE HIGHWAY - MOBILE2 ENDING
Knuckles:
OPENING HIGHWAY - CASINO PAST ... TICAL CHAOS2 MOUNTAIN - CHAOS4 PAST ... CHAOS M EMERALD EC - SKYDECK PAST ... FIRE CHAOS6 ENDING1 ENDING2
Amy:
OPENING - MOVIE SONIC - TWINKLE MOGURA - HOTSHELTER PAST ... TICAL SINK EGGCARRIER SAVE BIRDS BROS MR - FINALEGG GO EGGCARRIER ZERO
Gamma:
BIRTH - E101 1ST MISSION BEACH PAST ... CHAOS AMY - SONIC WINDY MOUNTAIN GO EGGCARRIER E-101 R
Big:
OPENING TWINKLE ICECAP BEACH HOT SHELTER PAST ... EMERALD CHAOS6 ENDING
Super Sonic:
OPENING 1 OPENING 2 CHAOS GET ANGRY LAST CHAOS-EMERALD
Address Directory
These appear to just be plain text files encoded as Shift-JIS with no extension. In total, there are 119,083 addresses.
Download PDATA10-19
File: PDATA.zip (860kb) (info)
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