This page contains info on data for the game Sonic Adventure (Dreamcast).
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.
|
File: PDATA.zip (860kb) (info) |