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Sonic adventure 2 cutscenes
Sonic adventure 2 cutscenes









sonic adventure 2 cutscenes

This means that it could load a series of transparent items without much problem. The Dreamcast was the only console to support Order-Independent-Transparency on the hardware level. Sonic Adventure 2's shadows on Dreamcast do not use the same LANTERN engine as Sonic Adventure 1.Ĭertain areas have prerendered shadows (trees in City Escape, and the bridge in the limo cutscene). Video tutorial (this is for the Dreamcast version):ĮVERYTHING BELOW THIS POINT IS MISCELLANEOUS, PERSONAL RESEARCH, AND/OR SPECULATION I suspect that some enemies like the Artificial Chaos Units may actually not use skeletal animations.Ĭurrent code used to load model vertices: The issue is with things like enemies that store data making use of the Ninja format's cache. MainMemory's SALVL can rip level geometry. Here's a list of all of the character files. The _FOG, etc, files are for handling other aspects of the stage.Īll character data is stored inside any files with a character name in it and MDL also in the filename. SA2 just happens to use them for a lot more stuff than just objects.Īll stage data is stored in STG file names with just the stage ID attached.

sonic adventure 2 cutscenes

If you're familiar with SADX modding, they're the same thing. The MH files, if memory serves, are for Omochao and monitor hints in levels.Īll of the SET files are files that place objects in a level. The files with EH are for the Emerald Hunt hints that come from the monitors. "Sound Effect files are stored in the files with SE in beginning of the filename. This is likely what resulted in some cutscenes using Dreamcast models and others using higher-poly ones. Objects are included in the archive for every instance they're used (so stages that use the same items have duplicates in their folder). PRS files in root: particle and effect textures, PRS may have been used on DC. PRS: Texture/Stage/Model/Main Menu and Stage Map Files (in the PAK format)

sonic adventure 2 cutscenes

Ninja Chunk: Model format (characters, objects, and stages)įont: font (which isn't actually used for most things, as text is usually prerendered) M1V : Technically a video file, but often used for particle effects (Chaos Control)ĭDS (Direct Draw Surface): Textures (Microsoft's format, interestingly) Uncompressed (not in an archive, anyway): Developed by Sonic Team, published by SEGA.











Sonic adventure 2 cutscenes