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Data:Sonic Adventure (Dreamcast)

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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.

Download.png Download PDATA10-19
File: PDATA.zip (860kb) (info)