Sonic Adventure 2: Battle (GameCube)
Sonic Adventure 2: Battle (Sonic Team, 2001) is the GameCube release of Sonic Adventure 2. It is built on SEGA’s Ninja data formats (SEGA Ninja (SA2)). Sourced · SA Tools
The pages here record only the GameCube USA disc image, game id GSNE8P; the PC (Steam) release was not read. Observed
All observations come from one recorded census of that disc image. The census cannot be re-run now, so the counts are marked Observed with their scope and nothing for this game is marked as proven. Observed
Where the data lives
Section titled “Where the data lives”A GameCube disc: header at 0x000, main.dol at 0x1E700, the file system table at 0x1FD100 with 2,819 files in the root and one subdirectory, event/. Observed
| Files | Holds |
|---|---|
stgNND.rel, boss_*D.rel, ChaoStg*.prs |
the 79 stage data files: landtables (101), object lists, texture and light file names |
landtxNN.prs, bgtexNN.prs, other .prs |
PRS-compressed GVM texture archives |
setNNNN_s.bin and the _u, _2P, _HD variants |
object placement (225 files, 58,781 placements) |
stgNN_light.bin, stgNN_light_gc.bin, stgNN_fog*.bin |
light and fog (104 files) |
main.dol |
the executable, with the start and end position tables |
All Observed. Details: The GameCube disc, Stage modules.
The stages
Section titled “The stages”79 stage data files with landtables: story stages (stg plus two digits; stg13 is City Escape), 2P stages, bosses and Chao World; all load. Observed Each is a Ninja landtable of COL entries
(Landtables and models), with its textures bound by name (GVM textures), objects placed from SET files
(Object placement) and lights and fog in separate files (Light and fog). Observed
What is special about this game
Section titled “What is special about this game”- A stage is code and data in one module: its landtables, object list and the names of its textures and light files are inside a relocatable REL. Observed
- Textures are bound by name, through a field and a list in the landtable; six landtables have no archive field and nine name archives that are not on the disc. Observed
- Visible geometry and collision are separate COL entries; the visible meshes never carry the
Solidflag, and tall invisible barrier walls surround the paths. Observed - Winding is GX’s: front faces are clockwise. Observed
- Named light and fog files need not exist (City Escape names
stg13_fog.binand has none). Observed
The GX lighting channel setup, the environment-map texture matrix and the fog variant per area are engine state, not data (see the linked pages).
What is known
| System | Claims | Confidence | Proven or observed |
|---|---|---|---|
| Overview | 13 | 69% | |
| Archives and files | 23 | 57% | |
| World and streaming | 16 | 75% | |
| Geometry | 26 | 81% | |
| Textures | 16 | 88% | |
| Lighting and sky | 22 | 23% |
Computed from the engine's pages; the whole picture is on the coverage page.