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Sonic Adventure 2: Battle (GameCube)

Applies toSA2B

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

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.

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

  • 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 Solid flag, 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.bin and has none). Observed
How does the engine set up GX lighting and environment maps in a stage?

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

SystemClaimsConfidenceProven or observed
Overview1369%
Archives and files2357%
World and streaming1675%
Geometry2681%
Textures1688%
Lighting and sky2223%

Computed from the engine's pages; the whole picture is on the coverage page.

Sources

  • X-Hax SA Tools — formats, loaders and the SA2B (GameCube, USA) data mappings; no licence file
  • YAGCD — GameCube disc header and file system table
  • Dolphin — documents the disc header and FST