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Created page with "<h1>Main Cutscenes</h1> Depending on the version of SA2, the data for the event cutscenes can differ. <code>EXXXX.PRS</code> is the main file, while the <code>_0</code> to <code>_J</code> files contain miscellaneous resources, such as audio timings and lighting/screen fade information. In the Dreamcast version, the models and animation data for a scene are all contained within the main file, while in SA2B, the animation data was split off into an uncompressed file labele..."
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Revision as of 04:26, 4 October 2025

Main Cutscenes

Depending on the version of SA2, the data for the event cutscenes can differ. EXXXX.PRS is the main file, while the _0 to _J files contain miscellaneous resources, such as audio timings and lighting/screen fade information. In the Dreamcast version, the models and animation data for a scene are all contained within the main file, while in SA2B, the animation data was split off into an uncompressed file labeled exxxxmotion.bin. With two exceptions in the DC version - those being E0203 and E0210 - the event files can only be interpreted by the game if the main file is compressed.

Files that are labeled as evmes??.prs contain the subtitle text and their assignments per cutscene. The first ? wildcard starts with either H, D, or L, denoting the text used for the Hero Story, Dark Story, and Last Episode respectively. The second ? wildcard contains a number from 0 to 5, which represents the language. As an example, evmesH1 contains all the English subtitle information for the Hero Story cutscenes. The contents of these files can be edited using SA2CutsceneTextEditor.

The main cutscenes can be previewed using SA2 Event Viewer and their contents can be extracted with the use of splitEvent. Editing the contents and rebuilding with buildEvent is mostly functional, but some changes can cause issues. For a more hands-on experience, using the SAIO add-on for Blender is recommended.

Main File Information

The base pointer for the DC version is 0xC600000
The base pointer for SA2B is 0x8125FE60

Offset Type Description
0 Pointer Cutscene entity arrays
4 Pointer Texture list
8 UINT32 Scene count
C Pointer Texture sizes
10 Pointer ARK character reflection control
14 Pointer Blur model array
18 Pointer Mech character parts (Usually contains pointers to their upgrades and weapons)
1C Pointer Tails' tails
20 Pointer Upgrade list
24 Pointer Texture animation information
28 UINT32 Drop shadow control. A value of `01` allows the character drop shadows to be rendered over updated geometry. (SA2B only)

Cutscene Entity Data

This section of the main file is the source for all things related to camera controls, models, animations, and Big the Cat cameos for the cutscene.

Offset Type Description Notes
0 Pointer Scene Entity Array
4 UINT32 Scene Entity Count
8 Pointer Scene Camera Array
C UINT32 Scene Camera Count
10 Pointer Particle Motion Array The animations in this array are used for positioning certain particle effects if the scene uses them
14 UINT32 Particle Motion Count
18 Pointer Big Cameo Array
1C UINT32 Scene Frame Count "Scene 0" will contain the total number of frames for the entire cutscene, as its section stores the cutscene geometry and must remain visible at all times.

Scene Entity Arrays

This section of the cutscene entity data array controls which models and animations are to be loaded as a singular entity in a scene. The contents of this section are slightly different between game versions.

Dreamcast

Offset Type Description Notes
0 Pointer Model
4 Pointer Animation
8 Pointer Shape Motion
C UINT32 Unknown
10 Float(3) Position
1C UINT32 Flags

SA2B

Offset Type Description Notes
0 Pointer Model
4 Pointer Animation
8 Pointer Shape Motion
C Pointer GC Model This section is primarily used for "Scene 0" whenever the scene geometry was updated.
10 Pointer Shadow Model These models are usually texture-less versions of the character models and are used in cutscenes with GC models
14 UINT32 Unknown
18 Float(3) Position
24 UINT32 Flags
28 UINT32 Display Layer This is a value between 0 and 4, which is tied to the game's rendering system. The higher values are sometimes used with models that use transparency to improve visibility

Upgrade List

The upgrade list is constant throughout the game. To work around a technical limitation with the character models in SA2B, Mech Tails and Mech Eggman were given an upgrade slot each for their windshields, as they would have problems rendering otherwise.

Number Description
1 Sonic's Light Shoes
2 Sonic's Flame Ring
3 Sonic's Bounce Bracelet
4 Sonic's Magic Gloves
5 Shadow's Air Shoes
6 Shadow's Flame Ring
7 Knuckles' Shovel Claw (Left)
8 Knuckles' Shovel Claw (Right)
9 Knuckles' Hammer Glove (Left)
10 Knuckles' Hammer Glove (Right)
11 Knuckles' Sunglasses
12 Knuckles' Air Necklace
13 Rouge's Pick Nails
14 Rouge's Treasure Scope
15 Rouge's Iron Boots
16 Rouge's Heart Plates
17 Mech Tails' cockpit window (SA2B only)
18 Mech Eggman's cockpit window (SA2B only)

Upgrade Override/"Mech Parts" List

The list used to detect mech character parts is constant throughout the game. The way this list works is that each part of the mech is referenced via pointer to its OBJECT struct and pieces that are deemed redundant are given the "hide" object flag to render them invisible. For example, if the player has acquired Mech Tails' Bazooka upgrade, his Vulcan Cannon won't render on his model and vice versa.

The list is essentially split into three sections, with the first two including pointers to the upgrade models and the last section focusing on the regular models if they exist. The order of the upgrades in the list is identical to a set of flags that are found in the game's code, which is the basis for the descriptions found in the table. The Tornado object in E0004 references its Vulcan Cannon where the Bazooka upgrade would normally be referenced. The reasoning for this is unclear at the moment.

The original purpose of this section was to serve as the upgrade application list for cutscenes. As such, all visible upgrades are supported here, but due to the inclusion of a new upgrade list that more closely matches the in-game implementation, the mech characters are the only ones to utilize the feature at all.

Italics indicate an assumed upgrade/normal model, and bold denotes that the upgrade doesn't normally have a visual component.

ID Description ID Description ID Description
0 Sonic's Light Shoes 1 31 Sonic's Light Shoes 2 62 Null
1 Sonic's Ancient Light 32 Null 63 Null
2 Sonic's Magic Gloves 33 Null 64 Null
3 Sonic's Flame Ring 34 Null 65 Null
4 Sonic's Bounce Bracelet 35 Null 66 Null
5 Sonic's Mystic Melody 36 Null 67 Null
6 Mech Tails' Booster (Left, Node 51) 37 Mech Tails' Booster (Right, Node 40) 68 Null
7 Mech Tails' Bazooka (Root, Node 11) 38 Null 69 Mech Tails' Vulcan Cannon (Root, Node 3)
8 Mech Tails' Laser Blaster (Root, Node 8) 39 Null 70 Mech Tails' Missile Blaster (Root, Node 5)
9 Mech Tails' Mystic Melody 40 Null 71 Null
10 Knuckles' Shovel Claw 1 41 Knuckles' Shovel Claw 2 72 Null
11 Knuckles' Sunglasses 42 Null 73 Null
12 Knuckles' Hammer Gloves 1 43 Knuckles' Hammer Gloves 2 74 Null
13 Knuckles' Air Necklace 44 Null 75 Null
14 Knuckles' Mystic Melody 45 Null 76 Null
15 Null 46 Null 77 Null
16 Shadow's Air Shoes 1 47 Shadow's Air Shoes 2 78 Null
17 Shadow's Ancient Light 48 Null 79 Null
18 Shadow's Flame Ring 49 Null 80 Null
19 Shadow's Mystic Melody 50 Null 81 Null
20 Mech Eggman's Jet Engine (Right, Node 6) 51 Mech Eggman's Jet Engine (Left, Node 11) 82 Null
21 Mech Eggman's Large Cannon (Root, Node 22) 52 Null 83 Mech Eggman's Vulcan Cannon (Root, Node 17)
22 Mech Eggman's Laser Blaster (Root, Node 24) 53 Null 84 Mech Eggman's Missile Blaster (Root, Node 19)
23 Mech Eggman's Protection Armor (Node 16) 54 Null 85 Null
24 Mech Eggman's Mystic Melody 55 Null 86 Null
25 Rouge's Pick Nails 1 56 Rouge's Pick Nails 2 87 Null
26 Rouge's Treasure Scope 57 Null 88 Null
27 Rouge's Iron Boots 1 58 Rouge's Iron Boots 2 89 Null
28 Rouge's Mystic Melody 59 Null 90 Null
29 Null 60 Null 91 Null
30 Null 61 Null 92 Null

Effect Files

EXXXX_0 Information

Originally, cutscene files that had a numbered suffix (e.g. E0000_1) would contain all the graphical features and subtitle/audio timings for each cutscene, all of which could change depending on the language. This was changed in the final release so that the languages would only alter audio/subtitle timings as necessary, as only that information would require tweaking.

The EXXXX_0 files were meant to store subtitle data and audio timings for the Japanese language setting, but in all retail versions of SA2, they were repurposed to store graphical effects and features for each specific cutscene. The following is a list of what can be found in each segment of the file.

Screen Effects

Information starting at 0x9800 denotes any screen effects that occur within the scene, such as fades or color changes. Each chunk of this information is 64 bytes long, with the last 32 bytes acting as a buffer.

The maximum number of screen effect entries per cutscene is 64.

Italics indicate that the values are used in combination with the texture screen effect IDs.

Offset Type Description
0 UINT32 Frame in which the screen information takes effect
4 Byte Effect Type
5 Char Array [3] Null
8 Char Array [4] ASCII color (ARGB)
C Byte Fadeout check
D Byte Null
E UINT16 Screen texture ID
10 UINT32 Visible time
14 INT16 X Position
16 INT16 Y Position
18 Float Width
1C Float Height
Screen Effect Types
ID Description
1 Screen fade-in
2 Screen cut-in
3 Texture fade-in
4 Texture cut-in
5 Background fade-in
6 Background cut-in

Simple Particle Effects

Information starting at 0xA800 denotes any simple particle effects that are loaded in the scene, such as flashing lights or the sun. Each chunk of this information is 56 bytes long, with the last 32 bytes acting as a buffer.

The maximum number of simple particle effect entries per cutscene is 2048.

Italics indicate that the custom particles treat these values as depicted in the list, while normal particles treat these as displacement values.

Offset Type Description Notes
0 UINT32 Frame in which the particle information takes effect
4 Byte Particle ID
5 Byte Particle Motion ID
8 Float Texture ID
C Float Pulse Control X displacement for normal particles
10 Float Unknown This is a constant used for the "Pulsing texture cancel" ID, otherwise it's Y displacement for normal particles
14 Float Size
Simple Particle IDs
ID Description
0 Null
1 Dust puff
2 Sparkle
3 Sparkle
4 Dirt patch
5 Fire blast
6 Steam
7 Snow blast
8 Sun
9 Sun cancel
A Water splash
B Smoke cloud
C Steam puff
D Rocket steam puff
E Flame puff
F Null
10 Invalid
11 Pulsing texture
12 Pulsing texture cancel

Object Lighting Information

Starting at 0x26800 are 68-byte chunks that dictate the object lighting information for the corresponding cutscene. The last 20 bytes can be considered a buffer for now.

Lighting information is split into four sections of 256 entries each and all four sets are combined at runtime, depending on certain settings and game versions. Dreamcast uses the first set of instructions and a combination of the other three via enabling specific entity flags, while SA2B will always use the first two sets of lighting information while ignoring the other two sets. "Scene 0" models are always given a default lighting value unrelated to these parameters, with the Dreamcast version allowing for the usage of entity flags to apply certain lighting combinations.

There are a maximum of 1024 possible lighting entries per cutscene.

Offset Type Description
0 UINT32 Frame in which the lighting information takes effect
4 UINT32 Fade control. 1 is a hard cut, while 2 is a fade-in from the previous set of instructions
8 Float Light Direction Vector (X-Component)
C Float Light Direction Vector (Y-Component)
10 Float Light Direction Vector (Z-Component)
14 Float Red
18 Float Green
1C Float Blue
20 Float Single ambient intensity
24 Float Ambient R
28 Float Ambient G
2C Float Ambient B

Blur Effect Information

Information starting at 0x37800 denotes the controls for motion blur effects used by models in the blur array. Each chunk is 64 bytes in size.

There are 64 total blur effect entries per cutscene.

Offset Type Description
0 UINT32 Frame Start
4 UINT32 Effect Duration
8 Char Array [6] Blur Model ID
E UINT16 Null
10 UINT32 Blur Entity Count

Particle Generator Effect Information

Information starting at 0x38800 denotes any particle generators that are loaded in the scene, such as sparkles or smoke clouds. Each chunk of this information is 64 bytes long.

The maximum number of particle generator entries per cutscene is 64.

Offset Type Description
0 Float(3) Position
C Float(3) Velocity
18 UINT16 Added Rotation Z
1A UINT16 Added Rotation Y
1C UINT16 Added Rotation X
1E UINT16 Unknown
20 UINT32 Frame in which the particle information takes effect
24 INT32 Particle rotation constant
28 Float Particle spread
2C INT32 Particle Y Scale
30 UINT32 Number of particle instances
34 UINT32 Model ID
38 UINT32 Particle ID
3C UINT32 Frame Delay between generated particles
Particle Generator IDs
ID Description
0 Invalid
1 Dust cloud
2 Sparkle
3 Sparkle
4 Dirt patches
5 Fire blast
6 Steam
7 Snow blast
8 Invalid
9 Invalid
A Water splash
B Smoke cloud
C Steam puff
D Rocket steam puff
E Flame puff
F Null
10 Invalid

Video Overlay Information

Information starting at 0x39800 determines whether or not an FMV overlay is meant to be loaded in a scene. Depending on the settings, the video can either be superimposed over the screen, or onto a mesh that's in the cutscene. The chunks are 48 bytes long, with the last 16 acting as a buffer.

The maximum number of video entries is 64.

In the Dreamcast and GameCube versions, .m1v files are loaded for these cases. The 2012 re-release checks for and loads the .sfd equivalents of the video overlays.

Offset Type Description
0 UINT32 Frame in which the video begins to play
4 INT16 X Position.
6 INT16 Y Position.
8 Float Depth value. A higher value means the video overlay will be pushed further away from the screen
C Byte Overlay type
D Byte Overlay texture ID. Any meshes that use the texture ID denoted here will have the specified texture replaced with the video. This is used in combination with the "Mesh overlay" type.
E INT16 Null
10 Text Name of the video file that's to be loaded
Video Overlay IDs
ID Description
0 Null
1 Screen overlay
2 Mesh overlay
3 Screen overlay
4 Screen overlay
5 Pause video
6 Resume video

EXXXX_1-J Information

Suffix Language
1 English
2 French
3 Spanish
4 German
5 Italian (2012 port only)
J Japanese

The start of the file contains subtitle data. Each data set is 8 bytes long and is tied to the subtitle order found in the external evmes?? file.

There are a maximum of 256 possible entries for subtitle timings.

Offset Type Description
0 INT32 Frame in which the subtitle is set to appear. A value of -1 in this slot will set the mapped subtitle text as the opening text crawl for the cutscene.
4 UINT32 Number of frames in which the subtitle is to remain onscreen.

Information starting at 0x800 and continuing until the end of the file contains audio timings for voices and BGM for each language. Each chunk is 72 bytes in size. Voice clip playback is determined by using the cutscene ID, so a value used by E0000 will not be the same as a value used by E0102, for example.

The maximum number of audio entries is 512.

Offset Type Description
0 UINT32 Frame in which the audio clip begins to play
4 Byte SFX initializer. Setting this value to 0 will start sound effect playback at the frame specified
5 Byte Credits control. FF is a null entry and the effect seems to only work with E0210. Higher values reduce the scrolling speed of the credits
6 UINT16 Number of the voice clip that's to be loaded if applicable. This number is added to a default value set by each cutscene and the result is compared against a master array to load the desired voice clip. FF FF denotes a null entry
8 Text Name of audio track that's to be loaded, if applicable. Placing a hex value of 30 in this spot will stop the current audio track from playing
18 Text Name of the jingle that's to be loaded, if applicable. No cutscenes appear to use this feature.
28 UINT32 Determines the VSync mode used by the cutscene. The entry seemingly only accepts values of 0 and 2, with the latter locking the cutscene's framerate to 30FPS when set. Only the first entry's value is read at runtime. This value does nothing in SA2B.

Mini-Event Scenes

Scenes that are labeled as MEXXXX.PRS in the event files are cutscenes that occur within a game state, such as before certain boss fights like Big Foot and Flying Dog. The contents of these files are not as robust as those of the main cutscenes, often only containing animation and shape motion data for the designated characters. As these scenes rely on the player models, specific parts of their body are omitted and replaced with cutscene-specific variants for the duration of the scene, with the exception of Mech Eggman as he only requires animation data.

The assets found within the main mini-event files can be extracted with splitEvent. They can be repacked with buildEvent, but at the moment, there are file size limitations that prevent elaborate editing from being possible if not handled correctly. If the final file size exceeds roughly 550kb, the game will crash.

The contents of these files can be broken down as follows:

Offset Type Description
0 UINT32 Character flags
4 Pointer Camera information
8 Pointer Sonic's pointer array
C Pointer Shadow's pointer array
10 Pointer Mechless Tails' pointer array
14 Pointer Mechless Eggman's pointer array
18 Pointer Knuckles' pointer array
1C Pointer Rouge's pointer array
20 Pointer Mech Tails' pointer array
24 Pointer Mech Eggman's pointer array

Any models that are referenced by specific model IDs in each character's model information will be rendered invisible for the duration of these scenes. The way this works is that the game directly alters flags within the referenced model's data to achieve this effect, which can have adverse effects if the reference points to a joined mesh, i.e. an arm can be rendered invisible if the targeted model ID only points to the hand and the two parts are one continuous mesh. Please refer to each character's model ID lists found [here](https://github.com/X-Hax/SA2BModdingGuide/wiki/Character-Model-IDs#main-character-model-ids) for more information.

The order for each character's pointer array always begins with the player model's animations, followed by the model -> animation -> shape motion data sets for each cutscene model. The head's data goes first, followed by the mouth, then the left hand, and finally the right hand.

The DC base pointer for these scenes is 0xCB00000. The base pointer for these scenes in SA2B is 0x816DFE60.

MEXXXX_0-5 Information

Suffix Language
0 Japanese
1 English
2 French
3 Spanish
4 German
5 Italian (2012 port only)

Much like the _1 to _J files for the main event cutscenes, MEXXXX_0 to _5 dictates audio and subtitle information for the mini-event scenes. These files are uncompressed.

The start of the file contains subtitle timings and their duration. Each data set is 8 bytes in size and is tied to the subtitle order found in the appropriate evmes?? file.

There are a maximum of 32 subtitle timing entries per file.

Offset Type Description
0 UINT32 Frame in which the subtitle is set to appear
4 UINT32 Number of frames in which the subtitle remains onscreen after it has been loaded

Information starting at 0x100 contains timings for each language. Each chunk is 76 bytes in size. Note that voice clip entries are dependent on the cutscene's internal ID, so the "first" entry of ME0001 isn't the same as the one found in ME0007, for example.

There are a maximum of 64 entries of these settings per file.

Offset Type Description
0 UINT32 Frame in which the instruction is set to begin
4 Byte Screen control. 1 is a normal fade-in, while 2 maintains the screen fade tint until the mini-event is finished.
5 Byte Sound effect ID that is to be loaded, if applicable. FF is considered a null value.
6 Byte Secondary sound effect ID that is to be loaded, if applicable. No cutscenes intentionally use this value.
7 Byte Null (00)
8 UINT16 Number of the voice clip that's to be loaded if applicable. This number is added to a default value set by each cutscene and the result is compared against a master array to load the desired voice clip. Valid entries are written as 00 ??, while FF FF is a null value.
A Byte BGM control. Setting this value to 2D (45) will cause the level's music to play at the frame specified.
1A Byte Jingle control. No mini-events appear to use this feature by default.
2C Float Rumble control. This determines the power of the rumble feature.

Information starting at 0x1400 controls the positioning/rotation data for both the characters and the event camera.

Offset Type Description
0 Float(3) Event position data. All characters and the camera will have this value applied to them.
C INT32(3) Player rotation data. This value affects all characters present in the cutscene.
18 INT32 Camera Y Rotation