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Ninja Model Formats

From SA Docs

The following information delves into the model formats used in games that utilize the Ninja SDK, such as Sonic Adventure and Sonic Adventure 2. While the contents of the raw data vary between formats, they all share the same OBJECT container.

OBJECT Container

When viewed in code, an OBJECT container will have the following arrangement. Despite the existence of this container, it may often not be used as a reference point for calling model data within the specified game. This is determined on a case-by-case basis, and all models exported by SA Tools and SAIO will include it by default.

Offset (Hex) Type Description
0 INT32 OBJECT Evaluation flags
4 Pointer Model data. This points to the main container for the specified model. This value can also be null to establish an empty node in a hierarchy.
8 Float(3) Position
14 INT32(3) Rotation. If there is a quaternion value defined, this section will store its values as a series of three floats.
20 Float(3) Scale
2C Pointer Child OBJECT.
30 Pointer Sibling OBJECT.
34 Float Quaternion value. Some games may not account for this space being present within their data, so its inclusion may cause issues. Sonic Adventure 2 (PC) incorporates this space for models in the game's code but not Sonic Adventure, for example. This portion is not included by default in SA Tools Hub/SAIO exports except for "Ginja" models.

OBJECT Evaluation Flags

The following evaluation flags can be used:

Name Flag bits Description
NJD_EVAL_UNIT_POS BIT_0 Ignore the model's position.
NJD_EVAL_UNIT_ANG BIT_1 Ignore the model's rotation.
NJD_EVAL_UNIT_SCL BIT_2 Ignore the model's scale.
NJD_EVAL_HIDE BIT_3 Do not render the model.
NJD_EVAL_BREAK BIT_4 Node is the end of the hierarchy (do not check children).
NJD_EVAL_ZXY_ANG BIT_5 Inverted order of rotation.
NJD_EVAL_SKIP BIT_6 Do not animate (ignore) this node.
NJD_EVAL_SHAPE_SKIP BIT_7 Do not animate (ignore) this node in shape animations.
NJD_EVAL_CLIP BIT_8 If this node is clipped, do not clip child nodes.
NJD_EVAL_MODIFIER BIT_9 The node has a modifier volume.

Common Data

While the different model formats often contain standalone flags and implementations, some elements are shared between them.

Blend Alpha Modes

Alpha modes can be as follows:

Source alpha
Name Value Description
NJD_SA_ZERO 0 Zero.
NJD_SA_ONE BIT_29 One.
NJD_SA_OTHER BIT_30 Other color.
NJD_SA_INV_OTHER BIT_30 | BIT_29 Inverse other color.
NJD_SA_SRC BIT_31 Source alpha.
NJD_SA_INV_SRC BIT_31 | BIT_29 Inverse source alpha.
NJD_SA_DST BIT_31 | BIT_30 Destination alpha.
NJD_SA_INV_DST BIT_31 | BIT_30 | BIT_29 Inverse destination alpha.
Destination alpha
Name Value Description
NJD_DA_ZERO 0 Zero.
NJD_DA_ONE BIT_26 One.
NJD_DA_OTHER BIT_27 Other color.
NJD_DA_INV_OTHER BIT_27 | BIT_26 Inverse other color.
NJD_DA_SRC BIT_28 Source alpha.
NJD_DA_INV_SRC BIT_28 | BIT_26 Inverse source alpha.
NJD_DA_DST BIT_28 | BIT_27 Destination alpha.
NJD_DA_INV_DST BIT_28| BIT_27 |BIT_26 Inverse destination alpha.

Basic Models

Primarily used in Sonic Adventure, Basic models are the first model type developed for Ninja. Skinning is not normally possible with this format, but a specialized variant has been developed for use with Sonic Adventure DX (2004) with the "Weighted Characters" mod. In the case of Sonic Adventure, "skinning" is done at runtime via instructions tied to the "join vertex" or "weld" system.

Sonic Adventure 2 utilizes this format for collisions and death barriers, never in a visible sense.

Sonic Adventure DX introduces a variation of Basic models - referred to as "Basic+" or "BasicDX" - and is the primary format of that game.

Offset (Hex) Type Description
0 Pointer Vertex data
4 Pointer Normals data
8 INT32 Vertex/Normal count
C Pointer Mesh data
10 Pointer Material data
14 INT16 Mesh count
16 INT16 Material count
18 Float(3) Model center. This is used for bounds calculation
24 Float Model radius. This is used for bounds calculation
28 Pointer Used in "Basic+"/"BasicDX" model data only. This space is always empty and is meant to point to the Direct3D mesh buffer.

In the 2004 PC port of SADX this struct contains an extra field for the mesh buffer (buffer). This version of the struct is used in the PC, X360 and PS3 versions.

SA2 and Gamecube versions of SADX use the original struct without the extra field.

In SADX Mod Loader headers the original Ninja version is NJS_MODEL, and the one with the extra field is NJS_MODEL_SADX.

In the SADX X360 prototype with symbols, the one with the extra field is NJS_MODEL, and the original Ninja version is NJS_MODEL_OLD.

The size of the original NJS_MODEL is 40 (0x28) bytes, and the size of NJS_MODEL_SADX is 44 (0x2C) bytes.

In old modding terminology, the Model struct was referred to as the "attach" struct. You can still see this label in SA Tools' C exports.

Vertex Array

The model's vertices are in an array of NJS_POINT3 (NJS_VECTOR in Mod Loader headers).

NJS_VECTOR vertex_00000ADC[] = {
	{ 0, 26.04398f, 0 },
	{ 3.602116f, 18.50802f, 0 },
	{ 1.801057f, 18.50802f, -3.119523f },
	{ -1.801059f, 18.50802f, -3.119523f },
	// And so on...
};

Normal Array

The model's normals are in an array of NJS_VECTOR.

NJS_VECTOR normal_00000D28[] = {
	{ 0, 1, 0 },
	{ 0.902229f, 0.431257f, 0 },
	{ 0.451115f, 0.431256f, -0.781354f },
	{ -0.451115f, 0.431256f, -0.781354f },
	// And so on...
}

Meshset Struct (NJS_MESHSET) and Meshset Array

Multiple connected polygons form meshes. The NJS_MESHSET struct defines a single mesh.

Field Offset Type Size Description Notes
type_matId 0 Uint16 2 Diffuse color. Bits 0-13 are material id (0-4095) in the material array.

Bits 14-15 are meshset type bits.

nbMesh 0x2 Uint16 2 Number of meshes.
*meshes 0x4 Sint16* 4 Pointer to the poly array.
*attrs 0x8 Uint32* 4 Pointer to the poly attribute array. Unused in SA games.
*normals 0xC NJS_VECTOR* 4 Pointer to the polynormal array. Almost never used.
*vertcolor 0x10 NJS_COLOR* 4 Pointer to the vertex color array. Unused in SA1 DC, used in SADX.
*vertuv 0x14 NJS_TEX* 4 Pointer to the UV array.
buffer 0x18 void 4 Pointer to the Direct3D mesh buffer. Always null.

SADX PC 2004, SADX X360 and SADX PS3 only.

In the 2004 PC port of SADX this struct contains an extra field for the mesh buffer (buffer). This version of the struct is used in the PC, X360 and PS3 versions.

SA2 and Gamecube versions of SADX use the original struct without the extra field.

In SADX Mod Loader headers the original Ninja version is NJS_MESHSET, and the one with the extra field is NJS_MESHSET_SADX.

In the SADX X360 prototype with symbols, the one with the extra field is NJS_MESHSET, and the original Ninja version is NJS_MESHSET_OLD.

The size of the original NJS_MESHSET is 24 (0x18) bytes, and the size of NJS_MESHSET_SADX is 28 (0x1C) bytes.

Meshset Type Bits

Meshset type bits are as follows:

Meshset type Value Description
NJD_MESHSET_3 0x0000 Triangle.
NJD_MESHSET_4 0x4000 Quad (four vertices).
NJD_MESHSET_N 0x8000 N-Gon (custom number of vertices).
NJD_MESHSET_TRIMESH 0xC000 Trimesh (strips of connected triangles), the most common meshset type.
NJS_MESHSET_MASK 0xC000 Meshset type mask.

To get the material ID from the type_matId field in your code, use type_matId & ~NJD_MESHSET_MASK. To get the mesh type, use type_matId >> 0xE.

Meshes in Basic models are stored in arrays of NJS_MESHSET:

NJS_MESHSET_SADX meshlist_00000294[] = {
	{ NJD_MESHSET_TRIMESH | 0, 9, poly_00000044, NULL, NULL, NULL, uv_00000128, NULL },
	{ NJD_MESHSET_TRIMESH | 1, 10, poly_000000A4, NULL, NULL, NULL, uv_000001C4, NULL },
	{ NJD_MESHSET_TRIMESH | 2, 3, poly_00000108, NULL, NULL, NULL, uv_00000264, NULL }
};

Poly Array

The poly array in an array of Sint16 that lists the model's primitives (polygons). It is commonly formatted with the number of vertices (points) followed by vertex indices. The indices are used to pick the specific vertices from the model's vertices array.

Here is an example of a polys array. The 4 in each new line indicates the number of vertices in the surface, and the following four values are vertex indices.

Sint16 poly_0000002C[] = {
	4, 13, 12, 5, 4,
	4, 9, 8, 1, 0,
	4, 11, 10, 3, 2,
	4, 15, 14, 7, 6
};

The direction of listing vertices can be clockwise or counter-clockwise. To use the clockwise winding direction, add the 0x8000 flag to the number of vertices:

Sint16 poly_00000044[] = {
	0x8000u | 5, 2, 1, 0, 7, 6,   
	// And so on...
};

Polygon Attribute Array

This is an array of Uint32 containing polygon-specific attributes. It is not used in Sonic Adventure games.

Polynormal Array

Normals determine the model's lighting and environment mapping distortion. Normals can be specified per-vertex or por-polygon. Almost no models in SA1 use per-poly normals (polynormals), with the exception of Tails' tails and Sonic's stretchy shoes. When polynormals are used, this is the array they are expected to be in.

Normals and polynormals are defined as arrays of NJS_VECTOR. NJS_VECTOR consists of three floats for X, Y and Z.

NJS_VECTOR polynormal_007383D8[] = {
	{ 0 },
	{ 0 },
	{ 0 },
	{ 0 },
	{ 0 },
	{ 0 }
};

Vertex Color Array

This is an array of NJS_COLOR that determines the colors of the model's vertices. Vertex colors are used per-polygon, not per-vertex.

NJS_COLOR vcolor_0000003C[] = {
	{ 0xFFFFFFDF },
	{ 0xFFFFFFFF },
	{ 0xFFFFDFBF },
	{ 0xFFFFFFFF },
	{ 0xFFFFDFBF },
	// And so on...
};

Note: In SA1 Dreamcast, vertex colors are ignored and the pointer to the vertex colors array is null in all models.

UV Array

The UV array is an array of NJS_TEX. UVs determine how the texture is applied to the model's surface. For exampled, bigger UV values will make the texture "zoomed in", adding values to U will make the texture offset horizontally etc. UVs are per-polygon.

NJS_TEX uv_000003A4[] = {
	{ 130, 145 },
	{ 212, 225 },
	{ 124, 230 },
	// And so on...
};

Material struct (NJS_MATERIAL) and Material Array

The material affects how the model's surface looks. It defines which texture to use, whether to use environment mapping etc.

Field Offset Type Size Description Notes
diffuse 0 NJS_COLOR 4 Diffuse color. In SA1 with palette lighting, only alpha is used.
specular 0x4 NJS_COLOR 4 Specular color. In SA1 with palette lighting, only alpha is used. The alpha value of 0 is treated as the "ignore specular" flag.
exponent 0x8 Float 4 Strength of specular light. Can range from 0 to 300. Usage of it in Sonic Adventure games is not confirmed.
attr_texId 0xC Uint32 4 Texture ID.
attrflags 0x10 Uint32 4 Material flags. Bits 31-29 and 28-26 are used for source and destination alpha blending instructions respectively.

Size: 20 bytes (0x14).

NJS_COLOR is a union that can be either NJS_BGRA, NJS_TEX or Uint32 (4 bytes).

NJS_BGRAis a 4-byte struct that consists of blue, green, red and alpha values ranging from 0 to 255. For example, the color A255 R178 G178 B178 would be 0xFFB2B2B2.

NJS_TEX (4 bytes) is a struct commonly used in UVs. It consists of two Sint16 values: one for U (horizontal) and one for V (vertical). UVs used in SA1 range from 0 to 255.

Attribute Flags

The following flags can be used in attrflags:

Flag name Flag bit Description Comments
NJD_FLAG_IGNORE_LIGHT BIT_25 Ignore lighting.
NJD_FLAG_USE_FLAT BIT_24 Flat lighting. Has no effect when palette-based lighting in SA1 is used.
NJD_FLAG_DOUBLE_SIDE BIT_23 Double-sided mesh. Also used for collision.
NJD_FLAG_USE_ENV BIT_22 Enable environment mapping.
NJD_FLAG_USE_TEXTURE BIT_21 Enable texture.
NJD_FLAG_USE_ALPHA BIT_20 Enable transparency.
NJD_FLAG_IGNORE_SPECULAR BIT_19 Disable specular lighting. Used for specular palette selection in palette-based lighting in SA1.
NJD_FLAG_FLIP_U    BIT_18 Flip Us.
NJD_FLAG_FLIP_V BIT_17 Flip Vs.
NJD_FLAG_CLAMP_U BIT_16 Clamp Us.
NJD_FLAG_CLAMP_V BIT_15 Clamp Vs.
NJD_FLAG_USE_ANISOTROPIC BIT_12 Enable anisotropic filtering, Unused.
NJD_FLAG_PICK BIT_7 "Pick status" Unused.

Chunk Models

Chunk models are the premier format used in Sonic Adventure 2. This format supports skinning by default.

Sonic Adventure DX incorporates this model format for specific parts of the game, notably the Chao models and the Cream the Rabbit cameos.

Offset (Hex) Type Description
0 Pointer Vertex data
4 Pointer Polygon data
8 Float(3) Model center. This is used for bounds calculation
14 Float Model radius. This is used for bounds calculation

Vertex Chunk List

The library first parses the vertex chunk list. A vertex chunk contains a list of vertices. Each vertex will be placed in an intermediate vertex buffer that will be used for strip indices.

A vertex chunk is composed of a header, followed by data:

Header (32 bits) Vertex data information (32 bits) Data
Type (0-15) Next chunk (16-31) Vertex count (0-15) Index offset (16-31)
Vertex type Chunk size - 1 Number of vertices Start position in intermediate vbuffer Depends on type

The data depends on the vertex chunk type:

Vertex chunk Components Vertex stream Comment
NJD_CV_SH Position x, y, z,1.0f, ... SH4 optimized (aligned)
NJD_CV_VN_SH Position + Normal x, y, z,1.0f, nx, ny, ny, 0.0f, ... SH4 optimized (aligned)
NJD_CV Position x, y, z, ...
NJD_CV_D8 Position + Diffuse x, y, z, D8888, ...
NJD_CV_UF Position + UserFlag x, y, z, UF32
NJD_CV_NF Position + NinjaFlag x, y, z, NF32 Used for weights
NJD_CV_S5 Position + Diffuse + Specular x, y, z, D565, S565, ...
NJD_CV_S4 Position + Diffuse + Specular x, y, z, D4444, S565, ...
NJD_CV_IN Position + Diffuse + Specular x, y, z, D16, S16, ...
NJD_CV_VN Position + Normal x, y, z, nx, ny, nz, ...
NJD_CV_VN_D8 Position + Normal + Diffuse x, y, z, nx, ny, nz, D8888, ...
NJD_CV_VN_UF Position + Normal + Diffuse + UserFlag x, y, z, nx, ny, nz, D8888, UF32, ...
NJD_CV_VN_NF Position + Normal + Diffuse + NinjaFlag x, y, z, nx, ny, nz, D8888, NF32, ... Used for weights
NJD_CV_VN_S5 Position + Normal + Diffuse + Specular x, y, z, nx, ny, nz, D565, S565, ...
NJD_CV_VN_S4 Position + Normal + Diffuse + Specular x, y, z, nx, ny, nz, D4444, S565, ...
NJD_CV_VN_IN Position + Normal + Diffuse + Specular x, y, z, nx, ny, nz, D16, S16, ...
NJD_CV_VNX Position + Normal x, y, z, nx10, ny10, nz(10), pad, ...
NJD_CV_VNX_D8 Position + Normal + Diffuse x, y, z, nx10, ny10, nz(10), pad, D8888, ...
NJD_CV_VNX_UF Position + Normal + UserFlag x, y, z, nx10, ny10, nz(10), pad, UF32, ...

Note that the library only supports one chunk type per model.

The data is continuous until the end chunk is reached (255).

Polygon Chunk List

The library then processes the polygon chunk list, which consists of chunks that specify how to render the vertices.

These chunks follow the following structure:

Header (16 bits) Next chunk, optional Data, optional
Type (0-7) Headbits (8-15)
Vertex type Depends on type Chunk size - 2 Depends on type

Chunks are continuous until the end chunk is reached (255).

There are 5 categories of polygon chunks:

  • Bits chunk (fixed 16 bit size) : some rendering attributes
  • Tiny chunks (fixed 32 bit size) : texture ID
  • Material chunks : diffuse color, ambient color, specular color, blending flags
  • Volume chunks : collision/modifier volumes
  • Strip chunks : strip data

Bits Chunks

Header (16 bits)
Type (0-7) Headbits (8-15)

The next chunk is directly after.

Bits chunk types:

Type Description Components/Notes
NJD_CB_BA Blend Alpha Source, Destination
NJD_CB_DA Mipmap 'D' Adjust
NJD_CB_EXP Specular Exponent
NJD_CB_CP Cache Polygon Null, necessary for skinned models
NJD_CB_DP Draw Polygon Null, necessary for skinned models

Tiny Chunks

Header (16 bits) Data (16 bits)
Type (0-7) Headbits (8-15)

The next chunk is directly after.

Tiny chunk types:

Type Description Components/Notes
NJD_CT_TID Texture ID
NJD_CT_TID2 Texture ID 2

Material Chunks

Header (16 bits) Next chunk Data
Type (0-7) Headbits (8-15)

Material chunk types:

Type Description Components/Notes
NJD_CM_D Material Diffuse NJS_COLOR
NJD_CM_A Material Ambient NJS_COLOR
NJD_CM_S Material Specular NJS_COLOR
NJD_CM_DA Material Diffuse + Ambient NJS_COLOR, NJS_COLOR
NJD_CM_DS Material Diffuse + Specular NJS_COLOR, NJS_COLOR
NJD_CM_AS Material Ambient + Specular NJS_COLOR, NJS_COLOR
NJD_CM_DAS Material Diffuse + Ambient + Specular NJS_COLOR, NJS_COLOR, NJS_COLOR
NJD_CM_D2 Material Second Diffuse NJS_COLOR
NJD_CM_A2 Material Second Ambient NJS_COLOR
NJD_CM_S2 Material Second Specular NJS_COLOR
NJD_CM_DA2 Material Second Diffuse + Ambient NJS_COLOR, NJS_COLOR
NJD_CM_DS2 Material Second Diffuse + Specular NJS_COLOR, NJS_COLOR
NJD_CM_AS2 Material Second Ambient + Specular NJS_COLOR, NJS_COLOR
NJD_CM_DAS2 Material Second Diffuse + Ambient + Specular NJS_COLOR, NJS_COLOR, NJS_COLOR
NJD_CM_BM Bump Material (DX, DY, DZ), (UX, UY, UZ)

Volume Chunks

...

Strip Chunks

A strip chunk renders a triangle strip using vertices from the intermediate buffer generated by the vertex chunk list.

It can contain additional information, such as UV coordinates, vertex color or user data.

The chunk structure is as follows:

Header (16 bits) Next chunk Strip data information Data, optional
Type (0-7) Headbits (8-15) Strip count (0-13) User area size (14-15)
Strip type Rendering flags Chunk size - 2 Number of strips NJD_UFO_0 = 0 bits

NJD_UFO_1 = 16 bits
NJD_UFO_2 = 32 bits

Depends on type

The data itself follows this structure:

Strip header Strip stream
Length (0-14) Winding flag (15) First element Second element Element N ....
Number of vertices If set, reverse order Index Data Index Data Index Data User area (optional)

* The user area is per-triangle, so it only starts at the third element, from there every other vertex is another triangle.

The data stream depends on the strip type:

Strip chunk Components Data stream
NJD_CS None index
NJD_CS_UVN UV (255 = 1.0) index, u, v
NJD_CS_UVH UV (1023 = 1.0) index, u, v
NJD_CS_VN Normal index, nx, ny, nz
NJD_CS_UVN_VN UV (255), normal index, u, v, nx, ny, nz
NJD_CS_UVH_VN UV (1023), normal index, u, v, nx, ny, nz
NJD_CS_D8 Diffuse index, ar, gb
NJD_CS_UVN_D8 UV (255), diffuse index, u, v, ar, gb
NJD_CS_UVH_D8 UV (1023), diffuse index, u, v, ar, gb
NJD_CS_2 None index
NJD_CS_UVN2 UV (255) index, u, v
NJD_CS_UVH2 UV (1023) index, u, v

"Ginja" (GC) Models

This format was introduced in Sonic Adventure 2 Battle and further refined in Billy Hatcher and the Giant Egg. Utilizing a combination of Ninja and Nintendo's systems, "Ginja" models (a portmanteau of "GameCube" and "Ninja") are often Chunk models converted to make use of newer technologies. Sonic Adventure 2 Battle's implementation does not have skinning support, which was addressed in Billy Hatcher.

Currently, neither SA Tools Hub nor SAIO has the ability to read or export "Ginja" models with skinning.

Offset (Hex) Type Description
0 Pointer Vertex data
4 Pointer Weight data
8 Pointer Opaque polygon data
C Pointer Translucent polygon data
10 INT16 Opaque polygon data count
12 INT16 Translucent polygon data count
14 Float(3) Model center. This is used for bounds calculation
20 Float Model radius. This is used for bounds calculation

"Ginja" Vertex Data

"Ginja" models store their point data quite differently from the other model types. Sonic Adventure 2 Battle uses a combination of four data sets in this section: Points (always exist), normals, color data, and UV data. Other data types exist, but these are the main four types and are often used together, up to a maximum of three data types at a time. Headers are read continuously and are designed to stop when encountering a null state, indicated by vertex attribute 255 (FF).

Offset Type Description Notes
0 Byte Attribute
1 Byte Size of vertex struct
2 INT16 Vertex struct count
4 INT32 Structure type (Bits 0-3)

Data type (Bits 4-7)

Values are constant in Sonic Adventure 2 Battle
8 Pointer Vertex data array
C UINT32 Vertex data array length

"Ginja" Vertex Attributes

Value Description Notes
0 Position Matrix Index Seemingly unused
1 Position Value must exist and be used first within vertex headers
2 Normal
3 Color0
4 Color1 Unused in Sonic Adventure 2 Battle
5 Tex0
6 Tex1 Unused in Sonic Adventure 2 Battle
7 Tex2 Unused in Sonic Adventure 2 Battle
8 Tex3 Unused in Sonic Adventure 2 Battle
9 Tex4 Unused in Sonic Adventure 2 Battle
10 Tex5 Unused in Sonic Adventure 2 Battle
11 Tex6 Unused in Sonic Adventure 2 Battle
12 Tex7 Unused in Sonic Adventure 2 Battle
255 Null Value must be used in the last header

"Ginja" Vertex Structure Types

Value Description Notes
0 Position (XY) Unused in Sonic Adventure 2 Battle
1 Position (XYZ)
2 Normal (XYZ)
3 Normal (NBT) Unused in Sonic Adventure 2 Battle
4 Normal (NBT3) Unused in Sonic Adventure 2 Battle
5 Color (RGB) Unused in Sonic Adventure 2 Battle
6 Color (RGBA)
7 Texture Coordinates (S) Unused in Sonic Adventure 2 Battle
8 Texture Coordinates (ST)

"Ginja" Vertex Data Types

Value Description Notes
0 Unsigned int8 Unused in Sonic Adventure 2 Battle
1 Signed int8 Unused in Sonic Adventure 2 Battle
2 Unsigned int16 Unused in Sonic Adventure 2 Battle
3 Signed int16
4 Float
5 RGB565 Unused in Sonic Adventure 2 Battle
6 RGB8 Unused in Sonic Adventure 2 Battle
7 RGBX8 Unused in Sonic Adventure 2 Battle
8 RGBA4 Unused in Sonic Adventure 2 Battle
9 RGBA6 Unused in Sonic Adventure 2 Battle
10 RGBA8

"Ginja" Vertex Arrays

The following arrays are used in Sonic Adventure 2 Battle.

Type Data Size
Point Float(3) 12
Normal Float(3) 12
Color0 RGBA 4
Tex0 INT16(2) 4

"Ginja" Polygon Data

When viewed in its raw state, "Ginja" polygon data is separated into two components: one side featuring parameter data, and the other containing primitives.

Offset Type Description Notes
0 Pointer Parameter data Value is not required to exist past the first entry.
4 INT32 Parameter data count
8 Pointer Primitive data
C INT32 Primitive data size

"Ginja" Parameter Data

Offset Type Description Notes
0 Byte Data Type
1 Byte(3) Padding
4 UINT32 Data This section's data depends on the set data type.

"Ginja" Parameter Types

Type Value Description Data Notes
0 Vertex Attribute Format Vertex Attribute (Bits 0-15)

Vertex Structure Type (Bits 16-19)
Vertex Data Type (Bits 20-23)
UV Scale, if applicable (Bits 28-31)

Attribute data must match any of the attributes set within the model's vertex data
1 Index Attribute Flags Flags (All bits) Data is necessary for parsing primitives properly
2 Lighting Flags (Bits 0-15)

Shadow Stencil (Bits 16)
Unknown 1 (Bits 20)
Unknown 2 (Bits 24)

Lighting flags are usually set to 0xB11, and Shadow Stencil is usually 1
3 Strip Flags Unused in Sonic Adventure 2 Battle
4 Blend Alpha Source Alpha (Bit 11)

Destination Alpha (Bit 8)

5 Diffuse NJS_COLOR
6 Ambient Unused in Sonic Adventure 2 Battle
7 Specular Unused in Sonic Adventure 2 Battle
8 Texture Data Texture ID (Bits 0-15)

Tile Mode (Bits 16-31)

9 Texture TEV Order Unknown 1 (Bits 0-15)

Unknown 2 (Bits 16-31)

Unknown 1 is usually set to 4, and Unknown 2 is usually 0
10 Texture Coordinate Generator Texture Coord ID (Bits 9-15)

Texture Coord Generator Type (Bits 16-19)
Texture Coord Generator Source (Bits 20-27)
Texture Coord Generator Matrix ID (Bits 28-31)

"Ginja" Primitive Data

Offset Type Description Notes
0 Byte Primitive Type
1 INT16 Loop count
3 Primitive Loop[] Loop data Size and structure varies depending on the index attribute flags defined within the model's parameter data
Sonic Adventure Information
General Information File FormatsModel FormatsLevel ListTexture FilesGame BuildsCAM & SET Files
Character Information Character ListActionsAnimation ListsFaces
Sound Information General Voice ListMusic Files
Sound Effects Stage SoundsStage Background Sounds
Other Cutscene ListFish List
Sonic Adventure 2 Information
General Information File FormatsModel FormatsLevelsTexture FilesLight and Fog DataGame Builds
Character Information General Model DataAnimation FilesActions
Animation Lists Speed-Types SonicShadowAmyMetal Sonic
Hunting-Types KnucklesRougeTikalChaos Zero
Shooting-Types Mech TailsMech EggmanChao WalkerDark Chao Walker
Miscellaneous TailsEggmanSuper SonicSuper Shadow
Sound Information Voice ListMusic FilesSound Effects
Other Cutscenes