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14 April 2026

  • 15:2615:26, 14 April 2026 Sonic the Hedgehog (2006) LuaSystem Functions (hist | edit) [636 bytes] Hyper (talk | contribs) (Created page with "= LuaSystem = These functions are provided by <code>Sonicteam::LuaSystem</code>. == script.reload == {{Notice|type=info|content=This function is an alias of <code>Game.ExecScript</code>.}} === Description === Loads and executes the specified Lua script. This function expects a path to a <code>*.lub</code> file with a <code>*.lua</code> file extension. === Signature === script.reload(path) ==== Parame...")
  • 15:2515:25, 14 April 2026 Sonic the Hedgehog (2006) GameScript Functions (hist | edit) [26,273 bytes] Hyper (talk | contribs) (Created page with "{{Notice|type=info|content=When actors are referenced by name, they can be targeted on specific layers when formatted as <code>{set_layer}:{actor_name}</code> (without the brackets, of course). Otherwise, the actor names can be provided as-is.}} = GameScript = These functions are provided by <code>Sonicteam::GameScript</code>. == Signal == {{Notice|type=warn|content=This function is unused and has not been tested, information regarding it may be inaccurate.}} === Descr...")
  • 15:2515:25, 14 April 2026 Sonic the Hedgehog (2006) RenderAction Functions (hist | edit) [10,933 bytes] Hyper (talk | contribs) (Created page with "{{Notice|type=warn|content=This list is a work in progress!}} = RenderAction = These functions are provided for <code>Sonicteam::RenderAction</code> procedures. === Pixel Formats === {| class="wikitable" |+ !Name !Description |- |A8R8G8B8 |Used for 8-bit buffers (32bpp). |- |A16B16G16R16F |Used for 16-bit floating point buffers (64bpp). |- |A32B32G32R32F |Used for 32-bit floating point buffers (128bpp). |- |HDR |Used for bloom buffers. |- |R32F |Used for single channel...")
  • 15:2515:25, 14 April 2026 Sonic the Hedgehog (2006) EndingMode Functions (hist | edit) [2,973 bytes] Hyper (talk | contribs) (Created page with "= EndingMode = These functions are provided by <code>Sonicteam::EndingMode</code>. == Text == === Description === Creates a text entity for the staff roll. === Signature === Text(mode, unknown_1, text_card, unknown_2) ==== Parameters ==== {| class="wikitable" |+ !Parameter !Type !Description !Required? |- |mode |Pointer |A pointer to <code>Sonicteam::EndingMode</code>. |✔️ |- |unknown_1 |Number |This parameter is unimplemented. Usually 0.5. |✔️ |- |text_card...")

13 April 2026

  • 18:1118:11, 13 April 2026 Sonic the Hedgehog (2006) Script Functions (hist | edit) [575 bytes] Hyper (talk | contribs) (Created page with "{{Notice|type=warn|content=This list is a work in progress!}} = Game Namespace = These functions are provided by the <code>Game</code> library. == Game.SetPlayer == === Description === Sets default player parameters for the stage. These are only used if the stage set does not provide player start objects. === Signature === Game.SetPlayer(x, y, z, yaw, player_name, player_no, amigo) ==== Parameters ==== {| class="wikitable" |+ !Parameter !Type !Description !Required...") Tag: Visual edit: Switched

30 March 2026

  • 14:3914:39, 30 March 2026 Creating & Customizing Attack Actions (Combo Routes) (hist | edit) [8,685 bytes] King Galactix (talk | contribs) (Created page with "The ActionList is a compilation of different ‘Actions’. Actions work together like a family tree, with individual attacks being stems and their connections being branches. All combos are just multiple branches of other moves, spawning a wide range of moveset paths. Here’s an example: {{Notice|type=example|content=NSA > NSB > NSC > NSD > NSE (YYYY-Y) = Feral/Normal Were-Hammer NSA > JF > JKC (Y-XX) = Double Kick Combo NSA > NSB > SC > SC2 > SD (YY-XXX) = Donkey K...") Tag: Visual edit

28 March 2026

4 December 2025

3 December 2025

  • 04:0604:06, 3 December 2025 Player Parameters (hist | edit) [8,158 bytes] IsaacMarovitz (talk | contribs) (Created page with "Many aspects of player and object behaviour in Sonic the Hedgehog (2006) is configurable from Lua scripting. == CommonContext == {| class="wikitable" |+ !Name !Type !Description |- |<code>gravity</code> | rowspan="54" |Float | |- |<code>c_brake_acc</code> | |- |<code>c_brake_dashpanel</code> | |- |<code>c_walk_border</code> | |- |<code>c_run_border</code> | |- |<code>c_walk_speed_max</code> | |- |<code>c_run_acc</code> | |- |<code>c_run_speed_max</code> | |- |<code>...") Tag: Visual edit
  • 00:2600:26, 3 December 2025 Player State Maps (hist | edit) [21,040 bytes] IsaacMarovitz (talk | contribs) (Created page with "'''''Player State Maps''''' in Sonic the Hedgehog (2006) define possible character states for each player context. These each have a unique identifier, and are loaded in scripting by <code>OpenState()</code> calls. All possible states, description of their behaviors, and implementation locations are outlined in Player State IDs. == Player State Maps == === Sonic === This map is stored at address <code>0x82B15D58</code>. {| class="wikitable" |+ !Category !Name !...") Tag: Visual edit

2 December 2025

1 December 2025

23 November 2025

  • 19:5719:57, 23 November 2025 Texture Tags (hist | edit) [1,869 bytes] IsaacMarovitz (talk | contribs) (Created page with "Sonic the Hedgehog (2006) uses a number of suffix "tags" in the filenames of its textures. Each of these have a very specific meaning that affects how the object is rendered. === Four Character Tags === Some textures contain a four character tag composed of two halves. {| | {| class="wikitable" !Tag !Description |- |<code>_ntxx</code> |Normal |- |<code>_dfxx</code> |Diffuse |- |<code>_enxx</code> |Environment |} | {| class="wikitable" !Tag !Description |- |<code>_xxsp<...") Tag: Visual edit

12 September 2025

7 September 2025

6 September 2025

  • 13:2713:27, 6 September 2025 SonicColorsXTBConv (hist | edit) [514 bytes] NextinHKRY (talk | contribs) (Created page with "{{ToolInfobox|title=SonicColorsXTBConv|author=TheExentist151|website=https://github.com/TheExentist151/SonicColorsXTBConv|download=https://github.com/TheExentist151/SonicColorsXTBConv/releases/tag/2.1.0|image=}} '''SonicColorsXTBConv''' is a tool to edit <code>.xtb</code> files from '''Sonic Colors, Sonic Unleashed, Sonic Generations''' and '''Mario & Sonic at the London 2012 Olympic Games'''. == Usage == <code>SonicColorsXTBConv.exe <input file> <format version> (or yo...") Tag: Visual edit
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