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Sonic the Hedgehog (2006) File System: Difference between revisions

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== Platform Root ==
== Platform Root ==
When wiki articles mention "platform root", they are specifically referring to either <code>xenon</code> or <code>ps3</code>, as an official Windows port was never released and this directory tends to share files between both console platforms. This may not always apply, however, as the PlayStation 3 port uses a different model format for terrain and had its stage data archives moved to <code>ps3</code>.
When wiki articles mention "platform root", they are specifically referring to either <code>xenon</code> or <code>ps3</code>, as they tend to share files in this location between both console platforms. This may not always apply, however, as the PlayStation 3 port uses a different model format for terrain and had its stage data archives moved from <code>win32</code> to <code>ps3</code>.

Latest revision as of 19:13, 4 December 2025

The file system for Sonic the Hedgehog (2006) follows an organisational pattern where the directories starting from root are platform identifiers for the file formats contained within them. This structure is respected from the root of the game disc all the way through the internal packed file system.

Identifier Endianness Purpose
common N/A Used for files where endianness is non-applicable (e.g. files that are read manually in a specific byte order irrespective of the current platform).
xenon Big Used for files that are read directly into memory and mapped to structures where big-endian byte order is expected for the Xbox 360 platform.
ps3 Big Same as above, but for the PlayStation 3 platform.
win32 Little Used for files that are read directly into memory and mapped to structures where little-endian byte order is expected for the Windows (x86) platform.

These files would be read manually for endian swapping on big-endian platforms.

Platform Root

When wiki articles mention "platform root", they are specifically referring to either xenon or ps3, as they tend to share files in this location between both console platforms. This may not always apply, however, as the PlayStation 3 port uses a different model format for terrain and had its stage data archives moved from win32 to ps3.

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