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{{Infobox Resource|type=[[Resources#Cinematics|Cinematics]]|extension=.dvscene|games=* [[Games/Sonic Frontiers|Sonic Frontiers]] * [[Games/Shadow Generations|Shadow Generations]]|tools=* [[Tools/010 Editor Binary Templates|DiEventTemplate]]|status=Almost finished|container=|name=DvScene}} '''DvScene''' ''(also known as DiEvent)'' is a file format that's been used in Hedgehog Engine 2 since [[Games/Sonic Frontiers|Sonic Frontiers]], it's a collection of nodes and resources that are easily editable for simple modification or creation of new cutscenes/cinematics. The format and sub-system originates from the [[wikipedia:Yakuza_(franchise)|Yakuza game series]] in which it was known as '''DiEvent'''. There are no proper ways currently to edit '''.dvscene''' except for an [[Tools/010 Editor Binary Templates|010 Editor Binary Template]]. == File Structure == Each '''DvScene''' consists of 2 parts, '''DvCommon''' and '''DvResource'''. === DvCommon === '''DvCommon''' consists of: * '''Frame start and end'''. * '''Number of visual nodes''' (not confirmed). * '''Cuts''', the timestamps of every camera cut in the cinematic. * '''Pages''', for skipping frames in the cutscene, based on a set condition. Used for QTEs. * '''Resource Cuts''', timestamps when the Resources should deload (all of the time it's a single item, obviously). * '''Node''', the main Path DvNode. The main path DvNode is the base node of the entire dvscene. Path standing for its Node Category. '''Every DvNode contains:''' * '''GUID''', used to connect the node to resources or just to easily tell them apart. Every node has a unique GUID. * '''Name''', to easily organize the nodes. * '''Node Category''', changes the nodes type, each node type does something else. * '''Node Flags''' * '''Priority''' * '''Child Nodes''', the child nodes of the node. * '''Node Data''', the parameters and values that change based on the Node Category. The node data is dependant on the Node Category, every category has its own set of parameters. {| class="wikitable" |+Node Categories in Sonic Frontiers !Name !Description !In-Engine Name !Basic structure |- |Path |Transforms the child nodes of this node |DvNodePath |Contains a Matrix4x4 which is then used to do transforms. |- |Camera |Creates a Camera Object in to the cinematic |DvNodeCamera |Usually empty, but it has support for a list of Frame Progressions, used to skip frames in the camera animation. |- |Camera Motion |Adds animation to the parent node Camera |DvNodeCameraMotion |Contains the frame start and end of the camera animation. The GUID connects the node to a Resource to set the [[Resources/Camera Animation|Camera Animation]] file. |- |Character |Creates a Character Model Object in to the cinematic |DvNodeCharacter |Contains the Model Name, Skeleton Name and sometimes a so called Internal Name is used; mostly used for characters that are very common, such as Sonic, Tails etc. These have a special shortcut for each, i.e. '''sh - Shadow, snc - Sonic, kn - Knuckles'''. The GUID connects the node to a Resource to set the [[Resources/Animation State Machine|Animation State Machine]] file. |- |Character Motion |Adds animation to the parent node Character |DvNodeCharacterMotion |Contains the frame start and end of the animation, [[Resources/Animation State Machine|Animation State Machine]] state name and animation speed. The GUID connects the node to a Resource to set the animation file. |- |Model |Adds a Model Object in to the cinematic |DvNodeModel |The exact same as Character. |- |Model Motion |Adds animation to the parent node Model |DvNodeModelMotion |The exact same as Character Motion |- |Model Node |Creates a node to which other nodes can be attached as if it was the bone of the parent Character node |DvNodeModelNode |Contains the bones name. |- |Element |Subcategory for nodes, contains mostly game specific elements such as DvElementRifleBeastLighting from [[Games/Sonic Frontiers|Sonic Frontiers]] |DvElement |Contains the Element ID, frame start and end, play type of the element and update timing of the element. There's only 3 Element Play Types and they're very straight forward, Normal - plays the element normally; OneShot - plays only once; Always - plays always. Update timing is a value that consists of multiple different types to change the update timings of the element, alot of these have yet to be found purposes. |} === DvResource === '''DvResource''' is an array of resources that are loaded for a '''DvScene'''. These are connected with '''GUIDs''' to several '''DvNode types'''. They only consist of a '''filename''', '''GUID''' and '''file type'''. {| class="wikitable" |+Resource Types in Sonic Frontiers !Name !File extension !Used by Node |- |Character |'''[[Resources/Animation State Machine|(.asm)]]''' |Character |- |Camera Motion |'''[[Resources/Camera Animation|(.cam-anim)]]''' |Camera Motion |- |Character Motion |'''[[Resources/PXD Animation|(.anm.pxd)]]''' |Character Motion |- |Model |'''[[Resources/Animation State Machine|(.asm)]]''' |Model |} == Technical Info == All of the pointers in DvScene are 32-bit and relative to DvCommon. This is a structure that's used throughout DvScene, it's an easy way to read an array.<syntaxhighlight lang="c++" start="0"> template<typename T> struct DvObject{ int count; // amount of items in the array int size; // the total size of of all the elements long long unknown; // no instance with data here has been found T items; // the array itself, not a pointer }; </syntaxhighlight> DvScene starts with two simple values, the pointers to DvCommon and DvResource<syntaxhighlight lang="c++"> struct DvScene{ DvCommon* common; // 32-bit pointer relative to DvCommon DvObject<DvResource>* resources; // 32-bit pointer relative to DvCommon }; </syntaxhighlight> Before going into DvCommon, we first need to define the structures that are used in DvCommon. There's a fairly easy to use system for skipping frames for either translation issues or QTEs. They're called DvPages. <syntaxhighlight lang="c++"> struct DvCondition{ int type; // the condition type uint parametersSize; // the size of condition dataa long unknown; // no instance with data here has been found char parameterData; // the data of the parameter, different for every condtion type }; struct DvTransition{ uint destinationPageID; // the page it should jump to uint conditionCount; // amount of conditions ulong conditionSize; // size of conditions }; struct DvPage{ uint unk0; // unknown uint unk1; // unknown uint frameStart; // the start tick of the page, it's in ticks meaning it's * 100 uint frameEnd; // the end tick of the page, it's in ticks meaning it's * 100 uint transitionCount; // amount of transitions uint transitionSize; // size of transitions uint skipFrame; // the tick the cutscene should skip to, it's in ticks meaning it's * 100 uint index; // the pages index uint pageSize; // size of the pageData char empty[12]; char name[32]; // the name of the page char pageData; // the data of the page, hasn't been researched DvTransition transitions; }; </syntaxhighlight>The DvPages use ticks, or also could be called just a ''truncated float.'' The important part of DvScene's, the DvNode.<syntaxhighlight lang="c++"> struct DvNode{ Guid guid; // unique identifier for the node, also used for connection with DvResource uint nodeCategory; // the type of node uint nodeSize; // size of the node data uint childCount; // amount of child nodes uint nodeFlags; // yet to be researched uint priority; // the priority of the node when reading char empty[12]; char name[64]; // the name of the node char nodeData; // the data of the node, different for every node category DvNode childNodes; // the children of this node }; </syntaxhighlight>The Node Data is different for every single Node Category, it's the parameters of the node itself. Now the controller of DvScenes, DvCommon.<syntaxhighlight lang="c++"> struct DvDisableFrame{ float start; float end; }; struct DvCommon{ long unknown; // no instance with data here has been found float frameStart; // the start frame of the cutscene float frameEnd; // the end frame of the cutscene uint drawNodeNumber; // amount of visual nodes (unconfirmed) DvObject<float>* cuts; // every camera cut in cutscene DvObject<DvPage>* pages; // pages, used for QTEs and such DvObject<DvDisableFrame>* disableFrames; // unknown purpose DvObject<float>* resourceCuts; // when the resource should deload, always has just one item DvObject<float>* soundCuts; // unknown purpose DvNode* node; // the main node of the cutscene float chainCameraIn; // leftover from yakuza? float chainCameraOut; // leftover from yakuza? int type; // unknown int skipPointTick; // unknown }; </syntaxhighlight>All of the pointers are 32-bit and relative to DvCommon itself. The second important part of DvScene, is the DvResource.<syntaxhighlight lang="c++"> struct DvResource{ Guid guid; // unique identifier for the resource, used to connect with DvNodes uint type; // the file type this resource is trying to use uint unk0; // unknown, always 0 uint unk1; // unknown, always 1 char filename[192]; // the filename of the file it's loading char unk2[596]; // unknown, could still be just space for the filename }; </syntaxhighlight>
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