Jump to content

New pages

New pages
Hide registered users | Hide bots | Show redirects
(newest | oldest) View ( | older 50) (20 | 50 | 100 | 250 | 500)

27 February 2025

  • 14:2314:23, 27 February 2025 How to use Converse (hist | edit) [3,287 bytes] NextinHKRY (talk | contribs) (Created page with "This guide will explain some features of Converse, and how you can use it to edit text in Font Converse files. == Explanation of the format == Sonic Unleashed and Sonic Generations both use the '''fco/fte''' format to store and display text. One thing to note is that unfortunately '''''fco files do NOT store plain text.''''' Because of how Sonic Team handled '''fco''' files in Sonic Unleashed, it means that all '''fco''' files in that game require '''Translation Tab...") Tag: Visual edit
  • 13:5913:59, 27 February 2025 Converse (hist | edit) [689 bytes] NextinHKRY (talk | contribs) (Created page with "{{ToolInfobox|title=Converse|author=NextinHKRY, Hedgeturd, brianuuuSonic|website=https://github.com/NextinMono/converse|download=https://github.com/NextinMono/converse/releases/latest|image=Converse-Icon.png}} '''Converse''' is a tool to edit .fco (Font Converse) files from '''Sonic Unleashed''' and '''Sonic Generations'''. == File Support == The tool can open any '''fco''' and '''fte''' file from '''Sonic Unleashed''' and '''Sonic Generations''', although some files f...") Tag: Visual edit
  • 13:4613:46, 27 February 2025 Kunai (hist | edit) [1,100 bytes] NextinHKRY (talk | contribs) (Created page with "{{ToolInfobox|title=Kunai|author=NextinHKRY, crash5band, Skyth|website=https://github.com/NextinMono/kunai|download=https://github.com/NextinMono/kunai/releases/latest|image=Kunai-Logo.png}} '''Kunai''' is a tool to edit '''Ninja CSD Project''' files (xncp, yncp, gncp, sncp) that are used in games from '''Shadow the Hedgehog''' to '''Sonic Colors Ultimate'''. It is heavily based off of Shuriken, and relies on the [https://github.com/hedge-dev/SharpNeedle SharpNeedle...") Tag: Visual edit

26 February 2025

25 February 2025

  • 22:3522:35, 25 February 2025 Sonic Frontiers Gismos (hist | edit) [4,536 bytes] PTKay (talk | contribs) (Created page with "== Islands == === Common === {| class="wikitable" |+ !Information !Image |- |<code>cmnisl_brk_aircontainer</code> A flying container that breaks upon attack. | |- |<code>cmnisl_brk_capsule</code> A capsule that breaks upon attack. | |- |<code>cmnisl_brk_container01</code> A container that breaks upon attack. | |- |<code>cmnisl_brk_container02</code> A container that breaks upon contact. | |- |<code>cmnisl_brk_mechabarrel</code> A barrel that breaks upon attack. | |...") Tag: Visual edit

21 February 2025

  • 10:4810:48, 21 February 2025 NN Chunk Format - MOTION (hist | edit) [23,824 bytes] PTKay (talk | contribs) (Created page with "== NNF_MOTIONTYPE == Types and flags for a NNS_MOTION struct.<syntaxhighlight lang="cpp"> enum NNF_MOTIONTYPE : uint32_t { // -- Masks -- // Apply this mask to get the Motion Type. NND_MOTIONTYPE_CATEGORY_MASK = 31, // Apply this mask to get the Repeat Type. NND_MOTIONTYPE_REPEAT_MASK = 0x1F0040U, // -- Motion Types -- NND_MOTIONTYPE_NODE = 1, NND_MOTIONTYPE_CAMERA = 2, NND_MOTIONTYPE_LIGHT = 4, NND_MOTIONT...") Tag: Visual edit
  • 10:4210:42, 21 February 2025 NN Chunk Format - MATERIALNAMELIST (hist | edit) [2,171 bytes] PTKay (talk | contribs) (Created page with "== NNE_MATERIALNAME_SORTTYPE == {{Notice|type=note|content=The underlying type of this enum is not specified, thus it may differ depending on the platform. In practice, it's always an <code>int32_t</code> in all known NN games.}}This enum indicates the way the NNS_MATERIALNAME structs are sorted in the <code>pMaterialNameList</code> array used in the NN Chunk Format - MATERIALNAMELIST#NNS MATERIALNAMELIST|NNS_MATE...") Tag: Visual edit
  • 10:4010:40, 21 February 2025 NN Chunk Format - NODENAMELIST (hist | edit) [2,000 bytes] PTKay (talk | contribs) (Created page with "== NNE_NODENAME_SORTTYPE == {{Notice|type=note|content=The underlying type of this enum is not specified, thus it may differ depending on the platform. In practice, it's always an <code>int32_t</code> in all known NN games.}} This enum indicates the way the NNS_NODENAME structs are sorted in the <code>pNodeNameList</code> array used in the NNS_NODENAMELIST.<syntaxhighlight...") Tag: Visual edit
  • 10:3810:38, 21 February 2025 NN Chunk Format - TEXLIST (hist | edit) [4,989 bytes] PTKay (talk | contribs) (Created page with "== NNS_TEXFILELIST == {{Notice|type=note|content=This is the root struct for all TEXLIST data chunks.}} A list of texture file entries.<syntaxhighlight lang="cpp"> struct NNS_TEXFILELIST { // The number of elements in the [pTexFileList] array. int32_t nTex; // An array of NNS_TEXFILE structs. NNS_TEXFILE* pTexFileList; }; // Macros used by Text-Form files: #define TEXFILELIST(nTex, pTexFileList) { nTex, pTexFileList } #define TFL_N_TEXFILE(nTex) (nTex) #define...") Tag: Visual edit
  • 10:0710:07, 21 February 2025 NN Chunk Format - Common Definitions (hist | edit) [1,779 bytes] PTKay (talk | contribs) (Created page with "What follows is a non-exhaustive list of common definitions used by the Sega NN Chunk Format. == NNS_VECTOR == Represents a Vector3.<syntaxhighlight lang="cpp"> struct NNS_VECTOR { float x; float y; float z; }; </syntaxhighlight> == NNS_VECTOR2D == Represents a Vector2.<syntaxhighlight lang="cpp"> struct NNS_VECTOR2D { float x; float y; }; </syntaxhighlight> == NNS_RGB == Represents an RGB color value.<syntaxhighlight lang="cpp"> struct NNS_RGB {...") Tag: Visual edit
  • 09:2909:29, 21 February 2025 NN Chunk Format (hist | edit) [20,016 bytes] PTKay (talk | contribs) (Created page with "{{Notice|type=warn|content=This page is still a work in progress! Any additions and updates are greatly appreciated!}}{{Notice|type=info|content=HedgeDocs' initial Sega NN documentation was written by: <b>Radfordhound</b>. Thanks to: <b>ItsEasyActually</b>: For sharing his Sega NN findings with me, which helped immensely in getting me started on my journey to reverse-engineer and document all of Sega NN across all of its many crazy iterations and platforms. <b>ArMM199...") Tag: Visual edit

16 February 2025

  • 20:1120:11, 16 February 2025 SonicLightTools (hist | edit) [374 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=This page is unfinished.}}{{ToolInfobox|title=SonicLightTools|author=SWS90|website=https://github.com/SWS90/SonicLightTools|download=https://github.com/SWS90/SonicLightTools/tree/master/bin}} '''SonicLightTools''' is a collection of tools to read, write and edit <code>.light</code> files for Sonic Generations, Sonic Lost World and Sonic Forces.") Tag: Visual edit
  • 20:0820:08, 16 February 2025 HedgeGI (hist | edit) [352 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=This page is unfinished.}}{{ToolInfobox|title=HedgeGI|author=Skyth|website=https://github.com/blueskythlikesclouds/HedgeGI|download=https://ci.appveyor.com/project/blueskythlikesclouds/hedgegi/build/artifacts}}HedgeGI is a tool that allows you to bake global illumination and light-field data for Hedgehog Engine games.") Tag: Visual edit
  • 20:0620:06, 16 February 2025 Ar0pack-ar0unpack (hist | edit) [828 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=This page is unfinished.}}{{ToolInfobox|title=ar0pack|author=Skyth|website=https://github.com/blueskythlikesclouds/SkythTools|download=https://github.com/blueskythlikesclouds/SkythTools/blob/master/Sonic%20Generations/ar0pack.exe}} {{ToolInfobox|title=ar0unpack|author=Skyth|website=https://github.com/blueskythlikesclouds/SkythTools|download=https://github.com/blueskythlikesclouds/SkythTools/blob/master/Sonic%20Generations/ar0unpack.exe}} ar0pa...") Tag: Visual edit
  • 19:5719:57, 16 February 2025 Terrain2fbx-png (hist | edit) [615 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=This page is unfinished.}}{{ToolInfobox|title=terrain2fbx-png|author=Skyth|website=https://github.com/blueskythlikesclouds/SkythTools|download=https://github.com/blueskythlikesclouds/SkythTools/tree/master/Common}} '''terrain2fbx-png''' is a SkythTools tool that can convert <code>.terrain-model</code> files into FBX files. It is functionally identical to terrain2fbx, but it searches for png files instead. To use it, you need to have a fold...") Tag: Visual edit
  • 19:5419:54, 16 February 2025 Terrain2fbx (hist | edit) [519 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=This page is unfinished.}}{{ToolInfobox|title=terrain2fbx|author=Skyth|website=https://github.com/blueskythlikesclouds/SkythTools|download=https://github.com/blueskythlikesclouds/SkythTools/tree/master/Common}} '''terrain2fbx''' is a SkythTools tool that can convert .terrain-model files into FBX files.") Tag: Visual edit
  • 19:5319:53, 16 February 2025 PackCpk (hist | edit) [309 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=This page is unfinished.}}{{ToolInfobox|title=PackCpk|author=Skyth|website=https://github.com/blueskythlikesclouds/SkythTools|download=https://github.com/blueskythlikesclouds/SkythTools/tree/master/Common}} '''PackCpk''' is a SkythTools tool designed to extract and pack CPK files.") Tag: Visual edit
  • 18:1718:17, 16 February 2025 HedgeArcPack (hist | edit) [461 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=This page is unfinished.}}{{ToolInfobox|title=HedgeArcPack|author=Radfordhound|website=https://github.com/Radfordhound/HedgeLib/tree/HedgeLib%2B%2B/HedgeTools/HedgeArcPack|download=https://github.com/HedgeDocs/HedgeDocs.github.io/releases/download/CompiledTools/HedgeArcPack.zip|image=Hedgeliblogo2025}}") Tag: Visual edit
  • 18:1518:15, 16 February 2025 HedgeArchiveEditor (hist | edit) [241 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=This page is unfinished.}} {{ToolInfobox|title=HedgeArchiveEditor|author=???|download=https://github.com/HedgeDocs/HedgeDocs.github.io/releases/download/CompiledTools/HedgeArchiveEditor.7z}} HedgeArchiveEditor is a user interface for HedgeArcPack.") Tag: Visual edit

15 February 2025

  • 14:3114:31, 15 February 2025 TestCourse (hist | edit) [12,848 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=note|content=Add videos of TestCourse that were recorded by RadiantDerg}} '''"TestCourse"''' is the name given to a test stage used in Sonic Unleashed and Sonic Generations, the only version we have of it comes from the SONIC X SHADOW GENERATIONS version of Sonic Generations, where it was bundled alongside the Nintendo Switch version of the game. This stage has no geometry, but it has a lot of XML files and collision geometry. == File Structure == <syntax...") Tag: Visual edit
  • 13:4613:46, 15 February 2025 Sonic Frontiers Script Functions (hist | edit) [32,799 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=This list is still a work in progress! Any additions and updates are greatly appreciated!}} Functions are listed below in the following format: Function(arguments, ...) : returnType == πŸ—’οΈ AchivementUnlock(string, number) == === Description === Unlocks an achievement. === Parameters === * (<ins>'''string'''</ins>, number): Name of the achievement to unlock * (string, <ins>'''...") Tag: Visual edit
  • 13:4213:42, 15 February 2025 Sonic Frontiers RFL (hist | edit) [19,693 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=This list is still a work in progress! Any additions and updates are greatly appreciated!}} This list defines which binary templates to use specific RFL files, as well as what that file contains. ---- == AmbSoundParameter == === Filename Format === === Usage === == ArcadeData == === Filename Format === === Usage === ==...") Tag: Visual edit
  • 13:3713:37, 15 February 2025 Sonic Frontiers Enemy Internal Names (hist | edit) [385 bytes] NextinHKRY (talk | contribs) (Created page with "This list identifies what each of the guardians are referred to within the game executable and its filesystem. ---- {| class="wikitable" !Name !Internal Name |- |Asura |Ashura |- |Caterpillar |Charger |- |Fortress |Warship |- |Ghost |Tracker |- |Ninja |Blade |- |Shark |Skier |- |Spider |Spider |- |Squid |Flyer |- |Strider |Strider |- |Sumo |Sumo |- |Tank |Tyrant |- |Tower |Daruma |}") Tag: Visual edit
  • 13:3613:36, 15 February 2025 Shadow Generations Event IDs (hist | edit) [4,599 bytes] NextinHKRY (talk | contribs) (Created page with "== Base Game Event Mapping == {| class="wikitable" !Event ID !Event Description |- |bo1010 |Biolizard Intro |- |bo1020 |Unused Early Biolizard Scene (Mangled Character Models) |- |bo1030 |Biolizard Phase 2 Cutscene |- |bo1040 |Biolizard Latches Onto Wall |- |bo1050 |Biolizard Ending QTE |- |bo2010 |Metal Overlord Intro |- |bo2020 |Metal Overlord Phase 2 Cutscene |- |bo2030 |Metal Overlord Ending QTE |- |bo3010 |Mephiles Intro Cutscene |- |bo3020 |Mephiles Phase 2 Cutscen...") Tag: Visual edit

14 February 2025

  • 16:4416:44, 14 February 2025 Havok Converter (hist | edit) [295 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=info|content=This page is heavily incomplete.}}{{ToolInfobox|title=HavokConverter|author=DarioSamo|website=https://github.com/DarioSamo/libgens-sonicglvl|image=HavokConverter.png}} '''Havok Converter''' is a LibGens tool to convert FBX files into collision files (HKX) for stages.") Tag: Visual edit
  • 14:1714:17, 14 February 2025 Unleashed-Generations Havok Collision Attributes (hist | edit) [3,671 bytes] NextinHKRY (talk | contribs) (Created page with "Sonic Generations has several collision tags that the game uses to determine the type of terrain, its properties, and what can collide with whatelse. These attributes can be applied to hkx files with Havok Converter. == Material Type == === swa_attribute (1260399450) === {| class="wikitable" |Index |Type |- |1 |Concrete (Normal) |- |2 |Deep Water |- |3 |Stone |- |4 |Dirt |- |5 |Wood |- |6 |Grass |- |7 |Snow |- |8 |Metal |- |9 |Sand |- |10 |Glass |- |11 |Shallow Wat...") Tag: Visual edit originally created as "Sonic Generations Havok Collision Attributes"
  • 13:4913:49, 14 February 2025 Leftover code from Unleashed in Generations (hist | edit) [1,977 bytes] NextinHKRY (talk | contribs) (Created page with "Since Sonic Generations was built off of Sonic Unleashed, a lot of the codebase is shared, but there's also a bunch of stuff leftover from the Werehog and other things that goes completely unused in Sonic Generations. == Werehog related code == === <code>Sonic::CSparkEffectStripClaw</code> === Manual particle that would play whenever the Werehog would execute a claw-related attack, it's unspawnable in Sonic Generations due to a missing helper class, but it is identical...") Tag: Visual edit originally created as "Unleashed Leftovers"
  • 13:2613:26, 14 February 2025 Sonic Colors Unused Objects (hist | edit) [2,320 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=Port over the webm videos from HedgeDocs. Some of these objects have no info about them, what do they do?}} Sonic Colors has a few unused objects that were never used in any stage. * AppearThornBall * Shadow * SpinLaserStraightMove * SpinLaserPathMove * RotationGlobe * enmMetalSpanner * enmSparva * ChaserBomb * ObjectLookCamera * ChangeMode_3DtoDash * RollerCoasterCollision * MotoraEventCollision * TestObj * CCTTestObj == Objects == === Spi...") Tag: Visual edit
  • 13:0413:04, 14 February 2025 Sonic Unleashed Install Screen (hist | edit) [4,297 bytes] NextinHKRY (talk | contribs) (Created page with "{{DISPLAYTITLE:Sonic Unleashed Leftover Install Assets}} There are assets leftover from an installation process that was meant to install the game onto the hard drive of a PlayStation 3. The files and folder related to it are listed below.<syntaxhighlight lang="text"> USRDIR β”œβ”€β”€ Install β”‚ β”œβ”€β”€ install_001.dds β”‚ β”œβ”€β”€ install_002.dds β”‚ β”œβ”€β”€ install_003.dds β”‚ β”œβ”€β”€ install_004.dds β”‚ β”œβ”€β”€ install_005.dds β”‚ β”œβ”€β”€ inst...") Tag: Visual edit originally created as "Leftover Install Assets"
  • 11:1711:17, 14 February 2025 Shadow Generations Stage IDs (hist | edit) [1,716 bytes] NextinHKRY (talk | contribs) (Created page with "Stage IDs follow this format:<syntaxhighlight lang="text"> {world_id}{stage_type}{stage_number} </syntaxhighlight> === Example === * w02a10 - Rail Canyon: Act 1 == Worlds (Zones) == {| class="wikitable" !World ID !World Name |- |w01 |Space Colony Ark |- |w02 |Rail Canyon |- |w03 |Kingdom Valley |- |w04 |Sunset Heights |- |w05 |Chaos Island |- |w06 |Radical Highway |- |w09 |White Space |- |w11 |Biolizard |- |w12 |Metal Overlord |- |w13 |Mephiles |- |w14 |Devil Doom |}...") Tag: Visual edit
  • 11:1411:14, 14 February 2025 Sonic Frontiers Stage IDs (hist | edit) [1,784 bytes] NextinHKRY (talk | contribs) (Created page with "Stage IDs in Sonic Frontiers follow this format:<syntaxhighlight lang="text"> {world_id}{stage_type}{stage_number} </syntaxhighlight> === Example === * w2r01 - Ares Open Zone 1 == Worlds (Zones) == {| class="wikitable" !World ID !World Name |- |w1 |Kronos |- |w2 |Ares |- |w3 |Chaos |- |w5 |The End |- |w6 |Green Hill |- |w7 |Chemical Plant |- |w8 |Sky Sanctuary |- |w9 |Highway |} == Stage Type == {| class="wikitable" !Stage Type ID !Stage Type |- |r |Open Zone |- |d |...") Tag: Visual edit
  • 11:1111:11, 14 February 2025 Sonic Frontiers DLCs (hist | edit) [744 bytes] NextinHKRY (talk | contribs) (Created page with "{| class="wikitable" !DLC Name !Internal Name !ID !Steam App ID |- |Adventurer's Treasure Box |dlcrsv |0 |2079300 |- |Explorer's Treasure Box |dlcddx |1 |2079301 |- |Monster Hunter Collaboration Pack |dlcmhr |2 |2089730 |- |Sonic Emote (Koco) |dlcslr |3 |N/A |- |Inugami Korone Collaboration DLC "Gloves & Shoes" |dlcholoA |4 |N/A |- |Inugami Korone Collaboration DLC "SE: Inugami Korone" |dlcholoB |5 |N/A |- |Inugami Korone Collaboration DLC "Koronesuki" |dlcholoC |6 |N/A...") Tag: Visual edit
  • 11:1011:10, 14 February 2025 Sonic Forces Stage IDs (hist | edit) [2,340 bytes] NextinHKRY (talk | contribs) (Created page with "Stage IDs in Sonic Forces follow this format:<syntaxhighlight lang="text"> {world_id}{stage_type}{character_index} </syntaxhighlight> === Example === * w5a01 - Lost Valley == Worlds (Zones) == {| class="wikitable" !World ID !World Name |- |w1 |Death Egg |- |w2 |Chemical Plant |- |w3 |City |- |w4 |Mystic Jungle |- |w5 |Green Hill |- |w6 |Metropolis |- |w7 |Eggman Empire Fortress |} == Stage Types == {| class="wikitable" !Stage Type ID !Stage Type |- |a |Act |- |b |Bos...") Tag: Visual edit
  • 11:0311:03, 14 February 2025 Sonic Colors Set Object (hist | edit) [10,401 bytes] NextinHKRY (talk | contribs) (Created page with "The Set Object file format is used in '''Sonic Colors''' in order to define stage object layout, serving the same purpose as "Set" and "setdata" XML files in '''Sonic Unleashed''' and '''Sonic Generations''' respectively. However, unlike in those games, this data is actually stored in binary format for greater efficiency, with the same practice being carried forward in all future titles by Sonic Team. == Set Object Format == Set object data is stored in '''"stgxxx_obj_x...") Tag: Visual edit
  • 10:5810:58, 14 February 2025 Sonic Colors Light Field (hist | edit) [6,365 bytes] NextinHKRY (talk | contribs) (Created page with "Light fields are invisible pieces of geometry utilized by the game to tint the colors of Sonic and the world around him as he runs through the stage. Sadly this mechanic is mostly broken in Sonic Colors: Ultimate, but the files still remain. == Light Field Format == Light field data is stored in '''"stgxxx_lfield.orc"''' BINA containers, which can be found in '''"stgxxx_obj.arc"''' archives for a given stage. In the original Wii release, the data is stored in big-endian...") Tag: Visual edit
  • 10:5310:53, 14 February 2025 Sonic Generations Event List (hist | edit) [600 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=This page is a direct port from HedgeDocs, this should be expanded a little bit with extra information on how events work}} {| class="wikitable" !Event ID !Description |- |0 |None |- |1 |Open |- |2 |Close |- |3 |Kill |- |4 |Generate |- |5 |Get Off - (as in "to get off from something") |- |6 |ON |- |7 |OFF |- |8 |Attack |- |9 |Enable Attack Mode |- |10 |Disable Attack Mode |- |11 |Return to Position |- |12 |Destroy |- |13 |Start Moving |- |14 |R...") Tag: Visual edit
  • 10:5110:51, 14 February 2025 HSON Format (hist | edit) [24,496 bytes] PTKay (talk | contribs) (Created page with "'''The Hedgehog Set Object Notation Format''' ("HSON") is a custom JSON-based file format designed collaboratively by '''DarΓ­o''', '''Radfordhound''', '''ĐeΓ€Th''', '''Skyth''', and '''Sajid''' to represent object placement in a "universal" (non-game/editor-specific) way. It was designed with the following principles in-mind: * '''Be universal.''' Specifically, it must be able to represent object placement data from ''at least'' any mainline 3D Sonic game in a non-ga...") Tag: Visual edit
  • 10:4710:47, 14 February 2025 Sonic Generations Camera Types (hist | edit) [624 bytes] NextinHKRY (talk | contribs) (Created page with "== ObjCamera == {| class="wikitable" !Camera Type !Description |- |ObjCameraFix |Stays in its place while pointing at the coordinates defined in TargetPosition |- |ObjCameraNormal |The regular camera |- |ObjCameraPan |Has a different behaviour depending on <code>CameraPositionMode</code>: <code>0</code> - Stays in its place while pointing at Sonic; <code>1</code> - ??? |- |ObjCameraPoint |Follows Sonic, while pointing at the camera object's location |} == Camera Collisi...") Tag: Visual edit
  • 10:4110:41, 14 February 2025 Sonic Generations Stage IDs (hist | edit) [8,118 bytes] NextinHKRY (talk | contribs) (Created page with "Stage IDs in Sonic Generations use the following format:<syntaxhighlight lang="text"> {stage_name_abbreviation}{3digit_stage_type} </syntaxhighlight>The three-digit stage type is usually 100 for Classic stages, 200 for Modern stages, and 000 for both. Missions add up to the last digit of the stage type from 0 to 9, while boss stages omit the stage type, and their abbreviation is the name of the boss with a "b" as a prefix. === Example === * '''cte200''' - City Escape '...") Tag: Visual edit

13 February 2025

(newest | oldest) View ( | older 50) (20 | 50 | 100 | 250 | 500)
Cookies help us deliver our services. By using our services, you agree to our use of cookies.