The Sonic Advance animation format consists primarily of five pointers, in the following order:
Sonic Advance 2 has one additional pointer of unknown purpose, and Sonic Advance 3 has two additional unknown pointers.
The first three sections all begin with a list of pointers with length equal to the number of animations in the game (see below).
|Name||Code||Address||Animation Count (dec.)|
|Sonic Advance US||ASOE||D868C||906|
|Sonic Advance 2 US||A2NE||F40D4||1133|
|Sonic Advance 3 US||B3SE||3314F0||1524|
Each animation's data begins with a list of pointers "sub-animations". I do not know how multiple sub-animations are used or how the game knows the number of sub-animations in each animation.
Each sub-animation begins with the following sequence of 32-bit integers:
|0||The index in the sprite tiles to begin copying from|
|4||The number of tiles to copy into the GBA's VRAM|
|8||The time to display the frame (0..128)|
|C||An index to the mapping frames data array|
|10||Some kind of flag, possible values include:
The tile data in the first frame seems to be ignored in favor of the data in the header. Instead, the "number of tiles to copy" contains some weird value like 0x1006F0FA.
Each animation's data consists of an array of the following structure of 16-bit integers, the length of which can be deduced from the indexes used by the Palette, Tile, and Animation data:
|0||An index to the sprite attribute data array|
|4||The number of sprites in the frame|
|8||Probably the frame's width, doesn't seem to do anything|
|C||Probably the frame's height, doesn't seem to do anything|
|10||X offset of frame relative to object's position|
|14||Y offset of frame relative to object's position|
Each animation's data consists of an array of the following structure of 16-bit integers, the length of which can be deduced from the indexes used by the Mapping Frames data:
For more information on the attributes, see this document.
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