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.
|Sonic Community Hacking Guide|
|Sonic Music Hacking Guide | SonED2 Manual|
|Sonic the Hedgehog (16-bit) | Sonic the Hedgehog (8-bit) | Sonic Eraser | Sonic CD (prototype 510) | Sonic CD | Sonic CD (PC) | Sonic CD (2011) | Sonic 2 (Nick Arcade prototype) | Sonic 2 (Simon Wai prototype) | Sonic 2 (16-bit) | Sonic 2 (8-bit) | Sonic 2 & Knuckles | Dr. Robotnik's Mean Bean Machine | Sonic Triple Trouble | Sonic 3 | Sonic & Knuckles | Sonic 3 & Knuckles | Sonic & Knuckles Collection | Sonic Crackers | Sonic 3D: Flickies' Island | Chaotix | Sonic R PC | Sonic Jam 6 | Sonic Advance | Sonic Advance 2 | Sonic Advance 3 | Sonic Battle | Sonic Adventure | Sonic Adventure DX: Director's Cut | Sonic Adventure DX: PC | Sonic Adventure (2010) | Sonic Adventure 2 | Sonic Adventure 2: Battle | Sonic Adventure 2 (PC) | Sonic Heroes | Shadow the Hedgehog | Sonic Riders | Sonic the Hedgehog (2006) | Sonic & Sega All-Stars Racing | Sonic Unleashed (Xbox 360/PS3) | Sonic Generations|
|The Nemesis Hacking Guides||The Esrael Hacking Guides|
|ROM: Sonic 1 | Sonic 2 | Sonic 2 Beta | Sonic 3||Sonic 1 (English / Portuguese) | Sonic 2 Beta (English / Portuguese) | Sonic 2 and Knuckles (English / Portuguese)|
|Move to Sega Retro|
|Number Systems (or scrap) | Assembly Hacking Guide | Subroutine Equivalency List | 68000 Instruction Set | 68000 ASM-to-Hex Code Reference | VDP Documentation | Official Sega 32X Documentation | Official Mega-CD Documentation | Official Sega Mega Drive Documentation|