Sonic Lost World/EXE Editing
From Sonic Retro
| This article is a work in progress.|
Its content and location may change completely and frequently until this notice is removed.
|SCHG: Sonic Lost World|
The main EXE of the PC game release is slw.exe and it is in little endian. The RAM address pointer changes after launching the game or modifying it.
Certain parameters that go to certain effects like Sonic's trail effects are stored in the exe rather than the .material files packed in the archives. These set the blending options according to the parameter loaded on the start of the level.
|Parameter ID||Blend Mode||Result|
|00 and 01||Normal Alpha|
|04||Somewhat no alpha but with darker shade|
|Effect||Address (January 6th Update)||Default Parameter ID|
Sonic Model Materials
Glossy Sonic Mode
To achieve a glossy look of Sonic the Hedgehog in the game, you'll need to hex edit the bytes provided in the address of the executable.
|Address (January 6th Update)||Original Bytes||Replace With||Result|
|45BA8E||0F 84 DB 00 00 00||90 90 90 90 90 90|
After that, you will need to jump or use spin dash in-order for it to take effect.
Sonic Trail Colors
The colors for the trail effects are located in the following addresses of the EXE.
|Address (January 6th Update)||Default RGBA Hex||Type|
|BB3C08||00 00 FF FF||Blue Sonic|
|BB3C0C||00 64 00 FF||Green Sonic|
|BB3C10||FF 00 1E FF||Red Sonic|
|BB3C14||6E 64 32 FF||Super Sonic|
The color parameters for the effects can be set by changing the code since Multiplayer isn't present on the Windows version of the game.
|Address (January 6th Update)||Original Bytes||Replace With||Byte Parameters (Offset 0x01)|
|4F094B||8B 82 6C 03 00 00||0C 00 90 90 90 90||00 = Blue|
01 = Green/Lime
02 = Red
A list of material types are implemented in the EXE.
|Material type parameters||Hexadecimal type||Description||Parameters||Example(s)||Notes|
|13 & 14||Byte||Source Blend
|01 = Zero
02 = One
03 = Source Color
04 = Inverse Source Color
05 = Source Alpha
06 = Inverse Source Alpha
07 = Destination Alpha
08 = Inverse Destination Alpha
09 = Destination Color
0A = Inverse Destination Color
0B = Source Alpha Saturate
|6A 05 6A 13
6A 06 6A 14
|The 7th blend function is the same as with the 2nd blend parameter, but it produces bloom effect if used as a destination factor.|
These are a list of addresses that have codes that provide special effects to models and the interface.
|Targeting Object||Addresses (January 6th Update)||Materials||Default Values|
|Misc. Sonic Effects||87D2B
Source Blend #2
Destination Blend #2
Source Blend #3
Destination Blend #3
Source Blend #4
Destination Blend #4
|HUD Interface (Additive Layer)||96FE48