Difference between revisions of "Sonic Lost World/Technical information/EXE editing"
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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. | 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. | ||
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!Parameter ID||Blend Mode||Result | !Parameter ID||Blend Mode||Result | ||
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!Effect||Address (January 6th Update)||Default Parameter ID | !Effect||Address (January 6th Update)||Default Parameter ID | ||
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=====Glossy Sonic Mode===== | =====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. | 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. | ||
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!Address (January 6th Update)||Original Bytes||Replace With||Result | !Address (January 6th Update)||Original Bytes||Replace With||Result | ||
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The colors for the trail effects are located in the following addresses of the EXE. | The colors for the trail effects are located in the following addresses of the EXE. | ||
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!Address (January 6th Update)||Default RGBA Hex||Type | !Address (January 6th Update)||Default RGBA Hex||Type | ||
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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. | 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. | ||
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!Address (January 6th Update)||Original Bytes||Replace With||Byte Parameters ({{Laser Lemon|Offset 0x01}}) | !Address (January 6th Update)||Original Bytes||Replace With||Byte Parameters ({{Laser Lemon|Offset 0x01}}) | ||
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A list of material types are implemented in the EXE. | A list of material types are implemented in the EXE. | ||
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!Material type parameters||Hexadecimal type||Description||Parameters||Example(s)||Notes | !Material type parameters||Hexadecimal type||Description||Parameters||Example(s)||Notes | ||
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====EXE offsets==== | ====EXE offsets==== | ||
These are a list of addresses that have codes that provide special effects to models and the interface. | These are a list of addresses that have codes that provide special effects to models and the interface. | ||
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!Targeting Object||Addresses (January 6th Update)||Materials||Default Values | !Targeting Object||Addresses (January 6th Update)||Materials||Default Values | ||
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Revision as of 17:23, 21 February 2020
This article is a work in progress. Its content and location may change completely and frequently until this notice is removed. |
Sonic Lost World Technical information |
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Main article |
EXE editing |
EXE editing |
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.
Contents
Materials Functions
Blend Parameters
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 | |
02 | Additive Alpha | |
03 | Subtractive Alpha | |
04 | Somewhat no alpha but with darker shade |
Effect | Address (January 6th Update) | Default Parameter ID |
---|---|---|
Trail Effects | 95EF3C | 02 |
Colors
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 |
Material Opcodes
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 Destination 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. |
EXE offsets
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 87D36 87D3A 87D45 87D49 87D54 87D58 87D63 |
Source Blend Destination Blend Source Blend #2 Destination Blend #2 Source Blend #3 Destination Blend #3 Source Blend #4 Destination Blend #4 |
05 06 05 02 01 04 01 03 |
HUD Interface | 96FE30 96FE34 96FE38 |
Source Blend Blend Equation Destination Blend |
05 01 06 |
HUD Interface (Additive Layer) | 96FE48 96FE4C 96FE50 |
Source Blend Blend Equation Destination Blend |
05 01 02 |