Difference between revisions of "Sonic 3D: Flickies' Island/Technical information"
From Sonic Retro
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Level headers are 42 bytes each. They contain data needed to load their layout, objects, etc. Below is the format for a level header. N/A means that we yet don't know its functionality, however looking at their values it seems like them all are pointers. If a question mark (?) is in the description, then the content isn't confirmed yet. All palettes pointers are indices from some array. | Level headers are 42 bytes each. They contain data needed to load their layout, objects, etc. Below is the format for a level header. N/A means that we yet don't know its functionality, however looking at their values it seems like them all are pointers. If a question mark (?) is in the description, then the content isn't confirmed yet. All palettes pointers are indices from some array. | ||
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Those are the addresses for the headers of all the levels in the game. They point to the beginning of the header data, of course. | Those are the addresses for the headers of all the levels in the game. They point to the beginning of the header data, of course. | ||
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!Description | !Description |
Revision as of 03:40, 30 July 2008
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This is the Sonic Community Hacking Guide for the Mega Drive version of Sonic 3D: Flickies' Island.
Level headers
Level headers are 42 bytes each. They contain data needed to load their layout, objects, etc. Below is the format for a level header. N/A means that we yet don't know its functionality, however looking at their values it seems like them all are pointers. If a question mark (?) is in the description, then the content isn't confirmed yet. All palettes pointers are indices from some array.
Offset | Size | Type | Description |
---|---|---|---|
$0 | 4 bytes | Pointer | Object Placement , Compressed? |
$4 | 4 bytes | Pointer | Collision Level Layout / Sonic Start Position (?) |
$8 | 4 bytes | Pointer | B Plane Mappings. |
$C | 4 bytes | Pointer | Graphics. |
$10 | 4 bytes | Pointer | A Plane Mappings. |
$14 | 4 bytes | Pointer | N/A |
$18 | 4 bytes | Pointer | Graphical Level Layout (?) |
$1C | 4 bytes | Pointer | N/A |
$20 | 4 bytes | Pointer | Collision Level Layout / Sonic Start Position (?) |
$24 | 2 bytes | N/A | Unused? (always $0000) |
$26 | 1 byte | Index | 1st palette |
$27 | 1 byte | Index | 2nd palette |
$28 | 1 byte | Index | 3rd palette |
$29 | 1 byte | Index | 4th palette |
Level headers locations
Those are the addresses for the headers of all the levels in the game. They point to the beginning of the header data, of course.
Offset | Description |
---|---|
$1AB62 | Green Grove Zone Act 1 |
$1AB8C | Green Grove Zone Act 2 |
$1ABB6 | Green Grove Zone Act 3 |
$1AC5E | Rusty Ruin Zone Act 1 |
$1AC34 | Rusty Ruin Zone Act 2 |
$1AC88 | Rusty Ruin Zone Act 3 |
$1ADAE | Spring Stadium Zone Act 1 |
$1ADD8 | Spring Stadium Zone Act 2 |
$1AE02 | Spring Stadium Zone Act 3 |
$1ACB2 | Diamond Dust Zone Act 1 |
$1ACDC | Diamond Dust Zone Act 2 |
$1AD06 | Diamond Dust Zone Act 3 |
$1AD5A | Volcano Valley Zone Act 1 |
$1AD30 | Volcano Valley Zone Act 2 |
$1AD84 | Volcano Valley Zone Act 3 |
$1ABE0 | Gene Gadget Zone Act 1 |
$1AC0A | Gene Gadget Zone Act 2 |
$1AE2C | Gene Gadget Zone Act 3 |
$1AE80 | Panic Puppet Zone Act 1 |
$1AE56 | Panic Puppet Zone Act 2 |
$1AEAA | Panic Puppet Zone Act 3 |
$1AED4 | The Final Fight |