Sonic Adventure 2 (PC)/RAM Editing
From Sonic Retro
Revision as of 18:48, 12 December 2012 by MainMemory (talk | contribs)
SCHG: Sonic Adventure 2 | ||||||||||||||||
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Dreamcast GameCube PC | ||||||||||||||||
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Cheat Engine is a program that enables you to edit a program's RAM while it's running. You can use this program to edit the RAM in Sonic Adventure 2, and the below cheat table file contains the addresses so you don't need to enter them manually. It also contains some additional values relating to Chao, as well as a few tweaks to enable or fix certain things.
Download SA2 Cheat Table
File: SA2_Cheat_Table.zip (94 kB) (info)
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Note: All values are signed, unless noted otherwise.
Global Variables
Address (hex) | Type | Description |
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0174AFDE | Byte | 2P Mode
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0174B013 | Byte | P1 Alternate Costume |
0174B014 | Byte | P2 Alternate Costume |
0174B015 | Byte | P1 Alternate Character |
0174B016 | Byte | P2 Alternate Character |
0174B024 | 2 Bytes | Lives |
0174B028 | 2 Bytes | P1 Rings |
0174B02A | 2 Bytes | P2 Rings |
0174B050 | 4 Bytes | P1 Score |
0174B05C | 4 Bytes | Total Rings (Black Market) |
01934B70 | Byte | Current Level |
01934B80 | Byte | P1 Character
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01934BE4 | Byte | P2 Character
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Pointer Area
The data here changes its location when the level is loaded. Use pointers to find them.
Master Object Struct
A pointer to this for P1 is at 01DEA6E0, for P2, 01DEA6E4. Length: 0x50.
These are all pointers.
Offset (hex) | Description |
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0 | Pointer to previously loaded object in chain. |
4 | Pointer to next loaded object in chain. |
10 | Main routine |
14 | Display routine |
34 | Object Data 1 |
40 | Object Data 2 |
44 | Object Name |
Character Object 1
Length: 0x30
Offset (hex) | Type | Description |
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0 | Byte | Action. Each object has its own values for this. |
4 | 2 Bytes | Status Bitfield |
8 | 2 Bytes | X Rotation (BAMS) |
C | 2 Bytes | Y Rotation (BAMS) |
10 | 2 Bytes | Z Rotation (BAMS) |
14 | Float | X Position |
18 | Float | Y Position |
1C | Float | Z Position |
20 | Float | X Scale |
24 | Float | Y Scale |
28 | Float | Z Scale |
Character Object 2
Length: 0x3A0
Offset (hex) | Type | Description | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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0 | Byte | Player Number | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Byte | Character ID
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3 | Byte | Character ID 2
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10 | 2 Bytes | Powerups Bitfield
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24 | 4 Bytes | Upgrades Bitfield
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64 | Float | Horizontal Speed | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
68 | Float | Vertical Speed | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
D0 | Float | Base Speed (default is 3, changes when player picks up speed shoes, etc.) |