Difference between revisions of "Sonic Adventure DX: PC/EXE Editing/Object List"
From Sonic Retro
MainMemory (talk | contribs) m (template) |
m (Text replacement - "{{SCHGuides}}" to "==References== <references /> {{SCHGuides}}") |
||
(3 intermediate revisions by 2 users not shown) | |||
Line 2: | Line 2: | ||
{{SCHG SA|3}} | {{SCHG SA|3}} | ||
__NOTOC__ | __NOTOC__ | ||
− | The following is a list of objects in the US version of sonic.exe. For the EU version, adding | + | The following is a list of objects in the US version of sonic.exe. For the EU version, adding 0x50 to addresses usually works. |
All values are in hex unless explicitly specified otherwise. | All values are in hex unless explicitly specified otherwise. | ||
Load and Main Sub pointers are given as a RAM address, subtract 0x400000 to find it in the exe file. | Load and Main Sub pointers are given as a RAM address, subtract 0x400000 to find it in the exe file. | ||
Line 13: | Line 13: | ||
Then the eax register will contain a pointer to the Master Object Struct of the object, or 0 if it failed to create the object. | Then the eax register will contain a pointer to the Master Object Struct of the object, or 0 if it failed to create the object. | ||
− | {| class="prettytable" | + | {| class="prettytable" style="width:auto;" |
!Name||Debug Name(s)||Description||Load Sub||Main Sub||Arg 1||Arg 2 | !Name||Debug Name(s)||Description||Load Sub||Main Sub||Arg 1||Arg 2 | ||
|- | |- | ||
Line 69: | Line 69: | ||
| 627EC0 | | 627EC0 | ||
| 627EC0 | | 627EC0 | ||
+ | | 7 | ||
+ | | 1 | ||
+ | |- | ||
+ | | Tikal | ||
+ | | | ||
+ | | The character Tikal, both playable and in cutscenes. | ||
+ | | 7B40C0 | ||
+ | | 7B40C0 | ||
+ | | 7 | ||
+ | | 1 | ||
+ | |- | ||
+ | | Eggman | ||
+ | | | ||
+ | | The character Eggman, both playable and in cutscenes. | ||
+ | | 7B4EF0 | ||
+ | | 7B4EF0 | ||
| 7 | | 7 | ||
| 1 | | 1 | ||
Line 112: | Line 128: | ||
| 2 | | 2 | ||
|} | |} | ||
+ | |||
+ | ==References== | ||
+ | <references /> | ||
{{SCHGuides}} | {{SCHGuides}} | ||
− |
Latest revision as of 15:54, 24 March 2020
This article is a work in progress. Its content and location may change completely and frequently until this notice is removed. |
SCHG: Sonic Adventure | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dreamcast Gamecube 2004 PC 2010 PC | ||||||||||||||||||||||||
|
The following is a list of objects in the US version of sonic.exe. For the EU version, adding 0x50 to addresses usually works.
All values are in hex unless explicitly specified otherwise.
Load and Main Sub pointers are given as a RAM address, subtract 0x400000 to find it in the exe file.
To load an object in ASM, you need to use the following template:
push [loadsub] push [arg2] push [arg1] call 0xB860 add esp, 0x0C
Then the eax register will contain a pointer to the Master Object Struct of the object, or 0 if it failed to create the object.
Name | Debug Name(s) | Description | Load Sub | Main Sub | Arg 1 | Arg 2 |
---|---|---|---|---|---|---|
Sonic | The character Sonic, both playable and in cutscenes. | 49A9B0 | 49A9B0 | 7 | 1 | |
Tails | The character Tails, both playable and in cutscenes. | 461700 | 461700 | 7 | 1 | |
Knuckles | The character Knuckles, both playable and in cutscenes. | 47A770 | 47A770 | 7 | 1 | |
Amy | The character Amy, both playable and in cutscenes. | 48ABF0 | 48ABF0 | 7 | 1 | |
Gamma | The character E-102 Gamma, both playable and in cutscenes. | 483430 | 483430 | 7 | 1 | |
Big | The character Big, both playable and in cutscenes. | 490A00 | 490A00 | 7 | 1 | |
Tornado | The Tornado and Tornado 2 planes with Sonic and Tails, from Sky Chase. | 627EC0 | 627EC0 | 7 | 1 | |
Tikal | The character Tikal, both playable and in cutscenes. | 7B40C0 | 7B40C0 | 7 | 1 | |
Eggman | The character Eggman, both playable and in cutscenes. | 7B4EF0 | 7B4EF0 | 7 | 1 | |
Barrier | The visible part of a Barrier powerup. Doesn't protect you. | 4BA580 | 4BA380 | 2 | 2 | |
Magnetic Barrier | The visible part of a Magnetic Barrier powerup. Doesn't protect you or attract Rings. | 4BA550 | 4BA2A0 | 2 | 2 | |
Invincibility | The visible part of an Invincibility powerup. Doesn't protect you, but does handle the invincibility timer. | 4BA5B0 | 4BA440 | 2 | 2 | |
Ring | Ring, I Ring, O Ring, Ring___ | A ring. | 450370 | 450370 | 2 | 3 |
Spring | SPRING, O SPRING | A spring pointing up. | 7A4C30 | 7A4C30 | 2 | 2 |
References