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Template:SCHG SADX:PC
Note: All values are signed.
Global Variables
Main Locations
Address (hex) |
Type |
Description
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00912698
|
Byte
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Currently playing music
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03B0EF34
|
Byte
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Lives
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03B0EF35
|
Byte
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Time in frames. Max 60.
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03B0EF38
|
Byte
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Voice Language
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03B0EF40
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Byte
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Setting this to -1 will hide the HUD. However, it is constantly being written to by code at 00413D9E. It will have no effect unless you disable that code.
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03B0EF48
|
Byte
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Time in minutes
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03B0F0E4
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2 Bytes
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Rings. Allowing this to reach a negative value (over 32767) will crash the game.
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03B0F0E8
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Byte
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Text Language
- 0 Japanese
- 1 English
- 2 French
- 3 Spanish
- 4 German
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03B0F0EC
|
Byte
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Debug. Setting this to a non-negative value displays collision spheres around both characters when on the ground and highlights bottomless pits in white.
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03B0F0F8
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Float
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X Gravity
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03B0F0FC
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Float
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Y Gravity
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03B0F100
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Float
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Z Gravity
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03B0F104
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4 Bytes
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Enemy Bonus
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03B0F104
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4 Bytes
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Level Frame Counter
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03B0F128
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Byte
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Time in seconds.
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03B0F13C
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4 Bytes
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Frame Counter
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03B18895
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Byte
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Light Speed Shoes obtained
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03B18896
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Byte
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Crystal Ring obtained
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03B188D5
|
Byte
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Jet Anklet obtained
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03B18DB5
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Byte
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Metal Sonic. Set this to 1 to replace Sonic with Metal Sonic. May crash if you set this during a level.
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03B18DB8
|
Byte
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Selection on Pause Menu
- 0 Conitinue
- 1 Restart
- 2 Set Up Pad
- 3 Quit
- 4 Map
- 5 Camera
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03B22DC0
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Byte
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Current Character
- 0 Sonic
- 2 Tails
- 3 Knuckles
- 5 Amy
- 6 E-102 Gamma
- 7 Big
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03B22DC4
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Byte
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Level Copy. Doesn't appear to do anything.
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03B22DC8
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Byte
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Entrance Number. Only applies to Adventure Fields.
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03B22DCC
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Byte
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Current Level
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03B22DD0
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4 Bytes
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Set this to any non-zero value to speed up level transitions.
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03B22DD4
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Byte
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Adventure Field Act
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03B22DD8
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Byte
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Adventure Field Level
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03B22DE4
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Byte
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Game Status. (Bad Textures) means that the level will load incorrect textures. This has no effect on the menu.
- 0 Reset Level (Bad Textures)
- 1 Clear Screen, disable movement
- 2 Crash if used directly (Used when dying/restarting)
- 3 Clear Screen, disable movement
- 4 Show Level, enable movement
- 5 Load Adventure Field
- 6 Die
- 7 Restart
- 8 Crash
- 9 Transition w/ fadeout
- 10 Clear Screen, disable movement
- 11 Restart Copy
- 12 Restart Copy
- 13 Crash
- 14 Credits
- 15 Normal
- 16 Paused
- 17 Load Level w/ Loading Screen
- 18 Crash
- 19 Return to Title Screen Copy
- 20 Return to Title Screen
- 21 Loading Screen (Bad Textures)/Menu
- 22 Restart Level (Bad Textures)
- 23 Return to Title Screen Copy
- 24 Load Level w/ Loading Screen
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03B22DEC
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Byte
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Current Act
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03B22DF0
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Byte
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Next Level. Change this while the screen is fading out.
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03B22E18
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Byte
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Next Act. Change this while the screen is fading out.
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03B29D08
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Byte
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Debug. Setting this to 1 displays collision spheres around objects and activates free movement mode. (Except for Tails.)
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03B2A2F2
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Byte
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Menu voice
- 0 Default
- 1 Sonic
- 2 Tails
- 3 Knuckles
- 4 Amy
- 5 Gamma
- 6 Big
- 7 Eggman
- 8 Tikal
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03B2A2FD
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Byte
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Selected character in character select
- 0 Sonic
- 1 Tails
- 2 Knuckles
- 3 Amy
- 4 Big
- 5 Gamma
- 6 Super/Metal Sonic
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03B2B6C6
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Byte
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Super Sonic Adventure Start Entrance
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03B2B6C8
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Byte
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Super Sonic Adventure Start Act
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03B2B6C9
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Byte
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Super Sonic Adventure Start Level
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03C74880
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4 Bytes
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Rings in vault in Casinopolis
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Animation Data
These control the model used as well.
Locations
Address |
Character
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03C49D90
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Tails
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03C532A0
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Knuckles
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03C53FA8
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Gamma
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03C54880
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Amy
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03C556A0
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Big
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03C56210
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Sonic
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Format
Each entry is $10 bytes long and is sorted by Animation number.
Offset |
Type |
Description
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0
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4 Bytes
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Pointer to animation in CHRMODELS.DLL
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4
|
Byte
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Unknown. Don't change this.
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5
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Byte
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Property
Value |
Description
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0
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Display first frame
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1
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Display first frame
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2
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Default pose
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3
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Loop continuously
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4
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Jump to animation in next byte after 1 cycle
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5
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Play once, stop
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6
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Jump to animation in next byte after 1 cycle
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7
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Play once, stop
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8
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Transition to animation in next byte after 1 cycle
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9
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Display first frame
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A
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Display first frame
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B
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Display first frame
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C
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Display first frame
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6
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Byte
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Next Animation
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8
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Float
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Transition Speed
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C
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Float
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Animation Speed
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Pointer Area
The data here changes its location when the level is restarted. Use pointers to find them.
Character Object 1
A pointer to this data for player 1 is at 03B42E10. A pointer for player 2 is at 03B25980. Length: $180
Offset (hex) |
Type |
Description
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0
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Byte
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Action. Varies by character.
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1
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Byte
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Next Action
- 0 Normal
- 1 Running on wind path
- 3 Vertical Spring
- 4 Spring
- 5 Launched
- 6 Trampoline Bounce 1
- 7 Trampoline Bounce 2
- 8 Trampoline Bounce 3
- 11 Floating on air current
- 12 Object Control
- 13 Object Control with spin
- 16 Zipline/Helicopter
- 18 Bumper Car
- 19 Victory
- 20 Grabbing Rocket
- 21 Rocket
- 24 Return to normal
- 25 Bouncy Spring/Bowling
- 26 Loop
- 28 Exit Bumper Car
- 29 Monkey Bars
- 30 Hanging on icicle
- 31 Ladder
- 32 Clinging to cylinder in Sky Deck
- 33 Trapped by Final Egg robot
- 38 Frozen
- 39 Drown
- 40 Shower
- 42 Shake off garbage
- 43 Run down building
- 44 Snowboard
- 45 Pinball Mode
- 46 Super Sonic
- 47 Unsuper Sonic
- 50 Die
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4
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Bitfield
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Status 1
Bit |
Value |
Description
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0
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1
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On Ground
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2
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4
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Hurt
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5
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Bitfield
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Status 2
Bit |
Value |
Description
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0
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1
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Ball mode
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1
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2
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Light Speed Dash charged (Sonic only)
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2
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4
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Attacking
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3
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8
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Holding object
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4
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16
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Makes the character perform the action specified in $01.
|
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6
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2 Bytes
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Invulnerable timer
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8
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Bitfield
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Unknown
Bit |
Value |
Description
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0
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1
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CPU controlled
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9
|
Byte
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Character properties. Set this to a character ID.
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10
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4 Bytes
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Pointer to path data (loop/wind)
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14
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2 Bytes
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X Rotation
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18
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2 Bytes
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Y Rotation
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1C
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2 Bytes
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Z Rotation
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20
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Float
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X Position
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24
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Float
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Y Position
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28
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Float
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Z Position
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2C
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Float
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Shield Scale/Big X Scale
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30
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Float
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Big Y Scale
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34
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Float
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Big Z Scale
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38
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4 Bytes
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Pointer 3
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3C
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4 Bytes
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Pointer
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40
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4 Bytes
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Set this to -1 and exit the level to crash the game.
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44
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4 Bytes
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Same as $40.
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48
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4 Bytes
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Pointer
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4C
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4 Bytes
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Pointer
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A8
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4 Bytes
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Pointer
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AC
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4 Bytes
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Pointer
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C0
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4 Bytes
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Pointer 2
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C4
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Float
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Something with X speed
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C8
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Float
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Something with Y speed
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CC
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Float
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Something with Z speed
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D0
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Float
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Something with X speed
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D4
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Float
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Something with Y speed
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D8
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Float
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Something with Z speed
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DC
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2 Bytes
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X Rotation Last Time On Ground
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E0
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2 Bytes
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Y Rotation Last Time On Ground
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E4
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2 Bytes
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Z Rotation Last Time On Ground
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FC
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Float
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Physics Multiplier?
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100
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4 Bytes
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Pointer. Keeps changing. Sometimes 0.
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104
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4 Bytes
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Same as 100
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108
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4 Bytes
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Pointer
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Character Object 2
A pointer to this data for player 1 is at 03B3CDF0. A pointer for player 2 is at 3B3CDF4. Another pointer is at offset $C0 in data 1.
Offset (hex) |
Type |
Description
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4
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Bitfield
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Upgrades 1
Bit |
Value |
Description
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0
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1
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Crystal Ring
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1
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2
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Light Shoes
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2
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4
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Ancient Light
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3
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8
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Jet Anklet
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4
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16
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Rhythym Badge
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5
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32
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Fighting Gloves
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6
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64
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Shovel Claw
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7
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128
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Long Hammer
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5
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Bitfield
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Upgrades 2
Bit |
Value |
Description
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0
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1
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Warrior Feather
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1
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2
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Laser Blaster
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2
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4
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Jet Booster
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3
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8
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Power Rod
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4
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16
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Life Ring
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7
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128
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Super Sonic
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6
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Bitfield
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Powerups 1
Bit |
Value |
Description
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0
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1
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Shield
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1
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2
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Magnetic Shield (also protects you)
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7
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Bitfield
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Powerups 2
Bit |
Value |
Description
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6
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64
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Rings don't add to total
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7
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128
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Invincible
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C
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2 Bytes
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Underwater Time. Countdown at 1068. Drown at 1831.
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E
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2 Bytes
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Idle Time. Max 1800.
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38
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Float
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Horizontal Speed
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3C
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Float
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Vertical Speed
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9C
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4 Bytes
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Hang Time
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A0
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Float
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Amount of grip on floor
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A4
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Float
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Horizontal Speed Cap
|
A8
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Float
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Vertical Speed Cap
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AC
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Float
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Something to do with the maximum speed Sonic can accelerate to on his own?
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B4
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Float
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Initial Jump Speed
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C0
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Float
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Rolling Cancel Speed
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C4
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Float
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Rolling End Speed
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C8
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Float
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Running 1 Speed
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D0
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Float
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Running 2 Speed
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D4
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Float
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While holding jump, add this to speed.
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D8
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Float
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Ground Acceleration
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DC
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Float
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Air Acceleration
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E0
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Float
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Ground Deceleration
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E4
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Float
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Brake Speed
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E8
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Float
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Air Brake Speed
|
EC
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Float
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Air Deceleration
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F0
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Float
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Rolling Deceleration
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F4
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Float
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Gravity?
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110
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Float
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Collision Size
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114
|
Float
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Something to do with gravity?
|
11C
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Float
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Y Offset
|
124
|
Byte
|
Animation
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140
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4 Bytes
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Animation Address
- 0x03C49D90 Tails
- 0x03C532A0 Knuckles
- 0x03C53FA8 Gamma
- 0x03C54880 Amy
- 0x03C556A0 Big
- 0x03C56210 Sonic
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1E4
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Bitfield
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Unknown
Bit |
Value |
Description
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1
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2
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Underwater
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Character Object 3
A pointer to this data is at offset $38 in data 1.
Offset (hex) |
Type |
Description
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2
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2 Bytes
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Touching Object
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6
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2 Bytes
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Interact with objects
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8
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Float? ( or 4 Bytes)
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10 when standing. Changes when you move. Does nothing?
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C
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4 Bytes
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Pointer
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14
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4 Bytes
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Address of touching object
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1C
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4 Bytes
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Address of 2nd touching object
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24
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4 Bytes
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Probably address of 3rd touching object
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2C
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4 Bytes
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Probably address of 4th touching object
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Repeat until 90
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90
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Float
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Something with object collision. Never read from.
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98
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Float
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Something with object collision in the air. Never read from.
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9C
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4 Bytes
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Pointer
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1A8
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4 Bytes
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Pointer
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1AC
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4 Bytes
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Pointer
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