Difference between revisions of "Sonic Jam/RAM Editing"
From Sonic Retro
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| $D000C || Long || Pointer to subroutine? | | $D000C || Long || Pointer to subroutine? | ||
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− | | $D0014 || Word || Y-axis Rotational Velocity | + | | $D0014 || Word || Y-axis Rotational Velocity. Clockwise (clock face upwards) is positive. |
|- | |- | ||
| $D0018 || Long || Distance from Target | | $D0018 || Long || Distance from Target |
Revision as of 22:03, 5 March 2021
SCHG: Sonic Jam |
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Main Article |
Sonic World |
High Work RAM Map
Here are some places of interest in High Work RAM.
Address | Description |
---|---|
$4A7BC | A list of Sonic's model component footer addresses. |
$4D9CC | A list of addresses that each point to the jump table for an animation. |
$4DBAC | A few addresses that point to Sonic's 3 models, and some parameters(?). |
$5EF34 | An object table of some sort. |
$65F7C | Animation Data. Matches up starting at $25F7C in MUSEUM.MUS. |
$7F908 | Model Data. Matches up starting at $3F908 in MUSEUM.MUS. |
$D0000 | Object Memory. |
$DA000 | Texture Definitions. Matches up starting at $250A4 in MUSEUM.MUS. |
$DD000 | Dynamic list of addresses, likely things to copy to VDP1. |
$E3000 | 2D Vertex coordinates for VDP1? |
$E7000 | Corresponds to $00000 in VDP1 VRAM. |
$F4B00 | Stuff regarding the 3D Pad. |
$F5420 | Animation attributes for Sonic. |
$F5DC0 | Animation attributes for Tails. |
$FF8FC | Things regarding I/O; Controller info, and bit flags affecting the screen. |
Object Memory Map
Camera
Address | Type | Description |
---|---|---|
$D0000 | Long | Pointer to Tails' object |
$D0004 | Long | Pointer to the stack? |
$D000C | Long | Pointer to subroutine? |
$D0014 | Word | Y-axis Rotational Velocity. Clockwise (clock face upwards) is positive. |
$D0018 | Long | Distance from Target |
$D0020 | Long | Maintained Vertical Offset |
$D0028 | Euler Rotation | Rotation |
$D0030 | 3D Vector | Target's Position |
$D0040 | 3D Vector | Position |
Sonic
Address | Type | Description |
---|---|---|
$D0060 | Long | Pointer to Tails' Object |
$D0064 | Long | Pointer to the stack? |
$D006C | Long | Pointer to subroutine? |
$D0078 | Long | Pointer to Animation Attributes |
$D007D | Byte | Unknown. Seems to affect Sonic's lighting. |
$D007E | Byte | Unknown. Altering will crash the game. |
$D0080 | Long | Pointer. Unknown. |
$D0084 | Long | Pointer. Unknown. |
$D0088 | Euler Rotation | Rotation. |
$D008E | Word | Unknown. Affects Sonic's lighting. |
$D0090 | 3D Vector | Velocity. Relative to direction, with X being forward. |
$D009C | Long | Scale. Works like a 3D Vector component. Messes with his lighting when not 1.0. |
$D00A0 | 3D Vector | Position. |
$D00B0 | Long | Pointer. Unknown. |
Tails
Address | Type | Description |
---|---|---|
$D0180 | Long | Pointer to another object |
$D0184 | Long | Pointer to Sonic's Object |
$D018C | Long | Pointer to subroutine? |
$D0198 | Long | Pointer to Animation Attributes |
$D019D | Byte | Unknown. Seems to affect Tails' lighting. |
$D019E | Byte | Unknown. Altering will crash the game. |
$D01A0 | Long | Pointer. Unknown. |
$D01A4 | Long | Pointer. Unknown. |
$D01A8 | Euler Rotation | Rotation. |
$D01AE | Word | Unknown. Affects Tails' lighting. |
$D01BC | Long | Scale. Works like a 3D Vector component. Messes with his lighting when not 1.0. |
$D01C0 | 3D Vector | Position. |
$D01D0 | Long | Pointer. Unknown. |
$D01D8 | Long | Pointer. Perhaps to the path he follows? |
$D01DC | Long | Progress along the path. Ranges from $0 to $18FFFFF. |