Difference between revisions of "Sonic Adventure DX: PC/RAM Editing"
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| Invincible | | Invincible | ||
|} | |} | ||
+ | |- | ||
+ | | A | ||
+ | | 4 Bytes | ||
+ | | Underwater Time. Countdown at 70000000. Drown at 120000000. | ||
|- | |- | ||
| C | | C | ||
| 4 Bytes | | 4 Bytes | ||
− | | Idle | + | | Idle Time. Max 120000000. |
|- | |- | ||
| 38 | | 38 |
Revision as of 14:02, 20 August 2009
This short article is in need of work. You can help Sonic Retro by adding to it. |
Note: All values are signed.
Global Variables
Address (hex) | Type | Description |
---|---|---|
00912698 | Byte | Currently playing music |
03B0EF34 | Byte | Lives |
03B0EF35 | Byte | Time in frames. Max 60. |
03B0EF38 | Byte | Voice Language
|
03B0EF40 | Byte | 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. |
03B0EF48 | Byte | Time in minutes |
03B0F0E4 | 2 Bytes | Rings. Allowing this to reach a negative value (over 32767) will crash the game. |
03B0F0E8 | Byte | Text Language
|
03B0F0EC | Byte | Debug. Setting this to a non-negative value displays collision spheres around both characters when on the ground and highlights bottomless pits in white. |
03B0F0F8 | Float | X Gravity |
03B0F0FC | Float | Y Gravity |
03B0F100 | Float | Z Gravity |
03B0F104 | 4 Bytes | Enemy Bonus |
03B0F104 | 4 Bytes | Level Frame Counter |
03B0F128 | Byte | Time in seconds. |
03B0F13C | 4 Bytes | Frame Counter |
03B18895 | Byte | Light Speed Shoes obtained |
03B18896 | Byte | Crystal Ring obtained |
03B188D5 | Byte | Jet Anklet obtained |
03B18DB5 | Byte | Metal Sonic. Set this to 1 to replace Sonic with Metal Sonic. May crash if you set this during a level. |
03B18DB8 | Byte | Selection on Pause Menu
|
03B22DC0 | Byte | Current Character
|
03B22DC4 | Byte | Level Copy. Doesn't appear to do anything. |
03B22DC8 | Byte | Entrance Number. Only applies to Adventure Fields. |
03B22DCC | Byte | Current Level |
03B22DD0 | 4 Bytes | Set this to any non-zero value to speed up level transitions. |
03B22DD4 | Byte | Adventure Field Act |
03B22DD8 | Byte | Adventure Field Level |
03B22DE4 | Byte | Game Status. (Bad Textures) means that the level will load incorrect textures. This has no effect on the menu.
|
03B22DEC | Byte | Current Act |
03B22DF0 | Byte | Next Level. Change this while the screen is fading out. |
03B22E18 | Byte | Next Act. Change this while the screen is fading out. |
03B29D08 | Byte | Debug. Setting this to 1 displays collision spheres around objects and activates free movement mode. (Except for Tails.) |
03B2A2F2 | Byte | Menu voice
|
03B2A2FD | Byte | Selected character in character select
|
03B2B6C6 | Byte | Super Sonic Adventure Start Entrance |
03B2B6C8 | Byte | Super Sonic Adventure Start Act |
03B2B6C9 | Byte | Super Sonic Adventure Start Level |
03C74880 | 4 Bytes | Rings in vault in Casinopolis |
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 | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | Byte | Action. Varies by character. | ||||||||||||||||||
4 | Bitfield | Status 1
| ||||||||||||||||||
5 | Bitfield | Status 2
| ||||||||||||||||||
6 | 2 Bytes | Invulnerable timer | ||||||||||||||||||
8 | Bitfield | Unknown
| ||||||||||||||||||
9 | Byte | Set this to a character ID and you'll jump as high as that character. | ||||||||||||||||||
18 | 2 Bytes | X Rotation | ||||||||||||||||||
1C | 2 Bytes | Y Rotation | ||||||||||||||||||
20 | Float | X Position | ||||||||||||||||||
24 | Float | Y Position | ||||||||||||||||||
28 | Float | Z Position | ||||||||||||||||||
2C | Float | Shield magnification factor | ||||||||||||||||||
38 | 4 Bytes | Pointer 3 | ||||||||||||||||||
C0 | 4 Bytes | Pointer 2 |
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 | |||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | Bitfield | Upgrades 1
| |||||||||||||||||||||||||||
5 | Bitfield | Upgrades 2
| |||||||||||||||||||||||||||
6 | Bitfield | Powerups 1
| |||||||||||||||||||||||||||
7 | Bitfield | Powerups 2
| |||||||||||||||||||||||||||
A | 4 Bytes | Underwater Time. Countdown at 70000000. Drown at 120000000. | |||||||||||||||||||||||||||
C | 4 Bytes | Idle Time. Max 120000000. | |||||||||||||||||||||||||||
38 | Float | Horizontal Speed | |||||||||||||||||||||||||||
3C | Float | Vertical Speed | |||||||||||||||||||||||||||
9C | 4 Bytes | Hang Time | |||||||||||||||||||||||||||
A4 | Float | Horizontal Speed Cap | |||||||||||||||||||||||||||
A8 | Float | Vertical Speed Cap | |||||||||||||||||||||||||||
C4 | Float | Minimum Rolling Speed | |||||||||||||||||||||||||||
D0 | Float | Minimum Running Speed | |||||||||||||||||||||||||||
D8 | Float | Ground Acceleration | |||||||||||||||||||||||||||
DC | Float | Air Acceleration | |||||||||||||||||||||||||||
E0 | Float | Ground Deceleration | |||||||||||||||||||||||||||
E4 | Float | Brake Speed | |||||||||||||||||||||||||||
E8 | Float | Air Brake Speed | |||||||||||||||||||||||||||
EC | Float | Air Deceleration | |||||||||||||||||||||||||||
110 | Float | Collision Size | |||||||||||||||||||||||||||
11C | Float | Y Offset | |||||||||||||||||||||||||||
124 | Byte | Animation | |||||||||||||||||||||||||||
140 | 4 Bytes | Animation Address
| |||||||||||||||||||||||||||
1E4 | Bitfield | Unknown
|
Character Object 3
Offset (hex) | Type | Description |
---|---|---|
2 | 2 Bytes | Touching Object |
6 | 2 Bytes | Interact with objects |
8 | Float? ( or 4 Bytes) | 10 when standing. Changes when you move. Does nothing? |
C | 4 Bytes | Pointer |
14 | 4 Bytes | Address of touching object |
1C | 4 Bytes | Address of 2nd touching object |
24 | 4 Bytes | Probably address of 3rd touching object |
2C | 4 Bytes | Probably address of 4th touching object |
Repeat until 90 | ||
90 | Float | Something with object collision. Never read from. |
98 | Float | Something with object collision in the air. Never read from. |
9C | 4 Bytes | Pointer |
1A8 | 4 Bytes | Pointer |
1AC | 4 Bytes | Pointer |