Difference between revisions of "Sonic Adventure 2 (PC)/RAM Editing"
From Sonic Retro
MainMemory (talk | contribs) (Created page with "{{SCHG SA2|3}} __NOTOC__ Note: All values are signed, unless noted otherwise. ==Global Variables== {| class="prettytable" !Address (hex)||Type||Description |- | 0174AFDE | Byt...") |
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Revision as of 00:35, 23 November 2012
SCHG: Sonic Adventure 2 | ||||||||||||||||
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Dreamcast GameCube PC | ||||||||||||||||
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Note: All values are signed, unless noted otherwise.
Global Variables
Address (hex) | Type | Description |
---|---|---|
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 |
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 |
---|---|
0 | Pointer to previously loaded object in chain. |
4 | Pointer to next loaded object in chain. |
10 | Main routine |
34 | Object Data 1 |
40 | Object Data 2 |
44 | Object Name |
Character Object 1
Length: 0x30
Offset (hex) | Type | Description |
---|---|---|
0 | Byte | Action. Each object has its own values for this. |
4 | 2 Bytes | Status Bitfield |
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 | Character ID | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
24 | 4 Bytes | Upgrades Bitfield
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