Actions

SCHG

Sonic Advance/Animation Format

From Sonic Retro

Revision as of 11:19, 6 September 2013 by MainMemory (talk | contribs) (Created page with "{{WIP}} The Sonic Advance animation format consists primarily of five pointers, in the following order: *[[#Palette, Tile, and Animation data|Palette, Tile, and Animation data...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Exclamation.svg This article is a work in progress.
Its content and location may change completely and frequently until this notice is removed.

The Sonic Advance animation format consists primarily of five pointers, in the following order:

Sonic Advance 2 has one additional pointer of unknown purpose, and Sonic Advance 3 has two additional unknown pointers.
The first three sections all begin with a list of pointers with length equal to the number of animations in the game (see below).

Palette, Tile, and Animation data

Each animation's data begins with a list of pointers "sub-animations". I do not know how multiple sub-animations are used or how the game knows the number of sub-animations in each animation.
Each sub-animation begins with the following sequence of 32-bit integers:

  • -2 (probably a data type indicator)
  • The index in the sprite palettes to begin copying from
  • The number of entries to copy into the GBA's sprite palette
  • -1 (probably a data type indicator)
  • The index in the sprite tiles to begin copying from
  • The number of tiles to copy into the GBA's VRAM
  • -6 (probably a data type indicator)
  • An array of the following structure:
Offset Description
0 The index in the sprite tiles to begin copying from
4 The number of tiles to copy into the GBA's VRAM
8 The time to display the frame (0..128)
C An index to the mapping frame data to use
10 Some kind of flag, possible values include:
  • -1: Normal
  • -3: End of animation, followed by some unknown value
  • -4: End of animation

The tile data in the first frame seems to be ignored in favor of the data in the header. Instead, the "number of tiles to copy" contains some weird value like 0x1006F0FA.

Sonic Community Hacking Guide
General
SonED2 Manual | Subroutine Equivalency List
Game-Specific
Sonic the Hedgehog (16-bit) | Sonic the Hedgehog (8-bit) | Sonic CD (prototype 510) | Sonic CD | Sonic CD (PC) | Sonic CD (2011) | Sonic 2 (Simon Wai prototype) | Sonic 2 (16-bit) | Sonic 2 (Master System) | Sonic 3 | Sonic 3 & Knuckles | Chaotix | Sonic Jam | Sonic Jam 6 | Sonic Adventure | Sonic Adventure DX: Director's Cut | Sonic Adventure DX: PC | Sonic Adventure (2010) | Sonic Adventure 2 | Sonic Adventure 2: Battle | Sonic Adventure 2 (PC) | Sonic Heroes | Sonic Riders | Sonic the Hedgehog (2006) | Sonic & Sega All-Stars Racing | Sonic Unleashed (Xbox 360/PS3) | Sonic Colours | Sonic Generations | Sonic Forces
Technical information
Sonic Eraser | Sonic 2 (Nick Arcade prototype) | Sonic CD (prototype; 1992-12-04) | Dr. Robotnik's Mean Bean Machine | Sonic Triple Trouble | Tails Adventures | Sonic Crackers | Sonic 3D: Flickies' Island | Sonic & Knuckles Collection | Sonic R | Sonic Shuffle | Sonic Advance | Sonic Advance 3 | Sonic Battle | Shadow the Hedgehog | Sonic Rush | Sonic Classic Collection | Sonic Free Riders | Sonic Lost World
Legacy Guides
The Nemesis Hacking Guides The Esrael Hacking Guides
ROM: Sonic 1 | Sonic 2 | Sonic 2 Beta | Sonic 3

Savestate: Sonic 1 | Sonic 2 Beta/Final | Sonic 3

Sonic 1 (English / Portuguese) | Sonic 2 Beta (English / Portuguese) | Sonic 2 and Knuckles (English / Portuguese)
Move to Sega Retro
Number Systems (or scrap) | Assembly Hacking Guide | 68000 Instruction Set | 68000 ASM-to-Hex Code Reference | SMPS Music Hacking Guide | Mega Drive technical information