Actions

SCHG

Difference between revisions of "Sonic Adventure DX: PC/EXE Editing"

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!colspan=4|Super Sonic
===Super Sonic's Actions===
 
Shared with Sonic.
 
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!Address (US)||Address (EU)||Description||Default(dec.)
 
 
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Revision as of 15:36, 30 October 2009

Template:SCHG SADX:PC

Note: There are multiple versions of SADXPC. Addresses in sonic.exe may not work for your version. Make sure the values given match your exe before editing it! Addresses that only work for the US version will be marked with US. Addresses that only work for the European version will be marked with EU. These have not been tested with the Japanese version.
Note: the cracked version is the same as the European version.
Note: to find these in RAM, add $400000.

Animation Swapping

Sonicretro-round.svg This short section needs expansion. You can help Sonic Retro by adding to it.

Sonic's Animations

Address (US) Address (EU) Description Default(dec.)
917F9 91849 Leaning forwards 7
91807 91857 Leaning back 8
92F1C 92F6C Hurt 23
92F7A Jump Cancel 18
93053 Light Speed Dash 64
94FDC Falling 18
951D3 Rolling 15
95B44 Running 1 12
95B97 Springing 16
95BDA Walking 3 11
95C27 Running 2 13
95C77 Jumping/Spindashing 14
95E2C Walking 2 10
95E46 Walking 1 9
961DB Victory! 75
9675C Drowning 85
97CC0 After Jump Dash 18
97F4B Hurt Landing 24
9BDC1 Dying 87
Metal Sonic
95B3A Running 1 146
95BEB Running 2 13

Tails' Animations

Address (US) Address (EU) Description Default(dec.)
5C0D1 Jumping 14
5EB5C Flying 37

Knuckles' Animations

Address (US) Address (EU) Description Default(dec.)
7694A Jumping 14
7865D Gliding 1 51
786E9 Gliding 2 (used for a second glide without landing) 51
7888E After Gliding 34

Action Swapping

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Sonic's Actions

Address (US) Address (EU) Description Default(dec.)
92F12 Hurt 16
92F6A 92FBA Jump Cancel 12
92FDC Light Speed Attack 44
93049 Light Speed Dash 6
94848 After Hurt 1
94F8F Falling After Rolling 8
94FD3 Falling 12
95063 Standing 1
951C0 Rolling 5
95F11 Jumping 8
96001 Vertical Spring 9
96048 Spring 10
96353 Falling down building 48
9676D Dying 86
96EFA Spindash 4
97771 Landing and moving after rolling 2
977B9 Homing Attack/Jump Dash 14
97843 After Vertical Spring 12
978D0 After Spring 12
979A1 Landing and moving 2
97CB8 After Jump Dash 12
97CDB After Homing Attack 8
9936B Jumping down building 49
99393 Rolling down building 47
994B1 Running down building after jumping 46
99522 Running down building after falling 46
9A83E Walking/Running 2
9ABE5 Level start 1
9B47A Hit while running down building 50
Super Sonic
94EC2 Dying 86
9A3AF Jump Cancel 78

Physics

Locations

These are indexed by $5154E8 + (Character * $84).

Character Address
Sonic 5154E8
Tails 5155F0
Knuckles 515674
Amy 51577C
Gamma 515800
Big 515884

Offsets

These are in the same locations as in RAM. These are all Floats except Hang Time, which is 4 Bytes, measured in frames.

Offset Description Sonic Tails Knuckles Amy Gamma Big
0 Hang Time 60 60 60 60 60 60
4 Amount of grip on floor 2 1.5 2 1.5 2 2
8 Horizontal Speed Cap 16 16 16 16 16 5
C Vertical Speed Cap 16 16 16 16 16 8
10 Something to do with the maximum speed Sonic can accelerate to on his own? 3 2 2.5 0.05 2.5 1
14  ? 0.6 0.6 0.6 0.5 0.6 0.2
18 Initial Jump Speed 1.66 1.66 1.66 1.3 2 2
1C Spring Control? 3 3 3 3 3 3
20  ? 0.23 0.23 0.23 0.23 0.23 0.23
24 Rolling Cancel Speed 0.46 0.49 0.46 0.46 1 0.32
28 Rolling End Speed 1.39 1.39 1.39 1.39 2 1.39
2C Running 1 Speed 2.3 2.8 3.1 2.3 2.5 2.3
30 Minimum speed to get knocked back when hitting a wall. Also affects pushing speed? 3.7 3.7 3.7 3.7 3.7 3.7
34 Running 2 Speed 5.1 5.1 5.1 5.1 5.1 5.1
38 While jump is held, add this to speed. 0.076 0.076 0.076 0.013 0.09 0.1
3C Ground Acceleration? 0.05 0.06 0.05 0.045 0.06 0.08
40 Air Acceleration 0.031 0.031 0.031 0.031 0.031 0.031
44 Ground Deceleration -0.06 -0.06 -0.06 -0.06 -0.06 -0.08
48 Brake Speed -0.18 -0.18 -0.18 -0.18 -0.25 -0.18
4C Air Brake Speed -0.17 -0.17 -0.17 -0.17 -0.17 -0.17
50 Air Deceleration -0.028 -0.028 -0.028 -0.028 -0.028 -0.028
54 Rolling Deceleration -0.008 -0.008 -0.008 -0.008 -0.008 -0.04
58 Speed to add to normal gravity? -0.01 -0.01 -0.01 -0.01 -0.01 -0.01
5C Speed when Sonic hits something? -0.4 -0.4 -0.4 -0.4 -0.4 -0.4
60 Minimum speed before stopping (affects spindash charging and braking) -0.1 -0.1 -0.1 -0.1 -0.1 -0.1
64 Seems to affect movement on sloped surfaces -0.6 -0.6 -0.6 -0.6 -0.6 -0.6
68 Something related to acceleration on ground? Increase it to accelerate faster. 4 Bytes. -1097817129 -1095971635 -1095971635 -1095971635 -1083808154 -1102263091
6C  ? 0.3 0.3 0.3 0.3 0.3 0.3
70 Ripple Size? 4 3.5 4 3.5 4 9.5
74 Collision Size 10 9 11.4 10 21 17
78 Gravity (Multiplied by Gravity values) 0.08 0.08 0.08 0.04 0.1 0.135
7C Y Offset for camera 7 6 9 7 20 15
80 Y Offset 5.4 4.5 5.7 5 14 8

Other Values

Address (US) Address (EU) Description Default
3E007C Water Multiplication 0.65
9439D 943ED Super Sonic's Rolling Deceleration -0.001
943A7 943F7 Super Sonic's Air Deceleration -0.002
943B1 94401 Super Sonic's Air Acceleration 0.05
943BB 9440B Super Sonic's Y Offset 6.4

Text Editing

Main Article: SCHG:Sonic Adventure DX: PC/EXE Editing/Text Editing

Misc. Code

Sonicretro-round.svg This short section needs expansion. You can help Sonic Retro by adding to it.

This section is for code that doesn't fit into any of the above sections. To disable code, replace it with nop instructions ($90)

Address (US) Address (EU) Bytes ASM Description Result when disabled
13D9E C6 05 40 EF B0 03 00 mov byte ptr [03B0EF40],00 Show the HUD Allow hiding the HUD
25AB0 25B00 66 C7 05 E4 F0 B0 03 00 00 mov word ptr [03B0F0E4],0000 Set rings to 0 when hit Don't lose rings when hit
25B7E 00 1d 34 ef b0 03 add [03b0ef34],bl add change to lives Can't lose or gain lives
25C03 25C53 66 89 0D E4 F0 B0 03 mov [03B0F0E4],ecx Ring collection Collecting rings doesn't add to total. Also disables Super Sonic's ring drain.
25CC0 66 A1 E4 F0 B0 03 mov ax,[03B0F0E4] Copy rings value when hit Always spill 20 rings and can't die when hit
496DD 80 7b 09 06

0f 85 cf 00 00 00

cmp byte ptr [ebx+09],06

jne 497b6

Test if you're playing as E-102 Gamma,

and branch if you aren't

NOP the jne, and everyone can walk on water.

Replace it with a jmp, and nobody can.

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