Difference between revisions of "Sonic Adventure DX: PC/RAM Editing"
From Sonic Retro
MainMemory (talk | contribs) (Created page with '__NOTOC__ Note: All values are signed. ==Global Variables== {| class="prettytable" !Address (hex)||Type||Description |- | 00912698 | Byte | Currently playing music |- | 03B0EF34 …') |
MainMemory (talk | contribs) (→Global Variables) |
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| Debug. Setting this to a non-negative value displays collision spheres around both characters when on the ground and highlights bottomless pits in white. | | Debug. Setting this to a non-negative value displays collision spheres around both characters when on the ground and highlights bottomless pits in white. | ||
|- | |- | ||
− | | | + | | 03B0F0FC |
− | | | + | | Float |
− | | Gravity. Negative is down, positive is up | + | | Gravity. Negative is down, positive is up. |
|- | |- | ||
| 03B0F128 | | 03B0F128 |
Revision as of 00:56, 17 August 2009
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. |
03B0EF48 | Byte | Time in minutes |
03B0F0E4 | 2 Bytes | Rings. Allowing this to reach a negative value (over 32767) will crash the game. |
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. |
03B0F0FC | Float | Gravity. Negative is down, positive is up. |
03B0F128 | Byte | Time in seconds. |
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. |
03B22DC0 | Byte | Current Character |
03B22DCC | Byte | Current Level |
03B22DD4 | Byte | Adventure Field Act |
03B22DD8 | Byte | Adventure Field Level |
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 |
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.
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 magnifiction factor | ||||||||||||||||||
38 | 4 Bytes | Pointer to more data. Possibly movement related? |
Character Object 2
A pointer to this data for player 1 is at 03B3CDF0. A pointer for player 2 is at 3B3CDF4.
Offset (hex) | Type | Description | |||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | Bitfield | Upgrades 1
| |||||||||||||||||||||||||||
5 | Bitfield | Upgrades 2
| |||||||||||||||||||||||||||
6 | Bitfield | Powerups 1
| |||||||||||||||||||||||||||
7 | Bitfield | Powerups 2
| |||||||||||||||||||||||||||
C | 4 Bytes | Idle Timer. 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 | Model Address
|