Difference between revisions of "Sonic Heroes/DOL Editing"
From Sonic Retro
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!Addresses (Final)||Materials||Default Parameter Values||Targeting Object||Notes | !Addresses (Final)||Materials||Default Parameter Values||Targeting Object||Notes | ||
|- | |- | ||
− | | | + | |E357 |
+ | |Z-testing<br> | ||
+ | |00 | ||
+ | |Warp Effects | ||
+ | | | ||
+ | |- | ||
+ | |E39F<br>E3AB | ||
|Source Blend<br>Destination Blend | |Source Blend<br>Destination Blend | ||
|02<br>06 | |02<br>06 |
Revision as of 19:20, 16 August 2017
SCHG: Sonic Heroes |
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Main Article |
Mechanic Editing |
DOL Editing |
Model Editing |
Collision Format Model Format |
Level Editing |
Camera Editing |
Particle Editing |
Particle Editing |
Sound Editing |
Music List |
SCHG How-Tos |
Custom Object Material Effect Tutorial |
The main DOL of the GC game is Start.dol. This executable contains codes in different offsets for each region and version released in a variety of countries.
Material Opcodes
A number of code sections contain additional material/graphic codes that are rendered via Renderware engine that provides special effects to an object such as Espio's invisibility and Thundershoot electricity effects.
Function entry:
RenderWare Material function:
38 60 00 00 38 80 00 00
Offset | Type | Description |
---|---|---|
0x04 | Byte | Material type |
0x08 | Byte | Material value |
See the EXE editing page for function parameter details.
Nintendo System Material function:
38 60 00 00 38 80 00 00 38 A0 00 00 38 c0 00 00
Offsets
A list shows offsets for special material effects that were discovered in the DOL. More codes that have been found and not already on the list will be added.
NTSC-U
Addresses (Final) | Materials | Default Parameter Values | Targeting Object | Notes |
---|---|---|---|---|
E357 | Z-testing |
00 | Warp Effects | |
E39F E3AB |
Source Blend Destination Blend |
02 06 |
Teleporter Switch Effect Blend Condition |