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Sonic Jam/RAM Editing

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Revision as of 18:52, 6 March 2021 by Starman (talk | contribs) (Reformatted some things to make room for non-High Work RAM things, added SCSP RAM Map so far)
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SCHG: Sonic Jam
Main Article
Sonic World

Models
Animations
Textures
Sounds
RAM Editing

High Work RAM

Overview

Here are some places of interest in High Work RAM.

Address Description
$4A7BC A list of Sonic's model component footer addresses.
$4D9CC A list of addresses that each point to the jump table for an animation.
$4DBAC A few addresses that point to Sonic's 3 models, and some parameters(?).
$5EF34 An object table of some sort.
$65F7C Animation Data. Matches up starting at $25F7C in MUSEUM.MUS.
$7F908 Model Data. Matches up starting at $3F908 in MUSEUM.MUS.
$D0000 Object Memory.
$DA000 Texture Definitions. Matches up starting at $250A4 in MUSEUM.MUS.
$DD000 Dynamic list of addresses, likely things to copy to VDP1.
$E3000 2D Vertex coordinates for VDP1?
$E7000 Corresponds to $00000 in VDP1 VRAM.
$F4B00 Stuff regarding the 3D Pad.
$F5420 Animation attributes for Sonic.
$F5DC0 Animation attributes for Tails.
$FF8FC Things regarding I/O; Controller info, and bit flags affecting the screen.

Object Memory Map

Camera

Address Type Description
$D0000 Long Pointer to Tails' object
$D0004 Long Pointer to the stack?
$D000C Long Pointer to subroutine?
$D0014 Word Y-axis Rotational Velocity. Clockwise (clock face upwards) is positive.
$D0018 Long Distance from Target
$D0020 Long Maintained Vertical Offset
$D0028 Euler Rotation Rotation
$D0030 3D Vector Target's Position
$D0040 3D Vector Position

Sonic

Address Type Description
$D0060 Long Pointer to Tails' Object
$D0064 Long Pointer to the stack?
$D006C Long Pointer to subroutine?
$D0078 Long Pointer to Animation Attributes
$D007D Byte Unknown. Seems to affect Sonic's lighting.
$D007E Byte Unknown. Altering will crash the game.
$D0080 Long Pointer. Unknown.
$D0084 Long Pointer. Unknown.
$D0088 Euler Rotation Rotation.
$D008E Word Unknown. Affects Sonic's lighting.
$D0090 3D Vector Velocity. Relative to direction, with X being forward.
$D009C Long Scale. Works like a 3D Vector component. Messes with his lighting when not 1.0.
$D00A0 3D Vector Position.
$D00B0 Long Pointer. Unknown.

Tails

Address Type Description
$D0180 Long Pointer to another object
$D0184 Long Pointer to Sonic's Object
$D018C Long Pointer to subroutine?
$D0198 Long Pointer to Animation Attributes
$D019D Byte Unknown. Seems to affect Tails' lighting.
$D019E Byte Unknown. Altering will crash the game.
$D01A0 Long Pointer. Unknown.
$D01A4 Long Pointer. Unknown.
$D01A8 Euler Rotation Rotation.
$D01AE Word Unknown. Affects Tails' lighting.
$D01BC Long Scale. Works like a 3D Vector component. Messes with his lighting when not 1.0.
$D01C0 3D Vector Position.
$D01D0 Long Pointer. Unknown.
$D01D8 Long Pointer. Perhaps to the path he follows?
$D01DC Long Progress along the path. Ranges from $0 to $18FFFFF.

SCSP RAM

Overview

Address Description
$00000 Unknown
$0B000 Start of correspondence with SWORLD.SND
$3A653 End of correspondence with SWORLD.SND
Sonic Community Hacking Guide
General
SonED2 Manual | Subroutine Equivalency List
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Technical information
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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