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Sonic the Hedgehog (16-bit)/RAM Editing

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Revision as of 10:09, 14 August 2008 by Upthorn (talk | contribs) (Sprite Status Table)
SCHG: Sonic the Hedgehog

Main System Memory Locations

This is a map of 68k memory as used by the main gameplay engine. Note that any numbers entered (for example, score or number of rings) will have to be converted to hex first.

These are the offsets in RAM. To convert them to Genecyst savestate offsets, add $2478. For use in disassemblies, simply add $FF0000 for addresses below $8000 and $FFFF0000 for addresses above or equal to $8000, for example, Sonic's top speed here is $F760, but in the disassembly it is referenced as $FFFFF760. This is useful for finding what bits of code do what when the purpose of a RAM variable is known, or conversely for figuring out the purpose of a RAM variable by looking at the referencing code.

RAM offset Description
$0000 - $A3FF Chunk mappings
$A400 - $A7FF Level layout (1 byte per chunk, $80 bytes per line, lines for planes A and B interlaced)
$A800 - $A9FF Something to do with background scrolling in Star Light Zone
$AA00 - $ABFF Something to do with the PLC
$AC00 - $AFFF Sprite table (2 bytes per sprite + 2 bytes per priority level, each priority level takes $80 bytes.)
$B000 - $C7FF Block mappings
$CB00 - $CBFF Sonic previous position array (used for invincibility stars and such)
$CC00 - $CFFF Scroll RAM cache (sent to VRAM every frame via DMA)
$D000 - $D7FF Reserved object SST space
$D800 - $EFFF Main SST space
$F600 Screen Mode
  • $00 - Sega Screen
  • $04 - Title Screen
  • $08 - Demo Mode
  • $0C - Normal Level
  • $10 - Special Stage
  • $14 - Continue Screen
  • $18 - Ending Sequence
  • $1C - Credits
$F616-$F617 Plane A y-position for previous frame
$F618-$F619 Plane B y-position for previous frame
$F61A-$F61B Plane A x-position for previous frame
$F61C-$F61D Plane B x-position for previous frame
$F61E-$F61F Value of $F71C for previous frame
$F620-$F621 Value of $F718 for previous frame
$F680 Address queue for Pattern Load Cues
$F700-$F701 Plane A x-position
$F704-$F705 Plane A y-position
$F708-$F709 Plane B x-position
$F70C-$F70D Plane B y-position
$F744 Scroll Hold Flag (set to stop all scrolling dead)
$F754-$F755
$F756-$F757
$F758-$F759
$F75A-$F75B
Bitfields used by the scrolling engine
$F760-$F761 Sonic's Top Speed
$F762-$F763 Sonic's Acceleration
$F764-$F765 Sonic's Deceleration
$F7AA Screen Lock Flag (Set to lock screen)
$F7C8 Control Lock Flag (Set to lock controls)
$FA00-$FA7F Target underwater palette
$FA80-$FAFF Normal underwater palette
$FB00-$FB7F Normal palette
$FB80-$FBFF Target palette (calling Pal_FadeTo will brighten the normal palette until it is the same as the target palette)
$FC00-$FD7F Destroyable object state table
$FE02 Restart Level Flag (Set to restart level)
$FE04 Level Timer
$FE10-$FE11 Zone/Act
$FE12-$FE13 Rings
$FE14 Remaining Air (When underwater)
$FE16 Last Special Stage Entered
$FE18 Continues
$FE1C Lives Counter (Set to update lives total on screen)
$FE1D Ring Counter (Set to update rings total on screen)
$FE1E Time Counter (Set to update current time on screen)
$FE1F Score Counter (Set to update score total on screen)
$FE26-$FE29 Score
$FE2C Shield Flag (Set to take a single hit without losing rings)
$FE2D Invincibility Flag (Set to make Sonic invincible)
$FE2E Speed Shoes Flag (Set to activate speed shoe physics)
$FE30 Lamppost Counter
$FE57 Emeralds
$FFF4 Credits Index Number

Sprite Status Table

The Sprite Status Table is located at RAM address $D000. Each entry is $40 bytes long. Here is a list of all the values for one entry in the SST:

Offset Size Description
$00 byte Object type
$01 byte Render flags. The bitfield looks like this:
  • Bit 0 is the horizontal mirror flag. If set, the object will be flipped on its horizontal axis.
  • Bit 1 is the vertical mirror flag.
  • Bits 2 and 3 are the coordinate system. If 0, the object will be positioned by absolute screen coordinates. This is used for things like the HUD and menu options. If 1, the object will be positioned by the playfield coordinates, i.e. where it is in a level. If 2 or 3, the object will be aligned to the background somehow (perhaps this was used for those MZ UFOs).
  • Bit 4 is a flag indicating whether to check the y-position of the object. If clear, it will be drawn even if it isn't inside the screen.
  • Bit 5 is the raw mappings flag. If set, just 5 bytes will be read from the object's mappings offset when the BuildSprites routine draws the object, and these will be interpreted in the normal manner to display a single Genesis sprite. This format is used for objects such as breakable wall fragments.
  • Bit 6 is Sonic's "Ride B" flag
  • Bit 7 is the draw object flag. It will be set if the object was onscreen when it came time to draw things. Otherwise, it is clear. There should be no reason to edit this flag, but it's good to know what it does.
$02 word Starting art block.
  • First nybble: Palette line the sprite will use.
  • Latter 3 nybbles: Starting art block in VRAM for which the object reads from. Multiply by $20 to get VRAM address; divide VRAM address by $20 to get this value.
$04 long Mappings offset
$08 word
  • If in playfield positioning mode, it is the X playfield coordinate.
  • If in screen positioning mode, it is the X screen coordinate.
$0A word
  • If the object is in playfield positioning mode, this is the X subpixel coordinate.
  • If in screen positioning mode, it's the Y screen coordinate.
$0C word
  • If in playfield positioning mode, it is the Y playfield coordinate.
  • If in screen positioning mode, it is unused.
$0E word
  • If the object is in playfield positioning mode, this is the Y subpixel coordinate.
  • If in screen positioning mode, it is unused.
$10 word Horizontal (X) velocity
$12 word Vertical (Y) velocity
$14 word Ground velocity (inertia).
$16 byte Height/2
$17 byte Width/2
$18 byte Sprite priority (00 = front).
$19 byte Width of the object, in pixels
$1A byte Current animation frame to display. i.e, the frame currently being displayed on-screen, according to the animation script (currently parsed mappings frame, in other words).
$1B byte Current frame in animation script. i.e, the frame entry IN the animation script being currently processed.
$1C byte Animation number. When an animation ID is moved here, it's processed and displayed.
$1D byte Restart animation flag (when $1D is not equal to $1C, animation restarts)
$1E byte Animation frame duration (time until next frame).
$20 byte Collision response bitfield. Tells what the object will do if hit by the character. The bitfield is in the format TTSS SSSS. TT is the type of collision - 00 is enemy, 01 increments the routine counter, 10 is harm, and 11 seems to be a special thing for the starpole. SSSSSS is the size, lifted from a lookup table in the collision response routine.
$21 byte Custom collision property, for special interaction with Sonic. This is used by bosses, badniks, bumpers and other objects. The way in which this byte is used is different for each object. Bosses use this byte as a hit counter.
$22 byte Status bitfield.

Counting from the least significant bit:

Bit Hex Description
0 $01 X Orientation. Clear is left and set is right.
1 $02 Y Orientation. Clear is right-side up, and set is upside-down
2 $04 Unknown or unused.
3 $08 Set if Sonic is standing on this object.
4 $10 Unknown or unused.
5 $20 Set if Sonic is pushing on this object.
6 $40 Unknown or unused.
7 $80 Unknown or unused.
Note that these bits have different meanings for Sonic (see below).
$23 byte Respawn index reference number, used by badniks, rings and monitors. Each destroyable object is assigned an index number (01, 02, 03 etc.) which refers to a list at $FC00 in the RAM.
$24 byte Routine counter.
$25 byte Second routine counter. This is used for some of the more complicated objects.
$26 word Angle.
$28 byte Object subtype. For example, the current monitor selected. See the Object List above for values. Has a different meaning for Sonic.
$29-$3F Object's scratch RAM
Object-specific variables
Offset Size Description
$22 byte Sonic: Special bitfield. Counting from the least significant bit:
Bit Hex Description
0 $01 Orientation. Clear is left and set is right.
1 $02 Set if Sonic is in the air (jump counts).
2 $04 Set if jumping or rolling.
3 $08 Set if Sonic isn't on the ground but shouldn't fall. (Usually when he is on a object that should stop him falling, like a platform or a bridge.)
4 $10 Set if jumping after rolling.
5 $20 Set if pushing something.
6 $40 Set if underwater.
7 $80 Unused.

You can add the hex values together to use multiple settings at once. Also notice that the first 3 bits (0-2) are used in the character object as a second routine counter.

$28 byte Sonic: Seconds of air left. Usually $1E; it decrements every second while the player is underwater. Beeps on $18, $13, and $0E. Countdown starts on $0B.
$2B byte Sonic: Unused
$30-$31 word Sonic: Remaining invulnerability time. Starts at $0078 after Sonic is hit, and seems to decrement every frame until it reaches $0000.
$32-$33 word Sonic: Remaining time of invincibility.
$34-$35 word Sonic: Remaining time of Speed Shoes.
$36 byte Sonic: Angle of ground at Sonic's front collision hot spot ($03 is "edge of ground")
$37 byte Sonic: Angle of ground at Sonic's rear collision hot spot
$39 byte Sonic: Unused.
$3A-$3B word Sonic: Unused.
$3C byte Sonic: Set if jumping.
$3D byte Sonic: SST index of object currently being stood on. (multiply by $40 and add $D000 to get the object's address).
Boss Variables
Offset Size Description
$21 byte Hit counter. Number of hits it takes to defeat a boss.
$30 word X position
$38 word Y position
$3E byte Number of times to flash when hit
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