Sonic the Hedgehog CD (PC)
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This is the Sonic Community Hacking Guide for the DirectX PC Version of Sonic CD.
Note: All data is little endian.
Any reference to a file name with ??? should be replaced by the Round, Zone and Time Period. Thus, DLL???.dll for Palmtree Panic Zone 1 Present is DLL11A.dll.
Contents
Level editing
Note that the current version of SonED2 modifies some level data during the extraction process. This page documents the original formats, which SonLVL can open.
Object placement
This data is located in the DLL???.dll file in each level's folder. See below for locations.
Each time period of each Zone shares an object list, so that the game can remember that you destroyed an enemy in the past, and not show it in the present.
There are eight bytes in one object definition. The first two bytes are the X position of the object. The next two bytes, broken down in bits, have the format AB00 YYYY YYYY YYYY, where A is the vertical flip flag, B is the horizontal flip flag and YYYY YYYY YYYY is the Y position of the object. The 5th byte is the reference number on the object pointer list, with the most significant bit if set indicating that the object should be assigned an entry on the object respawn table, and the 6th byte is an optional declaration to use for defining that object's behavior and/or animation. This will depend on the object. The last two bytes, broken down in bits, are ABC0 0000 0000 0000, where A indicates the object should appear in the past time period, B indicates the object should appear in the present time period, and C indicates the object should appear in the future time period.
Level layout
This data is located in the DLL???.dll file in each level's folder. See below for locations.
Level layouts are pretty simple. They are 64x8 chunks, there is one byte per 256x256 chunk to place on the map. The blocks are put together from left to right, top to bottom.
8x8 tiles
This data is located in the TCMP???.cm_ file in each level's folder, and is a SCRL file. The tiles will always have a width and height of 8x8.
16x16 block mappings
This data is located in the T???.map file in each level's folder.
16x16 block mappings consist of four 8x8 tiles, arranged in the shape:
0 | 1 |
2 | 3 |
Each 8x8 tile is represented by one word, which like all SEGA Mega Drive VDP pattern indices, is a bitmask of the form PCCY XAAA AAAA AAAA. P is the priority flag, CC is the palette line to use, X and Y indicate that the sprite should be flipped horizontally and vertically respectively, and AAA AAAA AAAA is the actual tile index, i.e. the VRAM offset of the pattern divided by $20.
256x256 Chunk mappings
This data is located in the Map???.bin file in each level's folder.
256x256 chunk mappings consist of 256 16x16 tiles, arranged in the shape:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 |
32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 |
48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 |
64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 |
80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 |
96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 |
112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 |
128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | 136 | 137 | 138 | 139 | 140 | 141 | 142 | 143 |
144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | 158 | 159 |
160 | 161 | 162 | 163 | 164 | 165 | 166 | 167 | 168 | 169 | 170 | 171 | 172 | 173 | 174 | 175 |
176 | 177 | 178 | 179 | 180 | 181 | 182 | 183 | 184 | 185 | 186 | 187 | 188 | 189 | 190 | 191 |
192 | 193 | 194 | 195 | 196 | 197 | 198 | 199 | 200 | 201 | 202 | 203 | 204 | 205 | 206 | 207 |
208 | 209 | 210 | 211 | 212 | 213 | 214 | 215 | 216 | 217 | 218 | 219 | 220 | 221 | 222 | 223 |
224 | 225 | 226 | 227 | 228 | 229 | 230 | 231 | 232 | 233 | 234 | 235 | 236 | 237 | 238 | 239 |
240 | 241 | 242 | 243 | 244 | 245 | 246 | 247 | 248 | 249 | 250 | 251 | 252 | 253 | 254 | 255 |
Each 16x16 tile has a two-byte value with the format 0SSY X0II IIII IIII. SS is the solidity of the tile - 00 means not solid, 01 means top solid, 10 means left/right/bottom solid, and 11 means all solid. Y is the Y-flip flag, X is the X-flip flag, and II IIII IIII is the index of the 16x16 tile to use.
Palettes
This data is located in the DLL???.dll file in each level's folder. See below for locations.
Unlike all the Mega Drive games, and even Sonic & Knuckles Collection, this port does not use Mega Drive palettes. Instead, palette entries take four bytes, in the format RR GG BB 01, allowing for over 16 million shades instead of the Mega Drive' 512.
DLL Breakdown
DLL11A.DLL
Offset | Type | Length | Description |
---|---|---|---|
18C70 | Palette | 40 | Palette line 1 |
18CB0 | Palette | C0 | Palette lines 2-4 |
19818 | Object Layout | F90 | |
1CE60 | Level Layout | 200 | Foreground layout |
1D060 | Level Layout | 200 | Background layout |
Sound Effects
Sound effects are stored in the PCM8.CMP file, in 8-bit unsigned Mono at 11kHz. The file begins with a header that begins like this:
Offset | Type | Description |
---|---|---|
0 | String | "OTHE" |
4 | Pointer | End of File |
8 | 4 Bytes | Number of Sound Effects |
C | Pointer | Sound Effect data |
After this, there is a 4 byte value for each sound effect describing its length in bytes, then the sound data as raw PCM. SCDPCsnd can edit this file by importing and exporting WAV files.
Sprites
This data is located in SCMP*.cm_ files, and is SZDD compressed. Windows comes with an expand.exe program that can decompress these, or you can use EXPAND.EXE and COMPRESS.EXE from SonED2's Sonic CD PC folder.
The file begins with a header that begins like this:
Offset | Type | Description |
---|---|---|
0 | String | "SPRT" |
4 | Pointer | End of File |
8 | 4 Bytes | Number of Sprites |
C | Pointer | Sprites |
After that, there are 0xC bytes of data for each sprite:
Offset | Type | Description |
---|---|---|
0 | 2 Bytes, signed | X Offset |
2 | 2 Bytes, signed | Y Offset |
4 | 2 Bytes | Width |
6 | 2 Bytes | Height |
8 | 2 Bytes | Offset in palette to start at, plus 16 |
A | 2 Bytes | C1 2B |
Following that is the sprite data, in 4bpp. Each sprite takes height * (width / 2) bytes, and the next sprite follows immediately. If a sprite's width is not divisible by eight, it is padded to be divisible by eight.
Tiles
This data is located in the TCMP*.cm_ files, and is SZDD compressed. Windows comes with an expand.exe program that can decompress these, or you can use EXPAND.EXE and COMPRESS.EXE from SonED2's Sonic CD PC folder.
The file begins with a header that begins like this:
Offset | Type | Description |
---|---|---|
0 | String | "SCRL" |
4 | Pointer | End of File |
8 | 4 Bytes | Number of Tiles |
C | Pointer | Tiles |
Following that is four sets of 2 byte values, counting the number of tiles that use each palette line. Then there are two 2 byte values for each tile indicating its width and height.
Following that is the tile data, in 4bpp. Each tile takes height * (width / 2) bytes, and the next tile follows immediately.
References