Difference between revisions of "Sonic 3D: Flickies' Island/Technical information"
From Sonic Retro
(these were found by Mustapha in the SR forum) |
(Updated level header data table) |
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Line 16: | Line 16: | ||
|4 bytes | |4 bytes | ||
|Pointer | |Pointer | ||
− | |Object | + | |Object placement |
|[[RNC]] | |[[RNC]] | ||
|- | |- | ||
Line 22: | Line 22: | ||
|4 bytes | |4 bytes | ||
|Pointer | |Pointer | ||
− | |Collision | + | |Collision layout |
|RNC | |RNC | ||
|- | |- | ||
Line 28: | Line 28: | ||
|4 bytes | |4 bytes | ||
|Pointer | |Pointer | ||
− | | | + | |Graphics for plane B tiles |
|RNC | |RNC | ||
|- | |- | ||
Line 34: | Line 34: | ||
|4 bytes | |4 bytes | ||
|Pointer | |Pointer | ||
− | | | + | |Graphics for plane A tiles |
|N/A | |N/A | ||
|- | |- | ||
Line 40: | Line 40: | ||
|4 bytes | |4 bytes | ||
|Pointer | |Pointer | ||
− | |32x32 mappings for | + | |32x32 mappings for plane B |
|N/A | |N/A | ||
|- | |- | ||
Line 46: | Line 46: | ||
|4 bytes | |4 bytes | ||
|Pointer | |Pointer | ||
− | | | + | |32x32 mappings for plane A |
|N/A | |N/A | ||
|- | |- | ||
Line 52: | Line 52: | ||
|4 bytes | |4 bytes | ||
|Pointer | |Pointer | ||
− | | | + | |Level layout |
|N/A | |N/A | ||
|- | |- | ||
Line 64: | Line 64: | ||
|4 bytes | |4 bytes | ||
|Pointer | |Pointer | ||
− | | | + | |Start position, checkpoint positions, etc. |
|N/A | |N/A | ||
|- | |- |
Revision as of 05:08, 28 June 2009
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This is the Sonic Community Hacking Guide for the Mega Drive version of Sonic 3D: Flickies' Island.
Level headers
Level headers are 42 bytes each. They contain data needed to load their layout, objects, etc. Below is the format for a level header. N/A means that we yet don't know its functionality, however looking at their values it seems like them all are pointers. If a question mark (?) is in the description, then the content isn't confirmed yet. All palettes pointers are indices from some array.
Offset | Size | Type | Description | Compression |
---|---|---|---|---|
$0 | 4 bytes | Pointer | Object placement | RNC |
$4 | 4 bytes | Pointer | Collision layout | RNC |
$8 | 4 bytes | Pointer | Graphics for plane B tiles | RNC |
$C | 4 bytes | Pointer | Graphics for plane A tiles | N/A |
$10 | 4 bytes | Pointer | 32x32 mappings for plane B | N/A |
$14 | 4 bytes | Pointer | 32x32 mappings for plane A | N/A |
$18 | 4 bytes | Pointer | Level layout | N/A |
$1C | 4 bytes | Pointer | List of miscellaneous graphics to load | Custom, graphics use RNC |
$20 | 4 bytes | Pointer | Start position, checkpoint positions, etc. | N/A |
$24 | 2 bytes | N/A | Unused? (always $0000) | N/A |
$26 | 1 byte | Index | 1st palette | None |
$27 | 1 byte | Index | 2nd palette | None |
$28 | 1 byte | Index | 3rd palette | None |
$29 | 1 byte | Index | 4th palette | None |
Level headers locations
Those are the addresses for the headers of all the levels in the game. They point to the beginning of the header data, of course.
Offset | Description |
---|---|
$1AB62 | Green Grove Zone Act 1 |
$1AB8C | Green Grove Zone Act 2 |
$1ABB6 | Green Grove Zone Act 3 |
$1AC5E | Rusty Ruin Zone Act 1 |
$1AC34 | Rusty Ruin Zone Act 2 |
$1AC88 | Rusty Ruin Zone Act 3 |
$1ADAE | Spring Stadium Zone Act 1 |
$1ADD8 | Spring Stadium Zone Act 2 |
$1AE02 | Spring Stadium Zone Act 3 |
$1ACB2 | Diamond Dust Zone Act 1 |
$1ACDC | Diamond Dust Zone Act 2 |
$1AD06 | Diamond Dust Zone Act 3 |
$1AD5A | Volcano Valley Zone Act 1 |
$1AD30 | Volcano Valley Zone Act 2 |
$1AD84 | Volcano Valley Zone Act 3 |
$1ABE0 | Gene Gadget Zone Act 1 |
$1AC0A | Gene Gadget Zone Act 2 |
$1AE2C | Gene Gadget Zone Act 3 |
$1AE80 | Panic Puppet Zone Act 1 |
$1AE56 | Panic Puppet Zone Act 2 |
$1AEAA | Panic Puppet Zone Act 3 |
$1AED4 | The Final Fight |
Eggman Hitcount locations
Offset | Description |
---|---|
$DDBB | Green Grove Zone |
$6DD5 | Rusty Ruins |
$8851 | Spring Stadium Zone |
$F265 | Diamond Dust Zone |
$9E65 | Volcano Valley Zone |
$11113 | Gene Gadget Zone |
$125ED | Panic Puppet Zone Right Arm Part 1? |
$13097 | Panic Puppet Zone Right Arm Part 2? |