Difference between revisions of "Sprite Status Table"
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(New page: '''Object RAM''' is a portion of RAM which is allocated to a single object and stores information about that object. In Sonic games, the information stored includes the object's ID or ...) |
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− | ''' | + | '''Sprite Status Table''' (SST) is a portion of [[RAM]] which is allocated to a single [[object]] and stores information about that object. In Sonic games, the information stored includes the object's ID or starting code pointer, a pointer to its [[Sprite mappings|mappings]], and other miscellaneous variables such as the current mapping frame, status bitfield, X and Y positions, etc. |
− | + | SST is actually a misnomer, since [[object]]s and [[sega:Sprite|sprite]]s are two different things in Sonic games (for example, an object may be represented by multiple sprites). The term was coined by Yuji Naka in patent number 5411272, filed in 1993. "Object Status Table" and "Object RAM" are sometimes preferred by the community. The SST should not be confused with the [[Sprite Attribute Table]], which is a list of visible sprites in the VRAM. | |
− | In ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog 2]]'', a single object is allocated $40 bytes of object RAM, and the format of this RAM is very similar between the two games. ''[[Sonic the Hedgehog 3]]'', however, allocates $4A bytes to a single object, and the format differs greatly from the previous two games. ''[[Sonic & Knuckles]]'', and consequently ''[[Sonic 3 & Knuckles]]'', both use Sonic 3's format. | + | In ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog 2]]'', a single object is allocated $40 bytes of object RAM, and the format of this RAM is very similar between the two games. ''[[Sonic the Hedgehog 3]]'', however, allocates $4A bytes to a single object, and the format differs greatly from the previous two games. ''[[Sonic & Knuckles]]'', and consequently ''[[Sonic 3 & Knuckles]]'', both use ''Sonic 3''<nowiki>'</nowiki>s format. |
== See also == | == See also == | ||
− | *[[SCHG:Sonic the Hedgehog/RAM Editing#Object Status Table Format|Description]] of Sonic 1's object RAM format | + | *[[SCHG:Sonic the Hedgehog/RAM Editing#Object Status Table Format|Description]] of ''Sonic 1''<nowiki>'</nowiki>s object RAM format |
− | *[[SCHG:Sonic 2/RAM Editing#Object Status Table Format|Description]] of Sonic 2's object RAM format | + | *[[SCHG:Sonic 2/RAM Editing#Object Status Table Format|Description]] of ''Sonic 2''<nowiki>'</nowiki>s object RAM format |
− | *[[SCHG:Sonic 3 & Knuckles#Object Status Table Format|Description]] of Sonic 3 & Knuckles' object RAM format, also applies to Sonic 3 and Sonic & Knuckles | + | *[[SCHG:Sonic 3 & Knuckles/RAM Editing#Object Status Table Format|Description]] of ''Sonic 3 & Knuckles''<nowiki>'</nowiki> object RAM format, also applies to ''Sonic 3'' and ''Sonic & Knuckles'' |
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− | [[Category:Hacking | + | [[Category:Hacking information]] |
Latest revision as of 15:14, 10 September 2023
Sprite Status Table (SST) is a portion of RAM which is allocated to a single object and stores information about that object. In Sonic games, the information stored includes the object's ID or starting code pointer, a pointer to its mappings, and other miscellaneous variables such as the current mapping frame, status bitfield, X and Y positions, etc.
SST is actually a misnomer, since objects and sprites are two different things in Sonic games (for example, an object may be represented by multiple sprites). The term was coined by Yuji Naka in patent number 5411272, filed in 1993. "Object Status Table" and "Object RAM" are sometimes preferred by the community. The SST should not be confused with the Sprite Attribute Table, which is a list of visible sprites in the VRAM.
In Sonic the Hedgehog and Sonic the Hedgehog 2, a single object is allocated $40 bytes of object RAM, and the format of this RAM is very similar between the two games. Sonic the Hedgehog 3, however, allocates $4A bytes to a single object, and the format differs greatly from the previous two games. Sonic & Knuckles, and consequently Sonic 3 & Knuckles, both use Sonic 3's format.
See also
- Description of Sonic 1's object RAM format
- Description of Sonic 2's object RAM format
- Description of Sonic 3 & Knuckles' object RAM format, also applies to Sonic 3 and Sonic & Knuckles