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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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Object RAM is often erroneously referred to as a '''Sprite Status Table''' (or '''SST''' for short). The correct term would be '''Object Status Table''' (or '''OST''' for short), since [[Object|objects]] and [[Sprite|sprites]] are two completely different things in the context of Sonic games. Despite being incorrect from a technical perspective, the term SST is still widely used due to familiarity and because the abbreviation OST can be confused with Original Soundtrack.
 
Object RAM is often erroneously referred to as a '''Sprite Status Table''' (or '''SST''' for short). The correct term would be '''Object Status Table''' (or '''OST''' for short), since [[Object|objects]] and [[Sprite|sprites]] are two completely different things in the context of Sonic games. Despite being incorrect from a technical perspective, the term SST is still widely used due to familiarity and because the abbreviation OST can be confused with Original Soundtrack.
  
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.
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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
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*[[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
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*[[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
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*[[SCHG:Sonic 3 & Knuckles#Object Status Table Format|Description]] of ''Sonic 3 & Knuckles''<nowiki>'</nowiki> object RAM format, also applies to ''Sonic 3'' and ''Sonic & Knuckles''
 
*[[Object]]
 
*[[Object]]
  
 
[[Category:Hacking Information]]
 
[[Category:Hacking Information]]

Revision as of 05:11, 17 August 2008

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 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.

Object RAM is often erroneously referred to as a Sprite Status Table (or SST for short). The correct term would be Object Status Table (or OST for short), since objects and sprites are two completely different things in the context of Sonic games. Despite being incorrect from a technical perspective, the term SST is still widely used due to familiarity and because the abbreviation OST can be confused with Original Soundtrack.

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