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Sprite Status Table

From Sonic Retro

Revision as of 05:11, 17 August 2008 by Shobiz (talk | contribs) (+italics)

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