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Animation Reverse Engineering #7
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okay I'm getting somewhere Sonic Animation Data Segmented
This is the layout of the animation data starting at The attack data probably doesn't start with the sprite index, so things may need to get shifted. |
To expand on this, with a little bit of digging, I found a list of addresses showing how the game reads the animation data at Addresses are stored backwards. We can assume that the game begins reading Sonic's idle at Using that, we can make a few assumptions:
It's possible that the format has 00 in front of F0 FF instead of at the end of the lines, though. I'm not sure, but it doesn't really change anything. Every animation seems to have an Definitely kinda minor, but it does change how we would approach adding more frames. For example, to add another frame to the idle, you would adjust it like so:
Adding I can go through and adjust your list once school lets out if need be. |
Sonic Image Indexes
Just in case we didn't have it before, and also because they make it easier to find addresses. So, on that note, I went through all of Sonic's animation data and sectioned off what I could: Sonic Animation Data Sections
Some of it seems to be complete animation loops, while others seem to only loop certain bits. I wasn't able to tell what everything was exactly at a glance - in fact, some of seemed to contain no data at all at yet was still sectioned off, like so: If there's the name of a sprite set with ?? behind it, then it uses the sprites of that set but I'm not sure where it's used. If it's marked with ??, I don't have a clue what it is. I can take a shot at compiling a bit list in a little bit. |
Man, I really hope that some of this shit is redundant. I went through and sorted every single animation. I said earlier that I think only Sonic Animation Data Segmented
|
Glimmer found the attack offsets and here's everything we've found.
Here's a reference image for the values we're modifying.
Original:
05 00 27 00 01 00 25 00 02 00 26 00 42 00 00 10 04 00 F0 FF 43
5337x
00
05
01
00
02
27
03
00
04
01
05
00
06
25
07
00
00
08
02
09
00
0A
26
02
, it plays a landing animation0B
00
0C
42
42
plays the second frame of the animation,44
plays the fourth frame, etc.0D
00
0E
00
0F
10
10
04
11
00
00
, it freezes in the middle of the animation12
F0
13
FF
14
43
42
plays the second frame of the animation,44
plays the fourth frame, etc.53376
value25
5337F
value10
01
11
12
Attack Type
0x53374
01
02
03
04
05
06
07
08
09
0A
0B
0C
0D
0E
0F
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