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sonic3k.constants.asm
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sonic3k.constants.asm
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; Equates section - names for variables
; ---------------------------------------------------------------------------
; Object Status Table offsets
; ---------------------------------------------------------------------------
; universally followed object conventions:
render_flags = 4 ; bitfield ; refer to SCHG for details
height_pixels = 6 ; byte
width_pixels = 7 ; byte
priority = 8 ; word ; in units of $80
art_tile = $A ; word ; PCCVH AAAAAAAAAAA ; P = priority, CC = palette line, V = y-flip; H = x-flip, A = starting cell index of art
mappings = $C ; long
x_pos = $10 ; word, or long when extra precision is required
y_pos = $14 ; word, or long when extra precision is required
mapping_frame = $22 ; byte
; ---------------------------------------------------------------------------
; conventions followed by most objects:
routine = 5 ; byte
x_vel = $18 ; word
y_vel = $1A ; word
y_radius = $1E ; byte ; collision height / 2
x_radius = $1F ; byte ; collision width / 2
anim = $20 ; byte
prev_anim = $21 ; byte ; when this isn't equal to anim the animation restarts
anim_frame = $23 ; byte
anim_frame_timer = $24 ; byte
angle = $26 ; byte ; angle about axis into plane of the screen (00 = vertical, 360 degrees = 256)
status = $2A ; bitfield ; refer to SCHG for details
; ---------------------------------------------------------------------------
; conventions followed by many objects but not Sonic/Tails/Knuckles:
x_pixel = x_pos ; word ; x-coordinate for objects using screen positioning
y_pixel = y_pos ; word ; y-coordinate for objects using screen positioning
collision_flags = $28 ; byte ; TT SSSSSS ; TT = collision type, SSSSSS = size
collision_property = $29 ; byte ; usage varies, bosses use it as a hit counter
shield_reaction = $2B ; byte ; bit 3 = bounces off shield, bit 4 = negated by fire shield, bit 5 = negated by lightning shield, bit 6 = negated by bubble shield
subtype = $2C ; byte
ros_bit = $3B ; byte ; the bit to be cleared when an object is destroyed if the ROS flag is set
ros_addr = $3C ; word ; the RAM address whose bit to clear when an object is destroyed if the ROS flag is set
routine_secondary = $3C ; byte ; used by monitors for this purpose at least
vram_art = $40 ; word ; address of art in VRAM (same as art_tile * $20)
parent = $42 ; word ; address of the object that owns or spawned this one, if applicable
child_dx = $42 ; byte ; X offset of child relative to parent
child_dy = $43 ; byte ; Y offset of child relative to parent
parent3 = $46 ; word ; parent of child objects
parent2 = $48 ; word ; several objects use this instead
respawn_addr = $48 ; word ; the address of this object's entry in the respawn table
; ---------------------------------------------------------------------------
; conventions specific to Sonic/Tails/Knuckles:
ground_vel = $1C ; word ; overall velocity along ground, not updated when in the air
double_jump_property = $25 ; byte ; remaining frames of flight / 2 for Tails, gliding-related for Knuckles
flip_angle = $27 ; byte ; angle about horizontal axis (360 degrees = 256)
status_secondary = $2B ; byte ; see SCHG for details
air_left = $2C ; byte
flip_type = $2D ; byte ; bit 7 set means flipping is inverted, lower bits control flipping type
object_control = $2E ; byte ; bit 0 set means character can jump out, bit 7 set means he can't
double_jump_flag = $2F ; byte ; meaning depends on current character, see SCHG for details
flips_remaining = $30 ; byte
flip_speed = $31 ; byte
move_lock = $32 ; word ; horizontal control lock, counts down to 0
invulnerability_timer = $34 ; byte ; decremented every frame
invincibility_timer = $35 ; byte ; decremented every 8 frames
speed_shoes_timer = $36 ; byte ; decremented every 8 frames
status_tertiary = $37 ; byte ; see SCHG for details
character_id = $38 ; byte ; 0 for Sonic, 1 for Tails, 2 for Knuckles
scroll_delay_counter = $39 ; byte ; incremented each frame the character is looking up/down, camera starts scrolling when this reaches 120
next_tilt = $3A ; byte ; angle on ground in front of character
tilt = $3B ; byte ; angle on ground
stick_to_convex = $3C ; byte ; used to make character stick to convex surfaces such as the rotating discs in CNZ
spin_dash_flag = $3D ; byte ; bit 1 indicates spin dash, bit 7 indicates forced roll
spin_dash_counter = $3E ; word
jumping = $40 ; byte
interact = $42 ; word ; RAM address of the last object the character stood on
default_y_radius = $44 ; byte ; default value of y_radius
default_x_radius = $45 ; byte ; default value of x_radius
top_solid_bit = $46 ; byte ; the bit to check for top solidity (either $C or $E)
lrb_solid_bit = $47 ; byte ; the bit to check for left/right/bottom solidity (either $D or $F)
; ---------------------------------------------------------------------------
; conventions followed by some/most bosses:
boss_hitcount2 = $29
; ---------------------------------------------------------------------------
; when childsprites are activated (i.e. bit #6 of render_flags set)
mainspr_childsprites = $16 ; amount of child sprites
sub2_x_pos = $18 ;x_vel
sub2_y_pos = $1A ;y_vel
sub2_mapframe = $1D
sub3_x_pos = $1E ;y_radius
sub3_y_pos = $20 ;anim
sub3_mapframe = $23 ;anim_frame
sub4_x_pos = $24 ;anim_frame_timer
sub4_y_pos = $26 ;angle
sub4_mapframe = $29 ;collision_property
sub5_x_pos = $2A ;status
sub5_y_pos = $2C ;subtype
sub5_mapframe = $2F
sub6_x_pos = $30
sub6_y_pos = $32
sub6_mapframe = $35
sub7_x_pos = $36
sub7_y_pos = $38
sub7_mapframe = $3B
sub8_x_pos = $3C
sub8_y_pos = $3E
sub8_mapframe = $41
sub9_x_pos = $42
sub9_y_pos = $44
sub9_mapframe = $47
next_subspr = $6
; ---------------------------------------------------------------------------
; property of all objects:
object_size = $4A ; the size of an object's status table entry
next_object = object_size
; ---------------------------------------------------------------------------
; unknown or inconsistently used offsets that are not applicable to Sonic/Tails:
objoff_12 = 2+x_pos
objoff_16 = 2+y_pos
objoff_1C = $1C
objoff_1D = $1D
objoff_27 = $27
objoff_2E = $2E
objoff_2F = $2F
objoff_30 = $30
enum objoff_31=$31,objoff_32=$32,objoff_33=$33,objoff_34=$34,objoff_35=$35,objoff_36=$36,objoff_37=$37
enum objoff_38=$38,objoff_39=$39,objoff_3A=$3A,objoff_3B=$3B,objoff_3C=$3C,objoff_3D=$3D,objoff_3E=$3E
enum objoff_3F=$3F,objoff_40=$40,objoff_41=$41,objoff_42=$42,objoff_43=$43,objoff_44=$44,objoff_45=$45
enum objoff_46=$46,objoff_47=$47,objoff_48=$48,objoff_49=$49
; ---------------------------------------------------------------------------
; Bits 3-6 of an object's status after a SolidObject call is a
; bitfield with the following meaning:
p1_standing_bit = 3
p2_standing_bit = p1_standing_bit + 1
p1_standing = 1<<p1_standing_bit
p2_standing = 1<<p2_standing_bit
pushing_bit_delta = 2
p1_pushing_bit = p1_standing_bit + pushing_bit_delta
p2_pushing_bit = p1_pushing_bit + 1
p1_pushing = 1<<p1_pushing_bit
p2_pushing = 1<<p2_pushing_bit
standing_mask = p1_standing|p2_standing
pushing_mask = p1_pushing|p2_pushing
; ---------------------------------------------------------------------------
; Controller Buttons
;
; Buttons bit numbers
button_up: EQU 0
button_down: EQU 1
button_left: EQU 2
button_right: EQU 3
button_B: EQU 4
button_C: EQU 5
button_A: EQU 6
button_start: EQU 7
; Buttons masks (1 << x == pow(2, x))
button_up_mask: EQU 1<<button_up ; $01
button_down_mask: EQU 1<<button_down ; $02
button_left_mask: EQU 1<<button_left ; $04
button_right_mask: EQU 1<<button_right ; $08
button_B_mask: EQU 1<<button_B ; $10
button_C_mask: EQU 1<<button_C ; $20
button_A_mask: EQU 1<<button_A ; $40
button_start_mask: EQU 1<<button_start ; $80
; ---------------------------------------------------------------------------
; Player Status Variables
Status_Facing = 0
Status_InAir = 1
Status_Roll = 2
Status_OnObj = 3
Status_RollJump = 4
Status_Push = 5
Status_Underwater = 6
; ---------------------------------------------------------------------------
; Player status_secondary variables
Status_Shield = 0
Status_Invincible = 1
Status_SpeedShoes = 2
Status_FireShield = 4
Status_LtngShield = 5
Status_BublShield = 6
; ---------------------------------------------------------------------------
; Elemental Shield DPLC variables
shield_prev_frame = $34
shield_art = $38
shield_plc = $3C
; ---------------------------------------------------------------------------
; Address equates
; ---------------------------------------------------------------------------
; Z80 addresses
Z80_RAM = $A00000 ; start of Z80 RAM
Z80_RAM_end = $A02000 ; end of non-reserved Z80 RAM
Z80_bus_request = $A11100
Z80_reset = $A11200
SRAM_access_flag = $A130F1
Security_addr = $A14000
; ---------------------------------------------------------------------------
; I/O Area
HW_Version = $A10001
HW_Port_1_Data = $A10003
HW_Port_2_Data = $A10005
HW_Expansion_Data = $A10007
HW_Port_1_Control = $A10009
HW_Port_2_Control = $A1000B
HW_Expansion_Control = $A1000D
HW_Port_1_TxData = $A1000F
HW_Port_1_RxData = $A10011
HW_Port_1_SCtrl = $A10013
HW_Port_2_TxData = $A10015
HW_Port_2_RxData = $A10017
HW_Port_2_SCtrl = $A10019
HW_Expansion_TxData = $A1001B
HW_Expansion_RxData = $A1001D
HW_Expansion_SCtrl = $A1001F
; ---------------------------------------------------------------------------
; VDP addresses
VDP_data_port = $C00000
VDP_control_port = $C00004
PSG_input = $C00011
; ---------------------------------------------------------------------------
; RAM addresses
Sprite_table_alternate = ramaddr( $FF7880 ) ; $280 bytes ; alternate sprite table for player 1 in competition mode
Sprite_table_P2 = ramaddr( $FF7B00 ) ; $280 bytes ; sprite table for player 2 in competition mode
Sprite_table_P2_alternate = ramaddr( $FF7D80 ) ; $280 bytes ; alternate sprite table for player 2 in competition mode
phase $FFFF0000
RAM_start = *
Chunk_table ds.b $8000 ; chunk (128x128) definitions, $80 bytes per definition
Level_layout_header ds.b 8 ; first word = chunks per FG row, second word = chunks per BG row, third word = FG rows, fourth word = BG rows
Level_layout_main ds.b $FF8 ; $40 word-sized line pointers followed by actual layout data
Object_respawn_table_2 := Level_layout_header+$400; $200 bytes ; respawn table used by glowing spheres bonus stage, because... Reasons?
Ring_status_table_2 := Level_layout_header+$600; $400 bytes ; ring status table used by glowing spheres bonus stage, because... Reasons?
Block_table ds.b $1800 ; block (16x16) definitions, 8 bytes per definition, space for $300 blocks
SStage_collision_response_list := Block_table+$1400 ; $100 bytes ; sprite collision list during a special stage
SStage_unkA500 := Block_table+$1500 ; unknown special stage array
SStage_unkA600 := Block_table+$1600 ; unknown special stage array
HScroll_table ds.b $200 ; array of background scroll positions for the level. WARNING: some references are before this label
_unkA880 := HScroll_table+$80 ; used in SSZ screen/background events
_unkA8E0 := HScroll_table+$E0 ; used in SSZ screen/background events
Nem_code_table ds.b $200 ; code table is built up here and then used during decompression
Sprite_table_input ds.b $400 ; 8 priority levels, $80 bytes per level
Object_RAM = * ; $1FCC bytes ; $4A bytes per object, 110 objects
Player_1 ds.b object_size ; main character in 1 player mode, player 1 in Competition mode
Player_2 ds.b object_size ; Tails in a Sonic and Tails game, player 2 in Competition mode
Reserved_object_3 ds.b object_size ; during a level, an object whose sole purpose is to clear the collision response list is stored here
Dynamic_object_RAM ds.b object_size*90 ; $1A04 bytes ; 90 objects
Dynamic_object_RAM_end = *
Level_object_RAM = Dynamic_object_RAM_end ; $4EA bytes ; various fixed in-level objects
ds.b object_size ; unknown
Breathing_bubbles ds.b object_size ; for the main character
Breathing_bubbles_P2 ds.b object_size ; for Tails in a Sonic and Tails game
Super_stars = * ; for Super Sonic and Super Knuckles
Tails_tails_2P ds.b object_size ; Tails' tails in Competition mode
Tails_tails ds.b object_size ; Tails' tails
Dust ds.b object_size
Dust_P2 ds.b object_size
Shield ds.b object_size
Shield_P2 ds.b object_size ; left over from Sonic 2 I'm guessing
Invincibility_stars ds.b object_size*4
Invincibility_stars_P2 ds.b object_size*3
Wave_Splash ds.b object_size ; Obj_HCZWaveSplash is loaded here
Object_RAM_end = *
ds.b $14 ; unused
Conveyor_belt_load_array ds.b $E ; each subtype of hcz conveyor belt uses a different byte to check if it's already loaded. Since they're so wide, the object loader may try loading them multiple times
ds.b $12 ; unused
Kos_decomp_buffer ds.b $1000 ; each module in a KosM archive is decompressed here and then DMAed to VRAM
H_scroll_buffer ds.b $380 ; horizontal scroll table is built up here and then DMAed to VRAM
Collision_response_list ds.b $80 ; only objects in this list are processed by the collision response routines
Stat_table = * ; used by Tails' AI in a Sonic and Tails game
Pos_table_P2 ds.b $100 ; used by Player 2 in competition mode
Pos_table ds.b $100 ;
Competition_saved_data ds.b $54 ; saved data from Competition Mode
ds.b $C ; unused
Save_pointer := * ; S3 uses a different address
ds.l 1 ; pointer to the active save slot in 1 player mode
ds.w 1 ; unused
Emerald_flicker_flag ds.w 1 ; controls the emerald flicker in save screen and special stage results.
ds.b $44 ; unused
Saved_data := * ; S3 uses a different address
ds.b $54 ; saved data from 1 player mode
Ring_status_table ds.b $400 ; 1 word per ring
Object_respawn_table ds.b $300 ; 1 byte per object, every object in the level gets an entry
Camera_RAM = * ; various camera and scroll-related variables are stored here
H_scroll_amount ds.w 1 ; number of pixels camera scrolled horizontally in the last frame * $100
V_scroll_amount ds.w 1 ; number of pixels camera scrolled vertically in the last frame * $100
H_scroll_amount_P2 ds.w 1
V_scroll_amount_P2 ds.w 1
_unkEE08 ds.b 1 ; this is actually unused
ds.b 1 ; unused
Scroll_lock ds.b 1 ; if this is set scrolling routines aren't called
Scroll_lock_P2 ds.b 1
Camera_target_min_X_pos ds.w 1
Camera_target_max_X_pos ds.w 1
Camera_target_min_Y_pos ds.w 1
Camera_target_max_Y_pos ds.w 1
Camera_min_X_pos ds.w 1
Camera_max_X_pos ds.w 1
Camera_min_Y_pos ds.w 1
Camera_max_Y_pos ds.w 1 ; this is the only one which ever differs from its target value
Camera_min_X_pos_P2 ds.w 1
Camera_max_X_pos_P2 ds.w 1
Camera_min_Y_pos_P2 ds.w 1
Camera_max_Y_pos_P2 ds.w 1
H_scroll_frame_offset ds.w 1 ; if this is non-zero with value x, horizontal scrolling will be based on the player's position x / $100 + 1 frames ago
Pos_table_index ds.w 1 ; goes up in increments of 4
H_scroll_frame_offset_P2 ds.w 1
Pos_table_index_P2 ds.w 1
Distance_from_top ds.w 1 ; the vertical scroll manager scrolls the screen until the player's distance from the top of the screen is equal to this (or between this and this + $40 when in the air). $60 by default
Distance_from_top_P2 ds.w 1
Deform_lock ds.b 1
ds.b 1 ; unused
Camera_max_Y_pos_changing ds.b 1 ; set when the maximum camera Y pos is undergoing a change
Dynamic_resize_routine ds.b 1
ds.b 5 ; unused
Fast_V_scroll_flag ds.b 1 ; if this is set vertical scroll when the player is on the ground and has a speed of less than $800 is capped at 24 pixels per frame instead of 6
V_scroll_value_P2_copy ds.l 1 ; upper word for foreground, lower word for background
Camera_X_diff ds.w 1 ; difference between Camera_X_pos_copy and Camera_X_pos_BG_copy, used for background collision in SSZ and other levels
Camera_Y_diff ds.w 1 ; difference between Camera_Y_pos_copy and Camera_Y_pos_BG_copy, used for background collision in SSZ and other levels
Ring_start_addr_ROM ds.l 1 ; address in the ring layout of the first ring whose X position is >= camera X position - 8
Ring_end_addr_ROM ds.l 1 ; address in the ring layout of the first ring whose X position is >= camera X position + 328
Ring_start_addr_RAM ds.w 1 ; address in the ring status table of the first ring whose X position is >= camera X position - 8
ds.w 1 ; unused
Apparent_zone_and_act = *
Apparent_zone ds.b 1 ; always equal to actual zone
Apparent_act ds.b 1 ; for example, after AIZ gets burnt, this indicates act 1 even though it's actually act 2
Palette_fade_timer ds.w 1 ; the palette gets faded in until this timer expires
Competition_time_record ds.l 1 ; player 1's recorded time for the current run, to be displayed in menus and the result screen
Competition_time_record_minute = Competition_time_record+1
Competition_time_record_second = Competition_time_record+2
Competition_time_record_frame = Competition_time_record+3
Competition_time_record_P2 ds.l 1 ; player 2's recorded time for the current run, to be displayed in menus and the result screen
Competition_time_record_minute_P2 = Competition_time_record_P2+1
Competition_time_record_second_P2 = Competition_time_record_P2+2
Competition_time_record_frame_P2 = Competition_time_record_P2+3
Competition_time_attack_new_top_record ds.b 1 ; signifies new time records in time attack mode. set: no new records, clear: 1st place, $1: 2nd place, $2: 3rd place record.
ds.b 1 ; unused
Competition_lap_count ds.b 1 ; number of laps that player 1 has completed
Competition_lap_count_2P ds.b 1 ; number of laps that player 2 has completed
Act3_flag ds.b 1 ; set when entering LRZ 3 or DEZ 3 directly from previous act. Prevents title card from loading
ds.b 1 ; unused
Camera_X_pos_P2 ds.l 1
Camera_Y_pos_P2 ds.l 1
Camera_X_pos_P2_copy ds.w 1
ds.w 1 ; unused
Camera_Y_pos_P2_copy ds.w 1
ds.w 1 ; unused
_unkEE70 ds.w 1 ; it is unclear how this is used
ds.w 1 ; unused
_unkEE74 ds.w 1 ; it is unclear how this is used
ds.w 1 ; unused
Camera_X_pos ds.l 1
Camera_Y_pos ds.l 1
Camera_X_pos_copy ds.l 1
Camera_Y_pos_copy ds.l 1
Camera_X_pos_rounded ds.w 1 ; rounded down to the nearest block boundary ($10th pixel)
Camera_Y_pos_rounded ds.w 1 ; rounded down to the nearest block boundary ($10th pixel)
Camera_X_pos_BG_copy ds.w 1
_unkEE8E ds.w 1 ; various uses in screen/background events and competition mode
Camera_Y_pos_BG_copy ds.l 1
Camera_X_pos_BG_rounded ds.w 1 ; rounded down to the nearest block boundary ($10th pixel)
Camera_Y_pos_BG_rounded ds.w 1 ; rounded down to the nearest block boundary ($10th pixel)
_unkEE98 ds.l 1 ; various uses in screen/background events and competition mode
_unkEE9C ds.l 1 ; various uses in screen/background events and competition mode
_unkEEA0 ds.w 1 ; various uses in screen/background events and competition mode
_unkEEA2 ds.w 1 ; various uses in screen/background events and competition mode
Plane_double_update_flag ds.w 1 ; set when two block are to be updated instead of one (i.e. the camera's scrolled by more than $10 pixels)
Special_V_int_routine ds.w 1
Screen_X_wrap_value ds.w 1 ; set to $FFFF
Screen_Y_wrap_value ds.w 1 ; either $7FF or $FFF
Camera_Y_pos_mask ds.w 1 ; either $7F0 or $FF0
Layout_row_index_mask ds.w 1 ; either $3C or $7C
_unkEEB0 ds.w 1 ;
Special_events_routine ds.w 1 ; routine counter for various special events. Used for example with LBZ2 Death Egg sequence
Events_fg_0 ds.w 1 ; various flags used by screen events
Events_fg_1 ds.w 1 ; various flags used by screen events
Events_fg_2 ds.w 1 ; various flags used by screen events
_unkEEBA ds.w 1 ; only used in Sonic 3
Level_repeat_offset ds.w 1 ; the number of pixels the screen was moved this frame, used to offset level objects horizontally. Used only for level repeat sections, such as AIZ airship.
Events_fg_3 ds.w 1 ; various flags used by screen events
Events_routine_fg ds.w 1 ; screen events routine counter
Events_routine_bg ds.w 1 ; background events routine counter
Events_fg_4 ds.w 1 ; various flags used by screen events
Events_fg_5 ds.w 1 ; various flags used by screen events
Draw_delayed_position ds.w 1 ; position to redraw screen from. Screen is reloaded 1 row at a time to avoid game lag
Draw_delayed_rowcount ds.w 1 ; number of rows for screen redrawing. Screen is reloaded 1 row at a time to avoid game lag
Screen_shake_flag ds.w 1 ; flag for enabling screen shake. Negative values cause screen to shake infinitely, positive values make the screen shake for a short amount of time
Screen_shake_offset ds.w 1 ; vertical offset when screen_shake_flag is enabled. This is added to camera position later
Screen_shake_last_offset ds.w 1 ; value of Screen_shake_offset for the previous frame
Events_bg ds.b $18 ; $18 bytes ; various flags used by background events
SStage_results_object_addr = Events_bg+$E ; word ; RAM address of the special stage results object
FBZ_cloud_addr = * ; $14 bytes ; addresses for cloud objects in FBZ2
Vscroll_buffer = * ; $50 bytes ; vertical scroll buffer used in various levels
_unkEEEA ds.w 1 ; various unknown uses for EEEA
ds.w 1 ; used in some instances (see above)
_unkEEEE ds.w 1 ; used exclusively in SSZ background events code
ds.w 1 ; used in some instances (see above)
_unkEEF2 ds.w 1 ; used exclusively in SSZ background events code
_unkEEF4 ds.w 1 ; used exclusively in SSZ background events code
_unkEEF6 ds.l 1 ; used exclusively in SSZ background events code
_unkEEFA ds.w 1 ; used exclusively in SSZ background events code
ds.b $3E ; used in some instances (see above)
Spritemask_flag ds.w 1 ; when set, indicates that special sprites are used for sprite masking
; These two variables implement page-flipping of the game's sprite tables in
; Competition Mode, to avoid incomplete sprite table data being uploaded to
; the VDP, which was a problem that Sonic 2 suffered from.
Current_sprite_table_page ds.w 1
Sprite_table_page_flip_pending ds.w 1
Event_LBZ2_DeathEgg = * ; if set, Launch Base 2 Death Egg is currently rising
_unkEF40_1 ds.l 1 ; used as a part of calculating decimal scores
_unkEF44_1 = * ; used as a jump pointer in vint 1E, unknown why this is used
_unkEF44_2 ds.l 1 ; used as a part of calculating decimal scores
Competition_menu_selection ds.b 1 ; 0 = Grandprix, 1 = Matchrace, 2 = Timeattack. 3 = Exit
Not_ghost_flag ds.b 1 ; set if Player 2 in competition mode isn't a ghost of player 1
Competition_menu_zone ds.b 1 ; competition mode zone id. This is different from the zone order in game
Dataselect_entry ds.b 1 ; the selected save entry in data select menu. This includes no save and delete options, too
Dataselect_nosave_player ds.w 1 ; Player mode for NO SAVE option in data select menu
Competition_menu_items ds.b 1 ; 0 = Enabled, FF = Disabled
ds.b 1 ; unused
Demo_start_button ds.b 1 ; keeps track of whether controller 1 has pressed the start button. May be used by the demo data itself
ds.b 1 ; unused
Demo_data_addr ds.l 1 ; keeps getting incremented as the demo progresses
SRAM_mask_interrupts_flag ds.w 1 ; if this is set SRAM routines will mask all interrupts (by setting the SR to $2700)
ds.w 1 ; unused
Object_index_addr ds.l 1 ; points to either the object index for S3 levels or that for S&K levels
Act3_ring_count ds.w 1 ; stores ring count during act 3 transition
Act3_timer ds.l 1 ; stores timer during act 3 transition
Camera_Y_pos_coarse_back ds.w 1 ; Camera_Y_pos_coarse - $80
Glide_screen_shake ds.w 1 ; alternate screen shaking flag only used when hyper knuckles hits a wall after gliding
_unkEF68 ds.w 1 ; stores a tile used in special stage results screen, unknown purpose
Special_stage_zone_and_act ds.w 1 ; stored zone and act during special stage results screen?
HPZ_special_stage_completed ds.w 1 ; set if special stage was completed. This determines which cutscene to play when entering HPZS
Current_special_stage_2 ds.b 1 ; seems to be just a copy of Current_special_stage
ds.b 1 ; unused
HPZ_current_special_stage ds.b 1 ; seems to be just a copy of Current_special_stage used specifically for HPZS
ds.b 1 ; unused
Ending_running_flag ds.w 1 ; the only thing this does is prevent the game from pausing
Plane_buffer_2_addr ds.l 1 ; the address of the second plane buffer to process, if applicable
Demo_hold_counter ds.b 1 ; the number of frames to hold the current buttons. This only applies to S&K demos
Demo_hold_buttons ds.b 1 ; the buttons to hold. This only applies to S&K demos
Demo_number ds.w 1 ; the currently running demo
ds.l 1 ; unused
Ring_consumption_table = * ; $80 bytes ; stores the addresses of all rings currently being consumed
Ring_consumption_count ds.w 1 ; the number of rings being consumed currently
Ring_consumption_list ds.w $3F ; the remaining part of the ring consumption table
SStage_layout_buffer = * ; $600 bytes ; yes, this area is used to for special stage layouts!
Target_water_palette ds.b $80 ; used by palette fading routines
Water_palette ds.b $80 ; this is what actually gets displayed
Water_palette_line_2 = Water_palette+$20 ; $20 bytes
Water_palette_line_3 = Water_palette+$40 ; $20 bytes
Water_palette_line_4 = Water_palette+$60 ; $20 bytes
Plane_buffer ds.b $480 ; used by level drawing routines
VRAM_buffer ds.b $80 ; used to temporarily hold data while it is being transferred from one VRAM location to another
Game_mode ds.b 1
ds.b 1 ; unused
Ctrl_1_logical = * ; both held and pressed
Ctrl_1_held_logical ds.b 1
Ctrl_1_pressed_logical ds.b 1
Ctrl_1 = * ; both held and pressed
Ctrl_1_held ds.b 1 ; all held buttons
Ctrl_1_pressed ds.b 1 ; buttons being pressed newly this frame
Ctrl_2 = * ; both held and pressed
Ctrl_2_held ds.b 1
Ctrl_2_pressed ds.b 1
_tempF608 ds.b 6 ; this is used in Sonic 3 Alone, but unused in Sonic & Knuckles and Sonic 3 Complete
VDP_reg_1_command ds.w 1 ; AND the lower byte by $BF and write to VDP control port to disable display, OR by $40 to enable
ds.l 1 ; unused
Demo_timer ds.w 1 ; the time left for a demo to start/run
V_scroll_value = * ; both foreground and background
V_scroll_value_FG ds.w 1
V_scroll_value_BG ds.w 1
_unkF61A ds.l 1 ; unused
V_scroll_value_P2 = *
V_scroll_value_FG_P2 ds.w 1
V_scroll_value_BG_P2 ds.w 1
Teleport_active_timer ds.b 1 ; left over from Sonic 2
Teleport_active_flag ds.b 1 ; left over from Sonic 2
H_int_counter_command ds.w 1 ; contains a command to write to VDP register $0A (line interrupt counter)
H_int_counter = H_int_counter_command+1 ; just the counter part of the command
Palette_fade_info = * ; both index and count
Palette_fade_index ds.b 1 ; colour to start fading from
Palette_fade_count ds.b 1 ; the number of colours to fade
Lag_frame_count ds.w 1 ; more specifically, the number of times V-int routine 0 has run. Reset at the end of a normal frame
V_int_routine ds.b 1
ds.b 1 ; unused
Sprites_drawn ds.b 1 ; used to ensure the sprite limit isn't exceeded
ds.b 1 ; unused
Water_palette_data_addr ds.l 1 ; points to the water palette data for the current level
Palette_cycle_counter0 ds.w 1 ; various counters and variables for palette cycles
Palette_cycle_counter1 ds.w 1 ; various counters and variables for palette cycles
RNG_seed ds.l 1 ; used by the random number generator
Game_paused ds.w 1
ds.l 1 ; unused
DMA_trigger_word ds.w 1 ; transferred from RAM to avoid crashing the Mega Drive
ds.w 1 ; unused
H_int_flag ds.w 1 ; unless this is set H-int will return immediately
Water_level ds.w 1 ; keeps fluctuating
Mean_water_level ds.w 1 ; the steady central value of the water level
Target_water_level ds.w 1
Water_speed ds.b 1 ; this is added to or subtracted from Mean_water_level every frame till it reaches Target_water_level
Water_entered_counter ds.b 1 ; incremented when entering and exiting water, read by the the floating AIZ spike log, cleared on level initialisation and dynamic events of certain levels
Water_full_screen_flag ds.b 1 ; set if water covers the entire screen (i.e. the underwater palette should be DMAed during V-int rather than the normal palette)
Do_Updates_in_H_int ds.b 1 ; if this is set Do_Updates will be called from H-int instead of V-int
Palette_cycle_counters ds.b $C ; various counters and variables for palette cycles
Palette_frame ds.w 1
Palette_timer ds.b 1
Super_palette_status ds.b 1 ; appears to be a flag for the palette's current status: '0' for 'off', '1' for 'fading', -1 for 'fading done'
_unkF660 ds.w 1
_unkF662 ds.w 1 ; unused
Background_collision_flag ds.b 1 ; if set, background collision is enabled
Disable_death_plane ds.b 1 ; if set, going below the screen wont kill the player
Hyper_Sonic_flash_timer ds.b 1 ; used for Hyper Sonic's double jump move
Super_Tails_flag ds.b 1
Palette_frame_Tails ds.b 1 ; Tails would use Palette_frame and Palette_timer, but they're reserved for his Super Flickies
Palette_timer_Tails ds.b 1
Ctrl_2_logical = * ; both held and pressed
Ctrl_2_held_logical ds.b 1
Ctrl_2_pressed_logical ds.b 1
_unkF66C ds.b 1
ds.b 3 ; unused
Super_frame_count ds.w 1
ds.l 1 ; unused
Scroll_force_positions ds.b 1 ; if this is set scrolling will be based on the two variables below rather than the player's actual position
ds.b 1 ; unused
Scroll_forced_X_pos ds.w 1
ds.w 1 ; unused
Scroll_forced_Y_pos ds.w 1 ; note: must be exactly 4 bytes after Scroll_forced_X_pos
ds.w 1 ; unused
Nem_decomp_queue ds.b 6*$10 ; 6 bytes per entry, first longword is source location and next word is VRAM destination
Nem_decomp_source = Nem_decomp_queue ; long ; the compressed data location for the first entry in the queue
Nem_decomp_destination = Nem_decomp_queue+4 ; word ; destination in VRAM for the first entry in the queue
Nem_decomp_vars = * ; $20 bytes ; various variables used by the Nemesis decompression queue processor
Nem_write_routine ds.l 1 ; points to either Nem_PCD_WriteRowToVDP or Nem_PCD_WriteRowToVDP_XOR
Nem_repeat_count ds.l 1 ; stored repeat count for the current palette index
Nem_palette_index ds.l 1 ; the current palette index
Nem_previous_row ds.l 1 ; used in XOR mode
Nem_data_word ds.l 1 ; contains the current compressed word being processed
Nem_shift_value ds.l 1 ; the number of bits the data word needs to be shifted by
Nem_patterns_left ds.w 1 ; the number of patterns remaining to be decompressed
Nem_frame_patterns_left ds.w 1 ; the number of patterns remaining to be decompressed in the current frame
ds.l 1 ; unused?
Tails_CPU_interact ds.w 1 ; RAM address of the last object Tails stood on while controlled by AI
Tails_CPU_idle_timer ds.w 1 ; counts down while controller 2 is idle, when it reaches 0 the AI takes over
Tails_CPU_flight_timer ds.w 1 ; counts up while Tails is respawning, when it reaches 300 he drops into the level
ds.w 1 ; unused
Tails_CPU_routine ds.w 1 ; Tails' current AI routine in a Sonic and Tails game
Tails_CPU_target_X ds.w 1 ; Tails' target x-position
Tails_CPU_target_Y ds.w 1 ; Tails' target y-position
Tails_CPU_auto_fly_timer ds.b 1 ; counts up until AI Tails automatically flies up to maintain altitude, while grabbing Sonic in Marble Garden Act 2's boss
Tails_CPU_auto_jump_flag ds.b 1 ; set to #1 when AI Tails needs to jump of his own accord, regardless of whether Sonic jumped or not
Rings_manager_routine ds.b 1
Level_started_flag ds.b 1
_unkF712 ds.b $1C ; ??? ; unknown object respawn table
AIZ1_palette_cycle_flag ds.b 1 ; selects which palette cycles are used in AIZ1
ds.b 1 ; unused
Water_flag ds.b 1
ds.b $D ; unused
Flying_carrying_Sonic_flag ds.b 1 ; set when Tails carries Sonic in a Sonic and Tails game
Flying_picking_Sonic_timer ds.b 1 ; until this is 0 Tails can't pick Sonic up
_unkF740 ds.w 1
ds.w 1 ; unused
_unkF744 ds.w 1
Tails_CPU_star_post_flag ds.b 1 ; copy of Last_star_post_hit, sets Tails' starting behavior in a Sonic and Tails game
ds.b 1 ; unused
Ctrl_1_title = * ; copy of Ctrl_1, used on the title screen
Ctrl_1_held_title ds.b 1
Ctrl_1_pressed_title ds.b 1
_unkF74A ds.b 1
_unkF74B ds.b 1
_unkF74C ds.w 1
Gliding_collision_flags ds.b 1
Disable_wall_grab ds.b 1 ; if set, disables Knuckles wall grab
ds.b $10 ; unused
Max_speed ds.w 1
Acceleration ds.w 1
Deceleration ds.w 1
Player_prev_frame ds.b 1 ; used by DPLC routines to detect whether a DMA transfer is required
ds.b 1 ; unused
Primary_Angle ds.b 1
Primary_Angle_save ds.b 1 ; Used in FindFloor/FindWall
Secondary_Angle ds.b 1
Secondary_Angle_save ds.b 1 ; Used in FindFloor/FindWall
Object_load_routine ds.b 1 ; routine counter for the object loading manager
ds.b 1 ; unused
Camera_X_pos_coarse ds.w 1 ; rounded down to the nearest chunk boundary (128th pixel)
Camera_Y_pos_coarse ds.w 1 ; rounded down to the nearest chunk boundary (128th pixel)
Object_load_addr_front ds.l 1 ; the address inside the object placement data of the first object whose X pos is >= Camera_X_pos_coarse + $280
Object_load_addr_back ds.l 1 ; the address inside the object placement data of the first object whose X pos is >= Camera_X_pos_coarse - $80
Object_respawn_index_front ds.w 1 ; the object respawn table index for the object at Obj_load_addr_front
Object_respawn_index_back ds.w 1 ; the object respawn table index for the object at Obj_load_addr_back
ds.b $16 ; unused
Pal_fade_delay ds.w 1 ; timer for palette fade routines
Collision_addr ds.l 1 ; points to the primary or secondary collision data as appropriate
ds.b $10 ; unused
Boss_flag ds.b 1 ; set if a boss fight is going on
ds.b 5 ; unused
_unkF7B0 ds.b 4
Primary_collision_addr ds.l 1
Secondary_collision_addr ds.l 1
ds.l 1 ; unused
MHZ_pollen_counter ds.b 1 ; number of currently active pollen or leaves in MHZ
_unkF7C1 ds.b 1
_unkF7C2 ds.b 1
_unkF7C3 ds.b 1
_unkF7C4 ds.w 1
Reverse_gravity_flag ds.b 1
_unkF7C7 ds.b 1
WindTunnel_flag ds.b 1
WindTunnel_flag_P2 ds.b 1
Ctrl_1_locked ds.b 1
Ctrl_2_locked ds.b 1
ds.l 1 ; unused
Chain_bonus_counter ds.w 1
Time_bonus_countdown ds.w 1 ; used on the results screen
Ring_bonus_countdown ds.w 1 ; used on the results screen
ds.l 1 ; unused
Camera_X_pos_coarse_back ds.w 1 ; Camera_X_pos_coarse - $80
_unkF7DC ds.w 1
Player_prev_frame_P2 ds.b 1 ; used by DPLC routines to detect whether a DMA transfer is required
Player_prev_frame_P2_tail ds.b 1 ; used by DPLC routines to detect whether a DMA transfer is required
Level_trigger_array ds.b $10 ; used by buttons, etc.
Anim_Counters ds.b $10 ; each word stores data on animated level art, including duration and current frame
Sprite_table ds.b $280
_unkFA80 ds.w 1 ; unused
_unkFA82 ds.b 1
_unkFA83 ds.b 1
_unkFA84 ds.w 1
_unkFA86 ds.w 1
_unkFA88 ds.b 1
_unkFA89 ds.b 1
_unkFA8A ds.w 1
_unkFA8C ds.w 1 ; unused?
_unkFA8E ds.w 1
_unkFA90 ds.w 1
Camera_stored_max_X_pos ds.w 1 ; the target camera maximum x-position
Camera_stored_min_X_pos ds.w 1 ; the target camera minimum x-position
Camera_stored_min_Y_pos ds.w 1 ; the target camera minimum y-position
Camera_stored_max_Y_pos ds.w 1 ; the target camera maximum y-position
Slotted_object_bits ds.w 1 ; bits to determine which slots are used for slotted objects
ds.b 6 ; unused
_unkFAA2 ds.b 1
_unkFAA3 ds.b 1
_unkFAA4 ds.w 1
Signpost_addr ds.w 1 ; address of the currently active signpost object. Hidden monitors use this for bouncing
_unkFAA8 ds.b 1
_unkFAA9 ds.b 1
End_of_level_flag ds.b 1 ; set if end of level is current active, for example after beating a boss
_unkFAAB ds.b 1
_unkFAAC ds.b 1
_unkFAAD ds.b 1
_unkFAAE ds.w 1
_unkFAB0 ds.w 1
_unkFAB2 ds.w 1
_unkFAB4 ds.w 1
_unkFAB6 ds.w 1
_unkFAB8 ds.b 1
_unkFAB9 ds.b 1
_unkFABA ds.w 1
_unkFABC ds.b 1
_unkFABD ds.b 1
_unkFABE ds.b 1 ; unused?
Palette_rotation_disable ds.b 1 ; if set, palette rotation scripts are disabled
_unkFAC0 ds.b 1
_unkFAC1 ds.b 1
_unkFAC2 ds.w 1
_unkFAC4 ds.w 1
ds.w 1 ; unused
_unkFAC8 ds.w 1
ds.w 1 ; unused
_unkFACC ds.b 1
_unkFACD ds.b 1
Pal_fade_delay2 ds.w 1 ; timer for palette fade from white routine
ds.b $A ; unused
Palette_rotation_custom ds.l 1 ; custom routine for palette rotation scripts
Palette_rotation_data ds.w 9 ; data used by palette rotation scripts. Last word must always be 0
SSZ_MTZ_boss_X_pos ds.w 1 ; horizontal position of the Metropolis Zone boss in Sky Sanctuary
ds.w 1 ; unused
SSZ_MTZ_boss_Y_pos ds.w 1 ; vertical position of the Metropolis Zone boss in Sky Sanctuary
ds.w 1 ; unused
SSZ_MTZ_boss_X_vel ds.w 1 ; horizontal velocity of the Metropolis Zone boss in Sky Sanctuary
SSZ_MTZ_boss_Y_vel ds.w 1 ; vertical velocity of the Metropolis Zone boss in Sky Sanctuary
SSZ_MTZ_boss_laser_timer ds.w 1 ; counts down until a laser is fired in Sky Sanctuary's Metropolis boss fight
ds.w 1 ; unused
DMA_queue ds.w $12*7 ; stores all the VDP commands necessary to initiate a DMA transfer
DMA_queue_slot ds.l 1 ; points to the next free slot on the queue
Normal_palette ds.b $80
Normal_palette_line_2 = Normal_palette+$20 ; $20 bytes
Normal_palette_line_3 = Normal_palette+$40 ; $20 bytes
Normal_palette_line_4 = Normal_palette+$60 ; $20 bytes
Target_palette ds.b $80 ; used by palette fading routines
Target_palette_line_2 = Target_palette+$20 ; $20 bytes
Target_palette_line_3 = Target_palette+$40 ; $20 bytes
Target_palette_line_4 = Target_palette+$60 ; $20 bytes
Stack_contents ds.b $100 ; stack contents
System_stack = * ; this is the top of the stack, it grows downwards
ds.w 1 ; unused
Restart_level_flag ds.w 1
Level_frame_counter ds.w 1 ; the number of frames which have elapsed since the level started
Debug_object ds.b 1 ; the current position in the debug mode object list
ds.b 1 ; unused
Debug_placement_mode = * ; both routine and type
Debug_placement_routine ds.b 1
Debug_placement_type ds.b 1 ; 0 = normal gameplay, 1 = normal object placement, 2 = frame cycling
Debug_camera_delay ds.b 1
Debug_camera_speed ds.b 1
V_int_run_count ds.l 1 ; the number of times V-int has run
Current_zone_and_act = *
Current_zone ds.b 1
Current_act ds.b 1
Life_count ds.b 1
ds.b 3 ; unused
Current_special_stage ds.b 1
ds.b 1 ; unused
Continue_count ds.b 1
Super_Sonic_Knux_flag ds.b 1
Time_over_flag ds.b 1
Extra_life_flags ds.b 1
Update_HUD_life_count ds.b 1
Update_HUD_ring_count ds.b 1
Update_HUD_timer ds.b 1
Update_HUD_score ds.b 1
Ring_count ds.w 1
Timer ds.l 1
Timer_minute = Timer+1
Timer_second = Timer+2
Timer_frame = Timer+3 ; the second gets incremented when this reaches 60
Score ds.l 1
Last_star_post_hit ds.b 1
; the following variables are all saved when hitting a star post
Saved_last_star_post_hit ds.b 1
Saved_zone_and_act ds.w 1
Saved_X_pos ds.w 1
Saved_Y_pos ds.w 1
Saved_ring_count ds.w 1
Saved_timer ds.l 1
Saved_art_tile ds.w 1
Saved_solid_bits ds.w 1 ; copy of Player 1's top_solid_bit and lrb_solid_bit
Saved_camera_X_pos ds.w 1
Saved_camera_Y_pos ds.w 1
Saved_mean_water_level ds.w 1
Saved_water_full_screen_flag ds.b 1
Saved_extra_life_flags ds.b 1
Saved_camera_max_Y_pos ds.w 1
Saved_dynamic_resize_routine ds.b 1
Saved_status_secondary ds.b 1
Special_bonus_entry_flag ds.b 1 ; 1 for entering a Special Stage, 2 for entering a Bonus Stage
; the following variables are all saved when entering a special stage
Saved2_last_star_post_hit ds.b 1
Saved2_zone_and_act ds.w 1
Saved2_X_pos ds.w 1
Saved2_Y_pos ds.w 1
Saved2_ring_count ds.w 1
Saved2_timer ds.l 1
Saved2_art_tile ds.w 1
Saved2_solid_bits ds.w 1
Saved2_camera_X_pos ds.w 1
Saved2_camera_Y_pos ds.w 1
Saved2_mean_water_level ds.w 1
Saved2_water_full_screen_flag ds.b 1
Saved2_extra_life_flags ds.b 1
Saved2_camera_max_Y_pos ds.w 1
Saved2_dynamic_resize_routine ds.b 1
LRZ_rocks_routine ds.b 1 ; routine counter for lrz special rocks
LRZ_rocks_addr_front ds.l 1 ; the address inside the lrz rocks data of the first rock whose X pos is >= Camera_X_pos_coarse + $280
LRZ_rocks_addr_back ds.l 1 ; the address inside the lrz rocks data of the first rock whose X pos is >= Camera_X_pos_coarse - $80
Oscillating_table ds.b $42 ; various oscillating variables
Oscillating_table_end = * ; end of oscillating data array
Slot_machine_goal_frame_timer ds.b 1
Slot_machine_goal_frame ds.b 1
Rings_frame_timer ds.b 1
Rings_frame ds.b 1
Slot_machine_peppermint_frame_timer ds.b 1
Slot_machine_peppermint_frame ds.b 1
Ring_spill_anim_counter ds.b 1
Ring_spill_anim_frame ds.b 1
Ring_spill_anim_accum ds.w 1
AIZ_vine_angle ds.w 1 ; controls the angle of AIZ giant vines
ds.w 1 ; unused
_unkFEBE ds.b 1 ; unused
Extra_life_flags_P2 ds.b 1
Max_speed_P2 ds.w 1
Acceleration_P2 ds.w 1
Deceleration_P2 ds.w 1
Life_count_P2 ds.b 1 ; left over from Sonic 2
Update_HUD_timer_P2 ds.b 1 ; used in competition mode
Total_ring_count ds.w 1 ; left over from Sonic 2
Total_ring_count_P2 ds.w 1 ; left over from Sonic 2
Monitors_broken ds.w 1 ; left over from Sonic 2. Apparently Sonic 3 developers liked copypasting, since gaining a life from rings also increments this counter
Monitors_broken_P2 ds.w 1 ; left over from Sonic 2
Ring_count_P2 ds.w 1 ; left over from Sonic 2
Timer_P2 ds.l 1 ; used in competition mode
Timer_minute_P2 = Timer_P2+1
Timer_second_P2 = Timer_P2+2
Timer_frame_P2 = Timer_P2+3 ; the second gets incremented when this reaches 60
Score_P2 ds.l 1 ; left over from Sonic 2
Competition_total_laps ds.b 1 ; total number of laps in competition mode (typically 5)
ds.b 1 ; unused
Competition_current_lap ds.b 1 ; current lap number for player 1 in competition mode
Competition_current_lap_2P ds.b 1 ; current lap number for player 2 in competition mode
Loser_time_left ds.b 1 ; left over from Sonic 2
ds.b $23 ; unused
Results_screen_2P ds.w 1 ; left over from Sonic 2
Perfect_rings_left ds.w 1 ; left over from Sonic 2
_unkFF06 ds.w 1 ; unknown
Player_mode ds.w 1 ; 0 = Sonic and Tails, 1 = Sonic alone, 2 = Tails alone, 3 = Knuckles alone
Player_option ds.w 1 ; option selected on level select, data select screen or Sonic & Knuckles title screen
ds.w 1 ; unused
Kos_decomp_queue_count ds.w 1 ; the number of pieces of data on the queue. Sign bit set indicates a decompression is in progress
Kos_decomp_stored_registers ds.w 20 ; allows decompression to be spread over multiple frames
Kos_decomp_stored_SR ds.w 1
Kos_decomp_bookmark ds.l 1 ; the address within the Kosinski queue processor at which processing is to be resumed
Kos_description_field ds.w 1 ; used by the Kosinski queue processor the same way the stack is used by the normal Kosinski decompression routine
Kos_decomp_queue ds.l 2*4 ; 2 longwords per entry, first is source location and second is decompression location
Kos_decomp_source = Kos_decomp_queue ; long ; the compressed data location for the first entry in the queue
Kos_decomp_destination = Kos_decomp_queue+4 ; long ; the decompression location for the first entry in the queue
Kos_modules_left ds.b 1 ; the number of modules left to decompresses. Sign bit set indicates a module is being decompressed/has been decompressed
ds.b 1 ; unused
Kos_last_module_size ds.w 1 ; the uncompressed size of the last module in words. All other modules are $800 words
Kos_module_queue ds.w 3*4 ; 6 bytes per entry, first longword is source location and next word is VRAM destination
Kos_module_source = Kos_module_queue ; long ; the compressed data location for the first module in the queue
Kos_module_destination = Kos_module_queue+4 ; word ; the VRAM destination for the first module in the queue
_unkFF7C ds.w 1
_unkFF7E ds.w 1
Level_select_repeat ds.w 1 ; delay counter for repeating the button press. Allows the menu move even when up/down is held down
Level_select_option ds.w 1 ; the current selected option in the level select
Sound_test_sound ds.w 1
Title_screen_option ds.b 1
ds.b 1 ; unused
_tempFF88 ds.w 1 ; this is used in Sonic 3 Alone, but unused in Sonic & Knuckles and Sonic 3 Complete
Competition_settings = * ; both items and game type
Competition_items ds.b 1 ; 0 = Enabled, FF = Disabled.
Competition_type ds.b 1 ; 0 = grand prix, 3 = match race, -1 = time attack
_tempFF8C ds.b 1 ; this is used in Sonic 3 Alone, but unused in Sonic & Knuckles and Sonic 3 Complete
ds.b 1 ; unused
Total_bonus_countup ds.w 1 ; the total points to be added due to various bonuses this frame in the end of level results screen
Current_music ds.w 1
Collected_special_ring_array ds.l 1 ; each bit indicates a special stage entry ring in the current zone
Saved2_status_secondary ds.b 1
Respawn_table_keep ds.b 1 ; if set, respawn table is not reset during level load
_tempFF98 ds.w 1 ; this is used in Sonic 3 Alone, but unused in Sonic & Knuckles and Sonic 3 Complete
Saved_apparent_zone_and_act ds.w 1
Saved2_apparent_zone_and_act ds.w 1
ds.b 1 ; unused
Blue_spheres_header_flag ds.b 1 ; 0 = SEGA GENESIS, 1 = SEGA MEGA DRIVE
Blue_spheres_mode ds.b 1 ; 0 = single stage, 1 = full game
Blue_spheres_menu_flag ds.b 1 ; 0 = NO WAY!, 1 = normal, bit 7 set = entering a code
Blue_spheres_current_stage ds.b 4 ; the layout parts that make up the current stage
Blue_spheres_current_level ds.l 1 ; number shown at the top of the full game menu
Blue_spheres_option ds.b 1 ; 0 = level, 1 = start, 2 = code
Blue_spheres_progress_flag ds.b 1 ; 0 = normal, -1 = disabled (single stage mode or using a code from single stage mode)
Blue_spheres_difficulty ds.b 1 ; value currently displayed
Blue_spheres_target_difficulty ds.b 1 ; value read from the layout
SK_alone_flag ds.w 1 ; -1 if Sonic 3 isn't locked on
Emerald_counts = * ; both Chaos and Super emeralds
Chaos_emerald_count ds.b 1
Super_emerald_count ds.b 1
Collected_emeralds_array ds.b 7 ; 1 byte per emerald, 0 = not collected, 1 = Chaos Emerald collected, 2 = grey Super Emerald, 3 = Super Emerald collected
ds.b 1 ; unused
Emeralds_converted_flag ds.b 1 ; set if at least one emerald has been converted to a Super Emerald
SK_special_stage_flag ds.b 1 ; set if a Sonic & Knuckles special stage is being run
Title_anim_buffer ds.b 1 ; status of the title animation buffer. Changes 2 different nametables in VDP while the other is being processed
Title_anim_delay ds.b 1 ; title animation delay counter
Title_anim_frame ds.b 1 ; title animation frame number
ds.b 1 ; unused
Next_extra_life_score ds.l 1
Next_extra_life_score_P2 ds.l 1 ; left over from Sonic 2
ds.w 1 ; unused
Debug_saved_mappings ds.l 1 ; player 1 mappings before entering debug mode
Debug_saved_art_tile ds.w 1 ; player 1 art_tile before entering debug mode
Demo_mode_flag := * ; S3 uses a different address
ds.w 1
Next_demo_number := * ; S3 uses a different address
ds.w 1
Blue_spheres_stage_flag := * ; S3 uses a different address
ds.b 1 ; set if a Blue Sphere special stage is being run
ds.b 1 ; unused
V_blank_cycles := * ; S3 uses a different address
ds.w 1 ; the number of cycles between V-blanks
Graphics_flags := * ; S3 uses a different address
ds.b 1 ; bit 7 set = English system, bit 6 set = PAL system
ds.b 1 ; unused
Debug_mode_flag := * ; S3 uses a different address
ds.w 1
ds.l 1 ; unused
Level_select_flag := * ; S3 uses a different address
ds.b 1
Slow_motion_flag := * ; S3 uses a different address
ds.b 1
Debug_cheat_flag := * ; S3 uses a different address
ds.w 1 ; set if the debug cheat's been entered
Level_select_cheat_counter := * ; S3 uses a different address
ds.w 1 ; progress entering level select cheat, unused
Debug_mode_cheat_counter := * ; S3 uses a different address
ds.w 1 ; progress entering debug mode cheat, unused
Competition_mode := * ; S3 uses a different address
ds.w 1
P1_character := * ; S3 uses a different address
ds.b 1 ; 0 = Sonic, 1 = Tails, 2 = Knuckles
P2_character := * ; S3 uses a different address
ds.b 1
ds.l 1 ; unused
V_int_jump := * ; S3 uses a different address
ds.b 6 ; contains an instruction to jump to the V-int handler
V_int_addr := V_int_jump+2 ; long
H_int_jump := * ; S3 uses a different address
ds.b 6 ; contains an instruction to jump to the H-int handler
H_int_addr := H_int_jump+2 ; long
Checksum_string := * ; S3 uses a different address
ds.l 1 ; set to Ref_Checksum_String once the checksum routine has run
Ref_Checksum_String := 'SM&K'
.check = (*)&$FFFFFF
if (.check>0)&(.check<$FF0000)
fatal "Sonic & Knuckles RAM definitions are too large by $\{*} bytes!"
endif
dephase
; extra Special Stage variables
phase Pos_table_P2
SStage_scalar_index_0 ds.w 1 ; unknown scalar table index value
SStage_scalar_index_1 ds.w 1 ; unknown scalar table index value
SStage_scalar_index_2 ds.w 1 ; unknown scalar table index value
SStage_scalar_result_0 ds.l 1 ; unknown scalar table results values
SStage_scalar_result_1 ds.l 1 ; unknown scalar table results values
SStage_scalar_result_2 ds.l 1 ; unknown scalar table results values
ds.b $A
SStage_scalar_result_3 ds.l 1 ; unknown scalar table results values
Special_stage_anim_frame ds.w 1 ; special stage globe's current animation frame, $10 and higher is turning
Special_stage_X_pos ds.w 1
Special_stage_Y_pos ds.w 1
Special_stage_angle ds.b 1 ; $00 = north, $40 = west, $80 = south, $C0 = east
ds.b 1 ; unused
Special_stage_velocity ds.w 1 ; player's movement speed, negative when going backwards
Special_stage_turning ds.b 1 ; direction of next turn, 4 = left, -4 = right
Special_stage_bumper_lock ds.b 1 ; if set, the player can't start advancing by pressing up
Special_stage_prev_anim_frame ds.b 1
ds.b 2 ; unused
Special_stage_palette_frame ds.b 1 ; same as Special_stage_anim_frame, but set to 0 while turning
Special_stage_turn_lock ds.b 1 ; if set, the player can't turn
Special_stage_advancing ds.b 1 ; set when the player player presses up
Special_stage_jumping ds.b 1 ; $80 = normal jump, $81 = spring
Special_stage_fade_timer ds.b 1 ; counts up when leaving the special stage
Special_stage_prev_X_pos ds.w 1
Special_stage_prev_Y_pos ds.w 1
Special_stage_spheres_left ds.w 1
Special_stage_ring_count ds.w 1
Special_stage_sphere_HUD_flag ds.b 1
Special_stage_extra_life_flags ds.b 1 ; when bit 7 is set, the ring HUD is updated
Special_stage_rate_timer ds.w 1 ; when this reaches 0, the special stage speeds up
Special_stage_jumping_P2 ds.b 1 ; $80 = normal jump, $81 = spring
ds.b 1 ; unused
Special_stage_rings_left ds.w 1
Special_stage_rate ds.w 1 ; player's maximum speed in either direction
Special_stage_palette_addr ds.l 1 ; ROM address of the stage's color palette
Special_stage_clear_timer ds.w 1 ; counts up after getting the last sphere, when it reaches $100 the emerald appears