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Main - ROM Hacking - The Sonic 3D Blast Data Thread returns! New thread | Thread closed


S.N.N.
Posted on 02-21-07 10:29 PM Link | Quote | ID: 3702


Beezo
Level: 49

Posts: 12/485
EXP: 845630
Next: 38253

Since: 02-19-07
From: Ontario, Canada

Last post: 5450 days
Last view: 5450 days
This was stickied on the old board before it was taken down. I know people were interested in seeing how far we could get with this data, so I figured I would revive it and even start updating again. Enjoy!

(note: The data below is the ROM Sonic 3D.smd.... it's .smd, NOT .bin, as that is a different version (thanks to Bane King for noting this for me)

*PLEASE READ BELOW BEFORE YOU READ THE DATA*

Aside from hacking YI, I tend to play Sonic 3D....since that game is damn awesome whether anyone thinks so or not. I finally decided it was time to look for an editor for the game....however, no editors were out. "Well, dammit" I thought. I really wanted to hack this game. Thus began my crusade to find data in the ROM.

Listed below are some of my notes (well, about 10 pages worth). About 95% of the offsets listed are exact, however, where you see a really big byte range (like, over a couple thousand) is where I'm unsure (this includes Sonics animations.) So far, I have managed to hack through many palettes, movies, main entrances, the order of levels, the menus, graphics, animations, and level arrangements. I have just begun finding level layouts....which is what I'm currently working on.

Without further ado, here is what I have so far. (note: don't forget these are my personal notes, so they may not make a lot of sense )

Bytes are in increasing order.

-------------------------------------------------------
-------------------------------------------------------


NOTICE: In pretty much all cases, changing any byte to byte FF will yield the Congratulations – you have found the secret level select screen – or better known as the C screen.

------------------------------------

$711: SEGA intro. Changing it to anything other than FC will make it crash.
$715: SEGA intro. Changing it to anything other than 75 will make it crash.
$716: Changes which level is entered when you hit “Start” on main screen. (01 is default “Green Grove 1”)
00=CRASH!!!!
01=Green Grove Zone 1
02=Green Grove Zone 2
03=Green Grove Zone 3
04=Gene Gadget Zone 1
05=Gene Gadget Zone 2
06=Rusty Ruin Zone 2
07=Rusty Ruin Zone 1
08=Rusty Ruin Zone 3
09=Diamond Dust Zone 1
0A=Diamond Dust Zone 2
0B=Diamond Dust Zone 3
0C=Volcano Valley Zone 2
0D=Volcano Valley Zone 1
0E=Volcano Valley Zone 3
0F=Spring Stadium Zone 1
10=Spring Stadium Zone 2
11=Spring Stadium Zone 3
12=Gene Gadget Zone 3 (way down here???)
13=Panic Puppet Zone 2
14=Panic Puppet Zone 1 (notice a pattern yet?)
15=Panic Puppet Zone 3
16=The Final Fight
Anything past 16 is a crash.
$717: Changes second level from Green Grove 2 (02) to any of the above.
$718: Changes third level from Green Grove 3 (03) to any of the above
$719: Changes fourth level from Rusty Ruin 1 (07) to any of the above
$71A: Changes fifth level from Rusty Ruin 2 (06) to any of the above
$71B: Changes sixth level from Rusty Ruin 3 (08) to any of the above
$71C: Changes seventh level from Spring Stadium 1 (0F) to any of the above
$71D: Changes eighth level from Spring Stadium 2 (10) to any of the above
$71E: Changes ninth level from Spring Stadium 3 (11) to any of the above
$71F: Changes tenth level from Diamond Dust 1 (09) to any of the above
$720: Changes eleventh level from Diamond Dust 2 (0A) to any of the above
$721: Changes twelfth level from Diamond Dust 3 (0B) to any of the above
$722: Changes thirteenth level from Volcano Valley 1 (0D) to any of the above
$723: Changes fourteenth level from Volcano Valley 2 (0C) to any of the above
$724: Changes fifteenth level from Volcano Valley 3 (0E) to any of the above
$725: Changes sixteenth level from Gene Gadget 1 (04) to any of the above
$726: Changes seventeenth level from Gene Gadget 2 (05) to any of the above
$727: Changes eighteenth level from Gene Gadget 3 (12) to any of the above
$728: Changes nineteenth level from Panic Puppet 1 (14) to any of the above
$729: Changes twentieth level from Panic Puppet 2 (13) to any of the above
$72A: Changes twenty-first level from Panic Puppet 3 (15) to any of the above
$72B: Changes twenty-second level from the Final Fight (16) to any of the above
$72C-$83F: Opening screens. DON’T change these bytes!!!
$842: SEGA intro? Changing to E8-FB will yield normal screen, while any other byte yields “Congratulations” screen, followed by a crash.
$844-$845: Yields “Congratulations” screen with crash if changed. Only 20 crashes whole game
$846: Every byte other than F3 yields the “Congratulations (C)” screen
$848-$84A: Same as 846
$84B-$9FF: To save time, I will tell you this is more title screen data….kay?

----------------------------------------------

Below is intro movie data

----------------------------------------------

$A03-$B02: Swarm of D8s here. Changing ALL of them will change the movie with Sonic running with Flickies to the C screen and crash. Changing some glitches the movie with ugly lines.
$B03: Change it to 76 for a light show But any other byte is C screen at movie start
$B04: Change it to 00 to make the movie play with sound and no picture. However, any other byte is C screen.
$B05-$C04: Pretty much the same as $A03-$B02.
$C05: C screen if anything other than 00
$C06: Change it to 00, 01, 02, 03, 04, and the movie plays for 3 seconds with no picture, then a C screen.

-----------------------------------------------------------

Below is data I'm ... sort of unsure of

-----------------------------------------------------------


$C10-$C11: Holy crap…if you change this, all levels sounds and tiles turn way buggy.
$C12: If you change the first half of the byte, the character starts on top of a waterfall in GG1. Change the second half however, and you got buggy sprites (not extremely buggy though)
$C13: Change the first half, and only Sonic is a bit buggy. Change the second half, everything
$C14: Changing the first half, in some cases will either start Sonic off invisible, or inVINcible. Changing the second half does nothing though
$C15: ??
$C16: Glitches if changed.
$C17: Changing the first half of the byte causes C screen (sometimes) but other times, it messes up the first green arrow thing the rolls you into a ball and shoots you through gate. Also, changing it to AE will cause strange sprite behavior, and a rolled-up Sonic when gripping the big rings. (GG1)
$C18: Gah . . .just a glitch.
$C19: Ditto.
$C1A: The first half will start Sonic as a yellow square sometimes…other times, it’s a C screen. Second half does nothing.
$C1B-$C1D: You guessed it…Glitch!
$C1E: Y Halo Thar C Screen
$C1F: “Oh, you’re a foul one…Mr. Glitch.”
$C20: Nothing?
$C21: C screen … however, second half only does nothing.
$C22: Nothing

-------------------------------------------------

Below are level pointers

-------------------------------------------------

$1AB62 Green Grove Zone Act 1
$1AB8C Green Grove Zone Act 2
$1ABB6 Green Grove Zone Act 3
$1AC5E Rusty Ruin Zone Act 1
$1AC34 Rusty Ruin Zone Act 2
$1AC88 Rusty Ruin Zone Act 3
$1ADAE Spring Stadium Zone Act 1
$1ADD8 Spring Stadium Zone Act 2
$1AE02 Spring Stadium Zone Act 3
$1ACB2 Diamond Dust Zone Act 1
$1ACDC Diamond Dust Zone Act 2
$1AD06 Diamond Dust Zone Act 3
$1AD5A Volcano Valley Zone Act 1
$1AD30 Volcano Valley Zone Act 2
$1AD84 Volcano Valley Zone Act 3
$1ABE0 Gene Gadget Zone Act 1
$1AC0A Gene Gadget Zone Act 2
$1AE2C Gene Gadget Zone Act 3
$1AE80 Panic Puppet Zone Act 1
$1AE56 Panic Puppet Zone Act 2
$1AEAA Panic Puppet Zone Act 3
$1AED4 The Final Fight


--------------------------------------------------

Text data (found by fabio - this is a .bin by the way)

---------------------------------------------------

$215FA-$2165A: Text containing the score bonus and emerald bonus whenever you clear a bonus stage.
$21DA4-$22069: Text from the Sonic has passed the level screen. It's divided into 3 sections. The first section contains everything from time taken to Knuckle and Tail Bonus points. This appears in the first 5 worlds and only in acts 1 and 2. The second section only has time taken, ring bonus, and time bonus. This appears in Boss fights and in Panic Puppet Zone Act 2. The last section is the same as the first one except the Knuckle's and Tail's Bonus points don't appear in that. This appears in Gene Gadget Act 1 and 2 as well as Panic Puppet Act 1.
$234E7-$2353D: Ending Game Text: Thank you Sonic! You saved us from Robotnik. We are greatful for your efforts.
$2392B-$239B3: Intro Movie Text: Go Sonic! You can warp through the big rings with the help of the flickies! Chase after Robotnik and defeat his plans!
$23C33-$23C89: Intro Movie Text: Robotnik made my friends like this! I must save them! Robotnik must be stopped!
$23CD3-$23D38: Intro Movie Text: Sonic starts to defeat the enemies in order to rescue the Flickes who are trapped inside.
$23F1C-$23F7A: Intro Movie Text: Sonic visits Flicky Island to see his friends but the only thing he finds are robots.
$24347-$243FD: Intro Movie Text: Robotnik learns about the Flickies. I will change the Flickies into robots and have them search for the chaos emeralds for me. Using the infinite power of the emeralds, I can conquer the world!
$246D4-$24746: Intro Movie Text: Flickies are mysterious birds. They live in another dimension and can travel anywhere through larger rings.
$24C61-$24C33: More text. This appears when you beat Panic Puppet Zone Act 3: As long as I have this final weapon I can conquer the world anytime. See you again sometime Sonic.
$24D02-$24D22: Text. You hear it right when you are going to fight the Death Egg: Prepare to fight the final weapon!

--------------------------------------------------

Below are palettes for all of the movies.

--------------------------------------------------

$24C50-$24C53: Absolute bottom of sky in Flicky movie. The higher the numbers, the brighter it is.
$24C54-$24C58: Bottom part of sky in Flicky movie. The higher the numbers, the brighter it is.
$24C59-$24C5B: Middle part of background sky in Flicky movie. The higher the numbers, the brighter it is.
$24C5C-24C5F: Top part of background sky in Flicky movie. The higher the numbers, the brighter it is.
$24C60: Nothing.
$24C61: Behind letters of first screen of Flicky movie, and top part. Colours vary on value.
$24C62: Outline of flying pink Flicky, and stomach of fat green Flicky. Colours vary on value.
$24C63: Pretty much the same as above, but a different part.
$24C64: Part of pink Flicky’s feet, and top part of fat Flicky’s stomach.
$24C65: Beak and feet of pink Flicky, also very top part of fat Flicky’s stomach.
$24C66: Eyes of green and pink Flicky
$24C67: Above green Flicky’s feet, and just under it’s head.
$24C68-$24C6B: Green Flicky’s body
$24C6C-$24C6F: Pink Flicky’s body
$24C70-$24C74: Outline in Flicky movie
$24C75-$24C78: Nothing….?
$24C79-$24C7B: Ditto?
$24C7C-$24C7F: And again.
$24C80: Outline of text in first Flicky movie screen
$24C81: Background of second movie screen
$24C82: Nothing.
$24C83: Center part of Robotnik’s stomach in second screen
$24C84-$24C87: More of Robotnik’s stomach, his arms, and a button on his machine
$24C88-$24C8B: Middle, sides, and more of arms on Robotnik
$24C8C-$24C8F: Face and vest of Robotnik….also his main capsule.
$24C90-$24C93: Robotnik’s hair and gloves…also sides of capsule.
$24C94-$24C97: More of Robotnik’s gloves, more of the capsule, and a big yellow thing on the right.
$24C98-$24C9B: Lots of background junk in Robotnik screen
$24C9C-$24C9F: Lines in capsule, and another button.
$24CA0-$24CAF: Nothing.
$24CB0-$24CBF: The first four bytes control text colour in Robotnik screen…the other ones do nothing.
$24CC0-$24CDF: Nothing
$24CE0-$24CE3: Controls third and fourth screen in movie with Sonic. Changes the background, border, and area behind text.
$24CE4-$24CE7: Changes area under trees in third and fourth screen
$24CE8-$24CEB: Changes trees and bushes in third and fourth screen
$24CEC-$24CEF: Same as above, but different parts
$24CF0-$24CF3: Changes one type of tile on the ground in third screen, plus a leaf of the trees
$24CF4-$24CF7: BG tiles, and outline of FG tiles in third screen
$24CF8-$24CFB: Stream in third screen
$24CFC-$24CFF: Other type of tile in third screen, part of stream, and BG tiles
$24D00-$24D03: Part of the robots, and background stuff. Bit of outline of FG tiles too.
$24D05-$24D08: The rest of the robot in the third screen
$24D09-$24D0B: Yet more of the robots.
$24D0C-$24D0F: MORE of the robots.
$24D10-$24D13: Mouth and shell of robots.
$24D14-$24D17: Changes colour of the Sonic blue in third screen
$24D18-$24D1B: Changes Sonic’s face and outline.
$24D1C-$24D1F: Sonic’s shoes, ears, and mouth
$24D20-$24D23: Sonic’s shoes
$24D24-$24D27: Outline of tiles and stream on fourth screen
$24D28-$24D2B: One type of tile and stream on fourth screen
$24D2C-$24D2F: The explosion of the robots (colour)
$24D30-$24D33: Top of stream, and outline of text
$24D34-$24D37: Hair of Sonic
$24D38-$24D3B: Skin of Sonic
$24D3C-$24D3F: Shoes and mouth of Sonic
$24D40-$24D43: Outline of Sonic’s shoes in fourth screen….also background and Sonic’s hair in final screen.
$24D44-$24D47: Sonic’s hands in final screen.
$24D48-$24D4B: Outline of Sonic in final screen
$24D4C-$24D4F: Part of dimension ring and all floor tiles in final screen
$24D50-$24D53: Outline of ground tiles in final screen
$24D54-$24D57: Background wall, cliff, and tree trunk in final screen
$24D58-$24D5B: Outline of walls, bushes, cliff, and trees in final screen
$24D5C-$24D5F: Cliffs, wall, bushes, and Sonic’s shoes in final screen
$24D60-$24DA0: Changes palettes in “bad end” movie (offsets are pretty close, but not exact)



$24DA1-$26000: All of these bytes pretty much have to do with all of Sonic’s animation. Changing them all to one byte will cause glitches and a C screen. However, by changing a few, I’m sure you could mix up the animations. (again, these offsets aren’t exactly, but are very close)



$26000-$26400: Not sure what they do…but they have to do with the Flicky movie itself. Crashes when I change them.
$26400-$26600: More Flicky movie…however, these bytes seem to control the first screen only.
$26700-$267B0: Controls “bad end” movie after Panic Puppet 3 where Sonic is flying with Flickies. Try to avoid changing these bytes, unless you know what you’re doing.
$267B0-$26820 (roughly): Really weird…they don’t CRASH the above movie, they just make it glitched…different bytes have different effects.
$26830-$26890: Changes the text in the final movie screen before credits. Text table is below (very basic one) Very confusing, as changes each byte in a row seems to change every second letter….anyway:
41=A
42=B
43=C
44=D
45=E
46=F
47=G
48=H
49=I
4A=J
4B=K
4C=L
4D=M
4E=N
4F=O
50=P
51=Q
52=R
53=S
54=T
55=U
56=V
57=W
58=X
59=Y
60=Z
$268A0-26920: Changes first and third bad ending screen.
$26920-$2693B: These bytes have different effects, but the most notable one is the one that changes all the sprites in the first two bad end screens.
$2693C-$26989: Controls the “good end” movie.
$2698A: Wow….this one byte will mess up the text at the end of final movie.
$2698B: C screen no matter what you change it to.

$27120-$27140: Tells Sonic how to roll on the first rolly thing in Green Grove 1. Change them slightly, and you can easily work out a pattern (note – this could be useful for level editing)

------------------------------------------------------

Below are menu bytes. They look rather strange....but meh.

------------------------------------------------------

$27DA0-$27DB0: While these may look normal, they are not, Changing them will change the speed at which the main menu icons turn “Start” “Sound Test” “Controls” Also, this affects the waviness of the “Level Select” words in the Level Select menu.
$27DB0-$27DE0: Same as above – however, as you change these, you will notice the menu icons getting closer together.
$27DE0-$27E00: Same as above again – however, you will now start to notice a change in speed of the level names when you enter a level. The higher these bytes are, the faster it is, however, the lower they are, it is slower.
$27E00-$27E60: As you change these, you will now notice that as the icons on the menu are turning, they almost look “stuck” together.

NOTE * : As $27DA0 and on change, Sonic controls will start to “stick” in different directions, and he will not move. Watch out.

$27E70-$27EA0: When these are changed, the white “light” that shows your current choice on the main menu vanishes. Also, the left and up-left direction on Sonic lock-up. Finally, the level name appear after Sonic is in the level, and very briefly.
$27EA0-$27EF0: When these are changed, only two icons will appear on the main menu – one will be “hiding” behind your currently selected one. Also, the level select nearly stops bouncing. Right and up-right directions now lock up on Sonic.
$27F00-$27F40: The level name stops appearing altogether, and the down-left control locks up on Sonic.
$27F40-27F80: Right locks up
$27F80-$27FB0: Nothing really changes.
$27FB0-$28000: Only one icon turns in view on main menu, level select gets choppy.
$28000-$28040: Only one icon can even be seen now.
$28040-$28080: Down-right locks up.
$28080-$280B0: Down locks up.
$280B0-$28100: The whole control locks up, level select is twitching.
$28100-$28140: Level select is finally still….
$28140-$28240: Nothing.

IN A SUMMARY: All of the above have to do with the menu, level select, and Sonic speed. No other sprites were affected in the process of testing. So moving on…



$28250-$282B0: No matter what these are changed to, they will glitch up the graphics in every level. Freaky.


$87500-$A0000: This is what controls Tails and Sonic in levels. We need more info on this though, so feel free to help us


(thanks to fabio for the following graphics info )

$A4C80 - $A507F: Spike Ball graphics
$A5080 - $A523F: Lighting Graphics that some of the cannons from Panic Puppet Zone Act 2 shoot out.
$135A20 - $13C420: Flicky Graphics. All of the Flickys graphics are here and they rotate 360 degrees as you scroll down.
$13C9E0 - $13CCD0: The pictures that you see in a item box. They order they appear in are: 1UP picture, 10 Rings Picture, Yellow Shield?, Blue Shield?, Invincibilty, Shoes that increase your speed, and Flame Shield?
$13CD50 - 13CF90: The points graphics you see when you send the Flickies through the Dimension Ring. The points are listed in order like this: 100, 200, 400, 800, 1600.
$141DE0 - $143DDF: Pause graphics that appears where you rings are when you pause the game. All of it's frames are there.
$143DE0 - $143EDF: The graphics for the little Sonic picture that you see in the bottom left of the screen which is where the number of lives are. The blank space is where the number of lives goes.
$143EE0 - $143FDF: The RINGS graphics which appears in the top left of the screen in the actual game.
$143FE0 - $1440DF: The Flicky picture graphics that appear in the bottom right of the actual game. The first picture is a Flicky that is still captured by a robot while the one next to it is free.


------------------------------------------

Below is music data (thanks to Tweaker for the data, and me for the names )

-------------------------------------------

These add to $C0000:
01 - 2480 - Green Grove 1
02 - 8F91 - Green Grove 2
03 - A0A8 - Rusty Ruin 1
04 - E7B9 - Rusty Ruin 2
05 - 95C7 - Volcano Valley 2
06 - 4AD0 - Volcano Valley 1
07 - 39D7 - Spring Stadium 1
08 - 72E3 - Spring Stadium 2
09 - 91F0 - Diamond Dust 1

These add to $C8000:
0A - 2480 - Diamond Dust 2
0B - DE8B - Gene Gadget 1
0C - BD96 - Gene Gadget 2
0D - A8A0 - Panic Puppet 2
0E - E0A8 - The Final Fight
0F - B396 - Ending
10 - 55BB - Bonus Stage
11 - 8FC6 - Panic Puppet 1/Level Select Screen
12 - 12D0 - Boss Theme 1
13 - 20D6 - Boss Theme 2
14 - 98DD - Intro
15 - D9E1 - Credits

These add to $D0000:
16 - 2480 - Game Over
17 - 7F82 - Congratulations: You have found the secret Level Select screen" screen
18 - 9886 - Bonus Stage End
19 - 158B - Extra Life
1A - 658C - Chaos Emerald Gain
1B - 558D - Invincibility
1C - 2791 - Main Menu

EXACT MUSIC DATA: (thanks to me for these )

$C0214: Tempo of Green Grove 1….higher the number, slower the song.
$C0219-$C021F: These bytes like…change the whole song.
$C0224 and $C0227: Only change the first half of the bytes…they disable sound channels.
$C0225 and $C0226: Holy ... I changed these bytes, and it gave the song a bubbly effect. Cool!! Try A7 A4 for a really cool effect. (don’t use FX FX though)
$C022B and $C022F: These are strange….they add a guitar in the background.
$C0238: Change this, and different zones songs will play with Green Grove 1 (example: AC plays Rusty Ruin 1, DC plays …. Spring Stadium??) I’m sure if you disable all the sound channels and just change this, you could somehow “remix” the other zones’ songs. However, it COULD control what song is played in the act…hmm.
$C0239: Changing this will make part of the end of Green Grove 1’s song interfere halfway through.
$C023B: Sorta the same as $C0238, except a different instrument….I think different bytes have different effects as to what song plays in the background.



$100200-$100270: Huh? Causes C screen on Green Grove 1 …glitches Green Grove 2, and all other levels break.
$100270-$100300: Changing this lets you move in all levels for 1 second before C screen.



$263CBC: Change it to 00 to disable jump throughout the game. Any other byte leaves it the same.


$267690-$269800: Graphics of the Green Grove Zone. The starting point is correct, I’m not fully sure about the ending point of the data however. Note that this does not affect things Sonic can walk on…the checkered tiles and bridges stay the same.


The next pile of bytes have to do with the graphics and tiles of the levels. Each string of 16 bytes makes up one 32x32 tile…each cluster of 4 bytes makes up a 16x16, while each byte makes up a 8x8 tile. If all this is gathered, it will give us the tile data in the ROM….which is a BIG step towards an editor.

PLEASE NOTE THAT THE PICTURES SHOW THE 32x32 TILE. I WILL NOT POST 16x16 DATA UNTIL ALL OF THE TILES IN THE WHOLE GAME HAVE BEEN COMPILED (and no, my caps lock is not broken, I just cannot stress this enough)


$322320-$32232F: Green Grove: Changes GFX on bits of the waterfall and tiles.

$322330-$32233F: Green Grove: Changes GFX on a couple of checkboard tiles.

$322340-$32234F: Green Grove: Changes GFX on a bit of the brick wall

$322350-$32235F: Green Grove: Changes GFX on a bit more bricks, parts of ramps, and corners of walls.

$322360-$32236F: Green Grove: Changes GFX on top left corner of trees on the wall.

$322370-$32237F: Green Grove: Changes GFX on top right corner of trees on the wall

$322380-$32238F: Green Grove: Changes GFX on bottom left corner of trees on wall

$322390-$32239F: Green Grove: Changes GFX on bottom right corner of trees on wall

$3223A0-$3223AF: Green Grove: Changes GFX on the top right corner of wooden tunnel in cannon room

$3223B0-$3223BF: Green Grove: Changes GFX on the top left corner of a couple pillars in the level

$3223C0-$3223CF: Green Grove: Changes GFX on the top right corner of a couple pillars in the level

$3223D0-$3223DF: Green Grove: Changes GFX on the bottom left corner of a couple pillars in the level

$3223E0-$3223EF: Green Grove: Changes GFX on the bottom right corner of a couple pillars in the level

$3223F0-$3223FF: Green Grove: Changes GFX on many bushes in the level

$323400-$32340F: Green Grove: Changes GFX on more bushes in the level

$323410-$32341F: Green Grove: Changes GFX on a couple cliffs and bushes in the level.

$323420-$32342F: Green Grove: Changes GFX on parts of checkerboard tiles connecting to bushes.

$323430-$32343F: Nothing this time?

$323440-$32344F: Green Grove: Changes GFX on checkerboard tiles with flowers

$323450-$32345F: Green Grove: Changes GFX on some checkerboard tiles with bushes

$323460-$32346F: Green Grove: Changes GFX on main part of flowers

$323470-$32347F: Green Grove: Changes GFX on the bases of some flowers

$323480-$32348F: Green Grove: Changes GFX on some bushes, and where the flowers connect to bushes.

$323490-$32349F: Green Grove: Changes GFX on some bushes, and connections to cliff

$3234A0-$3234AF: Green Grove: Changes GFX on more bushes, where they connect to the ground, and part of the purple gate!

$3234B0-$3234BF: Green Grove: Changes GFX on cliffs

$3234C0-$3234CF: Green Grove: Changes GFX on some of the rocks jutting out of the cliffs.

$3234D0-$3234DF: Green Grove: Changes GFX on more cliffs

$3234E0-$3234EF: Green Grove: Changes GFX on some bushes where the meet the cliff

$3234F0-$3234FF: Green Grove: Changes GFX on….yet….MORE bushes. (lots of gfx, eh?)

$323500-$32350F: Green Grove: Changes GFX on the top part of the wooden gate in cannon room. See for yourself!

$323510-$32351F: Green Grove: Changes GFX on another top part of the wooden gate in cannon room.

$323520-$32352F: Green Grove: Changes GFX on more of the wooden gate in cannon room.

$323530-$32353F: Green Grove: Changes GFX on like…one tree near the end of the level (bounce on red spring near end ring to see it)

$323540-$32354F: Green Grove: Changes GFX on the left side of the wooden gate in cannon room

$323550-$32355F: Nothing?

$323560-$32356F: Green Grove: Changes GFX on one tree just before first dimension ring.

$323570-$32357F: Green Grove: Changes GFX on part of bushes where they meet a cliff.

$323580-$32358F: Green Grove: Changes GFX on some cliffs and trees

$323590-$32359F: Green Grove: Changes GFX on yet more trees

$3235A0-$3235AF: Green Grove: Changes GFX on …. more …. trees, closer to the middle of them this time though

$3235B0-$3235BF: Green Grove: Changes GFX on the above once more.

$3235C0-$3235CF: Green Grove: Changes GFX on vines on bricks

$3235D0-$3235DF: Green Grove: Changes GFX on cliffs near cannon room….most likely a few other places too, but I didn’t look.

$3235E0-$3235EF: Nothing

$3235F0-$3235FF: Green Grove: Changes GFX on parts of cliffs where they meet rivers.

$323600-$32360F: Green Grove: Changes GFX on parts of cliffs where the meet rivers. (another part)

$323610-$32361F: Green Grove: Changes GFX on a brick that meets a checkered tile near first dimension ring.

$323620-$32362F: Nothing again.

$323630-$32363F: Green Grove: Changes GFX on where a pillar meets the ground at first dimension ring.

$323640-$32364F: Green Grove: Changes GFX on cliffs where they meet rivers…deeper in the level though.

$323650-$32365F: Green Grove: Changes GFX on where two long strips of bushes meet (most noticeable is one right at beginning, before purple gate)

$323660-$32366F: Green Grove: Changes GFX on more of the bricks in the level (most noticeable is one right to the left of beginning)

$323670-$32367F: Green Grove: Changes GFX on where tiles meet bricks.

$323680-$32368F: Green Grove: Changes GFX on where the left end of bricks meet tiles.

$323690-$32369F: Green Grove: Changes GFX on the top of bricks where they meet tiles (like the one-way drop near beginning)

$3236A0-$3236AF: Green Grove: Changes GFX on the top of bricks where they meet tiles, and parts of the bricks on angled ramps.

$3236B0-$3236BF: Green Grove: Changes GFX on the top of bricks where they meet tiles…however, it is mainly tile. Go before the first dimension ring to see.

$3236C0-$3236CF: Green Grove: Changes GFX on some angled checkered tiles, and some normal checkered tiles. Go left of entrance to see.

$3236D0-$3236DF: Green Grove: Changes GFX on bushes where they have a cliff facing down in front of them. Again, go left of the entrance to see.

$3236E0-$3236EF: Green Grove: Changes GFX on bottom right portion of cannon in cannon room.

$3236F0-$3236FF: Nothing.

$323700-$32370F: Green Grove: Changes GFX on the brick walls where they meet dark brown checkered tiles. Go left of entrance to see.

$323710-$32371F: Green Grove: Changes GFX on the brick walls where the meet, perpendicular to two tiles. Go left of entrance to see.

$323720-$32372F: Green Grove: Changes GFX on where more bricks meet tiles, but this time, deeper in the level.

$323730-$32373F: Green Grove: Changes GFX on some bricks around first dimension ring.

$323740-$32374F: Green Grove: Changes GFX on certain parts of mountains. Go near first green arrow thing to see.

$323750-$32375F: Green Grove: Changes GFX on bottom right corner of flower bushes where it touches checkered tiles. You can see one after taking the first dimension ring, and heading left.

$323760-$32376F: Green Grove: Changes GFX on above, but bottom left corner.

$323770-$32377F: Green Grove: Changes GFX on above, but top left corner

$323780-$32378F: Green Grove: Changes GFX on above, but top right corner

$323790-$32379F: Green Grove: Changes GFX on above, but middle left part

$3237A0-$3237AF: Green Grove: Changes GFX on above, but middle right part

$3237B0-$3237BF: Green Grove: Changes GFX on middle left portion of cannon in cannon room

$3237C0-$3237CF: Green Grove: Changes GFX on above, but middle right portion

$3237D0-$3237DF: Green Grove: Changes GFX on above, but bottom left portion (why is bottom right at $3236E0?)

$3237E0-$3237EF: Green Grove: Changes GFX on above, but top left portion

$3237F0-$3237FF: Green Grove: Changes GFX on above, but…you guessed it, top right portion!

$323800-$32380F: Green Grove: Changes GFX on bottom right corner of a planted tree in the middle of checkered tiles, near the drop to entance.

$323810-$32381F: Green Grove: Changes GFX on above, but bottom middle

$323820-$32382F: Green Grove: Changes GFX on above, but bottom left

$323830-$32383F: Green Grove: Changes GFX on above, but far bottom left flower patch (you’ll get when you get there)

$323840-$32384F: Green Grove: Changes GFX on top left corner of some of the water puddles in the level. (not first two, but anything past that)

$323850-$32385F: Green Grove: Changes GFX on above, but second tile from the left on top.

$323860-$32386F: Green Grove: Changes GFX on above, but second tile from the right on top

$323870-$32387F: Green Grove: Changes GFX on above, but top right corner.

$323880-$32388F: Green Grove: Changes GFX on above, but middle far left side

$323890-$32389F: Green Grove: Changes GFX on above, but second from the left in middle

$3238A0-$3238AF: Green Grove: Changes GFX on above, but third from the left in the middle

$3238B0-$3238BF: Green Grove: Changes GFX on above, but fourth from the left in the middle

$3238C0-$3238CF: Green Grove: Changes GFX on above, but middle far right side.

$3238D0-$3238DF: Green Grove: Changes GFX on above, but bottom left AND bottom right corners.

$3238E0-$3238EF: Green Grove: Changes GFX on above, but second from left on bottom

$3238F0-$3238FF: Green Grove: Changes GFX on above, but third from left on bottom

$323900-$32390F: Green Grove: Changes GFX on above, but fourth from left on bottom

$323910-$32391F: Green Grove: Changes GFX on above, but fifth from left on bottom

$323920-$32392F: Green Grove: Changes GFX on the top of some vines in level (most noticeable is next to end in GG1)

$323930-$32393F: Green Grove: Changes GFX on the top of some other vines in level (different style, perhaps? Most noticeable is one right after the loop-de-loop)

$323940-$32394F: Green Grove: Changes GFX on the middle of some vines in level.

$323950-$32395F: Green Grove: Changes GFX on the bottom of some vines in level

$323960-$32396F: Green Grove: Changes GFX on a bricks connection to vines. You can see left of the first dimension ring.

$323970-$32397F: Green Grove: Changes GFX on darker bricks, such as the ones behind first dimension ring

$323980-$32398F: Green Grove: Changes GFX on above, but a different part

$323990-$32399F: Green Grove: Changes GFX on a part of the loop-de-loop

$3239A0-$3239AF: Green Grove 2: Changes GFX on a purple gate past first loop-de-loop, and the tops of some flowers (yes, this is only seen in GG2)

$3239B0-$3239BF: Green Grove: Changes GFX on the left side of the start of the loop-de-loop

$3239C0-$3239CF: Green Grove: Changes GFX on the right side of the END of the loop-de-loop

$3239D0-$3239DF: Green Grove: Changes GFX on the middle-ish part of the start of the loop-de-loop

$3239E0-$3239EF: Green Grove: Changes GFX on the below one…??

$3239F0-$3239FF: Green Grove: Changes GFX on parts of the diagonal-snaking bush in northwest corner of zone




--------------------------------------------
--------------------------------------------


Maybe I will get un-lazy and start updating again I have so much more data that I haven't added yet that I really need to.

____________________
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Raccoon Sam
Posted on 02-21-07 10:59 PM Link | Quote | ID: 3756


Cobrat
Level: 56

Posts: 24/672
EXP: 1379211
Next: 18965

Since: 02-19-07
From: Hi

Last post: 3460 days
Last view: 2691 days
Sonic 3D blast sucked major octopus balls.
Let's hope this data can help us develop a level modificator that'll actually make the game good.
Great collection, I must admit.

____________________


S.N.N.
Posted on 02-21-07 11:05 PM Link | Quote | ID: 3763


Beezo
Level: 49

Posts: 18/485
EXP: 845630
Next: 38253

Since: 02-19-07
From: Ontario, Canada

Last post: 5450 days
Last view: 5450 days
Forgot to add the cannon tiles:




____________________
Want custom overworld music in your SMW hack? Download this. Don't forget to RTFM.

Tweaker
Posted on 02-21-07 11:07 PM Link | Quote | ID: 3767


Red Koopa
Level: 28

Posts: 31/139
EXP: 129751
Next: 1587

Since: 02-19-07
From: Rochester, NY

Last post: 5787 days
Last view: 5694 days
Hacking a .smd is a bad idea, because all the data is byteswapped. It'd be good for you to redo your list with the .bin file so all the data can actually be edited correctly.

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Tanks
Posted on 02-21-07 11:10 PM Link | Quote | ID: 3778


Dry Bones
Level: 55

Posts: 38/627
EXP: 1243029
Next: 71160

Since: 02-19-07

Last post: 5512 days
Last view: 5258 days
Posted by Tweaker
Hacking a .smd is a bad idea, because all the data is byteswapped. It'd be good for you to redo your list with the .bin file so all the data can actually be edited correctly.


I remember a whole discussion over at S2Beta about that. I also remember fabio's boss rush hack didn't work on a .bin file. So yeah I gotta' agree with Tweaker here.

____________________




fabio
Posted on 02-21-07 11:14 PM Link | Quote | ID: 3787


Level: 65

Posts: 52/945
EXP: 2300056
Next: 35572

Since: 02-19-07
From: Texas

Last post: 6023 days
Last view: 5534 days
I stopped hacking the .smd the moment I found the text in Sonic 3D Blast back in November. The text was clear as day in the .bin file.

I do admit that I am getting lazy on the project and I've been focusing a lot of my time on my YI hack rather than on this. The good news is, I might start missing around with the ROM again during my Spring Break. That's only 2 weeks away!

S.N.N.
Posted on 02-22-07 12:00 AM Link | Quote | ID: 3875


Beezo
Level: 49

Posts: 19/485
EXP: 845630
Next: 38253

Since: 02-19-07
From: Ontario, Canada

Last post: 5450 days
Last view: 5450 days
Yes, I think I am going to start using a .bin file instead. I'll have to swap this data around so it meets the same values as the .bin file then

____________________
Want custom overworld music in your SMW hack? Download this. Don't forget to RTFM.

Kles
Posted on 02-22-07 12:13 AM Link | Quote | ID: 3893


Level: 75

Posts: 112/1301
EXP: 3715235
Next: 111669

Since: 02-19-07
From: Canada

Last post: 5475 days
Last view: 5469 days
Posted by Raccoon Sam
Sonic 3D blast sucked major octopus balls.
Let's hope this data can help us develop a level modificator that'll actually make the game good.
Great collection, I must admit.


"Modificator" is an excellent word. Thank you.

ianmario
(post deleted) ID: 132826

Main - ROM Hacking - The Sonic 3D Blast Data Thread returns! New thread | Thread closed

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