![shadow the hedgehog in sonic advance 3 rom shadow the hedgehog in sonic advance 3 rom](https://cdn.imgbin.com/12/17/17/imgbin-sonic-heroes-sonic-adventure-2-playstation-3-playstation-2-shadow-the-hedgehog-psp-Nr0XAJn1GF6GimNJrS1EAvzsK.jpg)
- #SHADOW THE HEDGEHOG IN SONIC ADVANCE 3 ROM HOW TO#
- #SHADOW THE HEDGEHOG IN SONIC ADVANCE 3 ROM SERIAL#
As I said before, sprite palette is at 0x353CCC. Last, I want to talk about the monoblock technique that is used in the game. Text that is "letter by letter" are coded, like the level select text from Sonic 1 for Mega Drive. If the text isn't "letter by letter" then it's a sprite. On VBA, go to Tools-> OAM viewer, and slide the bar. That includes: "press start", copyright info at title screen and the main menu options, for instance.
![shadow the hedgehog in sonic advance 3 rom shadow the hedgehog in sonic advance 3 rom](https://server.emulator.games/images/sega-genesis/sonic-the-hedgehog-3.jpg)
Majority of them are sprites, and can be edited through Tile Layer Pro. And remember that VBA has a palette viewer (Tools-> Palette viewer).
#SHADOW THE HEDGEHOG IN SONIC ADVANCE 3 ROM HOW TO#
But don't forget what I said about how the ROM stores values, in Little Endian ordering (white would be found as FF7F) If you want to know how to edit the palette, I have a proper page for that. In order to represent a color, GBA uses 2 bytes. GBA supports 32768 colors, and the cubic root of this number is 32, which means that each color level (red, green and blue) has 32 variations. Also, note that in ROM and RAM section everything is treated as Little Endian, unless stated otherwise. VC++ automatically searches reversed values - just search for 08353CCC. If you are using Visual C++, then you don't need to reverse the order of the bytes when searching for a pointer. In ROM, their respective pointer will be like CC 3C 35 08 (this byte order is called Little Endian). For instance, sprite palettes are at 0x353CCC. It's like that because the area reserved for games in GBA starts at 0x08000000 - you can see that at VBA, going to Tools-> Memory viewer. When something needs to be read from ROM, the pointer points to a ROM location + 08000000h. Pointers are nothing more than a group of four bytes that indicates a location at ROM that contains certain data. This method is valid for any GBA ROM (specially the intro'ed ones). If the inside value (actual checksum) isn't equal, and the ROM doesn't work, just change it to the correct and it should work. The value outside parenthesis is the right checksum for the game.
#SHADOW THE HEDGEHOG IN SONIC ADVANCE 3 ROM SERIAL#
At 0x0000AC, there's the serial string (4 bytes). The game title is a string that starts at 0x0000A0. Read carefully before going into RAM and ROM sections. In this page I'll show you the most important aspects of SA3 ROM.
![shadow the hedgehog in sonic advance 3 rom shadow the hedgehog in sonic advance 3 rom](https://r.mprd.se/media/images/151219-Shadow_the_Hedgehog_(USA)_(En,Ja,Fr,De,Es,It)-9.png)
The guide is based on Erik JS' Sonic Advance 3 Hacking Guide. This is the Sonic Community Hacking Guide for Sonic Advance 3.