Position data is a table linking objects with their positions in the stage. In a US ROM (NGEE), this starts at 80079C38. A pointer to the first entry can be found at 80069C20, and the number of permanent entries is kept at 80069C24.
Temporary entries for automatically-generated objects are also stored at the end of this table. Temporary entries are used for gunshot impact images, autogenerated hats and weapons, as well as spawned guards.
Type of Object Edit
Offset 0x0, 1 byte. Roughly, the type of object that can be expected. The known types are listed here.
- 01 Normal objects
- 02 Doors
- 03 Guards
- 04 Collectibles, such as weapons
- 06 Players
Current State of Object Edit
Offset 0x1, 1 byte. These bitflags indicate the object's current state. If the object has not been loaded, this value remains 0.
- 01 Special function is activated
- 02 Is currently displayed on-screen
- 04 For dropped weapons, indicates to use position data given here
Offset 0x2, 2 bytes.
Pointer to Object Data Edit
Offset 0x4, 4 bytes. This is a pointer to the object's data in the setup file, or in the case of characters a pointer to their Guard Data. Note that in solo games, this pointer is not filled for player data.
X Position Edit
Y Position Edit
Z Position Edit
Room Pointer Edit
Offset 0x1C, 4 bytes.
Offset 0x20, 4 bytes.
Previous Entry Pointer Edit
Next Entry Pointer Edit
Room Number List Edit
Offset 0x2C, 8 bytes. This is a list of rooms, ending with 0xFF, that either contain the object or can see the object. Up to seven room numbers may be listed.