LSD:DE Research
  • LSD: Dream Emulator Research
  • General Info
    • Lingo
    • Tile Linking
    • Giant Astronaut bar event
  • Static Analysis
    • Static analysis project information
    • Static analysis findings
    • File formats
  • Dynamic Analysis
    • Dynamic analysis project information
    • Dynamic Analysis findings
  • Music Analysis
    • Unused Clockwork Machines track
    • Sound effect references
    • Sound Bank samples
    • Cutscene-Music relationship
  • Map Patterns
    • Map Patterns Project Info
  • Interactive Object Catalogue
    • ETC - General Objects
    • STG00 - Bright Moon Cottage
    • STG01 - Pit & Temple
    • STG02 - Kyoto
    • STG03 - Natural World
    • STG04 - Happytown
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  1. Dynamic Analysis

Dynamic Analysis findings

Overview of anything found during the games runtime.

PreviousDynamic analysis project informationNextUnused Clockwork Machines track

Last updated 4 years ago

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Memory addresses

961B0 and 8AC74 are 4-byte integers that are speculated to contain the current day.

8AC70 keeps track of how long the player has been in a specific location and 90b74 counts the total time the game has been open. Both of these count by frames. Interestingly, setting these timers to 0 in the middle of a link screws the textures up big time. This makes me think that the texture sets are tied to these counters.

91694, 8AC6C& 8ABF8 store what location ID the player is currently at. 8ABF8 specifically seems to control map behaviors, which can produce strange results when changing this value in the middle of a link.

9169c is the players next starting position. This value changes with events such as going up and down the stairs in Bright Moon Cottage.

The game stores the players X, Y, and Z values in several different hex addresses. Some of them are for displaying, some of them appear to just be copies of each other.

X

Y

Z

91e74

91e7c

91e78

91e94

91e9c

91e98

91dd8

91de0

91ddc

91df8

91e00

91dfc

These variables are used when the chart is drawn on screen, and also confirm that the chart is an X and Y coordinate plane.

Draw X shows the value of how much to the left or right of the nose the marker is. Negative integers mean left, positive integers mean right.

The following formula can be used to take the value of the Draw X value and convert it to how many chart squares to the left or right it will display as or vice versa:

DrawX∗10−5Draw X * 10 -5DrawX∗10−5

Draw X

Draw Y

Return X

Return Y

94008

9400c

94014

94016

The game keeps track of how many "events" have been viewed as a 4-byte integer in 91680.

For some reason, the game keeps track of how many animations the player has seen in 91690.

Sometimes, events can return a value. This value directly affects the chart, and can be used to determine what your score will be before the chart even shows up.

What the event added to X

What the event added to Y

Total Event X

Total Event Y

91674

91675

19678

9167c

All of these variables apply to running the game in PSX emulator. Somebody needs to find out how to do this on XEBRA.

Data gathered from the "Data Analysis" page on LSD: Dream Emulator Fandom.

All images are credited to "Confuseme" on Fandom.

Modifying any of the values in the first row of this table will teleport the player to the corresponding X, Y, or Z position, and for some reason gives the ability to walk on air. This is how software tools like work.

Lucid Dream Explorer
Setting 961B0 to "999"
The "strange results" in question.