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SCHG:Sonic 3 & Knuckles/Object Editing/Pointer List 1

From Sonic Retro

SCHG: Sonic 3 & Knuckles
Main Article
Art Editing
Editing Art
Uncompressed Art
Nemesis Format Art
Kosinski Format Art
Palette Editing
Palette Locations
Pattern Load Requests
Object Editing
Editing Objects
Object Pointers
Object Pointer List #1
Object Pointer List #2
Objects not in either list
Sprite Mappings
Dynamic PLCs
Level Editing
Editing Levels
Object Placement
Ring Placement
Level Layout
16x16 Block Mappings
128x128 Block Mappings
Music Editing
Editing Music
Pointer Format
Header Format
DAC Samples
Universal Voice Bank
Music Pointers (Sonic & Knuckles)
Music Pointers (Sonic 3)
RAM Editing
Editing RAM
Main System Memory Locations
Object Status Table Format
ID # Description Code Mappings Subparameters
00 Ring $1A51A $1A99A
01 Monitor $1D566 $1DBA2
  • $00 - Static (harms character)
  • $01 - 1-up
  • $02 - Robotnik
  • $03 - Super Ring
  • $04 - Speed Shoes
  • $05 - Fire shield
  • $06 - Lightning shield
  • $07 - Bubble shield
  • $08 - Invincibility
  • $09 - S monitor
  • $0A - Broken
02 Collision plane switcher $1CCAE $1D05A
03 Large tree from AIZ 1 (the one right leading up to the miniboss cutscene) $1F746 None (part of level art)
04 Crumbling platforms from AIZ and ICZ $204FE
  • $21E6C8 (AIZ 1)
  • $21E7AC (AIZ 2)
  • $21F2F2 (ICZ)
05 Rock from AIZ, LRZ and EMZ $1F9E0
  • $21DCDC (AIZ 1)
  • $21DD64 (AIZ 2)
  • $203D8 (LRZ 1)
  • $2047A (LRZ 2)
  • $21DDEC (EMZ)

Upper nybble controls size of rock:

  • $0x = Tall
  • $1x = Medium
  • $2x = Short

Lower nybble controls behaviour of rock:

  • $x0 - Solid (can't be destroyed)
  • $x1 - Can be destroyed by jumping on it
  • $x2 - Pushable
  • $x4 - Can be destroyed by a spin dash or Knuckles' fists
06 Vine which slides down a rope from AIZ 1 $21C6E $22B9E
07 Spring $22D06
  • $2375C (red spring)
  • $23904 (red spring in 2P mode)
  • $23772 (yellow spring)
  • $23912 (yellow spring in 2P mode)
The upper nybble determines the orientation:
  • $0 - facing up
  • $1 - facing to the side
  • $2 - facing down
  • $3 - facing diagonally up and to the right
  • $4 - facing diagonally down and to the right

The lower nybble determines the colour:

  • $0 - red
  • $2 - yellow
08 Spikes $23F84 $24456 The upper nybble determines size and orientation. Size varies from $0 (smallest) to $3 (largest), and if bit 2 of this nybble (bit 6 of the entire byte) is set, the spike is vertical. The lower nybble determines the spike type. 0 means static, 1 means it moves up and down, 2 means it moves sideways, and 3 means it's pushable
09 Tree bark from AIZ 1. Used only by the tree at coordinates $2F78 and $318. The only purpose this serves is that the bombers passing through the sky are masked by it instead of appearing over the tree $1E78A $21C3E8
0A Rope peg from AIZ 1, at the end of the pulley which you ride down $1E7B6 $21C42A
0B Ring (unused slot) $1A51A $1A99A
0C Swinging vine from AIZ $2237E $22B9E
0D Breakable wall $2131C
  • $21FD52 (AIZ)
  • $21FFD8 (HCZ)
  • $21FF18 (MGZ)
  • $21ABA (CNZ, SOZ)
  • $22005E (LBZ)
  • $21BCE (MHZ)
  • $21C1E (LRZ)
0E Ridge from AIZ, MHZ, SOZ and LRZ which launches player up and forces twirl $24D68 None (part of the level art)
0F Collapsing platform/bridge/ledge $20630
  • $21EA1A (HCZ)
  • $21EE68 (MGZ)
  • $21F2F2 (ICZ)
  • $21E896 (LBZ collapsing bridge)
  • $21E992 (LBZ collapsing ledge)
  • $2108E (FBZ)
  • $2127A (SOZ)
  • $20F0E (LRZ)
  • $20FCE (HPZ)
10 Tube transporters from LBZ $29C9E $2291A4
11 Floating platform from LBZ $24E3C $25338

Determines platform type:

  • 0 - stationary
  • 1 - moves left and right
  • 2 - moves left and right over a larger range
  • 3 - moves up and down
  • 4 - moves up and down over a larger range
  • 5 - moves diagonally up and to the right
  • 6 - moves diagonally down and to the right
  • 7 - doesn't sink slightly when player stands on it
  • 8-B - move around clockwise in the shape of a rectangle. The size of the rectangle increases from 8 to B
  • C - moves left and right over a very large range
  • D - falls when player stands on it
  • E - unknown
12 Platform in LBZ which moves up when a flag is set and then returns to its original position when the flag is cleared (unused) $25AF6 $2248EA The upper nybble can be set anywhere from 0-5, and specifies the Y range the platform travels between. The lower nybble is an index number into the level trigger flags data, used to choose the correct flag to check for motion
13 Exploding trigger from LBZ which causes bridges to change positions $25CBE $2249A8 Serves as an index number into the level trigger flags data. Used to associate the trigger with the actual bridge
14 Bridge from LBZ which changes position when its corresponding trigger explodes $25F6A $224DE6 The upper nybble determines starting position and ending position:
  • 0 - starts vertical, falls down horizontally leftwards
  • 1 - starts horizontal, becomes upright vertically to the right
  • 2 - starts vertical, falls down horizontally rightwards
  • 3 - starts vertical, falls down horizontally rightwards

The lower nybble serves as an index number into the level trigger flags data. Used to associate the bridge with its trigger

15 Launcher from LBZ which thrusts the player forward at a high speed $26130 $22534C If this is 0, the launcher gives the player an initial X speed of $1000. If it's 2 (which incidentally none of the boosters in-game are), the speed given is $A00
16 Flame thrower from LBZ $263D2 $22544E
17 Hooked ride from LBZ $264C0 $26930
18 Cup elevator from LBZ $2694E $22619A
19 Pole attached to cup elevator from LBZ $27096 $22619A
1A Unknown object which can be rotated using controller 2. Art seems to have been deleted, so purpose is hard to gauge (unused) $27106 $2264E0
1B Smashable mini-pillar from LBZ $273E4 $226854
1C Ring (unused slot) $1A51A $1A99A
1D Platform from LBZ which you can hang on to at the bottom (unused) $25368 $254EA
1E Launcher from LBZ 2 which thrusts player upward and forces a spin $28DB8 $227BC2
1F Hook from LBZ which transports player up $29020 $227DBC
20 Smashing pillar from MGZ, smashing spikes from LBZ $29216 $228236 (LBZ) / $228246 (MGZ)
21 Laser-shooting gate from LBZ $29338 $228394
22 Siren from LBZ 1 $29446 None (part of level art)
23 Invisible object which forces a falling animation when the player comes in contact with it (unused) $29518 None (not displayed) Vertical radius of the object, divided by 8
24 Looping pipes from LBZ/pipes from LRZ which eject the player out at high speed $295D0 None (part of level art)
25 Ring (unused slot) $1A51A $1A99A
26 "Pinball mode" toggle tag. Placed at the entrances and exits to tunnels to force the player into a ball. $1E7E2 $1D05A
27 Leftover lava collision marker (object $31) from Sonic 2 (unused) $1EB36 $1EBBC (when not in debug)/$1EBC4 (when in debug) Can be set from 0 to 2, and determines the width of the marker
28 Invisible barrier (the GTGT blocks in debug mode) $1EC18 $1ECC6
29 Disappearing platform from AIZ $2A252 $2294B4
2A Breakable floor piece from various levels $2A3D0
  • $229B60 (AIZ 1)
  • $229BD4 (AIZ 2)
  • $229C48 (CNZ)
  • $229CE0 (ICZ)
  • $229EE8 (LBZ)
  • $2A920 (FBZ)
2B Flipping stairway from AIZ $2A94C $22A310
2C Collapsing log bridge from AIZ $2ACDC $2B070
2D Falling logs from AIZ $2B586 $22AE30 (Act 1)/$22AE20 (Act 2)
2E Spiked rotating log from AIZ 2 $2B758 $22B0F0
2F Various non-animated still sprites from levels. Includes stuff like bridge posts from AIZ, waterfalls from HCZ, mini-towers from LBZ, etc $2B928 $2BA9A The mapping frame to display
30 Various animated still sprites from levels. Includes stuff like fire pieces from AIZ 2, the rotating pieces on which bricks travel in SOZ, special lava pieces from LRZ, etc $2BF20 $2BFDA The animation number to use
31 Rotating cylinders from LBZ $2C3AE None (part of the level art)
32 Drawbridge from AIZ 2 (the one which Knuckles destroys after the boss fight) $2B12A $2B558
33 Button $2C518
  • $2C71E (AIZ/FBZ)
  • $22BD1A (HCZ)
  • $22BD4A (CNZ)
  • $2C748 (LRZ)
  • $22BD7A (2P mode)
34 Starpole $2CFA8 $2D348 The designation number of the star pole, from $00-$09. Used to determine order - if you hit pole $04 before you've hit $03, the game will behave as if you did hit $03, even if you never actually go near it
35 Plants in foreground in AIZ 1 $2C1F0 $22B8EC
  • $20 - Short plant that has flowers, faces left
  • $21 - Has four leaves, doesn't have flowers, faces right
  • $30 - Shortest with flowers, has three leaves, faces left
  • $31 - Four leaves, no flowers, faces right
  • $40 - Tall with three leaves, has flowers, faces left
  • $41 - Three leaves, no flowers, faces right
  • $50 - Four leaves, no flowers, faces right, middle leaf seems to be taller than $21's
  • $51 - Seems to be the same as $50, I didn't notice a difference
36 Breakable bar from HCZ $1ED26 $21CDCA
37 The vertical water stream from HCZ 1 which moves forward when you break the first barrier $2FDA4 $22E60C
38 Propelling fans from HCZ and CGZ $30580 $22F3AA (HCZ)/$22F620 (CGZ)
39 Large fan from HCZ which propels player forward $308FA $22F418
3A Hand launcher from HCZ $30AD0 $22F998
3B Wall in HCZ 1 from which a stream of water gushes out, breaking bricks along the way $2FEF6 $22EE10
3C Door (used in HCZ, CNZ and DEZ) $30E24 $30F86
3D Spring from FBZ 2 which moves up and down. Only used once in entire game $239E4
  • $2375C (red spring)
  • $23772 (yellow spring)
3E Conveyor belt from HCZ $31164 None (part of level art)
3F Spike on HCZ conveyor belt $31502 $23035E
40 Single block from HCZ. Usually pieced together to form horizontal groups $1F392 $21D04A
41 Balloon from CNZ $31704 $230502
42 Cannon from CNZ $318A4 $230A32
43 Platform from CNZ which falls when you stand on it and rises when you jump $31B9E $230CDC
44 Trapdoor in CNZ from which player is ejected after entering a corkscrew $31C9E $230DCC
45 Lightbulb in bell-jar from CNZ 2 (near the button which turns the lights off) $31D3A $230E52
46 Fans which make the player hover from CNZ $31D90 $231010
47 Rotating barrels from CNZ $320F2 $2317B0
48 Vacuum tubes from CNZ $31F30 None (part of level art)
49 Rotating wheel from CNZ $328C4 None (part of level art)
4A Bumper $32DF2
  • $2322CE (CNZ)
  • $2322EE (BPZ)
  • $330A2 (Magnetic orbs bonus)
4B Triangular springs from CNZ which knock the player forward $32990 None (part of level art)
4C Corkscrew from CNZ $330C8 None (part of level art)
4D Pole from CNZ on which you go round and round diagonally upwards or downwards $33360 None (part of level art)
4E Rotating vertical mesh from CNZ $33836 None (part of level art)
4F Mud from MGZ and ALZ and quicksand from DPZ $32A78 None (part of level art)
50 Pole from MGZ, at the base of some loops, on which you go round and round $33C74 None (part of level art)
51 Floating platform $25506
  • $256A2 (AIZ)
  • $25688 (HCZ)
  • $25654 (MGZ)

The upper nybble determines size - 0 is for MGZ, 1 is for HCZ and 2 is for AIZ. The lower nybble determines platform type:

  • 0 - stationary
  • 1 - moves left and right
  • 2 - moves left and right over a larger range
  • 3 - moves up and down
  • 4 - moves up and down over a larger range
  • 5 - moves diagonally up and to the right
  • 6 - moves diagonally down and to the right
  • 7 - moves up as far as possible when player stands on it
  • 8-B - move around clockwise in the shape of a rectangle. The size of the rectangle increases from 8 to B
  • C - moves left and right over a very large range
52 Smashing pillar from MGZ, smashing spikes from LBZ (repeated entry) $29216 $228236 (LBZ) / $228246 (MGZ)
53 Platforms from MGZ which rotate around a centre $33F84 $233318
54 Air-bubble emitting object $2F938 $2FCB2
55 Arrow-shooting head from MGZ which you have to hit thrice $34302 $233812
56 Moving rotating platform from MGZ with spikes on the sides $346E2 $233B98
57 Platform in MGZ triggered by the rotating blue wheel $34574 $2339B2
58 Swinging spiked ball from MGZ $340CC $233572 If it's 0, the ball swings horizontally. If it's 1, the ball swings vertically
59 Blue rotating wheel from MGZ which is triggered by a Spin Dash $25D54 $224B88
5A Pulley from MGZ $34800 $2340C0
5B Blue spinning top platform from MGZ $34BF8 $35964
5C Launcher for the blue spinning top from MGZ $3598E $35964
5D Triangular springs from CGZ $32C6A None (part of level art)
5E Platform from CGZ with blades at the bottom $35A7A $35BBC
5F Retracting spring from 2P mode $23B38 $23F4A (normal)/$23F52 (EMZ only)
60 Elephant block from BPZ $35BF8 $35D5A
61 Balloon from BPZ $35D80 $35E9A
62 Dissolving sand bar from DPZ $35F3A $3609A (shorter)/$360D6 (longer) 0 for the shorter one, 1 for the longer one
63 Button from DPZ $362A2 $36350
64 Bubble containing item in 2P mode $36364 $36AA6
65 Goal marker in 2P mode $36BE0 $36FFA
66 Dripper from EMZ $380F8 $38252
67 Silver blocks from HCZ 2 which move around and expand and collapse into each other $256BE $25688
68 Spinning blue column from HCZ $32656 $231AEE
69 Curved twisting blue pipe from HCZ 2 $3907C None (part of level art)
6A Invisible horizontal block which hurts player $1F3F8 $1ECC6
6B Invisible vertical block which hurts player $1F5A0 $1ECC6
6C Bridge which sags when you walk across it $38688 $38FF2 (HCZ/LRZ)/$38FBA (ICZ)
6D Special water splash from HCZ, where a waterfall hits an object $383BC $237C60/$237C7A
6E Water drops from HCZ $3827C $23794E
6F Horizontal rotating mesh from FBZ $39F2E None (part of level art)
70 Vertical mesh from FBZ inside which player rotates $3A23A None (part of level art)
71 Floating platform from FBZ $3A580 $3A742
72 Row of metal hangers from FBZ $3A7CC $3AD8A
73 Magnetic ceiling panel from FBZ $3B0E2 $3B25C
74 Magnetic spiked platform and chain from FBZ $3B2F6 $3B4DE
75 4 spheres in a chain which move in and out of pipes arranged in a rectangle $3B534 $3B6CE
76 L-shaped pipe in FBZ from which the sphere chain emerges $3B6DE $3B73C
77 Rotating sphere chain from FBZ $3B766 $3B91A
78 Object which launches player forward in FBZ and DEZ $3B934 $3BA8A
79 Disappearing platform from FBZ (the one in the shape of a quarter-circle) $3BAB2 $3BBBE
7A Door from FBZ in the shape of a corkscrew $3BBEE $3BD8E
7B Fan pole from FBZ $3BF56 None (part of level art)
7C Fan on top of pole from FBZ $3C1A6 $3C20C
7D Giant crushing piston from FBZ 1 $3C25C $3C328
7E Blocks from FBZ which make up the horizontal platform gate $3C34C $3C416
7F Missile launcher from FBZ $3C462 $3C78E
80 Hidden monitors which bounce out when the starpost touches them $836E0 $1DBA2
81 Egg capsule $86540 $86BFC
82 All appearences of Knuckles as a bad guy or as a non-controllable character $61D4C Varies depending on appearance (aka I'm lazy)

Determines behaviour:

  • 00 - Knuckles at the start of AIZ 1
  • 04 - Knuckles at the end of AIZ 2
  • 08 - Knuckles at the end of HCZ 2
  • 0C - Knuckles in the middle of CNZ 2
  • 10 - Knuckles at the end of CNZ 2
  • 14 - Knuckles from LBZ 1
  • 18 - Knuckles from LBZ 2
  • 1C - Knuckles from MHZ 1
  • 20 - Knuckles from MHZ 2
  • 24 - Knuckles at the end of LRZ 2
  • 28 - Knuckles boss from HPZ
  • 2C - Knuckles from SSZ
  • 30 - Knuckles in the MHZ 1 intro (only in S&K alone)
83 Buttons used by Knuckles $65BD4 $2C71E
84 Sonic during the AIZ intro sequence $67472 $146620
85 Giant ring $6166A $619E0 (normal)/$61B28 (flash)
86 Gumball level from gumball bonus stage. Also initializes all other sprites $60C56 $6148A
87 Springs on the sides of the gumball bonus stage $60F2E $6148A
88 Special breakable floor from CNZ 2 which causes a water level rise when broken $65D16 None (not displayed, spawns a normal breakable floor object)
89 Button which switches the lights on again in CNZ 2 $65D6E $2C71E
8A Doors and insides of windows in the cutscene at the end of FBZ 2 $86CF6 $86D2A
8B Sprite which performs some sprite masking. Not sure what effect this achieves $862AE $18595E
8C Bloominator badnik from AIZ $86D6A $3616C0
8D Rhinobot $86E56 $3615A8
8E Monkey badnik from AIZ $87156 $361776
8F Catakiller Jr. badnik from AIZ $876CA $361A18
90 First appearance of the AIZ 1 miniboss, in which he sets the level on fire $684EC $3624D0
91 Miniboss from AIZ 1 $68A24 $3624D0
92 Boss from AIZ 2 $691A8 $361FD6
93 Jawz badnik from HCZ $878B2 $361364
94 Blastoid badnik from HCZ $87928 $360DD0
95 Buggernaut badnik from HCZ $87A24 $360EB4
96 Turbo Spiker badnik from HCZ $87BC4 $361212
97 Mega Chopper badnik from HCZ $87F56 $360F26
98 Pointdexter badnik from HCZ $8827C $360E72
99 Miniboss from HCZ 1 $69EA0 $3629E0
9A Boss from HCZ 2 $6AEB6 $3634D4
9B Bubbles badnik from MGZ $88336 $361C68
9C Spiker badnik from MGZ $88B96 $361CB8
9D Mantis badnik from MGZ $88E60 $361D26
9E Driller from MGZ 1 $8845A $361972
9F Miniboss from MGZ 1 $88568 $361972
A0 Drilling Eggman from MGZ 2 $6BF2A $362608
A1 Boss from MGZ 2 $6C31A $362608
A2 Knuckles' boss from MGZ 2 $6C698 $362608
A3 Clamer badnik from CNZ $88FB4 $361ABC
A4 Blastoid badnik from CNZ $89198 $361B34
A5 Batbot badnik from CNZ $89376 $361BD0
A6 Miniboss from CNZ 1 $6D99C $362ED4
A7 Boss from CNZ 2 $6E47E $3609AA
A8 Blaster badnik from FBZ $8948E $8977C
A9 Technosqueek badnik from FBZ $89820 $89B78
AA Miniboss from FBZ 1 $6EE68 $6FAF8
AB Laser boss from FBZ 2 $6FD0C $70440
AC Boss from FBZ 2 $705EA $70FB4
AD Penguinator badnik from ICZ $8BADE $361E90
AE Star Pointer badnik from ICZ $8BE2E $361FAE
AF Crushing column from ICZ $8A44A $3639C0 Determines column type:
  • 1 - moves up as soon as player stands on it
  • 2 - moves up by itself at constant intervals
  • 3 - comes down as soon as player passes it, blocks path
  • 4 - moves down by itself at constant intervals
  • 5 - only blocks Knuckles' way
B0 Platform from ICZ $89F32 $363C44 Determines platform type:
  • 0 - falls down when player stands on it, slides down slopes and breaks walls
  • 2 - moves when player pushes it, slides down slopes and breaks walls
  • 4 - stationary (unused in game)
  • 6 - sinks when player stands on it
B1 Breakable wall from ICZ $8A26C $3639C0
B2 Freezer from ICZ $8A640 $363C44
B3 Segmented column from ICZ $8AB4E $3639C0 Determines column type:
  • 0 - doesn't have top non-breakable standing segment
  • 2 - has top non-breakable standing segment
B4 Swinging platform from ICZ $8AD04 $363C44 0 for normal, 2 for the special one at the end of ICZ 1 which breaks off
B5 Stalactite from ICZ $8B194 $3639C0
B6 Ice cube which covers monitors and switches from ICZ $8B36C $363C44
B7 Ice spikes from ICZ $8B2A0 $3639C0
B8 Harmful ice pieces from ICZ $8B4CA $363C44 0 for the ones on the walls, 2 for the ones in the air
B9 Snowpile from ICZ $8B550 $363C44
BA Trampoline from ICZ $8B89A $363C44
BB Right trampoline support from ICZ $8A330 $363C44
BC Miniboss from ICZ 1 $71162 $363344
BD Boss from ICZ 2 $71BCE $362CB4
BE Snale Blaster badnik from LBZ $8BFAE $360400
BF Ribot badnik from LBZ $8C2E2 $3604B8
C0 Orbinaut badnik from LBZ $8C632 $3604A4
C1 Corkey badnik from LBZ $8C728 $3605C2
C2 Flybot767 badnik from LBZ $8C966 $36065A
C3 Eggman from LBZ 1 $8CB56 $6820C
C4 Miniboss box from LBZ 1. Triggered only in case the player dies during the fight and restarts at the near starpost $8CDB8 $36036A
C5 Knuckles' miniboss box from LBZ 1 $8CF80 $36036A
C6 Egg Mobile which transports Sonic to the final boss arena in LBZ 2 $8D29C $6820C
C7 Ring (unused slot) $1A51A $1A99A
C8 Towers supporting the Death Egg at the time of launch $62AC2 $62AFC
C9 Miniboss from LBZ 1 $723E0 $3602C8
CA Laser columns boss from LBZ 2 $729BA $6820C
CB Black ball machine boss from LBZ 2 $738D6 $360896
CC Squeeze Tag boss from LBZ 2 $74262 $6820C
CD Laser colums boss initializer for Knuckles in LBZ 2 $72FFA None (just handles boss setup)
CE Door of Flying Battery which Sonic breaks to fall down into Sandopolis $70C2C $70F7E
CF Egg prison from FBZ $89BDC $1871E8 Determines how prison acts:
  • 0 - releases animals
  • 1 - releases rings
  • 2 - releases enemies
D0 Egg prison plunger from FBZ which acts as a spring $89C86 $1871E8
D1 Ring (unused slot) $1A51A $1A99A
D2 Ring (unused slot) $1A51A $1A99A
D3 Ring (unused slot) $1A51A $1A99A
D4 Ring (unused slot) $1A51A $1A99A
D5 Ring (unused slot) $1A51A $1A99A
D6 Ring (unused slot) $1A51A $1A99A
D7 Ring (unused slot) $1A51A $1A99A
D8 Ring (unused slot) $1A51A $1A99A
D9 Ring (unused slot) $1A51A $1A99A
DA Ring (unused slot) $1A51A $1A99A
DB Ring (unused slot) $1A51A $1A99A
DC Ring (unused slot) $1A51A $1A99A
DD Ring (unused slot) $1A51A $1A99A
DE Ring (unused slot) $1A51A $1A99A
DF Ring (unused slot) $1A51A $1A99A
E0 Missile which shoots out of a wall in FBZ 1 $3C7EC $3C906
E1 Mine from FBZ $3C946 $3CA06
E2 Elevator from FBZ $3CA1A $3CB0C
E3 Spring which flips onto itself at the end of a tunnel from FBZ $3CB3A $3CC5A
E4 Flamethrower from FBZ $3CC8A $3CFD0
E5 Spider crane from FBZ $3D090 $3D2FC
E6 Triangular bumper from magnetic orbs bonus stage $49AAE $49C0A
E7 Flipper from magnetic orbs bonus stage $49C5E $49E8C
E8 Energy trap from magnetic orbs bonus stage $49EEE $4A08A
E9 Individual spheres which make up the magnetic orbs bonus stage energy trap $4A09A $4A118
EA Platform from magnetic orbs bonus stage (unused, but viewable in debug mode) $4A186 $4A1D6
EB Gumball item from magnetic orbs bonus stage $4A2C6 $4A3D2 (F gumball viewable in debug mode)/$6148A (all other gumballs)
EC Magnetic orb from magnetic orbs bonus stage $4A3DC $4A3D2 (object is never displayed though, part of level art)
ED Item orb from magnetic orbs bonus stage $4A1E6 $4A294
EE Ring (unused slot) $1A51A $1A99A
EF Ring (unused slot) $1A51A $1A99A
F0 Ring (unused slot) $1A51A $1A99A
F1 Ring (unused slot) $1A51A $1A99A
F2 Ring (unused slot) $1A51A $1A99A
F3 Ring (unused slot) $1A51A $1A99A
F4 Ring (unused slot) $1A51A $1A99A
F5 Ring (unused slot) $1A51A $1A99A
F6 Ring (unused slot) $1A51A $1A99A
F7 Ring (unused slot) $1A51A $1A99A
F8 Ring (unused slot) $1A51A $1A99A
F9 Ring (unused slot) $1A51A $1A99A
FA Ring (unused slot) $1A51A $1A99A
FB Ring (unused slot) $1A51A $1A99A
FC Ring (unused slot) $1A51A $1A99A
FD Ring (unused slot) $1A51A $1A99A
FE Ring (unused slot) $1A51A $1A99A
FF Pendulum from FBZ which swings player from one side to another $3D448 $3D9AE 0 for horizontal, $80 for vertical