SCHG:Sonic the Hedgehog 3 & Knuckles/Object Editing/Pointer List 2
From Sonic Retro
(Redirected from SCHG:Sonic 3 & Knuckles/Object Editing/Pointer List 2)
SCHG: Sonic the Hedgehog 3 & Knuckles |
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Main Article |
Art Editing |
Editing Art |
Object Editing |
Editing Objects |
Level Editing |
Editing Levels |
Music Editing |
Editing Music |
RAM Editing |
Editing RAM |
Sonic & Knuckles Collection |
Sonic & Knuckles Collection |
ID # | Description | Code | Mappings | Subparameters |
---|---|---|---|---|
00 | Ring | $1A51A | $1A99A | |
01 | Monitor | $1D566 | $1DBA2 |
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02 | Collision plane switcher | $1CCAE | $1D05A | |
03 | C-shaped vine which twists player around from MHZ | $3DC9C | None (part of level art) | |
04 | Crumbling platforms from AIZ and ICZ | $204FE |
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05 | Rock from AIZ, LRZ and EMZ | $1F9E0 |
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06 | Pulley lift from MHZ | $3E23E | $3E720 | |
07 | Spring | $22D06 |
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The upper nybble determines the orientation:
The lower nybble determines the colour:
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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 | Uncurling bridge from MHZ | $3E836 | $3EA4C | |
0A | Vine which sticks to player and pulls him back from MHZ | $3EA56 | $3ED10 | |
0B | Horizontal swing bar from MHZ | $3ED1A | $3F04A | |
0C | Vertical swing bar from MHZ | $3F05A | $3F360 | |
0D | Breakable wall | $2131C |
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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 |
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10 | Swinging bar and vine from MHZ | $225D0 | $22B9E | |
11 | Mushroom platform from MHZ | $3F370 | $3F44A | 0 means it doesn't fall, 1 means it falls |
12 | Mushroom parachute from MHZ | $3F4B0 | $3F852 | |
13 | Mushroom launcher from MHZ | $3F868 | $3FB70 | |
14 | Wind tunnel from MHZ | $3FB90 | None (not displayed) | |
15 | Vertical cylinder from LRZ 1 on which you go round and round | $4224E | None (part of level art) | |
16 | Tunnel in LRZ in which player twirls and then is launched out onto a launch ridge | $4254A | None (not displayed) | |
17 | Sinking rock from LRZ | $4279E | $42834 | |
18 | Falling ceiling spike from LRZ | $4285A | $42920 | |
19 | Door from LRZ | $4292A | $429DA | Serves as an index number into the level trigger flags data. Used to associate the door with its button |
1A | Big door from LRZ which blocks path | $42A18 | $42B24 | |
1B | Fireball launcher from LRZ | $42BB8 | $42CB2 | |
1C | Button from LRZ | $42CD6 | $42D7C | Serves as an index number into the level trigger flags data. Used to associate the button with the actual door |
1D | Projectile shooting wall-opening trigger from LRZ | $42DBE | $42F06 | The upper nybble controls how often the trigger shoots projectiles. The lower nybble serves as an index number into the level trigger flags data, and is used to associate the trigger with the actual door |
1E | Elevator from LRZ which you have to Spin Dash on to make it move | $42F1A | $43096 | |
1F | Lava fall from LRZ | $43698 | $43782 | Controls how often the lava falls |
20 | Rotating spiked ball and chain from LRZ | $43502 | $43666 (act 1)/$4367E (act 2) | The number of links which make up the chain - 1 |
21 | Smashing platform from LRZ with spikes at the bottom | $430EA | $4324A | |
22 | Spiked ball from LRZ | $4379E | $43A8E | |
23 | Mushroom cap from MHZ which bounces player up | $3E018 | $3E1FE | |
24 | Looping pipes from LBZ/pipes from LRZ which eject the player out at high speed | $295D0 | None (part of level art) | |
25 | Platform chain from LRZ | $4A644 | $4A980 | |
26 | Alternate collision plane switcher. Not sure how this differs from the normal one, but it always seems to be placed at tunnel entrances/exits | $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 | Flame thrower from LRZ | $43D68 | $4408A | |
2A | Breakable floor piece from various levels | $2A3D0 |
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2B | Spiked ball which orbits around a pillar in LRZ | $43B3A | $43D24 | |
2C | Spiked ball which orbits around a horizontal cylinder in LRZ | $43C2C | $43D24 | |
2D | Platforms from LRZ | $2582E | $259C4 | The upper nybble determines appearance - 0 is normal, 1 is decorated at the bottom. The lower nybble determines platform behaviour:
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2E | Solid rock from LRZ which moves up and down depending on its trigger flag (unused, but viewable in debug mode) | $440F2 | $44286 | The upper nybble determines rock characteristics: if bit 3 of this nybble is set, the rock's travelling span is doubled, and if bit 2 of this nybble is set, the rock starts off placed down instead of up. The lower nybble is an index number into the level trigger flags data, used to choose the correct flag to check for motion |
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 | Collapsing rocks from LRZ | $39C50 | $39E7A | |
32 | Sprites on horizontal turbines from LRZ 2 | $4429C | $445A6 (ladder)/$445B0 (spikes) | 0 signifies ladder, 1 signifies spikes |
33 | Button | $2C518 |
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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 | |
36 | Breakable bar from HCZ | $1ED26 | $21CDCA | |
37 | Spiked ball launcher from LRZ | $44826 | $449BC | |
38 | Sand falls and quicksand from SOZ | $3FCD4 | None (part of level art) | Of the format TTSSSSSS. TT is the type of object:
SSSSSS is the vertical radius of the object, divided by 8 |
39 | Object which spawns sand blocks in SOZ | $40276 | $4043A | |
3A | Special pathswapper from SOZ, used in the double loops | $1D106 | $1D05A | |
3B | Special pathswapper from SOZ 2, used just below the springs at the end of the double loops to allow Sonic to travel through them | $4044A | None (not displayed) | |
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 |
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3E | Pushable rock from SOZ | $40546 | $40776 | |
3F | Vine from SOZ which you push back against to make it spring you | $40786 | $40B0C | |
40 | Rising sand wall from SOZ | $40B16 | $40D10 | |
41 | Light switch from SOZ | $40E5C | $41090 | |
42 | Floating pillar from SOZ | $41176 | $412E0 | The upper nybble determines size and appearance - 0 is normal, 1 means it has spikes on the top, and 2 means it has spikes on the bottom. The lower nybble determines behaviour:
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43 | Swinging platform from SOZ | $4143C | $416C6 | The upper nybble determines behaviour - 0 means it swings continuously, 1 means it swings only when the player stands on it. The lower nybble is the number of spheres in the chain connecting the platform to its holder |
44 | Breakable sand rock from SOZ | $41702 | $4182E | |
45 | Pushing switch from SOZ 2 | $4187E | $41B56 | Serves as an index number into the level trigger flags data. Used to associate the switch with the sand door it controls |
46 | Sand door from SOZ 2 | $41B70 | $41C72 | Serves as an index number into the level trigger flags data. Used to associate the sand door with its controlling switch |
47 | Cork plug from SOZ 2 which when broken causes sand to start rising | $41CC2 | $41EAE | |
48 | Wire which you hang onto and use to descend in SOZ | $4A9A8 | $4B1D0 | |
49 | Miscellaneous solid non-animated sprites from SOZ | $41F44 | $41FC8 | 0 means 2x3 block with decorations on it, 1 means small ledge from which rope is often suspended |
4A | Floating platform from DEZ | $25A30 | $25ACA | Determines platform behaviour:
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4B | Tilting bridge from DEZ | $46D9E | $46F7A | |
4C | Carrier from DEZ which you hang onto | $46F84 | $4717E | |
4D | Missile launcher embedded in walls from DEZ | $4719A | $472A8 | |
4E | Swinging platform from DEZ | $47378 | $47614 | |
4F | Staircase from DEZ | $4763E | $46F7A | |
50 | Conveyor belt from DEZ | $47816 | None (part of level art) | |
51 | Floating platform | $25506 |
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The upper nybble determines size - 0 is for MGZ, 1 is for HCZ and 2 is for AIZ. The lower nybble determines platform type:
|
52 | Lightning from DEZ | $47892 | $4792E | |
53 | Moving conveyor belt from DEZ | $47966 | $47C08 | |
54 | Air-bubble emitting object | $2F938 | $2FCB2 | |
55 | Energy bridge from DEZ | $47E2E | $47FF8 | |
56 | Curved energy bridge from DEZ | $47EFC | $48038 | |
57 | Light tunnel launcher from DEZ | $481F2 | $48424 | |
58 | Gravity-reversal switch from DEZ 2 | $48AAA | $48BEA | |
59 | Gravity-reversing long vertical tunnel from DEZ 2 | $48C16 | None (part of level art) | |
5A | Tunnels from DEZ inside which player twirls | $48EAE | None (part of level art) | |
5B | Gravity-reversal object placed inside horizontal tunnels in DEZ | $491F4 | None (not displayed) | |
5C | Tunnel junction from DEZ | $492B2 | None (part of level art) | |
5D | Retracting spring from DEZ | $4808E | $481B6 | |
5E | Machine from DEZ which causes player to hover above it | $4945C | $495D8 | |
5F | Object from DEZ 1 which controls player movement in the special engine room in DEZ 1 | $49602 | None (not displayed) | |
60 | Bumpers in engine room from DEZ 1 | $49766 | $498C2 | |
61 | Main puzzle bumper in engine room in DEZ 1 | $498D2 | $49A6C | |
62 | Ring (unused slot) | $1A51A | $1A99A | |
63 | Ring (unused slot) | $1A51A | $1A99A | |
64 | Ring (unused slot) | $1A51A | $1A99A | |
65 | Ring (unused slot) | $1A51A | $1A99A | |
66 | Ring (unused slot) | $1A51A | $1A99A | |
67 | Ring (unused slot) | $1A51A | $1A99A | |
68 | Ring (unused slot) | $1A51A | $1A99A | |
69 | Ring (unused slot) | $1A51A | $1A99A | |
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 | Invisible horizontal block which hurts player, but is nullified by lightning shield | $1F3EA | $1ECC6 | |
6E | Invisible horizontal block which hurts player, but is nullified by fire shield | $1F3F2 | $1ECC6 | |
6F | Ring (unused slot) | $1A51A | $1A99A | |
70 | Ring (unused slot) | $1A51A | $1A99A | |
71 | Ring (unused slot) | $1A51A | $1A99A | |
72 | Ring (unused slot) | $1A51A | $1A99A | |
73 | Ring (unused slot) | $1A51A | $1A99A | |
74 | Retracting spring from SSZ | $46426 | $46D20 | |
75 | Rotating spiked platform from SSZ | $460D8 | $46ADA | |
76 | Rotating conveyor belt from SSZ | $45DAE | $46CE8 | |
77 | Retracting bridge from SSZ at the very beginning of the act | $44F52 | $46958 | |
78 | Object which launches player forward in FBZ and DEZ | $3B934 | $3BA8A | |
79 | Teleporter from HPZ and SSZ | $45528 | $46B3C | |
7A | Bar from SSZ which you hang on to and it takes you up | $4536C | $46ADA | |
7B | Diagonal collapsing bridge from SSZ | $44D60 | $46958 | |
7C | Horizontal collapsing bridge from SSZ | $44C44 | $46958 | |
7D | Bouncy cloud from SSZ | $450A4 | $46A44 | |
7E | Collapsing grey column from SSZ | $44AE0 | $46900 | |
7F | Floating platform from SSZ | $44A68 | $46900 | |
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:
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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 | Madmole badnik from MHZ | $8D580 | $8D9F2 | |
8D | Mushmeanie badnik from MHZ | $8DAF6 | $8DCF8 | |
8E | Dragonfly badnik from MHZ | $8DD32 | $8DFDA | |
8F | Butterdroid badnik from MHZ | $8E09E | $8E12E | |
90 | Cluckoid badnik from MHZ | $8E17E | $8E546 | |
91 | Tree which MHZ 1 miniboss chops down | $75A84 | $186A88 | |
92 | Miniboss from MHZ 1 | $751CA | $186168 | |
93 | Boss from MHZ 2 | $75F50 | $6820C | |
94 | Skorp badnik from SOZ | $8E650 | $186C84 | |
95 | Sandworm badnik from SOZ | $8EA66 | $186D10 | |
96 | Walking rock badnik from SOZ | $8EDA0 | $8F086 | |
97 | Miniboss from SOZ 1 | $76A12 | $774A6 | |
98 | Boss from SOZ 2 | $7764E | $6820C | |
99 | Fireworm badnik from LRZ | $8F750 | $8FA5C | |
9A | Exploding rock from LRZ | $8FAE6 | $8FC90 | |
9B | Toximister badnik from LRZ | $8FD30 | $9008E | |
9C | Drilling machine from LRZ | $900F0 | $186D6A | |
9D | Miniboss from LRZ 1 | $784F0 | $186EC8 | |
9E | Torpedo launcher from LRZ 3 | $78F56 | $1876B2 | |
9F | Ring (unused slot) | $1A51A | $1A99A | |
A0 | Egg Robo badnik from SSZ | $91518 | $184F34 | |
A1 | Green Hill Mecha Sonic boss from SSZ | $7A20E | $6820C | |
A2 | Metropolis Mecha Sonic boss from SSZ | $7A6A6 | $6820C | |
A3 | Mecha Sonic boss from SSZ | $7B288 | $1853AA | |
A4 | Spikebonker badnik from DEZ | $919EC | $184E5C | |
A5 | Chainspike badnik from DEZ | $91C3C | $184E8A | |
A6 | Miniboss from DEZ 1 | $7DDB4 | $184FBA | |
A7 | Boss from DEZ 2 | $7F06C | $185B82 | |
A8 | Object which forces Sonic and Tails into a crouch at the beginning of MHZ 1 | $62CA4 | None (not displayed) | |
A9 | Button from MHZ 1 which opens/closes door. Also spawns Knuckles object | $62E28 | $2C71E | |
AA | Ghosts from SOZ | $8F0B8 | $1872B6 | |
AB | Object which manages art loading for the ghost egg capsule in SOZ 2 | $8F390 | None (not displayed) | |
AC | Egg capsule containing ghosts from SOZ 2 | $8F3F6 | $86BFC | |
AD | Platforms, both stationary and moving, from LRZ 3 | $79C52 | $1874B4 | |
AE | Object which locks controls and spawns Knuckles and rock object at the end of LRZ 2 | $63B22 | None (not displayed) | |
AF | Button which Knuckles uses to open bridge at the beginning of SSZ 1 | $659B6 | $2C71E | |
B0 | Master Emerald from HPZ | $906A0 | $91006 | |
B1 | Object which changes HPZ's palette midway through the act | $656A8 | None (not displayed) | |
B2 | Egg Robo who comes to grab Knuckles at the beginning of SSZ 2 | $7CA1C | $6820C | |
B3 | Object which changes the current level when player comes in contact with it | $863EC | None (not displayed) | The overall act number to change to (for example, HPZ is zone $16 act $1, so to change to that the subtype would be $16 * 2 + 1 = $2D) |
B4 | Super Emeralds from HPZ | $90774 | $91006 | |
B5 | Object which initializes all objects in HPZ special stage portal | $90964 | None (not displayed) | |
B6 | Boss ship from DDZ | $817DA | $832E2 | |
B7 | Asteroid from DDZ | $821DE | $832E2 | |
B8 | Missile from DDZ | $81FEE | $832E2 |