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SCHG

Sonic Adventure/Object Editing

From Sonic Retro

1

SCHG: Sonic Adventure
Dreamcast
Gamecube
PC
2010


Level layouts are stored as .bin files.
For the Dreamcast version, they are in the /SONICADV directory of the disc.
For the GameCube version, they are in the root of the disc.
For the PC version, they are in the /system directory of the SADX folder.
Note: In the Gamecube version, these files are in big endian byte order! You'll need to convert them with SETswitch if you want to edit them with a program other than a hex editor, then convert them again before putting them back in the game.

File Name Layout

Level object files for levels 19 and under are always in the same format:

SETLLSSC.BIN

Where LL is the level number, SS is the level segment (Act) number, and C is the character playing the level. See below for useable values.

Listing of Levels and Their Segments

  • 00 - Hedgehog Hammer
  • 01 - Emerald Coast
    • 00 - Azure Blue World
    • 01 - Windy and Ripply
    • 02 - Big Fishing
  • 02 - Windy Valley
    • 00 - Windy Hill
    • 01 - The Tornado
    • 02 - In the Air
  • 03 - Twinkle Park
    • 00 - Twinkle Cart
    • 01 - Pleasure Castle
    • 02 - Fakery Way
  • 04 - Speed Highway
    • 00 - Run Through the Speed Highway
    • 01 - Goin' Down
    • 02 - At Dawn
  • 05 - Red Mountain
    • 00 - Mt. Red: a Symbol of Thrill
    • 01 - Red Hot Skull
    • 02 - Mt. Red: a Symbol of Thrill (Knuckles)
  • 06 - Sky Deck
    • 00 - Skydeck A Go! Go!
    • 01 - Part 2
    • 02 - General Offensive
  • 07 - Lost World
    • 00 - Tricky Maze
    • 01 - Danger! Chased by Rock
    • 02 - Leading Lights
  • 08 - Ice Cap
    • 00 - Snowy Mountain
    • 01 - Limestone Cave
    • 02 - Snowboarding
  • 09 - Casinopolis
    • 00 - Main Hall
    • 01 - Dilapidated Way
    • 02 - Sonic Pinball
    • 03 - NiGHTS Pinball
  • 10 - Final Egg
    • 00 - Mechanical Resonance (Part 1)
    • 01 - Crank the Heat Up!
    • 02 - Mechanical Resonance (Part 2, Shooting Gallery)
  • 12 - Hot Shelter
    • 00 - Bad Taste Aquarium
    • 01 - Red Barrage Area
  • 15 - Chaos 0
  • 16 - Chaos 2
  • 17 - Chaos 4
  • 18 - Chaos 6
  • 19 - Perfect Chaos
  • EGM1 (20) - Egg Hornet
  • EGM2 (21) - Egg Walker
  • EGM3 (22) - Egg Viper
  • ZERO (23) - Zero
  • E101 (24) - E-101 BETA
  • E101R (25) - E-101mkII
  • SS (26) - Station Square
    • 00 - City Hall Area
    • 01 - Train Station/Casino Area
    • 02 - Sewer
    • 03 - Main Area
    • 04 - Hotel
    • 05 - Twinkle Park Entrance
  • EC0 (29) - Egg Carrier (Outside)
    • 0 - Main Area
    • 1 - Front (Transformed)
    • 2 - Back (Transformed)
    • 3 - Captain's Room
    • 4 - Private Room
    • 5 - Pool
    • 6 - Transformation Sequence - Not a level. Do not use.
  • EC3 (32) - Egg Carrier (Inside)
    • 0 - Ammunition Room
    • 1 - Main Area
    • 2 - Hedgehog Hammer Room
    • 3 - Prison
    • 4 - Reservoir
    • 5 - Chao Teleporter Room
  • MR (33) - Mystic Ruins
    • 00 - Main Area (Train Station)
    • 01 - Angel Island
    • 02 - Jungle
    • 03 - Final Egg
  • PAST (34) - Mystic Ruins (Past)
    • 00 - Echidna Village
    • 01 - Emerald Shrine
    • 02 - Emerald Shrine (On fire)
  • MCART (35) - Twinkle Circuit
    • 00 - Normal Track
    • 01 - Hidden Track 1
    • 02 - Hidden Track 2
    • 03 - Hidden Track 3
    • 04 - Hidden Track 4
    • 05 - Hidden Track 5
  • SHT1 (36) - Sky Chase Act 1
  • SHT2 (37) - Sky Chase Act 2
  • SBOARD (38) - Sand Hill
  • GARDEN00 (39) - Station Square Chao Garden
  • GARDEN01 (40) - Egg Carrier Chao Garden
  • GARDEN02 (41) - Mystic Ruins Chao Garden
  • AL_RACE (42) - Chao Race

Characters

  • S - Sonic
  • EG - Eggman (Unused)
  • M - Miles/Tails
  • K - Knuckles
  • TI - Tikal (Unused)
  • A - Amy
  • E - E-102 Gamma
  • B - Big
  • L - Last/Super Sonic

Examples

  • SET0201S.BIN - Tornado segment of Windy Valley when played as Sonic
  • SET0402K.BIN - Speed Highway: At Dawn as Knuckles
  • SETZEROA.BIN - ZERO boss as Amy
  • SET0100S.BIN - Beginning of Emerald Coast as Sonic


NOTE: If there is no file for a certain character in a level, it will load Sonic's file by default. If there is no file for Sonic, then no objects will be loaded. This can be corrected, though. Simply copy the appropriate file and rename it accordingly and the objects will appear in the level with that character.

The Object Format

Header

Every file starts with a 32 byte (20 in hex) header in the following format, where red is an unsigned long containing the total amount of objects in the level.

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

(If you ever forget the amount of objects, take the offset of the very last object, divide in hex by 20, and convert to decimal.)

Body

Objects are defined after the header in the following format:

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  • The first byte, and part of the next byte are an unsigned short for the object type. You can find what value corresponds to each object here.
  • This determines the lowest clipping level the object can appear on. 0 = Low (always), 1 = Normal, 2 = High
  • This unsigned short is the X rotation of the object in BAMS (Binary Angle Measurement System).
  • This unsigned short is the Y rotation of the object in BAMS.
  • This unsigned short is the Z rotation of the object in BAMS.
    • Note: To convert from degrees to BAMS: (degrees * 182) = BAMS.
  • This float is the X position of the object.
  • This float is the Y position of the object.
  • This float is the Z position of the object.
  • This float is the object's first property.
  • This float is the object's second property.
  • This float is the object's third property.

To get the XYZ position of the object you want to place, use Cheat Engine to look up offsets 03B2CAB0, 03B2CAB4, and 03B2CAB8 of sonic.exe - Sonic's current X, Y, and Z position, respectively. Play the game and move sonic to the place you want the object to be and pause the game. Then, paste these numbers into your hex editor as a float.

Special Objects

Item Box

Item box types can be changed. Change the first property to the corresponding value below to change the box's function.

  • 00 - Speed up
  • 01 - Invincibility
  • 02 - 5 rings
  • 03 - 10 rings
  • 04 - "?" rings
  • 05 - Shield
  • 06 - Extra Life
  • 07 - Enemy Bomb
  • 08 - Electric Shield

Jump Pad

  • The first property is the number of the jump pad (1-9, 0 is end).
  • The second property is the number of the destination jump pad (2-9, 0 is end).

Rocket & Dash Hoop

  • The first property is the X coordinate of the destination.
  • The second property is the Y coordinate of the destination.
  • The third property is the Z coordinate of the destination.

Note: For Vertical rockets, only the Y coordinate applies.

Dash Panel

  • The first property controls the distance/speed to use. If 0 or lower, it defaults to 14.
  • The second property the time to disable the player's control stick for. Other controls remain unaffected. If 0 or lower, it defaults to 60

Springs

  • The first property the time to disable the player's control stick for. Other controls remain unaffected.
  • The second property controls the distance to send the player. If left unchanged, the value will be set to its default.

Falling Spikeball

  • The first property is the distance the ball will travel upwards.
  • The second property is the speed that the ball will travel upwards.

Ball and Chain

  • The Y Rotation controls the speed of rotation.
  • The first property is the radius of the object.
  • The second property is the distance the object will travel upwards.
  • The third property controls the number of balls. 0 is 2, anything else is 1.

Spikes

  • The first property is the number of rows.
  • The third property is the number of columns.

Row of Rings

  • The first property is the number of rings.
  • The second property is the distance between rings.

Tikal

  • The third property is the ID number of the hint to give.

Object Lists

The following are a listing of objects available to be used in levels. The number following the level name is the level number (for example, 01 is Emerald Coast).

Note: These lists are old, incomplete, sometimes inaccurate, and sometimes completely wrong.

Hedgehog Hammer (00)

  • 00 - Ring
  • 01 - Circular game platform
  • 02 - Solid collision block (visible in debug)

Emerald Coast (01)

originally by Dude

  • 00 - Ring
  • 01 - Spring
  • 02 - Rotatable spring
  • 03 - Dash Pad
  • 04 - Swinging Spike ball
  • 05 - Falling Spike Ball
  • 06 - Spikes
  • 07 - Emerald Shard (doesn't work?)
  • 08 - Egg Prison
  • 09 - Button
  • 0A - plant
  • 0B - Dash Hoop
  • 0C - Balloon (Can only be used by Amy, but appears as all characters)
  • 0D - Item Box
  • 0E - Horizontal Rocket
  • 0F - Closed Horizontal Rocket Platform
  • 10 - Vertical Rocket
  • 11 - Closed Vertical Rocket Platform
  • 12 - Jump Panel
  • 13 - Checkpoint
  • 14 - "push" Collision box
  • 15 - Row of rings
  • 16 - Collision Sphere
  • 17 - Collision cylinder
  • 18 - Collision cube
  • 19 - Non-solid invisible cube, probably for triggering
  • 1A - Tikal Hint
  • 1B - Bubbles
  • 1C - Bubbles
  • 1D - Kiki
  • 1E - RhinoTank
  • 1F - Water Spider
  • 20 - Palmtree (properties floats control variance)
  • 21 - Shorter Palmtree
  • 22 - Palmtree variance
  • 23 - Sloping, collision-less, and incomplete palmtree
  • 24 - Rock Platform
  • 25 - Hut
  • 26 - Spike Gate
  • 27 - Water Platform (moves according to weight distribution)
  • 28 - Purple Launch Ramp
  • 29 - Really Thin Rock Structure
  • 2A - Mossy Rock
  • 2B - Fence Segment (it should be noted that this fence is longer than the next one, or vice versa, I can't remember)
  • 2C - Fence Seperator
  • 2D - Alternate textured Fence Segment
  • 2E - Same as 2C
  • 2F - Coral
  • 30 - Coral
  • 31 - Horizontal Palmtree
  • 32 - Vines
  • 33 - Moss
  • 34 - Vine stemed plant
  • 35 - Dolphins (No info on useage just yet)
  • 36 - Conecrete pole
  • 37 - Seagull
  • 38 - Seagull
  • 39 - Fake lighting effect
  • 3A - Umbrella
  • 3B - Dock, breaks if whale is triggered
  • 3C - Bouncy Rope
  • 3D - O ASIATO
  • 3E - Plant
  • 3F - Plant
  • 40 - Moss
  • 41 - SAKANA8K
  • 42 - Destroyable Rock
  • 43 - Whale spawner
  • 44 - Whale remover
  • 45 - Water intro
  • 46 - Waterfall
  • 47 - Rock
  • 48 - Breakable Rocks
  • 49 - Chair
  • 4A - Straw roof hut
  • 4B - Dolphin trigger (No info yet on useage)
  • 4C - Bass
  • 4D - Froggy
  • 4E - Fish
  • 4F - Updraft (Dimensions controlled by misc. floats)
  • 50 - Endlevel trigger. Mightbe a plane
  • 51 - Prison Egg
  • 52 - Floating Item Box
  • 53 - Area where Big can jump out of the water.

Windy Valley (02)

originally by Dude

  • 00 - Ring
  • 01 - Recovery Spring
  • 02 - Normal Spring (distance controlled by 2nd misc float)
  • 03 - Dash Panel
  • 04 - Ball and Chain
  • 05 - Falling Spike ball
  • 06 - Spikes
  • 07 - Nothing
  • 08 - Egg Prison
  • 09 - Switch
  • 0A - Weeds
  • 0B - Dash Hoop
  • 0C - Baloon (can only be used by amy)
  • 0D - Item box
  • 0E - Horizontal Rocket
  • 0F - Closed Horizontal Rocket Platform
  • 10 - Vertical Rocket
  • 11 - Closed Vertical Rocket Platform
  • 12 - Jump Panel
  • 13 - Checkpoint
  • 14 - "push" collision hull
  • 15 - Ring
  • 16 - Circle collision hull
  • 17 - Cylinder collision hull
  • 18 - Box collision hull (misic floats control dimensions)
  • 19 - Non-solid Debug box, probably a trigger
  • 1A - Tikal Hint
  • 1B - Gamma "HIT" target
  • 1C - rihno enemy (only appears in debug)
  • 1D - Worm enemy
  • 1E - Nothing ( not even in debug)
  • 1F - E-103
  • 20 - Bridge ( misc floats control what part of bridge)
  • 21 - Wind effect.
  • 22 - Rock that flies away when you get close
  • 23 - A block
  • 24 - Another Block
  • 25 - Taller block
  • 26 - Square, grass-topped platform
  • 27 - dandelion
  • 28 - Leaf generator
  • 29 - Leaf (Misc. Floats Control size)
  • 2A - Air Lift/Elevator Thing (Misc. Floats control size)
  • 2B - Bridge
  • 2C - Broken Bridge
  • 2D - Round, grassy Platform
  • 2E - Dandelions (before they do that blowy-thingy)
  • 2F - Trampoline
  • 30 - wooden post
  • 31 - Fence segment
  • 32 - Tree
  • 33 - Fence with wind thing
  • 34 - wind thing gate
  • 35 - Rock platform with wind thing (First Misc. Float controls Windmill's rotation speed)
  • 36 - Messes up level
  • 37 - Bridge
  • 38 - Tilted Column
  • 39 - Same as above
  • 3A - Column with handle thing
  • 3B - Flower
  • 3C - Messes up level
  • 3D - Wind thing Gate
  • 3E - grass
  • 3F - rock barrier
  • 40 - longer rock barrier
  • 41 - wall mounted wind thing
  • 42 - MORE WIND THING
  • 43 - MORE BRIDGES
  • 44 - Fan
  • 45 - Tumbleweed
  • 46 - OMFG HUGE WIND THING
  • 47 - Wind thing catwalk
  • 48 - Eagle
  • 49 - Tornado
  • 4A - flower
  • 4B - flower
  • 4C - nothing
  • 4D - Egg Prison
  • 4E - "Floating" item box
  • 4F - Bouncy spring (3 springs in a row, curls you up when you hit it)

Twinkle Park (03)

  • 00 - Ring
  • 01 - Ring
  • 02 - Invisible Spheres (not solid, appear to do nothing, only visible in debug)
  • 03 - Invisible Sphere (not solid, appears to do nothing, only visible in debug)
  • 04 - Spring (Small)
  • 05 - Spring (Large)
  • 06 - Row of Springs
  • 07 - Dash Panel
  • 08 - Orange Pad (unused, only visible in debug)
  • 09 - Ball and Chain
  • 0A - Falling Spike ball
  • 0B - Ground Spikes
  • 0C - Egg Prison
  • 0D - Button
  • 0E - Balloon (for Amy only)
  • 0F - Item box
  • 10 - Floating Item box
  • 11 - Horizontal Rocket Platform
  • 12 - Closed Horizontal Rocket Platform
  • 13 - Vertical Rocket Platform
  • 14 - Closed Vertical Rocket Platform
  • 15 - Checkpoint
  • 16 - Invisible Barrier: Square (solid, pushes you a direction, only visible in debug mode)
  • 17 - Invisible Barrier: Sphere (solid, only visible in debug)
  • 18 - Invisible Barrier: Cylinder (solid, only visible in debug)
  • 19 - Invisible Barrier: Cube (solid, only visible in debug)
  • 1A - Invisible Barrier: Cube (solid, pushes you a direction, only visible in debug mode)
  • 1B - Nothing
  • 1C - Tikal Hint Orb
  • 1D - Hint Monitor
  • 1E - Nothing
  • 1F - Go-cart (black)
  • 20 - Buyoon
  • 21 - Kiki
  • 22 - Invisible Cube (not solid, appears to do nothing, only visible in debug)
  • 23 - Cart Return Station
  • 24 - Cart Dash Pannel
  • 25 - Cart Dash Ramp
  • 26 - Lighted Track Arch
  • 27 - Large Track Arch
  • 28 - Curved Track Lightpost
  • 29 - Track Decoration 1 (yellow thing)
  • 2A - Asteroid 1 (huge)
  • 2B - Asteroid 2 (skinny/tall)
  • 2C - Asteroid 3 (small)
  • 2D - Track Decoration 2 (speaker/display thing)
  • 2E - Track Decoration 3 (large arrow sign)
  • 2F - Track Decoration 4 (Uranus)
  • 30 - Track Decoration 5 (Jupiter)
  • 31 - Track Decoration 6 (Saturn)
  • 32 - Track Decoration 7 (light thing)
  • 33 - Track Decoration 8 (spinning rocket ride)
  • 34 - Track Decoration 9
  • 35 - Track Decoration 10 (big ship)
  • 36 - Cart Track Door
  • 37 - Mysterious Brown Ball (floats there until you hit it, then it follows walls)
  • 38 - Exploding Barrel
  • 39 - Window
  • 3A - Bowling Pins
  • 3B - Nothing
  • 3C - Nothing
  • 3D - Bowling Launch Pad
  • 3E - Nothing
  • 3F - Wooden Doors
  • 40 - More Wooden Doors
  • 41 - Opening Wooden Doors
  • 42 - Metal Fence
  • 43 - Post
  • 44 - Orange Flag on Pole
  • 45 - Large Orange Flag
  • 46 - Double Flags on Pole
  • 47 - Floating Pad 1 (more animated)
  • 48 - Floating Pad 2
  • 49 - Roof Section
  • 4A - Merry-Go-Round (has SE and animation)
  • 4B - Some object
  • 4C - Double Lights
  • 4D - Huge Animated Pirate Ships
  • 4E - Collapsing Platform (used in Mirror Room)
  • 4F - Half Plant (yellow flowers)
  • 50 - Half Plant (pink flowers)
  • 51 - Whole Plant (yellow flowers)
  • 52 - Whole Plant (pink flowers)
  • 53 - Longer Plant (yellow flowers)
  • 54 - Longer Plant (pink flowers)
  • 55 - Ring
  • 56 - Circular Purple Roof
  • 57 - Game crashes
  • 58 - Nothing
  • 59 - Game crashes
  • 5A - Bubble
  • 5B - Nothing? (Used in Big's Act 1)
  • 5C - Nothing? (Used in Amy's Act 2)

Speed Highway (04)

originally by Dude

  • 00 - Unknown
  • 01 - Recovery spring
  • 02 - Different spring
  • 03 - Dash Panel
  • 04 - Spike Ball
  • 05 - Falling spike ball
  • 06 - Spikes
  • 07 - Absolutely nothing.
  • 08 - Egg Prison
  • 09 - Switch
  • 0A - weed
  • 0B - Dash Hoop
  • 0C - End Level Baloon (only works with amy, nobody else can grab it)
  • 0D - SPEED SHOES OMGWTF
  • 0E - Horizontal Rocket
  • 0F - Closed Horizontal Rocket Platform
  • 10 - Vertical Rocket
  • 11 - Closed Vertical Rocket Platform
  • 12 - Jump Panel (doesn't work)
  • 13 - Checkpoint
  • 14 - Push Collision hull
  • 15 - Tikal Hint
  • 16 - Vertical spring group (the one in windy valley that curls you into a ball)
  • 17 - Speed Highway platform transport.
  • 18 - Fountain
  • 19 - Speed Highway Red Diagonal Platform transport.
  • 1A - Glass
  • 1B - Glass (breaks before you touch it 0_o)
  • 1C - Brick platform (From At Dawn)
  • 1D - Concrete platform (From At Dawn)
  • 1E - Canister (from At Dawn)
  • 1F - Sign
  • 20 - Speed Highway U-turn Device
  • 21 - Skylight
  • 22 - Bouncy Awning (like 23 and 24)
  • 23 - Bouncy Awning (from "At Dawn")
  • 24 - Another Bouncy Awning
  • 25 - Roadblock
  • 26 - Platform
  • 27 - Platform (wall attatched variant)
  • 28 - Platform (BIG variant)
  • 29 - Four-Paneled Sign
  • 2A - sign
  • 2B - Newspaper rack (there are a bunch of 29's inside of it)
  • 2C - newspaper rack
  • 2D - newspaper rack
  • 2E - newspaper rack
  • 2F - Bench (from "At Dawn")
  • 30 - Arrows
  • 31 - Big, Shiny advertisement seen on the side of skyscrapers.
  • 32 - Variation of 31.
  • 33 - Another Ad variant.
  • 34 - yet another variant
  • 35 - Sign
  • 36 - sign
  • 37 - Another Sign
  • 38 - Street Sign
  • 39 - 13TH WTF
  • 3A - Wall attatched-sign
  • 3B - LOST TRASHCAN OBJECT
  • 3C - Water Hydrant
  • 3D - Row of Shrubs
  • 3E - Potted Plant
  • 3F - Variation of 3E
  • 40 - More Shrubs
  • 41 - Street light
  • 42 - runway marker
  • 43 - streetlamp
  • 44 - streetlamp
  • 45 - Unmovable cone
  • 46 - Catwalk (that you can't use XP)
  • 47 - Same as Above
  • 48 - satellite tower.
  • 49 - Movable Traffic Cone
  • 4A - Another Movable Traffic Cone
  • 4B - Concrete Warning Marker
  • 4c - Fence
  • 4D - More Shrubs
  • 4E - Big Grassy Platform
  • 4F - Bigger octogonal grassy platform
  • 50 - Grandfather Clock (Interesting note : Its pendulum keeps swinging, even when the game is paused.)
  • 51 - wall-mounted Light
  • 52 - Streetsign
  • 53 - Guard Rail (blue arrows)
  • 54 - Tree-In-A-Bucket
  • 55 - grass
  • 56 - Helicopter with a spaz attack
  • 57 - Same as above
  • 58 - Bell
  • 59 - Light ray
  • 5A - Block
  • 5B - Ring (laying lopsided)
  • 5C - Spinner Enemy
  • 5D - Spinner enemy
  • 5E - Electric Spinner
  • 5F - Monkey Police Enemy, not nothing =P
  • 60 - Spike Ball Throwing Enemy
  • 61 - Spike Ball Spinning Enemy
  • 62 - Invisible Collision Sphere
  • 63 - Solid Collision item
  • 64 - Collision hull
  • 65 - Block that shows up in debug mode (nonsolid)
  • 66 - Tikal hint
  • 67 - Unknown
  • 68 - Unknown
  • 69 - Unknown
  • 6A - Unknown
  • 6B - Unknown
  • 6C - Unknown
  • 6D - Unknown
  • 6E - Unknown
  • 6F - Unknown
  • 70 - Unknown
  • 71 - Unknown
  • 72 - Unknown
  • 73 - Unknown
  • 74 - Unknown
  • 75 - Unknown

Red Mountain (05)

originally by Dude

  • 00 - Ring
  • 01 - Recovery Spring
  • 02 - Spring
  • 03 - Dashpanel
  • 04 - Ball and Chain
  • 05 - Falling spike ball
  • 06 - Spikes
  • 07 - Nothing
  • 08 - Egg Prison
  • 09 - Switch
  • 0A - Weed
  • 0B - Dashhoop
  • 0C - Baloon (can only be used by amy)
  • 0D - Item box
  • 0E - Horizontal Rocket
  • 0F - Closed Horizontal Rocket Platform
  • 10 - Vertical Rocket
  • 11 - Closed Vertical Rocket Platform
  • 12 - Jump Panel
  • 13 - Checkpoint
  • 14 - "push" collision hull
  • 15 - Gamma "HIT" target
  • 16 - Skull torch
  • 17 - Nothing
  • 18 - Lava
  • 19 - monkeybars
  • 1A - Also monkeybars ...
  • 1B - very short monkeybars
  • 1C - Double 1B
  • 1D - Cross
  • 1E - Electric chair
  • 1F - Messes up object layout
  • 20 - Small torch
  • 21 - Nothing
  • 22 - grave/cross mix thing
  • 23 - lights
  • 24 - Pole
  • 25 - curved pole
  • 26 - yellow block
  • 27 - Smoking grate
  • 28 - Nothing
  • 29 - Fence
  • 2A - Fence w/ lights
  • 2B - Locked Gate
  • 2C - skylight (small)
  • 2D - Wire Ride
  • 2E - Nothing
  • 2F - Exploding-Rock
  • 30 - Big machine thing
  • 31 - Uh
  • 32 - Wall thing
  • 33 - WIND THING
  • 34 - Rock Bridge
  • 35 - Same as above
  • 36 - Nothing
  • 37 - Nothing
  • 38 - Tree
  • 39 - part1 end door
  • 3A - Nothing
  • 3B - Ghost prisoner
  • 3C - Bouncy version of above
  • 3D - Still Ghost Prisoner
  • 3E - Nothing
  • 3F - Bridge
  • 40 - lower bridge O_O
  • 41 - Higher Bridge


Lost World (07)

originally by Dude

  • 00 - Ring
  • 01 - Spring
  • 02 - Spring
  • 03 - Dash Panel
  • 04 - Spinning Ball
  • 05 - Falling Spike Ball
  • 06 - Spikes
  • 07 - Nothing
  • 08 - Prison Egg
  • 09 - Switch
  • 0A - Plant
  • 0B - Dash Hoop
  • 0C - Baloon
  • 0D - Horizontal Rocket
  • 0E - Closed Horizontal Rocket Platform
  • 0F - Vertical Rocket
  • 10 - Closed Vertical Rocket Platofrm
  • 11 - Jump Panel
  • 12 - Checkpoint
  • 13 - "push" Collision hull
  • 14 - Sphere Collision hull
  • 15 - Cylinder Collision Hull
  • 16 - Solid Collision Hull
  • 17 - Non-solid Debug hull
  • 18 - Ring 0_o
  • 19 - (smaller, non-solid) Spherical debug hull
  • 1A - same as above
  • 1B - Item Box
  • 1C - Floating Item Box
  • 1D - Monitor (doesn't display any message)
  • 1E - Tikal Hint (also doensn't display message)
  • 1F - Tikal Hint ("This Way!)
  • 20 - Spinning Rock Hallway
  • 21 - Snake Room Platform
  • 22 - (smaller) Snake Room Platform
  • 23 - Same as above
  • 24 - Snake room platform (very tall and has no guardrails)
  • 25 - Same as above, but with no geometry on bottom
  • 26 - Snake lamp
  • 27 - Snake lamp (rotated 90 degrees)
  • 28 - Snake lamp (roated 180 degrees)
  • 29 - Cylidrical rock Column
  • 2A - Chamfered platform with mosaic
  • 2B - Broken column
  • 2C - Short Rectangular Column
  • 2D - (big) snake's mouth (Note : not solid)
  • 2E - Lost World Spikes
  • 2F - Stone Gate that keeps moving up and down (non-solid, and keeps animating even while paused)
  • 30 - Spike-bottomed Platform
  • 31 - Shorter version of above
  • 32 - Fern
  • 33 - Bigger Fern
  • 34 - Some Short Plant
  • 35 - Wall-mounted plant
  • 36 - Doughnut-shaped plant (generates leaves when you go through it)
  • 37 - (decorative) Arrow Shooter
  • 38 - Rock-Chase Ramp
  • 39 - Rotating Block (but doesn't rotate)
  • 3A - Breakable Box/Crate
  • 3B - wall panel button (didn't work)
  • 3C - wall panel (couldn't walk on it)
  • 3D - Bright Pyramid (might be a ray of light)
  • 3E - Light switcher thingy (if you get in you can't get out)
  • 3F - Flaming Block (only lights on the upstroke)
  • 40 - Moving Block
  • 41 - Small Snake Fountain
  • 42 - Nothing
  • 43 - lowing Flame
  • 44 - Snake Lamp
  • 45 - Door
  • 46 - Door (this one actually opens)
  • 47 - Nothing
  • 48 - Nothing
  • 49 - Pltaform (no guard rails)
  • 4A - Nothing
  • 4B - A...... thing. That doesn't appear while paused.
  • 4C - Mirror
  • 4D - Chamfered Pltaform with mosaic tiles
  • 4E - I've never seen this before. It makes the "switch" sound.
  • 4F - Waterfall
  • 50 - Spinning Fire Enemy
  • 51 - Pink "snake" Enemy
  • 52 - Nothing
  • 53 - Breakable Crate/Box
  • 54 - Egg Prison
  • 55 - Nothing
  • 56 - Nothing
  • 57 - Nothing
  • 58 - Nothing
  • 59 - Nothing
  • 5A - Nothing

Ice Cap (08)

originally by Dude

  • 00 - Ring
  • 01 - Spring
  • 02 - Spring
  • 03 - Dash Panel
  • 04 - Spinning Spike Ball Chain
  • 05 - Falling Spike Ball
  • 06 - Spikes
  • 07 - Emerald Shard
  • 08 - Egg prison
  • 09 - Switch
  • 0A - Plant
  • 0B - Dash hoop
  • 0D - Item Box
  • 0E - Floating Item Box
  • 0F - Hint Monitor (says nothing)
  • 10 - Tikal Hint (says nothing)
  • 11 - Tikal Hint ("This Way!") - knuckles was supposed to come here?
  • 12 - Horizontal Rocket
  • 13 - Closed Horizontal Rocket Platform
  • 14 - Vertical Rocket
  • 15 - Closed Vertical Rocket Platform
  • 16 - Jump Panel
  • 17 - Checkpoint
  • 18 - "Push" Collision hull
  • 19 - Nothing
  • 1A - Nothing
  • 1B - Icicle (you can push it around)
  • 1C - Icicle (breaks)
  • 1D - Bigger Icicle (can also be pushed around)
  • 1E - Bigger Icicle (breaks)
  • 1F - Icicle (you can push it around)
  • 20 - Icicle (breaks)
  • 21 - Trick Ramp
  • 22 - Icicle (you hang from this one)
  • 23 - Crate
  • 24 - Small Rock Platform
  • 25 - Bigger Ice Platform
  • 26 - Taller Rocky platform
  • 27 - Another Ice platform
  • 28 - Fence
  • 29 - Fence Vairant
  • 2A - Fence Variant
  • 2B - Same as 2A
  • 2C - Rock with Icicle on it (Icicle breaks)
  • 2D - Single-segmented Icicle (does not break)
  • 2E - Twisty Rock Column
  • 2F - House (not solid)
  • 30 - Taller House (not solid)
  • 31 - Taller House Variant (not solid)
  • 32 - VERY large house (not solid)
  • 33 - Tree
  • 34 - Tall, leafless tree.
  • 35 - Tall, wide tree
  • 36 - Tall, wide tree variant
  • 37 - Some kind of wooden plank (collision stops before the top)
  • 38 - Log
  • 39 - Very large wall plant
  • 3A - Flattened tree
  • 3B - Semi-flattened tree
  • 3C - very tall, flattened tree
  • 3D - very tall tree (geometry only on one side)
  • 3E - Drawbridge
  • 3F - Bridge (breaks)
  • 40 - O ICEBAR1
  • 41 - O ICEBAR2
  • 42 - O MizukusaA
  • 43 - O MizukusaB
  • 44 - Wall-mounted catwalk, no col
  • 45 - Wall-mounted catwalk, other direction, no col
  • 46 - Red windmill, no col
  • 47 - Scalable solid coral piece (cylinder-esque)
  • 48 - Scalable solid coral piece (spear-esque)
  • 49 - Scalable solid coral piece (tower)
  • 4a - Massive icicle, the one that breaks with the aid of a jump pad
  • 4b - Ice gate. Seen in the snowboarding section
  • 4c - Floor-mounted set of 3 icicle spears
  • 4d - Floor-mounted set of 2 icicle spears
  • 4e - Floor-mounted set of 2 icicle spears (no snow base)
  • 4f - O BALLOON1
  • 50 - O BALLOON2
  • 51 - O BALLOON3
  • 52 - O BALLOON4
  • 53 - Crackable ice floor
  • 54 - Smaller square of ice
  • 55 - Square of ice
  • 56 - Ice rock (Big can lift, sonic can push)
  • 57 - Skeleton piece
  • 58 - Snowboard seq activator (fence with arrow)
  • 59 - O SnowNewA
  • 5a - O SnowMountA
  • 5b - O SnowMountB
  • 5c - O SnowMountC
  • 5d - O SnowMountD
  • 5e - O SnowRockA
  • 5f - O SnowRockB
  • 60 - O SnowRockC
  • 61 - O SnowRockD
  • 62 - O SnowStoneA
  • 63 - O SnowStoneB
  • 64 - O SnowStoneC
  • 65 - O SnowStoneD
  • 66 - O SnowStoneE
  • 67 - O SnowStoneF
  • 68 - Bridge post
  • 69 - ACT23JOIN (allows you to exit icy cave) Always place at 0,0,0
  • 6a - ACT12JOIN
  • 6b - O Kuguri (red point gate... I think)
  • 6c - Rihno Tank
  • 6d - Worm Enemy
  • 6e - Ice bot enemy
  • 6f - Row of springs
  • 70 - C SPHERE
  • 71 - C CYLINDER
  • 72 - C CUBE
  • 73 - Push collision barrier
  • 74 - Row of rings
  • 75 - O BUBBLE
  • 76 - O BUBBLES
  • 77 - Fish
  • 78 - Froggy
  • 79 - Shark
  • 7a - NO WATER
  • 7b - Area where Big can jump out of the water.
  • 7c - COLD
  • 7d - O KAOSE
  • 7e - YuraYura

Final Egg (10)

originally by Dude

  • 00 - Ring
  • 01 - spring
  • 02 - spring
  • 03 - dash panel
  • 04 - ball and chain
  • 05 - falling ball
  • 06 - spikes
  • 07 - nothing
  • 08 - prison egg
  • 09 - switch
  • 0A - weed
  • 0B - dash hoop
  • 0C - baloon
  • 0D - item box
  • 0E - Horizontal Rocket
  • 0F - closed Horizontal rocket
  • 10 - vertical rocket
  • 11 - closed vertical rocket
  • 12 - jump panel (careful, might not work on this level)
  • 13 - checkpoint
  • 14 - "push" collision hull
  • 15 - nothing
  • 16 - spinner enemy
  • 17 - nothing
  • 18 - nothing
  • 19 - electrified spinner
  • 1A - it *sounds* like a grabber, but I can't see it
  • 1B - grabber (it's wicked small)
  • 1C - nothing
  • 1D - pre-destroyed grabber
  • 1E - crate(solid)
  • 1F - nothing
  • 20 - Spiked roller
  • 21 - laser shooter thingy
  • 22 - the conveyor belt that spins. Speed is set by 3 misc floats
  • 23 - spike wall
  • 24 - spinning drum
  • 25 - same as above
  • 26 - shorter spinning drum
  • 27 - hammer pendulum
  • 28 - door??
  • 29 - security camera
  • 2A - security camera with industrial strength flashlight
  • 2B - big blue light
  • 2C - nothing
  • 2D - nothing
  • 2E - nothing
  • 2F - nothing
  • 30 - nothing
  • 31 - nothing
  • 32 - nothing
  • 33 - big door
  • 34 - nonsolid wall segment
  • 35 - wall (big)
  • 36 - barrel (explodes)
  • 37 - big thing that just disappears when attacked.
  • 38 - pig generator
  • 39 - thing the pigs plop out of
  • 3A - nothing
  • 3B - big circle thing I've never seen before
  • 3C - platform and curved tube
  • 3D - platform
  • 3E - VERY BIG VERY BRIGHT BLUE LIGHT
  • 3F - fan
  • 40 - sonic doll (ends level)
  • 41 - nothing
  • 42 - nothing
  • 43 - Final Egg isolation walls
  • 44 - Tails doll
  • 45 - closed doll box
  • 46 - very small red light
  • 47 - same
  • 48 - floor mountd beam light
  • 49 - eggman face light
  • 4A - ladder
  • 4B - thingy that goes down (you also lost toal control)
  • 4C - rotating.. thing
  • 4D - barrel (does not explode)
  • 4E - a door?
  • 4F - nothing
  • 50 - nothing
  • 51 - nothing
  • 52 - nothing
  • 53 - nothing

Station Square (SS)

  • 00 - ring
  • 01 - Spring (model is made to only go up)
  • 02 - spring (can be rotated)
  • 03 - Dash panel
  • 04 - ball and chain
  • 05 - falling spikeball
  • 06 - Spikes
  • 07 - nothing
  • 08 - Egg prison - CRASHES WHEN YOU JUMP ON IT!
  • 09 - switch
  • 0A - Weeds
  • 0B - Dash hoop
  • 0C - Baloon (only used by Amy
  • 0D - Item Box
  • 0E - Vertical Rocket
  • 0F - Closed Vertical Rocket Platform
  • 10 - Jump Panel
  • 11 - Checkpoint
  • 12 - "Push" collision hull
  • 13 - SCENE CHANGE (Z Rot used for level?)
  • 14 - Light dash pattern
  • 15 - Small white ball - I can only assume its a singular version of $14
  • 16 - Train (Casino area only)
  • 17 - Big pole
  • 18 - Doors to Twinkle park
  • 19 - Door into burger shop
  • 1A - Door into store (doesn't open)
  • 1B - (pink) door into Twinkle Park
  • 1C - Back door to shop
  • 1D - Arched door into Twinkle park
  • 1E - Again
  • 1F - Lift
  • 20 - Elevator
  • 21 - Elevator (Can't get out)
  • 22 - Egg stand
  • 23 - Either a candle.. or a winebottle - its too small to tell.
  • 24 - Nothing
  • 25 - Chair
  • 26 - Taller chair
  • 27 - Nothing
  • 28 - nothing
  • 29 - CLOCK
  • 2A - Bars that close off shop in case of theft.
  • 2B - nothing
  • 2C - Ketchup, menu, and salt
  • 2D - Nothing
  • 2E - Street lamp (complete with 3-light post)
  • 2F - Nothing
  • 30 - Row of stools
  • 31 - seashell sign
  • 32 - Very old style radio
  • 33 - robot toy
  • 34 - Pictures
  • 35 - Twinkple park sign
  • 36 - twinkle park fences
  • 37 - Twinkle Park Sign (Twinkle Park Area Only)
  • 38 - Twinkle Circuit Sign (Twinkle Park Area Only)
  • 39 - Boat to Egg Carrier (Station Area Only)
  • 3A - Blue robot toy
  • 3B - blue box.. thing
  • 3C - brown box.. thing
  • 3D - Train station doors
  • 3E - Hydrant
  • 3F - lamppost
  • 40 - beach chair
  • 41 - chair w/umbrella
  • 42 - Nothing
  • 43 - nothing
  • 44 - nothing
  • 45 - twinkle park logo
  • 46 - Chao Garden Elevator
  • 47 - Chaos 2 Elevator (Only works during Knuckles' story)
  • 48 - Elevator to Speed Highway
  • 49 - nothing
  • 4A - says "act station only"
  • 4B - hotel doors
  • 4C - hotel doors
  • 4D - hotel doors
  • 4E - nothing
  • 4F - nothing
  • 50 - "Act casino only"
  • 51 - another casino specific object
  • 52 - nothing
  • 53 - nothing
  • 54 - nothing
  • 55 - doors to speed highway (through city hall)
  • 56 - big box
  • 57 - thing
  • 58 - dude (only shows in debug mode)
  • 59 - its a sphere - but no collision. Sone camera info pops up in debug mode.
  • 5A - spherical collision hull
  • 5B - cylinder collision hull
  • 5C - collision box
  • 5D - "push" collision hull"
  • 5E - collision hull
  • 5F - "floating" item box
  • 60 - nothing

Mystic Ruins (MR)

  • 00 - Ring
  • 01 - Short Spring
  • 02 - Long Spring
  • 03 - Switch
  • 04 - Dash Hoop
  • 05 - Item Box
  • 06 - Checkpoint
  • 07 - O ITEM STAND
  • 08 - Jungle Shrine
  • 09 - Eggman shrine (by Tails' workshop)
  • 0A - Monkey destruction switch
  • 0B - Caged Kiki
  • 0C - Lost World style door
  • 0D - Egg Carrier style door
  • 0E - Floor switch
  • 0F - Red Mountain style door
  • 10 - Ice Cap style door
  • 11 - Trolley cart
  • 12 - Trolley cart door
  • 13 - Chaos Emerald (big) - first property is color
  • 14 - Master Emerald
  • 15 - Nothing
  • 16 - Ice Stone unit
  • 17 - Final Egg entrance

There's more, just haven't gotten to it yet.

Chaos 2 Boss (16)

  • 00 - Ring
  • 01 - Table and 4 Chairs
  • 02 - Light fixture

Egg Hornet Boss (EGM1)

  • 00 - Ring

Missions

Currently, not much is known about Missions.

  • It is known that some missions can be altered completely by editing the SET and PRRMI files; some might cause bugs if their goal is changed.
  • The game does not consider the current level or character, meaning any mission objects can be placed in any level or adventure field and played by any character, including Mission Cards (it is possible for Sonic to collect a Mission Card in Emerald Coast so Knuckles will do that mission in Casinopolis, for example).
  • One mission originally takes place in a Chao Garden. It is unknown if a mission can take place in a Boss, Sky Chase, Twinkle Circuit, Sand Hill, Mystic Ruins Past or even Chao Race, but there doesn't seem to be any reason why it wouldn't (as long as the player uses a code to enter those levels in Mission Mode).
  • In Action Stages, both mission list and level list objects appear/disappear as soon as the mission starts/ends. In Adventure Fields, mission list objects will appear/disappear in that moment and level list objects require an act reload.
  • The collectible items (Balloons, Flags and Medals) are interchangeable, meaning the game does not pay attention to which item you collect, as long as you collect the correct amount. It's even possible to mix different types of items.
  • It is possible to change the amount of items for any mission by editing the PRMMI files, however, the counter display cannot be changed. For example, Mission 4 (for Tails) involves destroying 51 weeds around Tails' Workshop. The type and amount of items to be destroyed can be changed, but the counter will always display n/51 (even if n passes 51). The mission ends when the amount set in the PRMMI file is reached, not the one being displayed. If the mission originally involves collecting only one item and that number is increased, the counter defaults to n/10.

SET Files

The SET File for Mission Mode always follows the format SETMILLAAC.BIN, where LL is the Level number, AA is the Act (segment) number, and C is the character. Unlike the normal SET files, the Mission Mode SET files always use numbers for the levels (for example, even though the SET files for Station Square start with SETSS, the Mission SET files for that stage start with SETMI26, not SETMISS).

Object List

Here are the objects available in Mission Mode:

  • 00 - Mission Card
  • Misc1 - X Scale
  • Misc2 - Y Scale
  • Misc3 - Z Scale
  • 01 - End Point Mark
  • Misc1 - Scale
  • 02 - Balloon
  • Misc1 - X Scale
  • Misc2 - Y Scale
  • Misc3 - Z Scale
  • 03 - Flag
  • Misc1 - X Scale
  • Misc2 - Y Scale
  • Misc3 - Z Scale
  • 04 - Medal
  • Misc1 - X Scale
  • Misc2 - Y Scale
  • Misc3 - Z Scale
  • 05 - Sign
  • Misc1 - X Scale
  • Misc2 - Y Scale
  • Misc3 - Z Scale
  • 06 - Spinner (Attack)
  • Misc1 - X Distance
  • Misc2 - Y Distance
  • Misc3 - Z Distance
  • 07 - Spinner (Float)
  • 08 - Spinner (Electric)
  • 09 - Robotic Fish
  • 0A - Timer
  • 0B - Statue
  • 0C - Mi_TEST

PRMMI Files

These files are only used for Mission Mode, and they follow the same name format as the SET files. They have a 0x20 byte header starting with 00 00 30 56. After that, there is 0xC bytes for each object in the SET file, looking something like this:

Offset Description
0 Mission Number - 1. 00 is Mission 1, 01 is Mission 2, 59 is Mission 60.
1 Appear
  • 0 - Before Mission
  • 1 - During Mission
  • 5 - During Timer
2 Object List
  • 0 - Level List
  • 1 - Mission List
4 Mission Goal
  • For End Point Mark:
    • 1 - Bring Rings
    • 2 - Bring Statue
  • For Timer/Button: ID
  • For Balloons/Flags/Medals/Spinners
    • 0 - Collect one
    • 1 - Collect a set number
5
  • For End Point Mark/Balloons/Flags/Medals/Spinners: Number of items (number of rings)
  • For Timer: Minutes
6 For timer: Seconds
8 Appearance
  • End Point Mark:
    • 0 - Visible
    • 1 - Invisible
  • Sign:
    • 0 - Sonic Advance 2
    • 1 - Cream & Cheese
    • 2 - Sonic Mega Collection
    • 3 - Sonic Pinball Party
    • 4 - Sonic X
  • Flag
    • 0 - Red
    • 2 - Yellow

Notes:

  • The Sign object is unsolid and doesn't really do anything. Missions involving those are usually controlled by invisible End Point Marks placed at the same location.
  • If the End Point Mark is placed and set as "Bring Rings" with the amount of items set to 0, all you have to do is touch the mark for the mission to end.
  • If the mission did not originally have a "Bring Statue" goal, changing it to that will usually not work.
  • There are missions involving destroying a set number of Spinners or weeds. It might be possible that the game also accepts other types of enemies and objects as mission items.

Programs

If all that stuff above confuses you, there are two programs for editing objects.

DXEdit

Main Article: DXEdit

This is a simple tool that allows you to edit objects in a numerical format.

SETedit

Main Article: SETedit

This tool allows you to see names for objects, get position data from a running copy of the game, and has a simple preview window.

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