| Offset |
Purpose
|
| $0
|
Header
|
| $200
|
Code
|
| $1E14
|
Collision array
|
| $3E14
|
Curve and resistance mapping
|
| $3F14
|
Code
|
| $3F2A
|
Something affecting Sonic's movement
|
| $44C4
|
Palette (1) - unknown
|
| $44E4
|
Code
|
| $4684
|
Palettes (4) - unknown
|
| $4704
|
Code
|
| $6F62
|
Palettes (2) - Sega logo
|
| $6FA2
|
Crackers Compressed Art - Sega logo
|
| $7348
|
Code
|
| $749C
|
Palettes (2) - main menu
|
| $74DC
|
Code - title and menu screens
|
| $75DA
|
Nemesis Compressed Art - alphabet from main menu screens
|
| $78E8
|
Mappings - title screen
|
| $7E08
|
Code - field levels
|
| $7E98
|
Palettes (2) - Sonic & Tails; arms & rings
|
| $7ED8
|
Code - field levels
|
| $835C
|
Palette - Rainbow Field cycling
|
| $837C
|
Code
|
| $83EA
|
Palette - Electric Field cycling
|
| $856A
|
Code
|
| $8572
|
Palette - Electric Field cycling
|
| $85D4
|
Code
|
| $8988
|
Palettes (2) - Sonic & Tails on field levels
|
| $89C8
|
Code
|
| $8D08
|
Palettes (8) - Techno Tower Zone
|
| $8E08
|
Code
|
| $90B6
|
Nemesis Compressed Art - borders from menu screens
|
| $90EA
|
Mappings - "SELECT" menu screens
|
| $93CA
|
Code
|
| $9C68
|
Palettes (2) - Speed Slider Zone
|
| $9CA8
|
Code
|
| $9CF0
|
Palettes (2) - Techno Tower Zone (unused)
|
| $9D30
|
Code
|
| $EDE4
|
Palette - TTZ cycling
|
| $EE0C
|
Code
|
| $EE4C
|
Palette - TTZ cycling
|
| $EE5C
|
Code
|
| $EEBA
|
Palette - TTZ cycling
|
| $EEDA
|
Code
|
| $EF38
|
Palette - TTZ cycling
|
| $EF58
|
Code
|
| $EFA4
|
Palette - TTZ cycling
|
| $EFD4
|
Code
|
| $FDB0
|
Music data
|
| $15630
|
Unknown
|
| $30000
|
Uncompressed Art - Numbers and letters from the HUD
|
| $30E80
|
Nemesis Compressed Art - Orbs / fireballs or something (no pointer points to this item)
|
| $30EE2
|
Nemesis Compressed Art - SSZ 8x8 tiles
|
| $3452C
|
Enigma Compressed Data - SSZ 16x16 tiles
|
| $35762
|
Enigma Compressed Data - SSZ 128x128 tiles
|
| $39086
|
Enigma Compressed Data - SSZ level layout
|
| $3931E
|
SSZ primary collision index
|
| $3971E
|
SSZ secondary collision index
|
| $39B1E
|
Nemesis Compressed Art - SSZ 8x8 bg tiles
|
| $3A5FE
|
Enigma Compressed Data - SSZ 16x16 bg tiles
|
| $3A6E8
|
Enigma Compressed Data - SSZ 128x128 bg tiles
|
| $3A7B8
|
Enigma Compressed Data - SSZ bg layout
|
| $3A7CE
|
Nemesis Compressed Art - TTZ 8x8 tiles
|
| $3BB24
|
Enigma Compressed Data - TTZ 16x16 tiles
|
| $3C60A
|
Enigma Compressed Data - TTZ 128x128 tiles
|
| $3ED12
|
Enigma Compressed Data - TTZ level layout
|
| $3EEC4
|
TTZ primary collision index
|
| $3F2C4
|
TTZ secondary collision index
|
| $3F6C4
|
Nemesis Compressed Art - TTZ 8x8 bg tiles
|
| $409E2
|
Enigma Compressed Data - TTZ 16x16 bg tiles
|
| $4108C
|
Enigma Compressed Data - TTZ 128x128 bg tiles
|
| $4183E
|
Enigma Compressed Data - TTZ bg layout
|
| $41954
|
Uncompressed Art - splash screen
|
| $41B9C
|
Nemesis Compressed Art - springs
|
| $41F76
|
Nemesis Compressed Art - horizontal spikes
|
| $4221E
|
Nemesis Compressed Art - vertical spikes
|
| $42486
|
Uncompressed Art - animated patterns in TTZ
|
| $44946
|
Uncompressed Art - "COMBI" (unused)
|
| $44A66
|
Uncompressed Art - end-of-level splash screen? (unused)
|
| $44F66
|
Uncompressed Art - numbers
|
| $451E6
|
Uncompressed Art - exclaimation mark and minute symbol
|
| $45246
|
Uncompressed Art - stars and rings (some unused)
|
| $45906
|
Uncompressed Art - seconds symbol
|
| $45926
|
Palettes (2) - Rainbow Field
|
| $4596C
|
Crackers Compressed Art - 8x8 tiles for Rainbow Field (Entry 00)
|
| $4732E
|
Crackers Compressed Art - 8x8 tiles for Rainbow Field (Entry 01)
|
| $48FEA
|
Mappings - Rainbow Field foreground (Entry 00)
|
| $497F2
|
Mappings - Rainbow Field foreground (Entry 01)
|
| $49FFA
|
Mappings - Rainbow Field foreground (Entry 02)
|
| $4A802
|
Mappings - Rainbow Field foreground (Entry 03)
|
| $4B00C
|
Mappings - Rainbow Field background (Entry 00)
|
| $4B814
|
Mappings - Rainbow Field background (Entry 01)
|
| $4C014
|
Palettes (2) - Electric Field
|
| $4C05A
|
Crackers Compressed Art - 8x8 tiles for Electric Field (Entry 00)
|
| $4F3D8
|
Crackers Compressed Art - 8x8 tiles for Electric Field (Entry 01)
|
| $51094
|
Mappings - Electric Field foreground (Entry 00)
|
| $5189C
|
Mappings - Electric Field foreground (Entry 01)
|
| $520A4
|
Mappings - Electric Field foreground (Entry 02)
|
| $528AC
|
Mappings - Electric Field foreground (Entry 03)
|
| $530B6
|
Mappings - Electric Field background (Entry 00)
|
| $5373E
|
Mappings - Electric Field background (Entry 01)
|
| $53DC6
|
Mappings - Electric Field background (Entry 02)
|
| $54460
|
Empty
|
| $60000
|
Uncompressed Art - Sonic's arms
|
| $64000
|
Uncompressed Art - Tails' arms
|
| $66680
|
Index system for frames used for Sonic's arm
|
| $667D8
|
Pattern load cues - Sonic's arm
|
| $66B34
|
Mappings - Sonic's arm
|
| $66D5C
|
Something to do with how Sonic's arm is connected to Sonic
|
| $66E26
|
Index system for frames used for Sonic
|
| $66F92
|
Pattern load cues - Sonic
|
| $67302
|
Mappings - Sonic
|
| $6777C
|
Index system for frames used for Tails' arm
|
| $6788C
|
Pattern load cues - Tails' arm
|
| $67B34
|
Mappings - Tails' arm
|
| $67CD2
|
Something to do with how Tails' arm is connected to Tails
|
| $67DD2
|
Index system for frames used for Tails
|
| $67FBE
|
Pattern load cues - Tails
|
| $6852C
|
Mappings - Tails
|
| $68A06
|
Code
|
| $68A42
|
Index system for frames used for Sonic on field levels
|
| $68ABA
|
Pattern load cues - Sonic on field levels
|
| $68BE6
|
Mappings - Sonic on field levels
|
| $68CFA
|
Code
|
| $68D36
|
Index system for frames used for Tails on field levels
|
| $68DC6
|
Pattern load cues - Tails on field levels
|
| $68EF2
|
Mappings - Tails on field levels
|
| $68FD6
|
Empty
|
| $80000
|
Uncompressed Art - Sonic
|
| $90000
|
Uncompressed Art - Sonic on field levels
|
| $98000
|
Uncompressed Art - Text
|
| $A0000
|
Uncompressed Art - Tails
|
| $B0000
|
Uncompressed Art - Tails on field levels
|
| $B3820
|
Empty or unused data until end of ROM
|
Each image on the game select screen is made up of 8x8 pixel tiles. The way these tiles are arranged is called mappings. Each 8x8 tile is given a two-byte value based on where it appears in the VRAM:
Starting at 0000, so that on the title screen 0003 is a hash symbol (#). To change which palette the tile uses, add 2000 to its value.
Pattern load cues tell the game which graphics are to be loaded into the VRAM from the ROM for each frame of Sonic's and Tails' sprite. Each load cue consists of ten bytes
Mappings define how the 8x8 tiles are arranged to make up the characters' sprites. Each mappings block consists of six bytes:
YY and XX = Position of the sprite piece.