Sonic the Hedgehog 3
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Contents
Start position array
These locations dictate where Sonic starts in the level. This is useful if you edited the level layout. You wouldn't want Sonic to fall from the sky or buried six feet under would you? That would look unprofessional.
The format is: XXXX YYYY, where:
- XXXX = X position
- YYYY = Y position
Here is a table for the offsets of each position:
Zone | Act 1 | Act 2 |
---|---|---|
Angel Island | $5E018 | $5E01C |
Hydrocity | $5E020 | $5E024 |
Marble Garden | $5E028 | $5E02C |
Carnival Night | $5E030 | $5E034 |
Flying Battery | $5E038 | $5E03C |
Ice Cap | $5E040 | $5E044 |
Launch Base | $5E048 | $5E04C |
Mushroom Valley | $5E050 | $5E054 |
Sandopolis | $5E058 | $5E05C |
Lava Reef | $5E060 | $5E064 |
Sky Sanctuary | $5E068 | $5E06C |
Death Egg | $5E070 | $5E074 |
Doomsday Zone | $5E078 | $5E07C |
Lost Level 0D | $5E080 | $5E084 |
Azure Lake | $5E088 | $5E08C |
Balloon Park | $5E090 | $5E094 |
Chrome Gadget | $5E098 | $5E09C |
Desert Palace | $5E0A0 | $5E0A4 |
Endless Mine | $5E0A8 | $5E0AC |
Gumball Bonus | $5E0B0 | $5E0B4 |
Glowing Spheres | $5E0B8 | $5E0BC |
Slot Machine | $5E0C0 | $5E0C4 |
Lava Reef 3 & 4 | $5E0C8 | $5E0CC |
Death Egg Boss | $5E0D0 | $5E0D4 |
Boss Hitcounts
- $469A3 - Angel Island Mini-boss
- $47159 - Angel Island Boss
- $47E07 - Hydrocity Mini-boss
- $48D6F - Hydrocity Boss
- $5639B - Marble Garden Mini-boss
- $4A149 - Marble Garden Boss
- $4C037 - CNZ Boss
- $4E439 - Ice Cap Mini-boss
- $4ED65 - IceCap Boss
- $4F4A1 - Launch Base Mini-boss
- $5044F - Launch Base Cannon Boss
- $4F9D9 - Launch Base Rocket Boss
- $50CF9 - Final Boss
- $4DBCB - Flying Battery Boss (Unused, obviously)
Palette editing
Usually, it's not really necessary to edit a palette in hex. Palette editors give you instant feedback for each RGB value, and the palette can be easily saved as a separate binary and reimported into the ROM. However, it is sometimes desirable or necessary to do it in hex, and it can't hurt to know how it's done.
These are the ROM offsets of the palettes in Sonic 3, as listed by HivePal:
Offset | Name |
---|---|
$291A | Angel Island Act 1 Cycle #1 |
$293A | Angel Island Act 1 Cycle #2 |
$29BA | Angel Island Act 1 Cycle #3 |
$2A1A | Angel Island Act 1 Cycle #4 |
$2A4A | Angel Island Act 2 Cycle #1 |
$2A6A | Angel Island Act 2 Cycle #2 |
$2A9A | Angel Island Act 2 Cycle #3 |
$2ACA | Angel Island Act 2 Cycle #4 |
$2B32 | Hydrocity Act 1 Cycle |
$2B52 | Carnival Night Cycle #1 |
$2BB2 | Carnival Night Cycle #2 |
$2C32 | Carnival Night Cycle #3 |
$2C66 | Carnival Night Cycle #4 |
$2CA6 | Carnival Night Cycle #5 |
$2D06 | Carnival Night Cycle #6 |
$2D86 | Carnival Night Cycle #7 |
$2DFA | Icecap Cycle #1 |
$2E3A | Icecap Cycle #2 |
$2E82 | Icecap Cycle #3 |
$2E9A | Icecap Cycle #4 |
$2EDA | Launch Base Act 1 Cycle |
$2EEC | Launch Base Act 2 Cycle |
$2EFE | Lost Level 09 Act 1 Cycle #1 |
$2F7E | Lost Level 09 Act 1 Cycle #2 |
$2FA2 | 2P Level - Balloon Park Cycle #1 |
$2FB4 | 2P Level - Balloon Park Cycle #2 |
$3032 | 2P Level - Desert Palace Cycle |
$3082 | 2P Level - Endless Mine Cycle #1 |
$30BE | 2P Level - Endless Mine Cycle #2 |
$31C2 | Super Sonic |
$31FE | Super Sonic Underwater |
$323A | Super Sonic Underwater |
$3C78 | Sega Logo #1 |
$3CF8 | Sega Logo #2 |
$3D08 | Intro Frame #1 |
$3D48 | Intro Frame #2 |
$3D88 | Intro Frame #3 |
$3DC8 | Intro Frame #4 |
$3E08 | Intro Frame #5 |
$3E48 | Intro Frame #6 |
$3E88 | Title Screen |
$3FD4 | Title Screen Cycle |
$5092 | 2P Level - Knuckles |
$70BC | Level Select Menu - EHZ Icon |
$70DC | Level Select Menu - MZ Icon |
$70FC | Level Select Menu - HTZ Icon |
$711C | Level Select Menu - HPZ Icon |
$713C | Level Select Menu - OOZ Icon |
$715C | Level Select Menu - MCZ Icon |
$717C | Level Select Menu - CNZ Icon |
$719C | Level Select Menu - CPZ Icon |
$71BC | Level Select Menu - ARZ Icon |
$71DC | Level Select Menu - SCZ Icon |
$71FC | Level Select Menu - WFZ Icon |
$721C | Level Select Menu - DEZ Icon |
$723C | Level Select Menu - Special Stage Icon |
$725C | Level Select Menu - X Icon |
$727C | Level Select Menu - Sound Test Icon |
$7A26 | Special Stage - Sonic and Tails |
$7A66 | Special Stages |
$7AA6 | Special Stage 1 |
$7ACC | Special Stage 2 |
$7AF2 | Special Stage 3 |
$7B18 | Special Stage 4 |
$7B3E | Special Stage 5 |
$7B64 | Special Stage 6 |
$7B8A | Special Stage 7 |
$7BB0 | Special Stage 8 |
$A55E | 2P Menu - Sonic and Tails |
$A57E | 2P Menu - Knuckles |
$A59E | 2P Menu - Unselected Portraits |
$A5BE | 2P Menu - ALZ Portrait |
$A5DE | 2P Menu - BPZ Portrait |
$A5FE | 2P Menu - CGZ Portrait |
$A61E | 2P Menu - DPZ Portrait |
$A63E | 2P Menu - EMZ Portrait |
$BBB6 | Data Select - Sonic/Tails/Knuckles/Emeralds |
$BBF6 | Data Select - Sonic Portrait |
$BC16 | Data Select - Super Sonic Portrait |
$BC36 | Data Select - AIZ Portrait |
$BC56 | Data Select - HCZ Portrait |
$BC76 | Data Select - MGZ Portrait |
$BC96 | Data Select - CNZ Portrait |
$BCB6 | Data Select - FBZ Portrait (Unused) |
$BCD6 | Data Select - ICZ Portrait |
$BCF6 | Data Select - LBZ Portrait |
$236AC | Red Balls Debug Mode Item |
$2D3BE | Special Stage Results |
$4160A | Ending - Credits |
$4168A | Ending - Knuckles and Eggman |
$457AE | Knuckles |
$457CE | ### |
$4580E | Carnival Night Lights Off |
$45E86 | Angel Island Act 1 Intro - Emeralds |
$47092 | Angel Island Act 1 Boss |
$47CD6 | Angel Island Act 2 Boss |
$48C9A | Hydrocity Act 1 Boss |
$49D52 | Hydrocity Act 2 Boss |
$4B588 | Marble Garden Act 2 Boss |
$4BF70 | Carnival Night Act 1 Boss |
$4C91E | Carnival Night Act 2 Boss |
$4D520 | Flying Battery Act 1 Boss |
$4DB80 | Flying Battery Act 2 Boss |
$4EBC2 | Icecap Act 2 Boss |
$4F444 | Icecap Act 1 Boss |
$4F98C | Launch Base Act 1 Boss |
$503EE | Launch Base Act 2 Triplet Boss |
$50C8A | Launch Base Act 2 Cannonball Boss |
$520DC | Launch Base Act 2 Final Boss |
$5211C | Ending - Sonic |
$5213C | Ending - Tails |
$5215C | Ending - Super Sonic |
$8C234 | Sonic and Tails |
$8C274 | Level Select Menu |
$8C314 | Angel Island Act 1 |
$8C374 | Angel Island Act 1 Intro |
$8C3D4 | Angel Island Act 2 |
$8C494 | Angel Island Act 1 Underwater |
$8C434 | Angel Island Act 2 FBZ Sequence |
$8C514 | Angel Island Act 2 Underwater |
$8C594 | Hydrocity Act 1 |
$8C654 | Hydrocity Act 1 Underwater |
$8C5F4 | Hydrocity Act 2 |
$8C6D4 | Hydrocity Act 2 Underwater |
$8C754 | Marble Garden |
$8C7B4 | Carnival Night |
$8C814 | Carnival Night Underwater |
$8C894 | Icecap Act 1 |
$8C8F4 | Icecap Act 2 |
$8C954 | Icecap Act 2 Underwater |
$8C9D4 | Launch Base Act 1 |
$8CA34 | Launch Base Act 2 |
$8CA94 | Launch Base Act Underwater |
$8CB74 | 2P Level - Azure Lake |
$8CBD4 | 2P Level - Balloon Park |
$8CC94 | 2P Level - Chrome Gadget |
$8CC34 | 2P Level - Desert Palace |
$8CCF4 | 2P Level - Endless Mine |
$8CD54 | Bonus Stage |
$A943C | Mushroom Hill Act 1 |
$A949C | Mushroom Hill Act 2 |
$A909C | Flying Battery Act 1 |
$A90FC | Flying Battery Act 2 |
$A94FC | Sandopolis Act 1 |
$A955C | Sandopolis Act 2 |
$A967C | Lava Reef Act 1 |
$A96DC | Lava Reef Act 2 |
$A9CDC | Lava Reef Act 2 Boss |
$A9D3C | Hidden Palace |
$A973C | Sky Sanctuary Act 1 |
$A979C | Sky Sanctuary Act 2 |
$A98BC | Death Egg Act 1 |
$A991C | Death Egg Act 2 |
$A9D9C | Death Egg Act 2 Boss |
$A997C | The Doomsday |
$164896 | Marble Garden Act 2 - Day to Night #1 |
$164916 | Marble Garden Act 2 - Day to Night #2 |
$164996 | Marble Garden Act 2 - Day to Night #3 |
$164A16 | Marble Garden Act 2 - Day to Night #4 |
$19D262 | Data Select - Background |
$19D282 | 2P Menu - Background |
For information about the palette format, see here.
Water Heights
Note that editing water heights for zones without water will not do anything. The format is 2 bytes per act, and the water heights can be found at offset $51D6
Music pointers
The pointers that determine which song plays in each act can be found at offset $4680. The format is 1 byte per act, and each byte corresponds with the music ID in the sound test. Notice that in Sonic 3 there are some music differences for some of the S&K zones. For instance, Sky Sanctuary zone act 2 uses Death Egg act 1 music.
Object Pointer list
Sonic 3's Object Pointer List is different from the one used when locked on to Sonic & Knuckles. Many of the objects with low numbered ID's may match, but it's totally re-ordered later on.
ID # | Description |
---|---|
00 | Ring |
01 | Monitor |
02 | Collision Plane Switcher |
03 | Large tree from AIZ 1 (the one right leading up to the miniboss cutscene) |
04 | Crumbling platforms from AIZ and ICZ |
05 | Rock from AIZ, LRZ and EMZ |
06 | Vine which slides down a rope from AIZ 1 |
07 | Spring |
08 | Spikes |
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 |
0A | Rope peg from AIZ 1, at the end of the pulley which you ride down |
0B | Red revolving spheres |
0C | Swinging vine from AIZ |
0D | Breakable Wall |
0E | Ridge from AIZ, MHZ, SOZ and LRZ which launches player up and forces twirl |
0F | Collapsing platform/bridge/ledge |
10 | Tube transporters from LBZ |
11 | Floating platform from LBZ |
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) |
13 | Exploding trigger from LBZ which causes bridges to change positions |
14 | Bridge from LBZ which changes position when its corresponding trigger explodes |
15 | Launcher from LBZ which thrusts the player forward at a high speed |
16 | Flame thrower from LBZ |
17 | Hooked ride from LBZ |
18 | Cup elevator from LBZ |
19 | Pole attached to cup elevator from LBZ |
1A | ?? |
1B | Smashable mini-pillar from LBZ |
1C | ?? |
1D | Platform from LBZ which you can hang on to at the bottom (unused) |
1E | Launcher from LBZ 2 which thrusts player upward and forces a spin |
1F | Hook from LBZ which transports player up |
20 | Smashing pillar from MGZ, smashing spikes from LBZ |
21 | Laser-shooting gate from LBZ |
22 | Siren from LBZ 1 |
23 | ?? |
24 | Looping pipes from LBZ/pipes from LRZ which eject the player out at high speed |
25 | Ring (unused slot) |
26 | Tunnel entrance/exit (forces spin) |
27 | ?? |
28 | Invisible barrier (the GTGT blocks in debug mode) |
29 | Disappearing platform from AIZ |
2A | Breakable floor piece from various levels |
2B | Flipping stairway from AIZ |
2C | Collapsing log bridge from AIZ |
2D | Falling logs from AIZ |
2E | Spiked rotating log from AIZ 2 |
2F | Various non-animated still sprites from levels. Includes stuff like bridge posts from AIZ, waterfalls from HCZ, mini-towers from LBZ, etc |
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 |
31 | Rotating cylinders from LBZ |
32 | Drawbridge from AIZ 2 (the one which Knuckles destroys after the boss fight) |
33 | Button |
34 | Starpole |
35 | Plants in foreground in AIZ 1 |
36 | Breakable bar from HCZ |
37 | The vertical water stream from HCZ 1 which moves forward when you break the first barrier |
38 | Propelling fans from HCZ and CGZ |
39 | Large fan from HCZ which propels player forward |
3A | Hand launcher from HCZ |
3B | Wall in HCZ 1 from which a stream of water gushes out, breaking bricks along the way |
3C | Door (used in HCZ, CNZ and DEZ) |
3D | Spring from FBZ 2 which moves up and down. Only used once in entire game |
3E | Conveyor belt from HCZ |
3F | Spike on HCZ conveyor belt |
40 | Single block from HCZ. Usually pieced together to form horizontal groups |
41 | Balloon from CNZ |
42 | Cannon from CNZ |
43 | Platform from CNZ which falls when you stand on it and rises when you jump |
44 | Trapdoor in CNZ from which player is ejected after entering a corkscrew |
45 | Lightbulb in bell-jar from CNZ 2 (near the button which turns the lights off) |
46 | Fans which make the player hover from CNZ |
47 | Rotating barrels from CNZ |
48 | Vacuum tubes from CNZ |
49 | Rotating wheel from CNZ |
4A | Bumper |
4B | Triangular springs from CNZ which knock the player forward |
4C | Corkscrew from CNZ |
4D | Pole from CNZ on which you go round and round diagonally upwards or downwards |
4E | Rotating vertical mesh from CNZ |
4F | Mud from MGZ and ALZ and quicksand from DPZ |
50 | Pole from MGZ, at the base of some loops, on which you go round and round |
51 | Floating platform |
52 | Smashing pillar from MGZ, smashing spikes from LBZ (repeated entry) |
53 | Platforms from MGZ which rotate around a centre |
54 | Air-bubble emitting object |
55 | Arrow-shooting head from MGZ which you have to hit thrice |
56 | Moving rotating platform from MGZ with spikes on the sides |
57 | Platform in MGZ triggered by the rotating blue wheel |
58 | Swinging spiked ball from MGZ |
59 | Blue rotating wheel from MGZ which is triggered by a Spin Dash |
5A | Pulley from MGZ |
5B | Blue spinning top platform from MGZ |
5C | Launcher for the blue spinning top from MGZ |
5D | Triangular springs from CGZ |
5E | Platform from CGZ with blades at the bottom |
5F | Retracting spring from 2P mode |
60 | Elephant block from BPZ |
61 | Balloon from BPZ |
62 | Dissolving sand bar from DPZ |
63 | Button from DPZ |
64 | Bubble containing item in 2P mode |
65 | Goal marker in 2P mode |
66 | Dripper from EMZ |
67 | Silver blocks from HCZ 2 which move around and expand and collapse into each other |
68 | Spinning blue column from HCZ |
69 | Curved twisting blue pipe from HCZ 2 |
6A | Invisible horizontal block which hurts player |
6B | Invisible vertical block which hurts player |
6C | Bridge which sags when you walk across it |
6D | Special water splash from HCZ, where a waterfall hits an object |
6E | Water drops from HCZ |
6F-7F | Ring (unused slot) |
80 | First appearance of the AIZ 1 miniboss, in which he sets the level on fire |
81 | Bloominator |
82 | Rhinobot |
83 | Monkey Dude |
84 | ?? |
85 | Miniboss from LBZ 1 |
86 | Laser columns boss from LBZ 2 |
87 | Snale Blaster |
88 | Ribot |
89 | Orbinaut |
8A | Corkey |
8B | Flybot767 |
8C | Black ball machine boss from LBZ 2 |
8D | Boss from CNZ 2 |
8E | Miniboss from CNZ 1 |
8F-98 | ?? |
99 | Jawz |
9A | Blastoid (HCZ) |
9B | Buggernaut |
9C | Turbo Spiker |
9D | Mega Chopper |
9E | Pointdexter |
9F | Caterkiller Jr. |
A0 | Clamer |
A1 | Blastoid (CNZ) |
A2 | Batbot |
A3 | Bubbles (MGZ badnik) |
A4 | Driller from MGZ 1 |
A5 | Spiker (MGZ badnik) |
A6 | Mantis |
A7 | Blaster (FBZ badnik) prototype |
A8 | Technosqueek |
A9 | Boss from AIZ 2 |
AA | Penguinator |
AB | Star Pointer (ICZ badnik) |
AC | ?? |
AD | Miniboss from HCZ 1 |
AE | Eggman from LBZ 1 |
AF | Drilling Eggman from MGZ 2 |
B0 | Boss from MGZ 2 |
B1 | Knuckles' boss from MGZ 2 |
B2 | Boss from ICZ 2 |
B3 | Miniboss from ICZ 1 |
B4 | Boss from FBZ 2 |
B5 | Boss from HCZ 2 |
B6 | ?? |
B7 | Egg Mobile which transports Sonic to the final boss arena in LBZ 2 |
B8 | Crushing column from ICZ |
B9 | Platform from ICZ |
BA | Breakable wall from ICZ |
BB | Freezer from ICZ |
BC | Segmented column from ICZ |
BD | Swinging platform from ICZ |
BE | Stalactite from ICZ |
BF | Ice cube which covers monitors and switches from ICZ |
C0 | Ice spikes from ICZ |
C1 | Harmful ice pieces from ICZ |
C2 | Snowpile from ICZ |
C3 | Trampoline from ICZ |
C4 | Miniboss from MGZ 1 |
C5 | Hidden monitors which bounce out when the starpost touches them |
C6 | Egg capsule |
C7 | All appearences of Knuckles as a bad guy or as a non-controllable character |
C8 | Right trampoline support from ICZ |
C9 | Buttons used by Knuckles |
CA | Sonic during the AIZ intro sequence |
CB | Giant ring |
CC | Miniboss box from LBZ 1. Triggered only in case the player dies during the fight and restarts at the near starpost |
CD | Lost Eggman object |
CE | Gumball level from gumball bonus stage. Also initializes all other sprites |
CF | Springs on the sides of the gumball bonus stage |
D0 | Squeeze Tag boss from LBZ 2 |
D1 | Special breakable floor from CNZ 2 which causes a water level rise when broken |
D2 | Button which switches the lights on again in CNZ 2 |
D3 | Towers supporting the Death Egg at the time of launch |
D4-FF | (unused, crashes game) |
References