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Level headers are 42 bytes each. They contain data needed to load their layout, objects, etc. Below is the format for a level header. N/A means that we yet don't know its functionality, however looking at their values it seems like them all are pointers. If a question mark (?) is in the description, then the content isn't confirmed yet. All palettes pointers are indices from some array.
Offset
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Size
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Type
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Description
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$0
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4 bytes
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Pointer
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Object Placement , Compressed?
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$4
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4 bytes
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Pointer
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Collision Level Layout / Sonic Start Position (?)
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$8
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4 bytes
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Pointer
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B Plane Mappings.
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$C
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4 bytes
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Pointer
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Graphics.
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$10
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4 bytes
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Pointer
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A Plane Mappings.
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$14
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4 bytes
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Pointer
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N/A
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$18
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4 bytes
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Pointer
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Graphical Level Layout (?)
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$1C
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4 bytes
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Pointer
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N/A
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$20
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4 bytes
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Pointer
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Collision Level Layout / Sonic Start Position (?)
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$24
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2 bytes
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N/A
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Unused? (always $0000)
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$26
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1 byte
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Index
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1st palette
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$27
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1 byte
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Index
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2nd palette
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$28
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1 byte
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Index
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3rd palette
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$29
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1 byte
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Index
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4th palette
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Those are the addresses for the headers of all the levels in the game. They point to the beginning of the header data, of course.
Offset
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Description
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$1AB62
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Green Grove Zone Act 1
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$1AB8C
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Green Grove Zone Act 2
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$1ABB6
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Green Grove Zone Act 3
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$1AC5E
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Rusty Ruin Zone Act 1
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$1AC34
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Rusty Ruin Zone Act 2
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$1AC88
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Rusty Ruin Zone Act 3
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$1ADAE
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Spring Stadium Zone Act 1
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$1ADD8
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Spring Stadium Zone Act 2
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$1AE02
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Spring Stadium Zone Act 3
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$1ACB2
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Diamond Dust Zone Act 1
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$1ACDC
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Diamond Dust Zone Act 2
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$1AD06
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Diamond Dust Zone Act 3
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$1AD5A
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Volcano Valley Zone Act 1
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$1AD30
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Volcano Valley Zone Act 2
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$1AD84
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Volcano Valley Zone Act 3
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$1ABE0
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Gene Gadget Zone Act 1
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$1AC0A
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Gene Gadget Zone Act 2
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$1AE2C
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Gene Gadget Zone Act 3
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$1AE80
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Panic Puppet Zone Act 1
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$1AE56
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Panic Puppet Zone Act 2
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$1AEAA
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Panic Puppet Zone Act 3
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$1AED4
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The Final Fight
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