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Difference between revisions of "Sonic Heroes/Object Editing"

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(Object Lists)
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== Object Lists ==
 
== Object Lists ==
The ''setidtbl.bin'' file contains a list of all objects, along with flags setting in which level each one is available (more information in [[SCHG:Sonic_Heroes/Object Porting|this page]]). The list has 438 entries (the total number of objects in the game), all of which are listed below. Many of the entries are actually unused and crash the game when placed. The EXE has leftover debug data for all objects.<br />
+
The ''setidtbl.bin'' file contains a list of all objects, along with flags setting in which level each one is available (more information in [[SCHG:Sonic_Heroes/Object Porting|this page]]). List includes debug name for objects.
These lists are incomplete. Some entries might be incorrect.
 
  
 
=== List 00 ===
 
=== List 00 ===
 
General list.
 
General list.
  
*01 - Spring (TObjSpring)
+
*01 - Spring (SPRING OBJECT)
*02 - Triple Spring (TObj3Spring)
+
*02 - Triple Spring (3SPRING OBJECT)
*03 - Ring (TObjRing)
+
*03 - Ring (RING OBJECT)
*04 - Hint Ring (TObjHintRing)
+
*04 - Hint Ring (HINTRING OBJECT)
*05 - Switch (TObjSwitch)
+
*05 - Switch (SWITCH OBJECT)
*06 - Push/Pull Switch (TObjSwitchPushPull)
+
*06 - Push/Pull Switch (PUSH/PULL SWITCH)
*07 - Target Switch (TObjTarget)
+
*07 - Target Switch (TARGET OBJECT)
*08 -
+
*0B - Dash Panel (DASHPANEL OBJECT)
*09 -
+
*0C - Dash Ring (DASHRING OBJECT)
*0A -
+
*0D - Rainbow Hoops (BIGRINGS OBJECT)
*0B - Dash Panel (TObjDashpanel)
+
*0E - Checkpoint (CHECKPOINT OBJECT)
*0C - Dash Ring (TObjDashring)
+
*0F - Dash Ramp (JUMPPANEL OBJECT)
*0D - Rainbow Hoops (TObjBigrings)
+
*10 - Cannon (CANNON OBJECT)
*0E - Checkpoint (TObjCheckpoint)
+
*13 - Weight (WEIGHT OBJECT)
*0F - Dash Ramp (TObjJumppanel)
+
*14 - Breakable Weight (BREAKABLEWEIGHTOBJECT)
*10 - Cannon (TObjCannon)
+
*15 - Spike Ball (IRONBALL OBJECT)
*11 -
+
*16 - Laser Fence (LASERFENCE OBJECT)
*12 -
+
*18 - Item Box (ITEMBOX OBJECT)
*13 - Weight (TObjWeight)
+
*19 - Item Balloon (ITEMBALOON OBJECT)
*14 - Breakable Weight (TObjWeightExt)
+
*1B - Goal Ring (GOALRING OBJECT)
*15 - Spike Ball (TObjIronball)
+
*1D - Pulley (REEL OBJECT)
*16 - Laser Fence (TObjLaserFence)
+
*20 - Wood Container (WOOD. CONT. OBJECT)
*17 -
+
*21 - Iron Container (IRON CONT. OBJECT)
*18 - Item Box (TObjItembox)
+
*22 - Unbreakable Container (UNBR. CONT. OBJECT)
*19 - Item Balloon (TObjItembaloon)
+
*23 - Chao
*1A -
+
*24 - Cage Box (CAGE OBJECT)
*1B - Goal Ring (TObjGoalring)
+
*25 - Formation Sign (SIGNAL OBJECT)
*1C -
+
*26 - Formation Change Gate (FORMGATE OBJECT)
*1D - Pulley (TObjReel)
+
*28 - Propeller (PROPELLER)
*1E -
+
*29 - Pole (POLE OBJECT)
*20 - Wooden Box (TObjContWood)
+
*2C - Power Gong (ROLLDOOR OBJECT)
*21 - Metal Box (TObjContIron)
+
*2E - Fan (FAN OBJECT)
*22 - Steel Box (TObjContUnbreakable)
+
*31 - Case (CASE OBJECT)
*23 - Chao (TObjChao)
+
*32 - Warp Flower (FLOWER OBJECT)
*24 - Cage Box (TObjCage)
+
*50 - Invisible collision object (SET_COLLISION OBJECT)
*25 - Formation Sign (TObjSignal)
+
*56 - Trigger: Talking (HINTCOLLI OBJECT)
*26 - Formation Change Gate (TObjFormGate)
+
*59 - Trigger: Light (LIGHT COLLISION)
*27 -
+
*60 - Trigger: [[Rhino Liner]] (RINO COL OBJECT)
*28 - Propeller Flower (TObjPropeller)
+
*61 - Trigger: Disable Input (NO_INPUT_COLLISION OBJECT)
*29 - Pole (TObjPole)
+
*62 - Trigger: Egg Hawk (EGGHAWK COLLI)
*2A -
+
*63 - Trigger: [[Falco]] (FLYER COL OBJECT)
*2B -
+
*64 - Trigger: Hurt (DAMAGE COLLISION)
*2C - Power Gong (TObjRollDoor)
+
*65 - Trigger: [[Klagen]]? (CAPTURE COLLISION)
*2D -
+
*66 - BOB_JUMP_COLLISION OBJECT
*2E - Fan (TObjFan)
+
*67 - Special Stage Key (KEY OBJECT)
*2F -
+
*80 - Trigger: Teleport (WARP)
*30 -
+
*81 - OBJ SECollision
*31 - Case (TObjCase)
+
*82 - NO OTTOTTO COLLISION
*32 - Chaotix Warp Flower (TObjFlowerCommon)
 
*33 -
 
*50 - Invisible collision object
 
*51 -
 
*52 -
 
*53 -
 
*54 -
 
*55 -
 
*56 - Trigger: Talking (TObjHintColli)
 
*57 -
 
*58 -
 
*59 - Trigger: Light modifier (TObjLightColli)
 
*60 - Trigger: Unknown
 
*61 - Trigger: Disable player input (TObjNoInputCollision)
 
*62 - Trigger: Egg Hawk
 
*63 - Trigger: [[Falco]]
 
*64 - Trigger: Hurt
 
*65 - Trigger: Unknown
 
*66 -  
 
*67 - Special Stage Key (TObjKey)
 
*80 - Trigger: Teleport (TObjWarp)
 
*81 -  
 
*82 -  
 
  
 
=== List 01 ===
 
=== List 01 ===
 
Seaside Hill list.
 
Seaside Hill list.
  
*02 - Large Moving Block on Rails
+
*02 - Block on Rails (S01 TRUCK RAIL)
*03 - Large Sliding Block
+
*03 - Sliding Block (S01 TRUCK PATH)
*04 - Large Breakable Block (Seaside Hill)
+
*04 - Breakable Block (Seaside Hill) (S01 Koware)
*05 - Moving Ruin Platform
+
*05 - Moving Ruin Platform (S01 MOVE ISEKI)
*06 -
+
*08 - Trigger: Ruins (S01 COLLI FOR ISEKI)
*07 -
+
*0A - Sun (LENSFRALE)
*08 - Trigger: Event Activator (1)
+
*0B - Chaotix Hermit Crab (HERMITCRAB OBJECT)
*09 -
+
*80 - Flower Patch (S01 FLOWER)
*0A - Sun
+
*81 - Flag (S01 FLAG)
*0B - Chaotix Hermit Crab
+
*82 - Whale (S01 SHACHI)
*80 - Flower Patch
+
*83 - Seagulls (S01 Kamome)
*81 - Decoration pole with spike
+
*84 - Large Bird (S01 Gokurakucho)
*82 - Whale
+
*85 - S01 COLLI FOR SHACHI
*83 - Seagulls
+
*86 - Waterfall (large) (S01D IWAMIZU)
*84 - Large Colored Bird
+
*87 - Tides (S01 Wave)
*85 -  
+
*88 - Small Stone Platform (S01 TAIHO DAIZA)
*86 - Waterfall (large)
+
*89 - Waterfall (small) (S01D FALL)
*87 - Tides
+
*FF - Particle Effect (OBJ SetParticle)
*88 - Small Stone Platform
 
*89 - Waterfall (small)
 
*FF - Water splash effect
 
  
 
=== List 02 ===
 
=== List 02 ===
 
Ocean Palace list.
 
Ocean Palace list.
  
*00 - Crumbling Stone Pillar
+
*00 - Crumbling Stone Pillar (S02 BreakRuin S)
*01 - Falling Stone Structure
+
*01 - Falling Stone Structure (S02 BreakRuin L)
*02 - Breakable Door
+
*02 - Breakable Door (S02 BreakDoor)
*03 - Small Breakable Block
+
*03 - Small Breakable Block (S02 Break Gareki)
*04 - Kaos (the thing that chases you)
+
*04 - Kaos (S02 Rolling)
*05 -  
+
*05 - SCROLL RING OBJECT
*06 - Moving Item Balloon
+
*06 - Moving Item Balloon (SCROLLLITEM OBJECT)
*07 -
+
*0A - S02 COLLI FOR QUAKE
*08 -
+
*0B - Trigger: Event Activator (INVOKE COLLI)
*09 -
+
*0C - Trigger: Kaos (S02 Rolling Colli)
*0A -  
+
*80 - S02D MovingLand
*0B - Trigger: Event Activator (2)
+
*81 - Turtle Feet (S02D Kameashi)
*0C - Trigger: Kaos
+
*82 - S02 Kame Wave
*80 -  
+
*83 - Flowing Water (S02D Water)
*81 - Turtle Feet
+
*84 - Plant (S02D Green)
*82 -  
+
*85 - Pole (S02D Pole)
*83 - Flowing Water
 
*84 - Plant
 
*85 - Ruin decoration
 
  
 
=== List 03 ===
 
=== List 03 ===
 
Grand Metropolis list.
 
Grand Metropolis list.
  
*00 - Accelerator Road
+
*00 - Accelerator Road (S03 PIPE)
*01 -
+
*02 - Road Cap (S03 EggCap)
*02 - Road energy blocker
+
*03 - Grand Metropolis door (S03 DOOR)
*03 - Grand Metropolis door
+
*04 - Falling Bridge (S03 Bridge)
*04 - Falling Bridge
+
*05 - S03 BigBridge2
*05 -  
+
*06 - Flying cars (S03 Aircar)
*06 - Flying car spawner
+
*07 - Blimp (S03 BaloonWK)
*07 - Blimp with platform
+
*08 - Accelerator (S03 WalkWay)
*08 - Accelerator (invisible, pushes you foward)
+
*80 - S03 Baloon Design
*80 -  
+
*81 - Plane trigger (S03 Plane)
*81 - Plane trigger
+
*82 - S03 Train
*82 -  
+
*83 - S03D Pipe Design
*83 -  
+
*84 - Energy piston (S03D Pole)
*84 - Energy piston
+
*85 - Flashing floor lights (S03D Light)
*85 - Flashing floor lights
+
*86 - HEXAeco Signboard (S03 SignBoard)
*86 - HEXAeco Signboard
 
  
 
=== List 04 ===
 
=== List 04 ===
 
Power Plant list.
 
Power Plant list.
  
*00 - Upward path
+
*00 - Upward path (S04 ENERGYPipeUp)
*01 - Energy column
+
*01 - Energy column (S04D ECylinder)
*02 - Elevator
+
*02 - Elevator (S04D Elevator)
*03 - Lava Section Platform
+
*03 - Lava Platform (S04D ASHIBA)
*04 - Energy blocker for lava section
+
*04 - Lava Cap (S04 EggCapBig)
*05 -
+
*06 - Fireball (S04D EnergyFire)
*06 - Fireball
+
*08 - Column Cap (S04 EggCap2)
*08 - Energy blocker for column
+
*10 - Shutter (S04D Shutter)
*10 - Orange Door
+
*12 - Lava (S04D Energy Up)
*12 - Lava
+
*13 - Elevator Cap (S04 EggCapElev)
*13 - Energy blocker for elevator
+
*14 - Glass Ball Collision (S04 BallColli)
*14 -  
+
*15 - Green upward path (S04 FLOATING PATH)
*15 - Green upward path
+
*16 - Elevator Support Column (S04D PIPE ELEV)
*16 - Elevator Support Column
+
*80 - Glass Ball (S04D BallGlass)
*80 -  
+
*81 - Energy Wall Background (S04 Wall)
*81 - Energy Wall Background
+
*82 - Crane (S04D Crane)
*82 - Crane
+
*83 - Satellite (S04 Solar Robo)
*83 - Hexagonal Satellite
+
*84 - HEXAeco Wall Light (S04D RoomLight)
*84 - HEXAeco Rotating Wall thing
+
*85 - Floor lights (S04D FloorLight)
*85 - Strip of flashing floor arrows
+
*86 - Lava Shutter (S04 BigShutter)
*86 -  
 
  
 
=== List 05 ===
 
=== List 05 ===
 
Casino Park list.
 
Casino Park list.
  
*00 - Small Bumper (Pinball Tables)
+
*00 - Small Bumper (BOBIN)
*01 - Green Sphere "Spring"
+
*01 - Green Sphere "Spring" (BOBINAIR)
*02 - Flipper (Pinball Tables)
+
*02 - Flipper (FLIPPER)
*03 - Small Triangular Bumper (Pinball Tables)
+
*03 - Triangular Bumper (TRISPRING)
*04 - Bumpy Star Panel (Pinball Tables)
+
*04 - Bumpy Star Panel (SPRINGBLK)
*05 - Bumpy Star Panel (used outside the tables)
+
*05 - Air Bumpy Star Panel (SPRINGBLK_AIR)
*06 - Large Triangular Bumper (Pinball Tables)
+
*06 - Large Bumper (BUMPER)
*07 - BINGO "Lost" Floating Marker (BINGO Highway)
+
*07 - "X" Sign (X_SIGN)
*08 - Casino Style Door
+
*08 - Casino Style Door (CASINODOOR)
*09 - Breakable Glass Floor
+
*09 - Breakable Glass Floor (GLASSFLOOR)
*0A - Floating Die
+
*0A - Floating Dice (456DICE)
*0B - Triple Slot (Pinball Tables)
+
*0B - Triple Slot (SLOTLARGE)
*0C - Single Slot (Pinball Tables)
+
*0C - Single Slot (SLOTSMALL)
*0D - Bingo Chart (BINGO Highway)
+
*0D - Bingo Chart (BINGOPANEL)
*0E - Bingo Number (BINGO Highway)
+
*0E - Bingo Number (BINGOGATE)
*0F -
+
*10 - Dash Arrow (CASINODUSH)
*10 - Dash Arrow (Pinball Tables)
+
*11 - Casino Chip (S06CHIP OBJECT)
*11 - Chaotix Casino Chip (BINGO Highway)
+
*80 - Light Arrow Sign (XXXSIGN)
*80 - Floating Indicator Light Arrow
+
*81 - Large Floating Arrow (YAJIRUSI)
*81 - Large Floating Arrow (Casino Park)
+
*82 - Large Floating Letter (MOJI)
*82 - Large Floating Letter (Casino Park)
+
*83 - Unused Fireworks (BIGFIREWORKS)
*83 -  
+
*84 - Giant Dice (BIGDICE)
*84 - Giant Die (Casino Park)
+
*85 - Giant Slot (BIGSLOT)
*85 - Giant Slot (Casino Park)
+
*86 - Giant Roulette (ROULETTE)
*86 - Giant Roulette
+
*87 - Giant Casino Chip (BIGCHIP)
*87 - Giant Casino Chip (BINGO Highway)
+
*88 - Skybox (TENKYU)
*88 -  
 
  
 
=== List 07 ===
 
=== List 07 ===
 
Rail Canyon list.
 
Rail Canyon list.
  
*00 - Switchable Rail
+
*00 - Switchable Rail (TRAINCHANGERAIL)
*01 - Switchable Rail Switch
+
*01 - Switchable Rail Switch (TRAINCHANGESWITCH)
*02 - Switchable Rail Arrow
+
*02 - Switchable Rail Arrow (TRAINCHANGEBOARD)
*03 - Rail Booster
+
*03 - Rail Booster (RAILDASH)
*04 - Rail "roadblock"
+
*04 - Rail "roadblock" (CROSSING)
*05 - Capsule
+
*05 - Capsule (TRAINCAPSULE)
*06 - Rail Canyon Door
+
*06 - Station Door (STATIONDOOR)
*07 - Floor Grate
+
*07 - Floor Grate (DUCT)
*08 - Platform with 3 rails
+
*08 - Platform with 3 rails (RAILBOARD)
*09 -
+
*0A - DESTRUCTRAIL
*0A -  
+
*1B - TRAINTRAIN
*1B -  
+
*2C - Tunnel (TRAINROLLTUNNEL)
*2C - Tunnel
+
*2D - Engine Core (TRAINCORE)
*2D - Engine Core
+
*3E - Cannon Interior (BIGCANNON)
*3E - Internal mechanism for giant cannon
+
*3F - Cannon Top (BIGCANNONTOP)
*3F - Giant cannon (the one which shoots you)
+
*40 - Trigger: Sound Ambience (TRAINCOLLISION)
*40 - Trigger: Sound Ambience (trains/machinery)
+
*41 - Explosion effect (IKARIBAKUHATU)
*41 - Explosion effect
+
*42 - Eggman's Base (EGGMASO)
*42 - Eggman's Base
+
*43 - S08BOB COLLI_OBJECT
*43 -  
+
*80 - DFAN
*80 -  
+
*81 - RAILBUSH
*81 -  
+
*82 - RAILBURBWIRE
*82 -  
+
*83 - RAILCHANGERAIL
*83 -  
+
*85 - RAILBULLETRACK
*84 -
+
*86 - RAILWATERSUPPLY
*85 -  
+
*87 - RAILMECHTYPEABC
*86 -  
+
*88 - RAILCAPEN
*87 -  
+
*89 - RAILCAPEX
*88 -  
+
*8A - RAILENDEN
*89 -  
+
*8B - RAILENDEX
*8A -  
+
*8C - RAILPOLLEX
*8B -  
+
*8D - RAILPOLLGOL
*8C -  
+
*8E - RAILPOLLGOR
*8D -  
+
*8F - RAILTIE
*8E -  
+
*90 - PROPELLER
*8F -  
+
*91 - PISTON
*90 -  
+
*92 - BARREL
*91 -  
+
*93 - PULLEY
*92 -  
+
*94 - EGGHORN
*93 -  
+
*95 - TRAINAPPEAR ON/OFF
*94 -  
+
*96 - BRIDGE
*95 -  
+
*97 - AUTODOOR
*96 -  
+
*98 - TRAINTOP
*97 -  
 
*98 -  
 
  
 
=== List 08 ===
 
=== List 08 ===
 
Bullet Station list.
 
Bullet Station list.
  
*00 - Fan
+
*00 - Fan (BLOWFAN)
*01 - Mountain side giant cannon decoration
+
*01 - Mountain Cannonn (ROOMPILLAR)
*02 - Pole with flashing light
+
*02 - Pole (TORCH)
*03 -  
+
*03 - WHEEL
*04 - Wall side small cannon decoration
+
*04 - Wall Cannon (WCANNON)
  
 
=== List 09 ===
 
=== List 09 ===
 
Frog Forest list.
 
Frog Forest list.
  
*00 - Frog
+
*00 - Frog (FROGGREEN)*01 -  
*01 -  
+
*02 - Small Green Platform (RAINLEAF)
*02 - Small Green Platform
+
*03 - Bouncy Mushroom (smaller) (RAINMUSH)
*03 - Bouncy Mushroom (smaller)
+
*04 - Tall Vertical Vine (RAINIVY)
*04 - Tall Vertical Vine
+
*05 - Tall tree with platforms (RAINTREE)
*05 - Tall tree that grows and has many platforms
+
*06 - Ivy that grows as you grind on it (TUTA)
*06 - Ivy that grows as you grind on it
+
*07 - Large Yellow Platform (RAINFLOOR
*07 - Large Yellow Platform
+
*08 - Bouncy Fruit (RAINFRUIT)
*08 - Bouncy Fruit
+
*09 - Bouncy Mushroom (bigger) (SPRING_MUSH)
*09 - Bouncy Mushroom (bigger)
+
*0B - Swinging Vines (IVYJUMP)
*0A -
+
*0C - Mossy Ball (FLOATJ)
*0B - Swinging Vines
+
*0D - STOPRAIN
*0C - Mossy Ball
+
*0E - Alligator (ALIGATOR)
*0D -  
+
*0F - RAINFRUITMI
*0E - Giant Alligator (Lost Jungle)
+
*10 - TUTA2
*0F -  
+
*11 - TUTA3
*10 -  
+
*12 - TUTAETC
*11 -  
+
*13 - RAINCOLLISION
*12 -  
+
*80 - Butterfiles (BUTTERFLY)
*13 -  
+
*81 - Pink Flower (FLOWER)
*80 - Butterfiles (Frog Forest)
+
*82 - Small Mushroom (MUSHROOM)
*81 - Pink Flower (Frog Forest)
+
*83 - Medium Plant (KAZARIOBJ)
*82 - Small Mushroom (Frog Forest)
+
*84 - Small Plant with red leaves (REDWEED)
*83 - Medium Plant (Frog Forest)
+
*85 - Small Plant (SIDA)
*84 - Small Plant with red leaves (Frog Forest)
+
*86 - Bush (BUSH)
*85 - Small Plant (Frog Forest)
+
*87 - Yellow Plant (TSUKUSHI)
*86 - Big Plant (Frog Forest)
+
*88 - Green Mushroom (PEPE)
*87 - Yellow Plant (Frog Forest)
+
*89 - Pond (POND)
*88 - Green Mushroom (Frog Forest)
+
*8A - Palmtree (PALM)
*89 - Puddle (Frog Forest)
+
*8B - Large Leaf (LEAFAA)
*8A - Plant with trunk (Frog Forest)
+
*8C - Water plants (WATERPLANT)
*8B - Large Leaf (Frog Forest)
+
*8D - Wiggling Mushroom (MUSHANIM)
*8C - Flowers growing from swamp (Lost Jungle)
+
*91 - Hanging Yellow Fruit (DISPFRUIT)
*8D - Wiggling Mushroom (Lost Jungle)
+
*92 - TREELEAF
*8E -
+
*93 - Moss patch on the ground (BUSHSQ)
*8F -
+
*95 - Large green thing (BUSHZENMAI)
*90 -
+
*97 - Large plant (REAFREDGREEN)
*91 - Hanging Yellow Fruit (Lost Jungle)
+
*98 - Swamp Water (WATERSURFACE)
*92 -  
+
*99 - POWDER
*93 - Moss patch on the ground (Lost Jungle)
+
*9A - Floating Trunk (WANIBREAK)
*94 -
 
*95 - Large green thing that sprouts from the wall (Lost Jungle)
 
*96 -
 
*97 - Large Plant (Lost Jungle)
 
*98 - Swamp Water for the entire level (Lost Jungle)
 
*9A - Floating Trunk (Lost Jungle)
 
  
 
=== List 11 ===
 
=== List 11 ===
 
Hang Castle list.
 
Hang Castle list.
  
*00 - Teleporter Switch (TObjS11Warp)
+
*00 - Teleporter Switch (S11WARP OBJECT)
*01 - Door (Hang Castle)
+
*01 - Castle Door
*02 - Cracked Wall (Hang Castle)
+
*02 - Castle Cracked Wall (S11WALL OBJECT)
*03 - Floating Platform (Hang Castle)
+
*03 - Castle Floating Platform (SCAFFOLD OBJECT)
*04 - Flame/Torch
+
*04 - Flame/Torch (S11FIRE OBJECT)
*05 - Pumpkin Ghost
+
*05 - Pumpkin Ghost (S11GHOST OBJECT)
*06 - Floating Platform (Mystic Mansion)
+
*06 - Mansion Floating Platform (SCAFFOLD12 OBJECT)
*07 - Cracked Wall (Mystic Mansion)
+
*07 - Mansion Cracked Wall (S12WALL OBJECT)
*08 - Door (Mystic Mansion)
+
*08 - Mansion Door (S12DOOR OBJECT)
*09 - Chaotix Key (Hang Castle)
+
*09 - Chaotix Key (S11KEY OBJECT)
*0A -  
+
*0A - S11BOB OBJECT(DUMMY)
*0B - Trigger: Door Close? (Mystic Mansion)
+
*0B - Trigger: Door (S12DOOR COLLI_OBJECT)
*0C - Trigger: Music Control (Mystic Mansion)
+
*0C - Trigger: Music (BGMCOLLI OBJECT)
*80 - Glow Effect (Mystic Mansion)
+
*80 - Glow Effect (S11LIGHT OBJECT)
*81 - Celestial Sphere (Mystic Mansion)
+
*81 - Celestial Sphere (S12CELESTIAL OBJECT)
*82 - Thunder Lightening (Mystic Mansion)
+
*82 - Thunder Lightning (S12THUNDER OBJECT)
*83 - Trigger: Thunder Lightening Collision (Mystic Mansion)
+
*83 - Trigger: Thunder Lightning (S12THUNDER COLLI_OBJECT)
*84 - Smoke Screen (Hang Castle)
+
*84 - Smoke Screen (S11CLOUD OBJECT)
*85 - Skeleton (Mystic Mansion)
+
*85 - Skeleton (S12BONE OBJECT)
*86 - Skeleton Trigger (Mystic Mansion)
+
*86 - TSkeleton Trigger (S12BONE COLLI_OBJECT)
*87 - Spinning Skeleton Hands (Mystic Mansion)
+
*87 - Spinning Skeleton Hands (S12FAN OBJECT)
*88 - Curtain (Hang Castle)
+
*88 - Curtain (S11 FLAG)
*89 - Glowing spider signs (Hang Castle)
+
*89 - Glowing spider signs (S11SPIDER OBJECT)
*8A - Tree (Hang Castle)
+
*8A - Tree (TREE OBJECT)
*8B - Spiked plant (decoration) (Hang Castle)
+
*8B - Spiked plant (GRASS OBJECT)
*8C - Small plant (decoration) (Hang Castle)
+
*8C - Small plant (GRASS2 OBJECT)
*8D - Swinging Axe (Hang Castle)
+
*8D - Swinging Axe (MASK OBJECT)
  
 
=== List 13 ===
 
=== List 13 ===
 
Egg Fleet list.
 
Egg Fleet list.
  
*00 - Normal Cannon (Egg Fleet)
+
*00 - Normal Cannon (S13 HOUDAI S)
*01 - Large Cannon (Egg Fleet)
+
*01 - Large Cannon (S13 HOUDAI L)
*02 - Horizontal Cannon (Egg Fleet)
+
*02 - Horizontal Cannon (S13 HOUDAI YOKO)
*03 - Moving Cannon for Belly Flop/Hammer Down
+
*03 - Moving Cannon (S13 HOUDAI FUMI MAX HEIGHT)
*04 - Rectangular Floating Platform (Egg Fleet)
+
*04 - Rectangular Floating Platform (S13 SENKAN MOV)
*05 - Door (Egg Fleet/Final Fortress)
+
*05 - Door (S13 SENKAN SHUT)
*06 - Square Floating Platform
+
*06 - Square Floating Platform (S13 SENKAN YUKA)
*07 - Roadblock
+
*07 - Roadblock (S13 TSUITATE)
 
*08 - Conveyor Belt
 
*08 - Conveyor Belt
*14 - Trigger: Decoration Battleship?
+
*14 - S13 BIGMOVSHIP
*15 - Another Cannon
+
*15 - Another Cannon (S13 HOUDAI FIX)
*20 - Trigger: Destroy Battleship
+
*20 - S13 KANKYOHAKAI
*80 -  
+
*80 - S13D BIGFAN
*81 -  
+
*81 - S13 MISSILEPOD
*82 -  
+
*82 - S13D SCREW
*83 -  
+
*83 - S13 DESIGN PIPE
*84 -  
+
*84 - S13D UFO
*85 -  
+
*85 - S13D BlinkLight
*86 -  
+
*86 - S13D ANTENNA
*87 -  
+
*87 - S13D SENKAN FAR
*88 -  
+
*88 - S13D SENKAN FAR
*89 -  
+
*89 - S13D SENKAN FAR
*8A -  
+
*8A - S13D SENKAN FAR
*8B -  
+
*8B - S13D SENKAN FAR
*8C -  
+
*8C - S13D SENKAN FAR
*8D -  
+
*8D - S13D SENKAN FAR
*8E -  
+
*8E - S13D SENKAN FAR
*8F -  
+
*8F - S13D SENKAN MIDDLE
*90 -  
+
*90 - S13D SENKAN MIDDLE
*91 -  
+
*91 - S13D RAIL CAP FORE
*92 -  
+
*92 - S13D RAIL CAP BACK
*93 -  
+
*93 - S13D RAIL ARROW 1
*94 -  
+
*94 - S13D RAIL ARROW 3
*95 -  
+
*95 - S13D SENKAN FAR MOVE TOP L
*96 -  
+
*96 - S13D SENKAN FAR MOVE TOP R
*97 -  
+
*97 - S13D SENKAN FAR MOVE SIDE L
*98 -  
+
*98 - S13D SENKAN FAR MOVE SIDE R
*99 -  
+
*99 - S13 CLOUD1
*9A -  
+
*9A - S13 Cloud2
*9B -  
+
*9B - S13D SENKAN FAR MOVE BIG
  
 
=== List 14 ===
 
=== List 14 ===
 
Final Fortress list.
 
Final Fortress list.
  
*00 - Rectangular Floating Platform (Final Fortress)
+
*00 - S14 FALL ASHIBA
*01 - Normal Cannon (Final Fortress)
+
*01 - S14 HOUDAI HI
*02 - Trigger: Laser Cannon
+
*02 - S14 LaserBeam
*03 - Laser Cannon Laser
+
*03 - S14 3WAY COLLI
*04 - Laser Cannon
+
*04 - S14 LaserSign
*05 - Self-Destruct Switch
+
*05 - S14 BombSwitch
*06 - Large Breakable Block (Final Fortress)
+
*06 - S14 KOWARE
*07 -
+
*0A - S14KEY OBJECT
*08 -
+
*80 - S14 Thunder
*09 -
+
*81 - S14 Thunder2
*0A -  
+
*82 - S14 THUNDER PTCL
*80 -  
+
*83 - S14 LaserLight
*81 -  
+
*84 - S14 RAILEND SIGN
*82 -  
+
*85 - S14 RedLight
*83 -  
+
*86 - S14 ROADSIDE A
*84 -  
+
*87 - S14 ROADLIGHT
*85 -  
+
*88 - S14D UFO
*86 -  
+
*89 - S14 RingLight
*87 -  
+
*8A - S14D WALL NEON
*88 -  
+
*8B - S14D WALLLIGHT SIDE
*89 -  
+
*8C - S14D WALLLIGHT FRONT
*8A -  
+
*8D - S14 WALL L
*8B -  
+
*8E - S14 WALL R
*8C -  
+
*8F - S14 GOAL
*8D -  
+
*90 - S14 HOLEA Neon
*8E -  
+
*91 - S14 ROADSIDE B
*8F -  
+
*92 - S14 HOLEB
*90 -  
+
*93 - S14 TowerNeon A
*91 -  
+
*94 - S14 TowerNeon B
*92 -  
+
*95 - S14D SearchLight
*93 -  
+
*96 - S14D EGGMAN
*94 -  
+
*97 - S14D Crush
*95 -  
+
*98 - S14 WallSide
*96 -  
 
*97 -  
 
*98 -  
 
  
 
=== List 15 ===
 
=== List 15 ===
 
List with general enemies and Special Stage objects.
 
List with general enemies and Special Stage objects.
  
*00 - [[Egg Flapper]]
+
*00 - [[Egg Flapper]] (SEARCHER OBJECT)
*10 - [[Egg Pawn]]
+
*10 - [[Egg Pawn]] (PAWN OBJECT)
*20 - [[Klagen]]
+
*20 - [[Klagen]] (CAPTURE OBJECT)
*30 - [[Falco]]
+
*30 - [[Falco]] (FLYER OBJECT)
*40 - [[Egg Hammer]]
+
*40 - [[Egg Hammer]] (WALL OBJECT)
*50 -
+
*70 - [[Cameron]] (TURTLE OBJECT)
*60 -
+
*90 - [[Rhino Liner]] (RINOLINER OBJECT)
*70 - [[Cameron]]
+
*C0 - [[Egg Bishop]] (MAGICIAN OBJECT)
*80 -
+
*D0 - [[E-2000]] (E2000 OBJECT)
*90 - [[Rhino Liner]]
+
*D1 - EGGMOBILE OBJECT
*A0 -
+
*D2 - METAL SONIC 1ST
*B0 -
+
*D3 - METAL SONIC 2ND
*C0 - [[Egg Bishop]]
+
*D4 - STG27 OBJ
*D0 - [[E-2000]]
+
*D5 - STG28 OBJ
*D1 -  
+
*E0 - SP_GROUP_OBJECT
*D2 -  
+
*E5 - SPBOSS APPEAR
*D3 -  
+
*E6 - SPBOSS END
*D4 -  
+
*E7 - SPBOSS APPEAR POS
*D5 -  
+
*E8 - APPEAR CHAOS EMERALD
*E0 -  
+
*E9 - SKY BOBSLEIGH
*E1 -
+
*EA - SKYBOB END
*E2 -
+
*EB - PUT PARTICLE
*E3 -
+
*EC - PARTICLE TEST
*E4 -
+
*ED - SPSTAGE END
*E5 -  
+
*EE - SP SPRING OBJECT
*E6 -  
+
*F0 - SP DASHPANEL OBJECT
*E7 -  
+
*F1 - SP DASHRING OBJECT
*E8 -  
+
*F4 - SP FORMGATE OBJECT
*E9 -  
 
*EA -  
 
*EB -  
 
*EC -  
 
*ED -  
 
*EE -  
 
*EF -
 
*F0 -  
 
*F1 -  
 
*F2 -
 
*F3 -
 
*F4 -  
 
*F5 -
 
*F6 -
 
  
 
=== List 16 ===
 
=== List 16 ===
 
Egg Emperor list.
 
Egg Emperor list.
  
*00 -  
+
*00 - STG26 COLLI CC
*01 -  
+
*01 - STG26 COLLI CP
*02 -  
+
*02 - KING PAWN
  
 
=== List 20 ===
 
=== List 20 ===
 
Egg Hawk list.
 
Egg Hawk list.
  
*80 - Road Decoration Block
+
*80 - Road Decoration Block (S20D CurbStone)
*81 - Whale Statue
+
*81 - Whale Statue (S20D WhaleStone)
*82 - Tower
+
*82 - Tower (S20D LightHouse)
*83 -  
+
*83 - S66 STAR
  
 
=== List 23 ===
 
=== List 23 ===
 
Egg Albatross list.
 
Egg Albatross list.
  
*00 - Trigger: Egg Albatross?
+
*00 - Trigger: Egg Albatross (S23 WARPPOS)
  
 
=== List 33 ===
 
=== List 33 ===
 
List is used mainly in the multiplayer Bobsled Races.
 
List is used mainly in the multiplayer Bobsled Races.
  
*00 -  
+
*00 - UNBR. BOBCONT. OBJECT
*01 -  
+
*01 - S31BOB OBJECT(DUMMY)
*80 -
+
*81 - S33_DICE OBJECT
*81 -  
+
*82 - S33_ROULET OBJECT
*82 -  
+
*83 - S33_SLOT OBJECT
*83 -  
 
  
 
=== List FF ===
 
=== List FF ===
 
Unknown list.
 
Unknown list.
  
*F0 - Something related to camera control (?)
+
*F0 - SYSTEM OBJECT1
*F1 -  
+
*F1 - SYSTEM OBJECT2
*F2 -  
+
*F2 - SYSTEM OBJECT3
*F3 -
+
*FE - SAMPLE2 OBJECT
*FE -  
+
*FF - SAMPLE OBJECT
*FF -  
 
  
 
== Object Specific Settings ==
 
== Object Specific Settings ==

Revision as of 23:44, 16 March 2017

SCHG: Sonic Heroes
Main Article
Mechanic Editing

DOL Editing
EXE Editing
Music Pointers
Object Parameter Data
Relocatable Editing (PC)
File Offsets

Model Editing
Collision Format
Model Format
Level Editing

Camera Editing
Event Editing
ID list
Indirect Editing
Light Editing
Level List
Object Editing
Object Porting
Spline Editing
Texture Animation Editing
Visibility Editing

Particle Editing
Particle Editing
Sound Editing
Music List

Sound Editing
Voices

SCHG How-Tos

Custom Object Material Effect Tutorial
Level Editing Tutorial


In the PC version of the game, level object layouts are stored in big endian .bin files located in the /dvdroot folder.

File Name Layout

The file names are stored in the following format:

sLL_NN.bin
LL is the level number and NN is the player number.
Note: Some files start with stg instead of s

The level numbers (LL) are the ones used in the File Names and Data list.

Players:

  • DB - Decoration for all teams
  • PB - Objects for all teams
  • P1 - Team Sonic
  • P2 - Team Dark
  • P3 - Team Rose
  • P4 - Team Chaotix
  • P5 - Super Hard

DB files contain mostly decoration and objects that don't interact with the players, such as grass patches. PB files contain normal stage objects. Both files are loaded for all teams. The object lists are the same, so there's no restriction for which objects can be placed in any of the files. There doesn't seem to be any difference in the way each of the files are loaded, so they are most likely separate for organization.
Sea Gate, special stages, team battles, Last story and multiplayer levels have only the DB and PB files.

Object File Layout

The files are made up by two sections: the main section and the misc. section.

  • The main section starts at offset 0x00 (the beginning of the file) and ends at offset 0x18000. Each entry is 0x30 bytes long, so the files have a maximum of 2048 objects. Each entry defines general information for the object, such as type, position and rotation. Blank entries are ignored.
  • The misc. section starts at offset 0x18000. Each entry is 0x24 bytes long. The retail files are all 0x21000 bytes long, so they all have a maximum of 1024 misc. entries for the objects. This number can be increased or decreased, however, as the file size can be changed and the game will still load it normally; the number of misc. section entries can even go past the maximum number of main section entries. The misc. section contains object-specific data.

Each entry in the main section may contain an ID which references one entry in the misc. section (very few objects don't).
In the original files there is usually a lot of "junk" in them (huge empty spaces with no data and lots of unreferenced misc. section entries).

Main Section Entries

This array starts at the beginning of the .bin file. Each entry is 0x30 bytes long. This section contains most basic info for the objects.

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

Offset Type Description
0x00 Float X Position
0x04 Float Y Position
0x08 Float Z Position
0x0C 4 bytes X Rotation
0x10 4 bytes Y Rotation
0x14 4 bytes Z Rotation
0x18 2 bytes Usually 00 02
Ignored
0x1A Byte 0x00 for PB/DB
0x20 for Sonic
0x40 for Dark
0x60 for Rose
0x80 for Chaotix
0xA0 for Super Hard
Ignored, objects load regardless of this
0x1B Byte Usually 09
Must be an odd number for object to load
0x1C 4 bytes Usually 00 00 00 00
Ignored?
0x20 8 bytes Repeats the previous 8 bytes
Ignored?
0x28 Byte Object list
0x29 Byte Object type
0x2A Byte Link ID
0x2B Byte Render distance
0x2C 2 bytes Null?
0x2E 2 bytes Misc. Entry ID
  • X, Y and Z positions: location of the object in the world.
  • X, Y and Z rotations: angle of the object in the world.
  • 16 bytes have unknown function. Most of this seems to be ignored, but one value must be an odd number for the object to load.
  • Object list: this byte sets which list the object will be chosen from.
  • Object type: this byte sets which object from the list will be loaded.
  • Link ID: this is used to link two or more objects together, such as switches and doors, triggers, frogs and plants, bingo table and numbers, enemies and cages, warp flowers and more.
  • Render distance: this multiplier sets from which distance the object starts being rendered. 0 makes the object not load.
  • Misc. Entry ID: this chooses which misc. entry array will be used by this object. This connection is made solely based on an offset. For example: if this is set to 3, it will use misc. entry number 3, located at offset 0x1806C (0x18000 + 3*0x24). This is set to 0 on some objects: those use misc. entry number 0, which must be left blank.

Retail files have an interesting organization when it comes to the order of the objects in the file: they are ordered by the misc. entry ID, which is set with regards to the offset of the entry in the file. This is actually completely unecessary, as objects can be put in any order. Multiple objects can reference the same misc. entry, which is also not done in retail files.

Misc. Section Entries

This array starts at offset 0x18000 in the .bin file and each entry is 0x24 bytes long. It sets more object specific settings, such as spring strength or item box content.
Entry number 0 is left blank as it's reserved for objects that don't have any misc. settings. So the first relevant entry is entry number 1, at 0x18024.

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 00 00 00 00

Offset Type Description
0x00 Word Always 01 00
0x02 Word Section ID

This entire first long is completely ignored, and used only to aid development, as the entry is picked based on its offset.
The rest of the entry varies from object to object, and can be multiple bytes, words, longs or floats. They're explained in the Object Specific Settings section.

Object Lists

The setidtbl.bin file contains a list of all objects, along with flags setting in which level each one is available (more information in this page). List includes debug name for objects.

List 00

General list.

  • 01 - Spring (SPRING OBJECT)
  • 02 - Triple Spring (3SPRING OBJECT)
  • 03 - Ring (RING OBJECT)
  • 04 - Hint Ring (HINTRING OBJECT)
  • 05 - Switch (SWITCH OBJECT)
  • 06 - Push/Pull Switch (PUSH/PULL SWITCH)
  • 07 - Target Switch (TARGET OBJECT)
  • 0B - Dash Panel (DASHPANEL OBJECT)
  • 0C - Dash Ring (DASHRING OBJECT)
  • 0D - Rainbow Hoops (BIGRINGS OBJECT)
  • 0E - Checkpoint (CHECKPOINT OBJECT)
  • 0F - Dash Ramp (JUMPPANEL OBJECT)
  • 10 - Cannon (CANNON OBJECT)
  • 13 - Weight (WEIGHT OBJECT)
  • 14 - Breakable Weight (BREAKABLEWEIGHTOBJECT)
  • 15 - Spike Ball (IRONBALL OBJECT)
  • 16 - Laser Fence (LASERFENCE OBJECT)
  • 18 - Item Box (ITEMBOX OBJECT)
  • 19 - Item Balloon (ITEMBALOON OBJECT)
  • 1B - Goal Ring (GOALRING OBJECT)
  • 1D - Pulley (REEL OBJECT)
  • 20 - Wood Container (WOOD. CONT. OBJECT)
  • 21 - Iron Container (IRON CONT. OBJECT)
  • 22 - Unbreakable Container (UNBR. CONT. OBJECT)
  • 23 - Chao
  • 24 - Cage Box (CAGE OBJECT)
  • 25 - Formation Sign (SIGNAL OBJECT)
  • 26 - Formation Change Gate (FORMGATE OBJECT)
  • 28 - Propeller (PROPELLER)
  • 29 - Pole (POLE OBJECT)
  • 2C - Power Gong (ROLLDOOR OBJECT)
  • 2E - Fan (FAN OBJECT)
  • 31 - Case (CASE OBJECT)
  • 32 - Warp Flower (FLOWER OBJECT)
  • 50 - Invisible collision object (SET_COLLISION OBJECT)
  • 56 - Trigger: Talking (HINTCOLLI OBJECT)
  • 59 - Trigger: Light (LIGHT COLLISION)
  • 60 - Trigger: Rhino Liner (RINO COL OBJECT)
  • 61 - Trigger: Disable Input (NO_INPUT_COLLISION OBJECT)
  • 62 - Trigger: Egg Hawk (EGGHAWK COLLI)
  • 63 - Trigger: Falco (FLYER COL OBJECT)
  • 64 - Trigger: Hurt (DAMAGE COLLISION)
  • 65 - Trigger: Klagen? (CAPTURE COLLISION)
  • 66 - BOB_JUMP_COLLISION OBJECT
  • 67 - Special Stage Key (KEY OBJECT)
  • 80 - Trigger: Teleport (WARP)
  • 81 - OBJ SECollision
  • 82 - NO OTTOTTO COLLISION

List 01

Seaside Hill list.

  • 02 - Block on Rails (S01 TRUCK RAIL)
  • 03 - Sliding Block (S01 TRUCK PATH)
  • 04 - Breakable Block (Seaside Hill) (S01 Koware)
  • 05 - Moving Ruin Platform (S01 MOVE ISEKI)
  • 08 - Trigger: Ruins (S01 COLLI FOR ISEKI)
  • 0A - Sun (LENSFRALE)
  • 0B - Chaotix Hermit Crab (HERMITCRAB OBJECT)
  • 80 - Flower Patch (S01 FLOWER)
  • 81 - Flag (S01 FLAG)
  • 82 - Whale (S01 SHACHI)
  • 83 - Seagulls (S01 Kamome)
  • 84 - Large Bird (S01 Gokurakucho)
  • 85 - S01 COLLI FOR SHACHI
  • 86 - Waterfall (large) (S01D IWAMIZU)
  • 87 - Tides (S01 Wave)
  • 88 - Small Stone Platform (S01 TAIHO DAIZA)
  • 89 - Waterfall (small) (S01D FALL)
  • FF - Particle Effect (OBJ SetParticle)

List 02

Ocean Palace list.

  • 00 - Crumbling Stone Pillar (S02 BreakRuin S)
  • 01 - Falling Stone Structure (S02 BreakRuin L)
  • 02 - Breakable Door (S02 BreakDoor)
  • 03 - Small Breakable Block (S02 Break Gareki)
  • 04 - Kaos (S02 Rolling)
  • 05 - SCROLL RING OBJECT
  • 06 - Moving Item Balloon (SCROLLLITEM OBJECT)
  • 0A - S02 COLLI FOR QUAKE
  • 0B - Trigger: Event Activator (INVOKE COLLI)
  • 0C - Trigger: Kaos (S02 Rolling Colli)
  • 80 - S02D MovingLand
  • 81 - Turtle Feet (S02D Kameashi)
  • 82 - S02 Kame Wave
  • 83 - Flowing Water (S02D Water)
  • 84 - Plant (S02D Green)
  • 85 - Pole (S02D Pole)

List 03

Grand Metropolis list.

  • 00 - Accelerator Road (S03 PIPE)
  • 02 - Road Cap (S03 EggCap)
  • 03 - Grand Metropolis door (S03 DOOR)
  • 04 - Falling Bridge (S03 Bridge)
  • 05 - S03 BigBridge2
  • 06 - Flying cars (S03 Aircar)
  • 07 - Blimp (S03 BaloonWK)
  • 08 - Accelerator (S03 WalkWay)
  • 80 - S03 Baloon Design
  • 81 - Plane trigger (S03 Plane)
  • 82 - S03 Train
  • 83 - S03D Pipe Design
  • 84 - Energy piston (S03D Pole)
  • 85 - Flashing floor lights (S03D Light)
  • 86 - HEXAeco Signboard (S03 SignBoard)

List 04

Power Plant list.

  • 00 - Upward path (S04 ENERGYPipeUp)
  • 01 - Energy column (S04D ECylinder)
  • 02 - Elevator (S04D Elevator)
  • 03 - Lava Platform (S04D ASHIBA)
  • 04 - Lava Cap (S04 EggCapBig)
  • 06 - Fireball (S04D EnergyFire)
  • 08 - Column Cap (S04 EggCap2)
  • 10 - Shutter (S04D Shutter)
  • 12 - Lava (S04D Energy Up)
  • 13 - Elevator Cap (S04 EggCapElev)
  • 14 - Glass Ball Collision (S04 BallColli)
  • 15 - Green upward path (S04 FLOATING PATH)
  • 16 - Elevator Support Column (S04D PIPE ELEV)
  • 80 - Glass Ball (S04D BallGlass)
  • 81 - Energy Wall Background (S04 Wall)
  • 82 - Crane (S04D Crane)
  • 83 - Satellite (S04 Solar Robo)
  • 84 - HEXAeco Wall Light (S04D RoomLight)
  • 85 - Floor lights (S04D FloorLight)
  • 86 - Lava Shutter (S04 BigShutter)

List 05

Casino Park list.

  • 00 - Small Bumper (BOBIN)
  • 01 - Green Sphere "Spring" (BOBINAIR)
  • 02 - Flipper (FLIPPER)
  • 03 - Triangular Bumper (TRISPRING)
  • 04 - Bumpy Star Panel (SPRINGBLK)
  • 05 - Air Bumpy Star Panel (SPRINGBLK_AIR)
  • 06 - Large Bumper (BUMPER)
  • 07 - "X" Sign (X_SIGN)
  • 08 - Casino Style Door (CASINODOOR)
  • 09 - Breakable Glass Floor (GLASSFLOOR)
  • 0A - Floating Dice (456DICE)
  • 0B - Triple Slot (SLOTLARGE)
  • 0C - Single Slot (SLOTSMALL)
  • 0D - Bingo Chart (BINGOPANEL)
  • 0E - Bingo Number (BINGOGATE)
  • 10 - Dash Arrow (CASINODUSH)
  • 11 - Casino Chip (S06CHIP OBJECT)
  • 80 - Light Arrow Sign (XXXSIGN)
  • 81 - Large Floating Arrow (YAJIRUSI)
  • 82 - Large Floating Letter (MOJI)
  • 83 - Unused Fireworks (BIGFIREWORKS)
  • 84 - Giant Dice (BIGDICE)
  • 85 - Giant Slot (BIGSLOT)
  • 86 - Giant Roulette (ROULETTE)
  • 87 - Giant Casino Chip (BIGCHIP)
  • 88 - Skybox (TENKYU)

List 07

Rail Canyon list.

  • 00 - Switchable Rail (TRAINCHANGERAIL)
  • 01 - Switchable Rail Switch (TRAINCHANGESWITCH)
  • 02 - Switchable Rail Arrow (TRAINCHANGEBOARD)
  • 03 - Rail Booster (RAILDASH)
  • 04 - Rail "roadblock" (CROSSING)
  • 05 - Capsule (TRAINCAPSULE)
  • 06 - Station Door (STATIONDOOR)
  • 07 - Floor Grate (DUCT)
  • 08 - Platform with 3 rails (RAILBOARD)
  • 0A - DESTRUCTRAIL
  • 1B - TRAINTRAIN
  • 2C - Tunnel (TRAINROLLTUNNEL)
  • 2D - Engine Core (TRAINCORE)
  • 3E - Cannon Interior (BIGCANNON)
  • 3F - Cannon Top (BIGCANNONTOP)
  • 40 - Trigger: Sound Ambience (TRAINCOLLISION)
  • 41 - Explosion effect (IKARIBAKUHATU)
  • 42 - Eggman's Base (EGGMASO)
  • 43 - S08BOB COLLI_OBJECT
  • 80 - DFAN
  • 81 - RAILBUSH
  • 82 - RAILBURBWIRE
  • 83 - RAILCHANGERAIL
  • 85 - RAILBULLETRACK
  • 86 - RAILWATERSUPPLY
  • 87 - RAILMECHTYPEABC
  • 88 - RAILCAPEN
  • 89 - RAILCAPEX
  • 8A - RAILENDEN
  • 8B - RAILENDEX
  • 8C - RAILPOLLEX
  • 8D - RAILPOLLGOL
  • 8E - RAILPOLLGOR
  • 8F - RAILTIE
  • 90 - PROPELLER
  • 91 - PISTON
  • 92 - BARREL
  • 93 - PULLEY
  • 94 - EGGHORN
  • 95 - TRAINAPPEAR ON/OFF
  • 96 - BRIDGE
  • 97 - AUTODOOR
  • 98 - TRAINTOP

List 08

Bullet Station list.

  • 00 - Fan (BLOWFAN)
  • 01 - Mountain Cannonn (ROOMPILLAR)
  • 02 - Pole (TORCH)
  • 03 - WHEEL
  • 04 - Wall Cannon (WCANNON)

List 09

Frog Forest list.

  • 00 - Frog (FROGGREEN)*01 -
  • 02 - Small Green Platform (RAINLEAF)
  • 03 - Bouncy Mushroom (smaller) (RAINMUSH)
  • 04 - Tall Vertical Vine (RAINIVY)
  • 05 - Tall tree with platforms (RAINTREE)
  • 06 - Ivy that grows as you grind on it (TUTA)
  • 07 - Large Yellow Platform (RAINFLOOR
  • 08 - Bouncy Fruit (RAINFRUIT)
  • 09 - Bouncy Mushroom (bigger) (SPRING_MUSH)
  • 0B - Swinging Vines (IVYJUMP)
  • 0C - Mossy Ball (FLOATJ)
  • 0D - STOPRAIN
  • 0E - Alligator (ALIGATOR)
  • 0F - RAINFRUITMI
  • 10 - TUTA2
  • 11 - TUTA3
  • 12 - TUTAETC
  • 13 - RAINCOLLISION
  • 80 - Butterfiles (BUTTERFLY)
  • 81 - Pink Flower (FLOWER)
  • 82 - Small Mushroom (MUSHROOM)
  • 83 - Medium Plant (KAZARIOBJ)
  • 84 - Small Plant with red leaves (REDWEED)
  • 85 - Small Plant (SIDA)
  • 86 - Bush (BUSH)
  • 87 - Yellow Plant (TSUKUSHI)
  • 88 - Green Mushroom (PEPE)
  • 89 - Pond (POND)
  • 8A - Palmtree (PALM)
  • 8B - Large Leaf (LEAFAA)
  • 8C - Water plants (WATERPLANT)
  • 8D - Wiggling Mushroom (MUSHANIM)
  • 91 - Hanging Yellow Fruit (DISPFRUIT)
  • 92 - TREELEAF
  • 93 - Moss patch on the ground (BUSHSQ)
  • 95 - Large green thing (BUSHZENMAI)
  • 97 - Large plant (REAFREDGREEN)
  • 98 - Swamp Water (WATERSURFACE)
  • 99 - POWDER
  • 9A - Floating Trunk (WANIBREAK)

List 11

Hang Castle list.

  • 00 - Teleporter Switch (S11WARP OBJECT)
  • 01 - Castle Door
  • 02 - Castle Cracked Wall (S11WALL OBJECT)
  • 03 - Castle Floating Platform (SCAFFOLD OBJECT)
  • 04 - Flame/Torch (S11FIRE OBJECT)
  • 05 - Pumpkin Ghost (S11GHOST OBJECT)
  • 06 - Mansion Floating Platform (SCAFFOLD12 OBJECT)
  • 07 - Mansion Cracked Wall (S12WALL OBJECT)
  • 08 - Mansion Door (S12DOOR OBJECT)
  • 09 - Chaotix Key (S11KEY OBJECT)
  • 0A - S11BOB OBJECT(DUMMY)
  • 0B - Trigger: Door (S12DOOR COLLI_OBJECT)
  • 0C - Trigger: Music (BGMCOLLI OBJECT)
  • 80 - Glow Effect (S11LIGHT OBJECT)
  • 81 - Celestial Sphere (S12CELESTIAL OBJECT)
  • 82 - Thunder Lightning (S12THUNDER OBJECT)
  • 83 - Trigger: Thunder Lightning (S12THUNDER COLLI_OBJECT)
  • 84 - Smoke Screen (S11CLOUD OBJECT)
  • 85 - Skeleton (S12BONE OBJECT)
  • 86 - TSkeleton Trigger (S12BONE COLLI_OBJECT)
  • 87 - Spinning Skeleton Hands (S12FAN OBJECT)
  • 88 - Curtain (S11 FLAG)
  • 89 - Glowing spider signs (S11SPIDER OBJECT)
  • 8A - Tree (TREE OBJECT)
  • 8B - Spiked plant (GRASS OBJECT)
  • 8C - Small plant (GRASS2 OBJECT)
  • 8D - Swinging Axe (MASK OBJECT)

List 13

Egg Fleet list.

  • 00 - Normal Cannon (S13 HOUDAI S)
  • 01 - Large Cannon (S13 HOUDAI L)
  • 02 - Horizontal Cannon (S13 HOUDAI YOKO)
  • 03 - Moving Cannon (S13 HOUDAI FUMI MAX HEIGHT)
  • 04 - Rectangular Floating Platform (S13 SENKAN MOV)
  • 05 - Door (S13 SENKAN SHUT)
  • 06 - Square Floating Platform (S13 SENKAN YUKA)
  • 07 - Roadblock (S13 TSUITATE)
  • 08 - Conveyor Belt
  • 14 - S13 BIGMOVSHIP
  • 15 - Another Cannon (S13 HOUDAI FIX)
  • 20 - S13 KANKYOHAKAI
  • 80 - S13D BIGFAN
  • 81 - S13 MISSILEPOD
  • 82 - S13D SCREW
  • 83 - S13 DESIGN PIPE
  • 84 - S13D UFO
  • 85 - S13D BlinkLight
  • 86 - S13D ANTENNA
  • 87 - S13D SENKAN FAR
  • 88 - S13D SENKAN FAR
  • 89 - S13D SENKAN FAR
  • 8A - S13D SENKAN FAR
  • 8B - S13D SENKAN FAR
  • 8C - S13D SENKAN FAR
  • 8D - S13D SENKAN FAR
  • 8E - S13D SENKAN FAR
  • 8F - S13D SENKAN MIDDLE
  • 90 - S13D SENKAN MIDDLE
  • 91 - S13D RAIL CAP FORE
  • 92 - S13D RAIL CAP BACK
  • 93 - S13D RAIL ARROW 1
  • 94 - S13D RAIL ARROW 3
  • 95 - S13D SENKAN FAR MOVE TOP L
  • 96 - S13D SENKAN FAR MOVE TOP R
  • 97 - S13D SENKAN FAR MOVE SIDE L
  • 98 - S13D SENKAN FAR MOVE SIDE R
  • 99 - S13 CLOUD1
  • 9A - S13 Cloud2
  • 9B - S13D SENKAN FAR MOVE BIG

List 14

Final Fortress list.

  • 00 - S14 FALL ASHIBA
  • 01 - S14 HOUDAI HI
  • 02 - S14 LaserBeam
  • 03 - S14 3WAY COLLI
  • 04 - S14 LaserSign
  • 05 - S14 BombSwitch
  • 06 - S14 KOWARE
  • 0A - S14KEY OBJECT
  • 80 - S14 Thunder
  • 81 - S14 Thunder2
  • 82 - S14 THUNDER PTCL
  • 83 - S14 LaserLight
  • 84 - S14 RAILEND SIGN
  • 85 - S14 RedLight
  • 86 - S14 ROADSIDE A
  • 87 - S14 ROADLIGHT
  • 88 - S14D UFO
  • 89 - S14 RingLight
  • 8A - S14D WALL NEON
  • 8B - S14D WALLLIGHT SIDE
  • 8C - S14D WALLLIGHT FRONT
  • 8D - S14 WALL L
  • 8E - S14 WALL R
  • 8F - S14 GOAL
  • 90 - S14 HOLEA Neon
  • 91 - S14 ROADSIDE B
  • 92 - S14 HOLEB
  • 93 - S14 TowerNeon A
  • 94 - S14 TowerNeon B
  • 95 - S14D SearchLight
  • 96 - S14D EGGMAN
  • 97 - S14D Crush
  • 98 - S14 WallSide

List 15

List with general enemies and Special Stage objects.

  • 00 - Egg Flapper (SEARCHER OBJECT)
  • 10 - Egg Pawn (PAWN OBJECT)
  • 20 - Klagen (CAPTURE OBJECT)
  • 30 - Falco (FLYER OBJECT)
  • 40 - Egg Hammer (WALL OBJECT)
  • 70 - Cameron (TURTLE OBJECT)
  • 90 - Rhino Liner (RINOLINER OBJECT)
  • C0 - Egg Bishop (MAGICIAN OBJECT)
  • D0 - E-2000 (E2000 OBJECT)
  • D1 - EGGMOBILE OBJECT
  • D2 - METAL SONIC 1ST
  • D3 - METAL SONIC 2ND
  • D4 - STG27 OBJ
  • D5 - STG28 OBJ
  • E0 - SP_GROUP_OBJECT
  • E5 - SPBOSS APPEAR
  • E6 - SPBOSS END
  • E7 - SPBOSS APPEAR POS
  • E8 - APPEAR CHAOS EMERALD
  • E9 - SKY BOBSLEIGH
  • EA - SKYBOB END
  • EB - PUT PARTICLE
  • EC - PARTICLE TEST
  • ED - SPSTAGE END
  • EE - SP SPRING OBJECT
  • F0 - SP DASHPANEL OBJECT
  • F1 - SP DASHRING OBJECT
  • F4 - SP FORMGATE OBJECT

List 16

Egg Emperor list.

  • 00 - STG26 COLLI CC
  • 01 - STG26 COLLI CP
  • 02 - KING PAWN

List 20

Egg Hawk list.

  • 80 - Road Decoration Block (S20D CurbStone)
  • 81 - Whale Statue (S20D WhaleStone)
  • 82 - Tower (S20D LightHouse)
  • 83 - S66 STAR

List 23

Egg Albatross list.

  • 00 - Trigger: Egg Albatross (S23 WARPPOS)

List 33

List is used mainly in the multiplayer Bobsled Races.

  • 00 - UNBR. BOBCONT. OBJECT
  • 01 - S31BOB OBJECT(DUMMY)
  • 81 - S33_DICE OBJECT
  • 82 - S33_ROULET OBJECT
  • 83 - S33_SLOT OBJECT

List FF

Unknown list.

  • F0 - SYSTEM OBJECT1
  • F1 - SYSTEM OBJECT2
  • F2 - SYSTEM OBJECT3
  • FE - SAMPLE2 OBJECT
  • FF - SAMPLE OBJECT

Object Specific Settings

There is a lot of debug text data in the EXE which explains the misc. settings for most of the game's objects. It was probably used to aid the developers when building the level layouts, and can help us understand what each of them does too. If you search for "OBJECT" as text in the EXE in a hex editor you will find it
These settings are defined in the Misc. Section Entries:
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 00 00 00 00

List Object 0x04 0x08 0x0C 0x10 0x14 0x18 0x1C 0x20 Notes
00 01 - Spring Power (float; default 5.0) Control time (first word)
00 02 - Triple Spring Power (float; default 5.0) Scale Control time (first word)
Item (second word)
00 03 - Ring Related to placing in lines/circles
Will check debug data for info later
Lenght of line (float)
00 04 - Hint Ring Line to play (first word)
00 05 - Switch Has many settings
00 06 - Push/Pull Switch First byte:
00 - Push to turn on
01 - Pull to turn on
Uses Link ID for activator
00 07 - Target Switch First byte sets item type
Third byte sets link ID
Uses Link ID for activator
00 0B - Dash Panel Speed (float) Control time (first word)
00 0C - Dash Ring Speed (float) Control time (first word)
00 0D - Rainbow Hoops Type (first word):
00 - Speed
01 - Fly (1)
02 - Fly (2)
03 - Power (S)
04 - Power (L)
Additional control time (second word)
Speed (float, default 5.0) Offset (float)
00 0E - Checkpoint Priority (first word)
00 0F - Dash Ramp Speed (Horizontal) (float) Speed (Vertical) (float) Control time (first word)
00 10 - Cannon Elevation (Speed) (first word)
Azimuth (Speed) (second word)
Control time (Speed) (first word)
Power (Speed) (second word)
Elevation (Fly) (first word)
Azimuth (Fly) (second word)
Control time (Fly) (first word)
Power (Fly) (second word)
Elevation (Power) (first word)
Azimuth (Power) (second word)
Control time (Power) (first word)
Power (Power) (second word)
00 13 - Weight
00 14 - Breakable Weight
00 15 - Spike Ball Type (long)
00 - Single
01 - Double
Rotate Speed (float) Scale (float)
00 16 - Laser Fence
00 18 - Item Box Item type (first byte) Link ID can be used to place box inside stuff
00 19 - Item Balloon Item type (first byte) Scale (float)
00 1B - Goal Ring No parameters
00 1D - Pulley Elevation (float) ? (float) ? (float) Type (first word):
00 - Up
01 - Down
00 20 - Wooden Box No parameters
00 21 - Metal Box No parameters
00 22 - Steel Box No parameters
00 23 - Chao Radius (float) Angular Speed (float)
00 24 - Cage Can fly
00 25 - Formation Sign Formation (byte)
00 26 - Formation Change Gate Formation (byte) Width offset (float) Height offset (float)
00 28 - Propeller Flower
00 29 - Pole Has many settings
00 2C - Power Gong Has settings
00 2E - Fan Has many settings
00 31 - Cage Has settings
00 32 - Chaotix Warp Flower Type (first byte):
00 - Item
01 - Scaffold
02 - Warp
Scale (float) Rising Height (float) Uses Link ID for linking with another flower or item box
01 05 - Moving Ruin Platform Type (first byte):
00 - Small
01 - Normal
02 - Large
Vertical moving distance Uses Link ID for linking with trigger
05 86 - Giant Casino Chip Scale (float) Type (long) Speed (long)
07 03 - Rail Booster Speed (float)
11 00 - Teleporter switch Warp Dest. X-position (float) Warp Dest. Y-position (float) Warp Dest. Z-position (float) Teleporter state (first byte):
00 - Active
01 - Inactive
Second byte:
00 - Normal
01 - Upside down

Item Type List

  • 00 - Nothing
  • 01 - 5 Rings
  • 02 - 10 Rings
  • 03 - 20 Rings
  • 04 - Barrier
  • 05 - 1UP
  • 06 - Speed Shoes
  • 07 - Team Blast
  • 08 - Invincible
  • 09 - Speed Level Up
  • 0A - Fly Level Up
  • 0B - Power Level Up
  • 0C - Refill Flight Gauge

Egg Pawn Settings

List: 15
Object: 10

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 00 00 00 00

0x04
First byte: Start Type

  • 00 - Asleep
  • 01 - Walking
  • 02 - Stopped
  • 04 - Warp
  • 06 - Searching

Third byte: Weapon Type

  • 00 - None
  • 01 - Lance
  • 02 - Laser Cannon
  • 03 - M-Gun 90
  • 04 - M-Gun 120
  • 05 - M-Gun 150
  • 06 - M-Gun 180

Fourth Byte: Shield Type

  • 00 - None
  • 01 - Concrete Shield
  • 02 - Solid Shield
  • 03 - Spike Shield

0x08
Second byte: Distance from which robot can see you

0x0C: ?

0x10: Warp height (float)

0x14: ?

0x18: Shot speed (float)

0x1C Fourth byte: ?

Sonic Community Hacking Guide
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Technical information
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