Sonic Heroes/Object Editing
From Sonic Retro
SCHG: Sonic Heroes |
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Main Article |
Mechanic Editing |
DOL Editing |
Model Editing |
Collision Format Model Format |
Level Editing |
Camera Editing |
Particle Editing |
Particle Editing |
Sound Editing |
Music List |
SCHG How-Tos |
Custom Object Material Effect Tutorial |
In the PC version of the game, level object layouts are stored in big endian .bin files located in the /dvdroot folder.
Contents
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: Sonic, Tails, & Knuckles; ForEdit: Espio, Charmy and Big
- P2 - Team Dark: Shadow, Rouge & Omega
- P3 - Team Rose: Amy, Cream, & Big
- P4 - Team Chaotix: Espio, Charmy, & Vector
- P5 - Super Hard: Always Team Sonic
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. Each one is a signed 32 bit integer; 0x10000 = 360 degrees.
- 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 - Moving structure buildings (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 06
Bingo Highway list.
- 00 - Bingo Chart
- 01 - Bingo Number
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: Train (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 - Green 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)
- 9B - Rain
List 10
Lost Jungle list.
- 00 - Black Frog
- 01 - Bouncy Fruit
- 02 - Rain
- 03 - Pond
- 04 - Swamp Water
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 12
Mystic Mansion list.
- 00 - Pumpkin Ghosts
- 01 - Skeleton
- 02 - Mansion Door
- 03 - Flame Torch
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 24
Metal Madness list.
- 00 - Trigger: Metal Madness (S24 WARPPOS)
List 25
Metal Overlord List.
- 00 - Trigger: Metal Overlord (S25 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.
Note: the table below is incomplete and might be incorrect.
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 | Type (first word) 00 - Normal 01 - Line 02 - Circle 03 - Arch Number of rings (second word) |
Lenght of line (float) | Radius (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) | Setting the Checkpoint priority to the same as another will allow either to take precedence. Higher numbers in this area will take precedence over lower numbers. | |||||||
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 | 87 - 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 (Switch Pad) 01 - Inactive 02 - Active (Switch Ball) 03 - Active (Switch Ball Symbols) 04 - Warp Effect 05-06 - Doors 07 - Platform Base 08 - Platform Base (Moving Platform) 09 - Platform Floor 0A - Cracked Wall 0B - Another Cracked Wall 0C-0D - Broken Wall Corners 0E - Broken Wall Pieces 0F - Wall Piece 10 - Another Wall Piece 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
Second byte: Color Type
- 00 - Red
- 02 - Gold
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: ?
References