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First download these files if you plan to model edit
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This is the '''[[Sonic Community Hacking Guide]] for ''[[Sonic Adventure]]'''''. Download the [[Media:Tools.rar|SA1 tools]] if you plan to edit the models.
[[Media:Tools.rar|SA1 tools]]
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==Model==
 
==Model==
 
All levels, and boss characters in SA are compressed in .PRS files in SA's <tt>SONICADV</tt> directory. Inside these .PRS files are .BIN files which are the models.  
 
All levels, and boss characters in SA are compressed in .PRS files in SA's <tt>SONICADV</tt> directory. Inside these .PRS files are .BIN files which are the models.  

Revision as of 22:02, 25 April 2008

This is the Sonic Community Hacking Guide for Sonic Adventure. Download the SA1 tools if you plan to edit the models.

Model

All levels, and boss characters in SA are compressed in .PRS files in SA's SONICADV directory. Inside these .PRS files are .BIN files which are the models.

Model Editing

originally by Dude Edited for use with SA1

Editing a model in SA is allot simpler than you would think. So below I wrote it in the most simple to understand way possible.

Rip the Models. Use sadxmdl.exe to rip a .BIN model.

Import the Models. Open The .OBJ file sadxmdl.exe created and import itinto you favorate 3D modeling app. (Note you cannot use Milkshape3D for this)

Sort the Models. Next you need to search threw all the objects untill you find what you wanna edit.

Edit the Models. Now that you have the model you wanna edit, start editing vertex positions. Don't do mesh edits as they won't work in game.

Export the Models.

Export your creation to an obj file. Run obj2vt.exe on it. Open out.vt in a hex editor. Open the .BIN file in a hex editor. Go back into your model editor, and look at the object's name - it should be something like "group36332_4". See the "36332"? Thats the decimal offset in the .BIN you need to go to. Go there now. Now, you're at the SEG struct for the model. The attatch pointer is 4 bytes after this, and is a dword. Subtract the key for dreamcast binaries, and you get your new offset. Go there. You should now be at the ATTATCH struct of the model. The first dword is a vertex pointer, you now have the next offset to go to. Go there. Now, in this case out.vt is 2388 bytes. Back to your location in the .BIN, select the next 2388 bytes, and replace those bytes with the contents of out.vt. Save, and look at your creation ingame.


$C900000 - dreamcast binaries


Objects

Every level in Sonic Adventure have a file for the objects placed in them. EX: Ring, dashpad, enemy, ect. These Files are in .BIN format

File Name Layout

Level object files are always in the same format in SA's SONICADV directory:

SETllssc.bin

where ll is the level number, ss is the level segment number, and c is the character playing the level. See below for usable values.

Levels and Existing Segments (incomplete)

  • 00 - Hedgehog Hammer
  • 01 - Emerald Coast
    • 00 - Azure Blue World
    • 01 - Windy and Ripply
    • 02 - Big Fishing
  • 02 - Windy Valley
    • 00 - Windy Hill
    • 01 - The Tornado
    • 02 - In the Air
  • 03 - Twinkle Park
    • 00
    • 01
  • 04 - Speed Highway
    • 00 - Run Through Speed Highway
    • 01 - Goin' Down
    • 02 - At Dawn
  • 05 - Red Mountain
    • 00
    • 01
    • 02
  • 06 - Sky Deck
    • 00
    • 01
  • 07 - Lost World
    • 00 - Tricky Maze
    • 01 - Chased by Rock
    • 02 - Leading Lights
  • 08 - Ice Cap
    • 00 - Snowy Mountain
    • 01 - Cave
    • 02 - Snowboarding
  • 09 - Casinopolis
    • 00 - Main Hall
    • 01 - In the Sewers
    • 02 - Sonic Pinball
    • 03 - NiGHTS Pinball
  • 10 - Final Egg
    • 00 - Mechanical Resonance (Part 1)
    • 01 - Crank the Heat Up!
    • 02 - Mechanical Resonance (Part 2, Shooting Gallery)
  • 12 - Hot Shelter
  • 13
  • 14
  • 15 - Chaos 0
  • 16 - Chaos 2
  • 17 - Chaos 4
  • 18 - Chaos 6
  • 19 - Perfect Chaos
  • 20 - Egg Horner
  • 21 - Egg Walker
  • 22 - Egg Viper
  • 23 - Zero
  • 24 - E-102 BETA
  • 25 - E-102 Enhanced
  • 26 - Station Square
    • 00 - City Hall Area
    • 01 - Train Station/Casino Area
    • 02 - Sewer
    • 03 - Main Area
    • 04 - Hotel
    • 05 - Twinkle Park Entrance
  • 27 - Station Square (Incorrect Textures)
  • 28 - Station Square (Incorrect Textures)
  • 29 - Egg Carrier (Outside)
  • 30 - Egg Carrier
  • 31 - Egg Carrier
  • 32 - Egg Carrier
  • 33 - Mystic Ruins
    • 00 - Main Area (Train Station)
    • 01 - Angel Island
    • 02 - Jungle
  • 34 - Mystic Ruins (Past)
  • 35 - Twinkle Circuit
    • 00
    • 01
    • 02
    • 03
    • 04
    • 05
  • 36 - Sky Chase Act 1
  • 37 - Sky Chase Act 2
  • 38 - Sand Hill
  • 39 - Station Square Chao Garden
  • 40 - Egg Carrier Chao Garden
  • 41 - Mystic Ruins Chao Garden
  • 42 - Chao Race

Characters

  • S - Sonic
  • M - Miles/Tails
  • K - Knuckles
  • A - Amy
  • E - E-102
  • B - Big

Examples

  • SET0202S.BIN - Tornado segment of Windy Valley when played as Sonic
  • SET0402K.BIN - Speed Highway: At Dawn as Knuckles
  • SET3503E.BIN - Fourth hidden Twinkle Circuit track as E-102
  • SET0100S.BIN - Beginning of Emerald Coast as Sonic


NOTE: If playing as a character in a level that they are not designed for, by default the objects will not be present. This can be corrected, though. Simply copy the appropriate file and rename it accordingly and the objects will appear in the level with that character.


The Object Format

Header

Every object file has one header at the very begnning in the following format:

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

The first 4 bytes simply define the number of objects in the file.

Body

Objects are defined after the header, in the following format.

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
  • Object type (specific to every level)
  • X axis rotation
  • Y axis rotation
  • Z axis rotation
  • X axis placement
  • Y axis placement
  • Z axis placement
  • Object properties (specific to object)


Special Objects

Item Box

Item box types can be changed. Change the first object properties float to the corresponding value below to change the box's function.

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 - Speed up
  • 01 - Invincibility
  • 02 - 5 rings
  • 03 - 10 rings
  • 04 - "?" rings
  • 05 - Shield
  • 06 - Extra Life
  • 07 - Enemy Bomb
  • 08 - Electric Shield

Object Lists

The following are a listing of objects available to be used in levels. The number following the level name is the level number and segment number (for example, 0100 is Emerald Coast, first segment).

Hedgehog Hammer (0000)

  • 00 - Ring
  • 01 - Circular game platform
  • 02 - Solid collision block (visible in debug)
  • 03 - Nothing
  • 04 - Nothing
  • 05 - Nothing
  • 06 - Nothing


Emerald Coast (0100)

originally by Dude

  • 00 - Ring
  • 01 - Spring
  • 02 - Spring Variant
  • 03 - Dash Pad
  • 04 - Swinging Spike ball
  • 05 - Falling Spike Ball
  • 06 - Spikes
  • 07 - Absolutely nothing
  • 08 - Egg Prison
  • 09 - Absoultely nothing
  • 0A - plant
  • 0B - Sounds like a dash hoop. Kills me on level start.
  • 0C - Baloon (can only be used by Amy)
  • 0D - Item Box (defaults to speed shoes)
  • 0E - Horizontal Rocket Platform
  • 0F - Closed Rocket Platform
  • 10 - Vertical Rocket
  • 11 - Closed Rocket Platform
  • 12 - Jumppad
  • 13 - Checkpoint
  • 14 - "push" collision hull
  • 15 - Nothing
  • 16 - Collision "sphere"
  • 17 - SOLID invisible collision block
  • 18 - Same as above
  • 19 - non-solid debug block
  • 1A - Tikal Hint
  • 1B - Ripples??
  • 1C - Nothing
  • 1D - Kiki
  • 1E - Nothing
  • 1F - Water Spider
  • 20 - PalmTree ^__^
  • 21 - Shorter PalmTree
  • 22 - PalmTree Variant
  • 23 - Sloping, collision-less, and incomplete palmtree
  • 24 - Rock Platform
  • 25 - Hut
  • 26 - Up-Down Spike Gate
  • 27 - Water Platform
  • 28 - Purple Launch Ramp
  • 29 - Really Thin Rock Structure
  • 2A - Mossy Rock
  • 2B - Fence Segment
  • 2C - Fence Seperator
  • 2D - Alternate textured Fence Segment
  • 2E - Same as 2C
  • 2F - Coral
  • 30 - Coral
  • 31 - Horizontal Palmtree
  • 32 - Vines
  • 33 - Moss
  • 34 - Vine stemed plant
  • 35 - DOLPHINS
  • 36 - Conecrete pole
  • 37 - Seagull
  • 38 - Seagull
  • 39 - White.... Pyramid
  • 3A - Umbrella
  • 3B - Breakable Dock
  • 3C - Bouncy Rope
  • 3D - Nothing
  • 3E - Plant
  • 3F - Plant
  • 40 - Moss
  • 41 - Nothing
  • 42 - Destroyable Rock
  • 43 - Free Willy
  • 44 - Nothing
  • 45 - Water Fluxuation
  • 46 - Nothing
  • 47 - Rock
  • 48 - Breakable Rocks
  • 49 - Chair
  • 4A - TIKI HUT ^____^
  • 4B - Nothing
  • 4C - End of List
  • 4D - Nothing
  • 4E - Fish
  • 4F - Updraft (Dimensions controlled by misc. floats)
  • 50 - Endlevel trigger. Mightbe a plane
  • 51 - Prison Egg
  • 52 - Floating Item Box
  • 53 - Nothing
  • 54 - Nothing
  • 55 - Nothing
  • 56 - Nothing
  • 57 - Nothing
  • 58 - Nothing
  • 59 - Nothing
  • 5A - Nothing
  • 5B - Nothing
  • 5c - Nothing
  • 5D - Nothing
  • 5E - Nothing
  • 5F - Nothing
  • 60 - Nothing
  • 61 - Nothing
  • 62 - Nothing
  • 63 - Nothing


Windy Valley (0200)

originally by Dude

  • 00 - Ring
  • 01 - Recovery Spring
  • 02 - Normal Spring (distance controlled by 2nd misc float)
  • 03 - Dash Panel
  • 04 - Ball and Chain
  • 05 - Falling Spike ball
  • 06 - Messes up Level (also plays EC ambient sounds)
  • 07 - Nothing
  • 08 - Egg Prison
  • 09 - Switch
  • 0A - Weeds
  • 0B - Dash Hoop (plays EC ambience)
  • 0C - Baloon (can only be used by amy)
  • 0D - Item box
  • 0E - Rocket
  • 0F - losed Rocket Plat
  • 10 - Vertical Rocket
  • 11 - Another closed rocket platform
  • 12 - Jumppad (2nd misc float controls number. 0 = invisible finish patform)
  • 13 - Checkpoint
  • 14 - "push" collision hull
  • 15 - Ring
  • 16 - Circle collision hull
  • 17 - Cylinder collision hull
  • 18 - Box collision hull (misic floats control dimensions)
  • 19 - Non-solid Debug box, probably a trigger
  • 1A - Tikal Hint (last misc flaot controls what she says)
  • 1B - Gamma "HIT" target
  • 1C - rihno enemy (only appears in debug)
  • 1D - Worm enemy
  • 1E - Nothing ( not even in debug)
  • 1F - e103 (crashes if not put in right place)
  • 20 - Bridge ( misc floats control what part of bridge)
  • 21 - Wind effect.
  • 22 - Rock that flies away when you get close
  • 23 - A block
  • 24 - Another Block
  • 25 - Taller block
  • 26 - Grassy patch
  • 27 - dandelion
  • 28 - Leaf generator
  • 29 - uh, nothing
  • 2A - Nothing
  • 2B - Bridge
  • 2C - Broken Bridge
  • 2D - Grassy Platform
  • 2E - Dandelions (before they do that blowy-thingy)
  • 2F - Trampoline
  • 30 - wooden post
  • 31 - Fence segment
  • 32 - Tree
  • 33 - Fence with wind thing
  • 34 - wind thing gate
  • 35 - Rock platform with wind thing
  • 36 - Messes up level
  • 37 - Bridge
  • 38 - Tilted Column
  • 39 - Same as above
  • 3A - Column with handle thing
  • 3B - Flower
  • 3C - Messes up level
  • 3D - Wind thing Gate
  • 3E - grass
  • 3F - rock barrier
  • 40 - longer rock barrier
  • 41 - wall mounted wind thing
  • 42 - MORE WIND THING
  • 43 - MORE BRIDGES
  • 44 - Fan
  • 45 - Tumbleweed
  • 46 - OMFG HUGE WIND THING
  • 47 - Wind thing catwalk
  • 48 - Eagle
  • 49 - Tornado
  • 4A - flower
  • 4B - flower
  • 4C - nothing
  • 4D - Egg Prison
  • 4E - "Floating" item box
  • 4F - Bouncy spring (3 springs in a row, curls you up when you hit *<</tt> - >it)
  • 5 - Nothing
  • 5 - Nothing


Twinkle Park (0300)

  • 00 - Ring
  • 01 - Ring
  • 02 - Invisible Spheres (not solid, appear to do nothing, only visible in debug)
  • 03 - Invisible Sphere (not solid, appears to do nothing, only visible in debug)
  • 04 - Spring (Small)
  • 05 - Spring (Large)
  • 06 - Row of Springs
  • 07 - Dash Pannel
  • 08 - Orange Pad (unused, only visible in debug)
  • 09 - Ball and Chain
  • 0A - Falling Spike ball
  • 0B - Ground Spikes
  • 0C - Egg Prison
  • 0D - Button
  • 0E - Balloon (for Amy only)
  • 0F - Item box
  • 10 - Floating Item box
  • 11 - Rocket Platform (open, rocket angled down)
  • 12 - Rocket Platform (closed)
  • 13 - Rocket Platform (open, rocket pointed straight up)
  • 14 - Rocket Platform (closed)
  • 15 - Checkpoint
  • 16 - Invisible Barrier: Square (solid, pushes you a direction, only visible in debug mode)
  • 17 - Invisible Barrier: Sphere (solid, only visible in debug)
  • 18 - Invisible Barrier: Cylinder (solid, only visible in debug)
  • 19 - Invisible Barrier: Cube (solid, only visible in debug)
  • 1A - Invisible Barrier: Cube (solid, pushes you a direction, only visible in debug mode)
  • 1B - Nothing
  • 1C - Tikal Hint Orb
  • 1D - Hint Monitor
  • 1E - Nothing
  • 1F - Go-cart (black)
  • 20 - Buyoon
  • 21 - Kiki
  • 22 - Invisible Cube (not solid, appears to do nothing, only visible in debug)
  • 23 - Cart Return Station
  • 24 - Cart Dash Pannel
  • 25 - Cart Dash Ramp
  • 26 - Lighted Track Arch
  • 27 - Large Track Arch
  • 28 - Curved Track Lightpost
  • 29 - Track Decoration 1 (yellow thing)
  • 2A - Asteroid 1 (huge)
  • 2B - Asteroid 2 (skinny/tall)
  • 2C - Asteroid 3 (small)
  • 2D - Track Decoration 2 (speaker/display thing)
  • 2E - Track Decoration 3 (large arrow sign)
  • 2F - Track Decoration 4 (Uranus)
  • 30 - Track Decoration 5 (Jupiter)
  • 31 - Track Decoration 6 (Saturn)
  • 32 - Track Decoration 7 (light thing)
  • 33 - Track Decoration 8 (spinning rocket ride)
  • 34 - Track Decoration 9
  • 35 - Track Decoration 10 (big ship)
  • 36 - Cart Track Door
  • 37 - Mysterious Brown Ball (floats there until you hit it, then it follows walls)
  • 38 - Exploding Barrel
  • 39 - Window
  • 3A - Bowling Pins
  • 3B - Nothing
  • 3C - Nothing
  • 3D - Bowling Launch Pad
  • 3E - Nothing
  • 3F - Wooden Doors
  • 40 - More Wooden Doors
  • 41 - Opening Wooden Doors
  • 42 - Metal Fence
  • 43 - Post
  • 44 - Orange Flag on Pole
  • 45 - Large Orange Flag
  • 46 - Double Flags on Pole
  • 47 - Floating Pad 1 (more animated)
  • 48 - Floating Pad 2
  • 49 - Roof Section
  • 4A - Merry-Go-Round (has SE and animation)
  • 4B - Some object
  • 4C - Double Lights
  • 4D - Huge Animated Pirate Ships
  • 4E - Collapsing Platform (used in Mirror Room)
  • 4F - Half Plant (yellow flowers)
  • 50 - Half Plant (pink flowers)
  • 51 - Whole Plant (yellow flowers)
  • 52 - Whole Plant (pink flowers)
  • 53 - Longer Plant (yellow flowers)
  • 54 - Longer Plant (pink flowers)
  • 55 - Ring
  • 56 - Circular Purple Roof
  • 57 - Game crashes
  • 58 - Nothing
  • 59 - Game crashes
  • 5A - Bubble
  • 5B - Nothing
  • 5C - Nothing
  • 5D - Nothing
  • 5E - Nothing
  • 5F - Nothing
  • 60 - Nothing


Speed Highway (0400)

originally by Dude

  • 01 - Recovery spring
  • 02 - Different spring
  • 03 - Dash Panel
  • 04 - Spike Ball
  • 05 - Falling spike ball
  • 06 - Spikes
  • 07 - Absolutely nothing.
  • 08 - Egg Prison
  • 09 - Switch
  • 0A - weed
  • 0B - Dash Hoop
  • 0C - End Level Baloon (only works with amy, nobody else can grab it)
  • 0D - SPEED SHOES OMGWTF
  • 0E - Rocket (takes you to coordinates specified in misc floats)
  • 0F - closed rocket platform
  • 10 - Vertical rocket (goes up a little bit, then lets go)
  • 11 - Another Closed Rocket Platform
  • 12 - Jumppad (doesn't work
  • 13 - Checkpoint
  • 14 - Push Collision hull
  • 15 - Tikal Hint
  • 16 - Vertical spring group (the one in windy valley that furls you into a ball)
  • 17 - Speed Highway platform transport.
  • 18 - Fountain
  • 19 - Speed Highway Red Diagonal Platform transport.
  • 1A - Glass
  • 1B - Glass (breaks before you touch it 0_o)
  • 1C - Brick platform (From At Dawn)
  • 1D - Concrete platform (From At Dawn)
  • 1E - Canister (from At Dawn)
  • 1F - Sign
  • 20 - Speed Highway U-turn Device
  • 21 - Skylight
  • 22 - Nothing
  • 23 - Bouncy Awning (from "At Dawn")
  • 24 - Another Bouncy Awning
  • 25 - Roadblock
  • 26 - Platform
  • 27 - Platform (wall attatched variant)
  • 28 - Platform (BIG variant)
  • 29 - Four-Paneled Sign
  • 2A - sign
  • 2B - Newspaper rack (there are a bunch of 29's inside of it)
  • 2C - newspaper rack
  • 2D - newspaper rack
  • 2E - newspaper rack
  • 2F - Bench (from "At Dawn")
  • 30 - Arrows
  • 31 - Big, Shiny advertisement seen on the side of skyscrapers.
  • 32 - Variation of 31.
  • 33 - Another Ad variant.
  • 34 - yet another variant
  • 35 - Sign
  • 36 - sign
  • 37 - Another Sign
  • 38 - Street Sign
  • 39 - 13TH WTF
  • 3A - Wall attatched-sign
  • 3B - LOST TRASHCAN OBJECT
  • 3C - Water Hydrant
  • 3D - Row of Shrubs
  • 3E - Potted Plant
  • 3F - Variation of 3E
  • 40 - More Shrubs
  • 41 - Street light
  • 42 - runway marker
  • 43 - streetlamp
  • 44 - streetlamp
  • 45 - Unmovable cone
  • 46 - Catwalk (that you can't use XP)
  • 47 - Same as Above
  • 48 - satellite tower.
  • 49 - Movable Traffic Cone
  • 4A - Another Movable Traffic Cone
  • 4B - Concrete Warning Marker
  • 4c - Fence
  • 4D - More Shrubs
  • 4E - Big Grassy Platform
  • 4F - Bigger octogonal grassy platform
  • 50 - Grandfather Clock (Interesting note : It's pendulum keeps swinging, even when the game is paused.)
  • 51 - wall-mounted Light
  • 52 - Streetsign
  • 53 - Guard Rail (blue arrows)
  • 54 - Tree-In-A-Bucket
  • 55 - grass
  • 56 - Helicopter with a spaz attack
  • 57 - Same as above
  • 58 - Bell
  • 59 - Light ray
  • 5A - Block
  • 5B - Ring (laying lopsided)
  • 5C - Spinner Enemy
  • 5D - Spinner enemy
  • 5E - Electric Spinner
  • 5F - nothing
  • 60 - Spike Ball Throwing Enemy
  • 61 - Spike Ball Spinning Enemy
  • 62 - Absolutely nothing
  • 63 - Nothing
  • 64 - Collision hull
  • 65 - Block that shows up in debug mode (nonsolid)
  • 66 - Tikal hint


Red Mountain (0500)

originally by Dude

  • 00 - Ring
  • 01 - Recovery Spring
  • 02 - Spring
  • 03 - Dashpanel
  • 04 - Ball and Chain
  • 05 - Falling spike ball
  • 06 - Spikes
  • 07 - Nothing
  • 08 - Egg Prison
  • 09 - Switch
  • 0A - Weed
  • 0B - Dashhoop
  • 0C - Baloon (can only be used by amy)
  • 0D - Item box
  • 0E - Rocket
  • 0F - Closed rocket platform
  • 10 - Vertical rocket
  • 11 - Closed Rocket platform
  • 12 - Jumppad
  • 13 - Checkpoint
  • 14 - "push" collision hull
  • 15 - Gamma "HIT" target
  • 16 - Skull torch
  • 17 - Nothing
  • 18 - Lava
  • 19 - monkeybars
  • 1A - Also monkeybars ...
  • 1B - very short monkeybars
  • 1C - Double 1B
  • 1D - Cross
  • 1E - Electric chair
  • 1F - Messes up object layout
  • 20 - Small torch
  • 21 - Nothing
  • 22 - grave/cross mix thing
  • 23 - lights
  • 24 - Pole
  • 25 - curved pole
  • 26 - yellow block
  • 27 - Smoking grate
  • 28 - Nothing
  • 29 - Fence
  • 2A - Fence w/ lights
  • 2B - Locked Gate
  • 2C - skylight (small)
  • 2D - Wire Ride
  • 2E - Nothing
  • 2F - Exploding-Rock
  • 30 - Big machine thing
  • 31 - Uh
  • 32 - Wall thing
  • 33 - WIND THING
  • 34 - Rock Bridge
  • 35 - Same as above
  • 36 - Nothing
  • 37 - Nothing
  • 38 - Tree
  • 39 - part1 end door
  • 3A - Nothing
  • 3B - Ghost prisoner
  • 3C - Bouncy version of above
  • 3D - Still Ghost Prisoner
  • 3E - Nothing
  • 3F - Bridge
  • 40 - lower bridge O_O
  • 41 - Higher Bridge


Lost World (0700)

originally by Dude

  • 00 - Ring
  • 01 - Spring
  • 02 - Spring
  • 03 - Dash Panel
  • 04 - Spinning Ball
  • 05 - Falling Spike Ball
  • 06 - Spikes
  • 07 - Nothing
  • 08 - Prison Egg
  • 09 - Switch
  • 0A - Plant
  • 0B - Dash Hoop
  • 0C - Baloon
  • 0D - Rocket
  • 0E - Closed Rocket Platform
  • 0F - Vertical Rocket Platform
  • 10 - Closed Rocket Platofrm
  • 11 - (invisible) Landing pad for jumps
  • 12 - Checkpoint
  • 13 - "push" Collision hull
  • 14 - Sphere Collision hull
  • 15 - Cylinder Collision Hull
  • 16 - Solid Collision Hull
  • 17 - Non-solid Debug hull
  • 18 - Ring 0_o
  • 19 - (smaller, non-solid) Spherical debug hull
  • 1A - same as above
  • 1B - Item Box (default : Speed Shoes)
  • 1C - Floating Item Box (Default : Speed Shoes)
  • 1D - Monitor (doesn't display any message)
  • 1E - Tikal Hint (also doensn't display message)
  • 1F - Tikal Hint ("This Way!)
  • 20 - Spinning Rock Hallway
  • 21 - Snake Room Platform
  • 22 - (smaller) Snake Room Platform
  • 23 - Same as above
  • 24 - Snake room platform (very tall and has no guardrails)
  • 25 - Same as above, but with no geometry on bottom
  • 26 - Snake lamp
  • 27 - Snake lamp (rotated 90 degrees)
  • 28 - Snake lamp (roated 180 degrees)
  • 29 - Cylidrical rock Column
  • 2A - Chamfered platform with mosaic
  • 2B - Broken column
  • 2C - Short Rectangular Column
  • 2D - (big) snake's mouth (Note : not solid)
  • 2E - Lost World Spikes
  • 2F - Stone Gate that keeps moving up and down (non-solid, and keeps animating even while paused)
  • 30 - Spike-bottomed Platform
  • 31 - Shorter version of above
  • 32 - Fern
  • 33 - Bigger Fern
  • 34 - Some Short Plant
  • 35 - Wall-mounted plant
  • 36 - Doughnut-shaped plant (generates leaves when you go through it)
  • 37 - (decorative) Arrow Shooter
  • 38 - Rock-Chase Ramp
  • 39 - Rotating Block (but doesn't rotate)
  • 3A - Breakable Box/Crate
  • 3B - wall panel button (didn't work)
  • 3C - wall panel (couldn't walk on it)
  • 3D - Bright Pyramid (might be a ray of light)
  • 3E - Light switcher thingy (if you get in you can't get out)
  • 3F - Flaming Block (only lights on the upstroke)
  • 40 - Moving Block
  • 41 - Small Snake Fountain
  • 42 - Nothing
  • 43 - lowing Flame
  • 44 - Snake Lamp
  • 45 - Door
  • 46 - Door (this one actually opens)
  • 47 - Nothing
  • 48 - Nothing
  • 49 - Pltaform (no guard rails)
  • 4A - Nothing
  • 4B - A...... thing. That doesn't appear while paused.
  • 4C - Mirror
  • 4D - Chamfered Pltaform with mosaic tiles
  • 4E - I've never seen this before. It makes the "switch" sound.
  • 4F - Waterfall
  • 50 - Spinning Fire Enemy
  • 51 - Pink "snake" Enemy
  • 52 - Nothing
  • 53 - Breakable Crate/Box
  • 54 - Egg Prison
  • 55 - Nothing
  • 56 - Nothing
  • 57 - Nothing
  • 58 - Nothing
  • 59 - Nothing
  • 5A - Nothing

Ice Cap (0800)

originally by Dude

  • 00 - Ring
  • 01 - Spring
  • 02 - Spring
  • 03 - Dash Panel
  • 04 - Spinning Spike Ball Chain
  • 05 - Falling Spike Ball
  • 06 - Spikes
  • 07 - Nothing
  • 08 - Egg prison
  • 09 - Switch
  • 0A - Plant
  • 0B - Dash hoop
  • 0D - Item Box (default : Speed Shoes)
  • 0E - Floating Item Box (default : speed shoes)
  • 0F - Hint Monitor (says nothing)
  • 10 - Tikal Hint (says nothing)
  • 11 - Tikal Hint ("This Way!")
  • 12 - Horizontal Rocket Platform
  • 13 - Closed Rocket Platform
  • 14 - Vertical Rocket Platform
  • 15 - Closed Rocket Platform
  • 16 - Jump platform (Default ; invisible)
  • 17 - Checkpoint
  • 18 - "Push" Collision hull
  • 19 - Nothing
  • 1A - Nothing
  • 1B - Icicle (you can push it around O_O)
  • 1C - Icicle (breaks)
  • 1D - Bigger Icicle (can also be pushed around)
  • 1E - Bigger Icicle (breaks)
  • 1F - Icicle (you can push it around)
  • 20 - Icicle (breaks)
  • 21 - Trick Ramp
  • 22 - Icicle (you hang from this one)
  • 23 - Crate
  • 24 - Small Rock Platform
  • 25 - Bigger Ice Platform
  • 26 - Taller Rocky platform
  • 27 - Another Ice platform
  • 28 - Fence
  • 29 - Fence Vairant
  • 2A - Fence Variant
  • 2B - Same as 2A
  • 2C - Rock with Icicle on it (Icicle breaks)
  • 2D - Single-segmented Icicle (does not break)
  • 2E - Twisty Rock Column
  • 2F - House (not solid)
  • 30 - Taller House (not solid)
  • 31 - Taller House Variant (not solid)
  • 32 - VERY large house (not solid)
  • 33 - Tree
  • 34 - Tall, leafless tree.
  • 35 - Tall, wide tree
  • 36 - Tall, wide tree variant
  • 37 - Some kind of wooden plank (collision stops before the top)
  • 38 - Log
  • 39 - Very large wall plant
  • 3A - Flattened tree
  • 3B - Semi-flattened tree
  • 3C - very tall, flattened tree
  • 3D - very tall tree (geometry only on one side)
  • 3E - Drawbridge
  • 3F - Bridge (breaks)
  • 40 - Nothing
  • 41 - Nothing


Final Egg (1000)

originally by Dude

  • 00 - Ring
  • 01 - spring
  • 02 - spring
  • 03 - dash panel
  • 04 - ball and chain
  • 05 - falling ball
  • 06 - spikes
  • 07 - nothing
  • 08 - prison egg
  • 09 - switch
  • 0A - weed
  • 0B - dash hoop
  • 0C - baloon
  • 0D - item box
  • 0E - Rocket
  • 0F - closed rocket
  • 10 - vertical rocket
  • 11 - closed rocket
  • 12 - jumppad (careful, might not work on this level)
  • 13 - checkpoint
  • 14 - "push" collision hull
  • 15 - nothing
  • 16 - spinner enemy
  • 17 - nothing
  • 18 - nothing
  • 19 - electrified spinner
  • 1A - it *sounds* like a grabber, but I can't see it
  • 1B - grabber (its wicked small)
  • 1C - nothing
  • 1D - pre-destroyed grabber
  • 1E - crate(solid)
  • 1F - nothing
  • 20 - Spiked roller
  • 21 - laser shooter thingy
  • 22 - the conveyor belt that spins. Speed is set by 3 misc floats
  • 23 - spike wall
  • 24 - spinning drum
  • 25 - same as above
  • 26 - shorter spinning drum
  • 27 - hammer pendulum
  • 28 - door??
  • 29 - security camera
  • 2A - security camera with industrial strength flashlight
  • 2B - big blue light
  • 2C - nothing
  • 2D - nothing
  • 2E - nothing
  • 2F - nothing
  • 30 - nothing
  • 31 - nothing
  • 32 - nothing
  • 33 - big door
  • 34 - nonsolid wall segment
  • 35 - wall (big)
  • 36 - barrel (explodes)
  • 37 - big thing that just disappears when attacked.
  • 38 - pig generator
  • 39 - thing the pigs plop out of
  • 3A - nothing
  • 3B - big circle thing I've never seen before
  • 3C - platform and curved tube
  • 3D - platform
  • 3E - VERY BIG VERY BRIGHT BLUE LIGHT
  • 3F - fan
  • 40 - sonic doll (ends level)
  • 41 - nothing
  • 42 - nothing
  • 43 - Final Egg isolation walls
  • 44 - Tails doll
  • 45 - closed doll box
  • 46 - very small red light
  • 47 - same
  • 48 - floor mountd beam light
  • 49 - eggman face light
  • 4A - ladder
  • 4B - thingy that goes down (you also lost toal control)
  • 4C - rotating.. thing
  • 4D - barrel (does not explode)
  • 4E - a door?
  • 4F - nothing
  • 50 - nothing
  • 51 - nothing
  • 52 - nothing
  • 53 - nothing


Station Square

  • 00 - ring
  • 01 - Spring (model is made to only go up)
  • 02 - spring (can be rotated)
  • 03 - Dash panel
  • 04 - ball and chain
  • 05 - falling spikeball
  • 06 - Spikes
  • 07 - nothing
  • 08 - Egg prison - CRASHES WHEN PUT IN STATION SQUARE
  • 09 - switch
  • 0A - Weeds
  • 0B - Dash hoop
  • 0C - Baloon (only used by Amy
  • 0D - Item Box
  • 0E - Vertical Rocket
  • 0F - Closed Rocket
  • 10 - Jumppad
  • 11 - Checkpoint (can't be used - checkpoint has already been touched, and you can't activate it)
  • 12 - "Push" collision hull
  • 13 - Nothing
  • 14 - Light dash pattern
  • 15 - Small white ball - I can only assume its a singular version of $14
  • 16 - Nothing
  • 17 - Big pole
  • 18 - Doors to Twinkle park
  • 19 - Door into burger shop
  • 1A - Door into store (doesn't open)
  • 1B - (pink) door into Twinkle Park
  • 1C - Back door to shop
  • 1D - Arched door into Twinkle park
  • 1E - Again
  • 1F - Lift
  • 20 - Elevator
  • 21 - Elevator (Can't get out)
  • 22 - Egg stand
  • 23 - Either a candle.. or a winebottle - its too small to tell.
  • 24 - Nothing
  • 25 - Chair
  • 26 - Taller chair
  • 27 - Nothing
  • 28 - nothing
  • 29 - CLOCK
  • 2A - Bars that close off shop in case of theft.
  • 2B - nothing
  • 2C - Ketchup, menu, and salt
  • 2D - Nothing
  • 2E - Street lamp (complete with 3-light post)
  • 2F - Nothing
  • 30 - Row of stools
  • 31 - seashell sign
  • 32 - Very old style radio
  • 33 - robot toy
  • 34 - Pictures
  • 35 - Twinkple park sign
  • 36 - twinkle park fences
  • 37 - I dunno, but it makes the game say "act twinkle only" Also changes the loading screen to emerald coast.
  • 38 - same thing
  • 39 - Makes it say "Act station only"
  • 3A - Blue robot toy
  • 3B - blue box.. thing
  • 3C - brown box.. thing
  • 3D - Train station doors
  • 3E - Hydrant
  • 3F - lamppost
  • 40 - beach chair
  • 41 - chair w/umbrella
  • 42 - Nothing
  • 43 - nothing
  • 44 - nothing
  • 45 - twinkle park logo
  • 46 - elevator (takes you back to menu)
  • 47 - closed elevator (goes nowhere)
  • 48 - Another elevator (starts to load speed highway, then * crashes.)
  • <tt>49 - nothing
  • 4A - says "act station only"
  • 4B - hotel doors
  • 4C - hotel doors
  • 4D - hotel doors
  • 4E - nothing
  • 4F - nothing
  • 50 - "Act casino only"
  • 51 - another casino specific object
  • 52 - nothing
  • 53 - nothing
  • 54 - nothing
  • 55 - doors to speed highway (through city hall)
  • 56 - big box
  • 57 - thing
  • 58 - dude (only shows in debug mode)
  • 59 - its a sphere - but no collision. Sone camera info pops up in debug mode.
  • 5A - spherical collision hull
  • 5B - cylinder collision hull
  • 5C - collision box
  • 5D - "push" collision hull"
  • 5E - collision hull
  • 5F - "floating" item box
  • 60 - nothing

Mystic Ruins

  • 00 - Ring
  • 01 - Short Spring
  • 02 - Long Spring
  • 03 - Tails style dash panel
  • 04 - Monitor
  • 05 - Checkpoint
  • 06 - Removed Object (teleporter?)
  • 07 - Miniature shrine (in forest)
  • 08 -
  • 09 - Eggman shrine (by Tails’ workshop)
  • 0A - Monkey destruction switch
  • 0B - Caged Kiki
  • 0C - Lost World style door
  • 0D - Egg Carrier style door
  • 0E - Floor switch
  • 0F - Red Mountain style door
  • 10 - Ice Cap style door
  • 11 - Trolley cart door
  • 12 - Nothing
  • 13 - Nothing
  • 14 - Master Emerald
  • 15 - Nothing
  • 16 - Ice Stone unit
  • 17 - Final Egg entrance

There's more, just haven't gotten to it yet.

Chaos 2 Boss (1600)

  • 00 - Ring
  • 01 - Table 4 Chairs
  • 02 - Light fixture
  • 03 - Nothing
  • 04 - Nothing
  • 05 - Nothing
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