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Difference between revisions of "Sonic Heroes/Object Editing"

From Sonic Retro

Line 134: Line 134:
 
=== List 00 (General) ===
 
=== List 00 (General) ===
 
*00 - Nothing
 
*00 - Nothing
*01 - Spring
+
*01 - Spring (TObjSpring)
*02 - Triple Spring
+
*02 - Triple Spring (TObj3Spring)
*03 - Ring
+
*03 - Ring (TObjRing)
*04 - Hint Ring
+
*04 - Hint Ring (TObjHintRing)
*05 - Switch
+
*05 - Switch (TObjSwitch)
*06 - Push/Pull Switch
+
*06 - Push/Pull Switch (TObjSwitchPushPull)
*07 - Target Switch
+
*07 - Target Switch (TObjTarget)
*08 - Crash
+
*0B - Dash Panel (TObjDashpanel)
*09 - Crash
+
*0C - Dash Ring (TObjDashring)
*0A - Crash
+
*0D - Rainbow Hoops (TObjBigrings)
*0B - Dash Panel
+
*0E - Checkpoint (TObjCheckpoint)
*0C - Dash Ring
+
*0F - Dash Ramp (TObjJumppanel)
*0D - Rainbow Hoops
+
*10 - Cannon (TObjCannon)
*0E - Checkpoint
+
*15 - Spike Ball (TObjIronball)
*0F - Dash Ramp
+
*18 - Item Box (TObjItembox)
*10 - Cannon
+
*19 - Item Balloon (TObjItembaloon)
*15 - Spike Ball
+
*1B - Goal Ring (TObjGoalring)
*18 - Item Box
+
*1D - Pulley (TObjReel)
*19 - Item Balloon
+
*20 - Wooden Box (TObjContWood)
*1B - Goal Ring
+
*21 - Metal Box (TObjContIron)
*1D - Pulley
+
*22 - Steel Box (TObjContUnbreakable)
*20 - Wooden Box
+
*23 - Chao (TObjChao)
*21 - Metal Box
+
*24 - Cage Box (TObjCase)
*22 - Steel Box
+
*25 - Formation Sign (TObjSignal)
*23 - Chaotix Chao
+
*26 - Formation Change Gate (TObjFormGate)
*24 - Cage Box
+
*28 - Propeller Flower (TObjPropeller)
*25 - Formation Sign
+
*29 - Pole (TObjPole)
*26 - Formation Change Gate
 
*28 - Propeller Flower
 
*29 - Pole
 
 
*2C - Power Gong
 
*2C - Power Gong
*2E - Fan
+
*2E - Fan (TObjFan)
*31 - Locked Cage
+
*31 - Cage (TObjCage)
*32 - Chaotix Warp Flower
+
*32 - Chaotix Warp Flower (TObjFlowerCommon)
 
*50 - Invisible collision object
 
*50 - Invisible collision object
*56 - Trigger volume for talking
+
*56 - Trigger volume for talking (TObjHintColli)
*59 - Trigger volume for lightning modifier (lightning is set in sLL_light.bin)
+
*59 - Trigger volume for lightning modifier (lightning is set in sLL_light.bin) (TObjLightColli)
 
*61 - ?
 
*61 - ?
 
*62 - Egg Hawk path node info
 
*62 - Egg Hawk path node info
 
*63 - ?
 
*63 - ?
 
*64 - ?
 
*64 - ?
*67 - Special Stage Key
+
*67 - Special Stage Key (TObjKey)
 
*80 - ?
 
*80 - ?
 
*82 - ?
 
*82 - ?
 +
*Find out: TObjLaserfence; TObjNoInputCollision; TObjRolldoor; TObjWarp; TObjWeight; TObjWeightExt and others
  
 
=== List 01 (Seaside Hill, Sea Gate) ===
 
=== List 01 (Seaside Hill, Sea Gate) ===
Line 369: Line 367:
 
*82 - Tower
 
*82 - Tower
  
=== List 33 (Multiplayer Boblsed Race) ===
+
=== List 33 (Multiplayer Bobsled Race) ===
  
 
== Object Specific Settings ==
 
== Object Specific Settings ==
Line 377: Line 375:
 
{{grey|00 00 00 00}} {{red|00 00 00 00}} {{green|00 00 00 00}} {{blue|00 00 00 00}} {{magenta|00 00 00 00}} {{yellow|00 00 00 00}} {{cyan|00 00 00 00}} {{olive|00 00 00 00}} {{orange|00 00 00 00}}
 
{{grey|00 00 00 00}} {{red|00 00 00 00}} {{green|00 00 00 00}} {{blue|00 00 00 00}} {{magenta|00 00 00 00}} {{yellow|00 00 00 00}} {{cyan|00 00 00 00}} {{olive|00 00 00 00}} {{orange|00 00 00 00}}
  
{| class="prettytable"
+
{|class="prettytable"
 
!List||Object||{{red|0x04}}||{{green|0x08}}||{{blue|0x0C}}||{{magenta|0x10}}||{{yellow|0x14}}||{{cyan|0x18}}||{{olive|0x1C}}||0x20||Notes
 
!List||Object||{{red|0x04}}||{{green|0x08}}||{{blue|0x0C}}||{{magenta|0x10}}||{{yellow|0x14}}||{{cyan|0x18}}||{{olive|0x1C}}||0x20||Notes
 
|-
 
|-
| 00
+
|00
| 01 - Spring
+
|01 - Spring
| Strength (float)
+
|Power (float; default 5.0)
| Control time (first word)
+
|Control time (first word)
|  
+
|
 +
|
 
|
 
|
 
|
 
|
Line 390: Line 389:
 
|
 
|
 
|
 
|
|
 
 
|-
 
|-
| 00
+
|00
| 02 - Triple Spring
+
|02 - Triple Spring
| Strenght (float)
+
|Power (float; default 5.0)
| Scale
+
|Scale
| Control time (first word)<br />Item (second word)
+
|Control time (first word)<br />Item (second word)
 +
|
 
|
 
|
 
|
 
|
Line 402: Line 401:
 
|
 
|
 
|
 
|
|
 
 
|-
 
|-
| 00
+
|00
| 03 - Ring
+
|03 - Ring
| Related to placing in lines/circles<br />Will check debug data for info later
+
|Related to placing in lines/circles<br />Will check debug data for info later
| Lenght of line (float)
+
|Lenght of line (float)
|  
+
|
 +
|
 
|
 
|
 
|
 
|
Line 414: Line 413:
 
|
 
|
 
|
 
|
|
 
 
|-
 
|-
| 00
+
|00
| 04 - Hint Ring
+
|04 - Hint Ring
| Line to play (first word)
+
|Line to play (first word)
|  
+
|
 +
|
 
|
 
|
 
|
 
|
Line 426: Line 425:
 
|
 
|
 
|
 
|
| Has setting to disappear with a switch
 
 
|-
 
|-
| 00
+
|00
| 05 - Switch
+
|05 - Switch
|  
+
|
|  
+
|
 
|
 
|
 
|
 
|
Line 438: Line 436:
 
|
 
|
 
|
 
|
| Has many settings
+
|Has many settings
 
|-
 
|-
| 00
+
|00
| 07 - Target Switch
+
|06 - Push/Pull Switch
| First byte sets item type <br />Third byte sets link ID
+
|First byte:<br />00 - Push to turn on<br />01 - Pull to turn on
 +
|
 
|
 
|
 
|
 
|
Line 449: Line 448:
 
|
 
|
 
|
 
|
 +
|Uses Link ID for activator
 +
|-
 +
|00
 +
|07 - Target Switch
 +
|First byte sets item type <br />Third byte sets link ID
 
|
 
|
 
|
 
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|Uses Link ID for activator
 
|-
 
|-
| 00
+
|00
| 0B - Dash Panel
+
|0B - Dash Panel
| Speed (float)
+
|Speed (float)
| Control time (first word)
+
|Control time (first word)
|  
+
|
 +
|
 
|
 
|
 
|
 
|
Line 462: Line 473:
 
|
 
|
 
|
 
|
|
 
 
|-
 
|-
| 00
+
|00
| 0C - Dash Ring
+
|0C - Dash Ring
| Speed (float)
+
|Speed (float)
| Control time (first word)
+
|Control time (first word)
|  
+
|
 +
|
 
|
 
|
 
|
 
|
Line 474: Line 485:
 
|
 
|
 
|
 
|
|
 
 
|-
 
|-
| 00
+
|00
| 0D - Rainbow Hoops
+
|0D - Rainbow Hoops
|  
+
|Type (first word):<br />00 - Speed<br />01 - Fly (1)<br />02 - Fly (2)<br />03 - Power (S)<br />04 - Power (L)<br />Additional control time (second word)
|  
+
|Speed (float, default 5.0)
|  
+
|Offset (float)
 +
|
 
|
 
|
 
|
 
|
Line 486: Line 497:
 
|
 
|
 
|
 
|
| Has similar settings to the dash ring, plus settings for ring position and distance
 
 
|-
 
|-
| 00
+
|00
| 0E - Checkpoint
+
|0E - Checkpoint
|  
+
|Priority (first word)
 +
|
 +
|
 +
|
 
|
 
|
|
 
|
 
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
| Has settings for priority ID
 
 
|-
 
|-
| 00
+
|00
| 10 - Cannon
+
|0F - Dash Ramp
|  
+
|Speed (Horizontal) (float)
|  
+
|Speed (Vertical) (float)
 +
|Control time (first word)
 +
|
 
|
 
|
|
 
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
| Has settings for elevation, pitch, strength and control time for each formation
 
 
|-
 
|-
| 00
+
|00
| 18 - Item Box
+
|10 - Cannon
| First byte sets item type
+
|Elevation (Speed) (first word)<br />Azimuth (Speed) (second word)
 +
|Control time (Speed) (first word)<br />Power (Speed) (second word)
 +
|Elevation (Fly) (first word)<br />Azimuth (Fly) (second word)
 +
|Control time (Fly) (first word)<br />Power (Fly) (second word)
 +
|Elevation (Power) (first word)<br />Azimuth (Power) (second word)
 +
|Control time (Power) (first word)<br />Power (Power) (second word)
 +
|
 
|
 
|
 +
|
 +
|-
 +
|00
 +
|15 - Spike Ball
 +
|Type (long)<br />00 - Single<br />01 - Double
 +
|Rotate Speed (float)
 +
|Scale (float)
 
|
 
|
 
|
 
|
Line 522: Line 545:
 
|
 
|
 
|
 
|
|
 
 
|-
 
|-
| 00
+
|00
| 19 - Item Balloon
+
|18 - Item Box
| First byte sets item type
+
|Item type (first byte)
| Scale (float)
 
 
|
 
|
 
|
 
|
Line 535: Line 556:
 
|
 
|
 
|
 
|
 +
|Link ID can be used to place box inside stuff
 
|-
 
|-
| 00
+
|00
| 25 - Formation Sign
+
|19 - Item Balloon
| Formation (byte)
+
|Item type (first byte)
|  
+
|Scale (float)
 
|
 
|
 
|
 
|
Line 548: Line 570:
 
|
 
|
 
|-
 
|-
| 00
+
|00
| 26 - Formation Change Gate
+
|1B - Goal Ring
| Formation (byte)
+
|
| Width offset (float)
+
|
| Height offset (float)
+
|
|  
 
 
|
 
|
 
|
 
|
Line 559: Line 580:
 
|
 
|
 
|
 
|
 +
|No parameters
 
|-
 
|-
| 00
+
|00
| 2E - Fan
+
|1D - Pulley
|  
+
|Elevation (float)
 +
|? (float)
 +
|? (float)
 +
|Type (first word):<br />00 - Up< br/>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 for: fan scale, height for Triangle Dive, height for others, start on/off, wind scale, whether the fan itself is rendered
+
|Has settings
 
|-
 
|-
| 00
+
|00
| 31 - Cage (opened by switch)
+
|32 - Chaotix Warp Flower
| Formation (byte)
+
|Type (first byte):<br />00 - Item<br />01 - Scaffold<br />02 - Warp
| Width (float)
+
|Scale (float)
| Width multiplier (float) (verify)
+
|Rising Height (float)
 
|
 
|
 
|
 
|
Line 582: Line 748:
 
|
 
|
 
|
 
|
| Has settings for scale and direction
+
|Uses Link ID for linking with another flower or item box
 
|-
 
|-
| 05
+
|05
| 86 - Giant Casino Chip
+
|86 - Giant Casino Chip
| Scale (float)
+
|Scale (float)
| Type (long)
+
|Type (long)
| Speed (long)
+
|Speed (long)
 
|
 
|
 
|
 
|
Line 624: Line 790:
 
*02 - Stopped
 
*02 - Stopped
 
*04 - Warp
 
*04 - Warp
 +
*06 - Searching
  
 
Third byte: Weapon Type
 
Third byte: Weapon Type
Line 645: Line 812:
 
{{blue|0x0C}}: ?
 
{{blue|0x0C}}: ?
  
{{magenta|0x10}}: Warp height
+
{{magenta|0x10}}: Warp height (float)
  
 
{{yellow|0x14}}: ?
 
{{yellow|0x14}}: ?
  
{{cyan|0x18}}: Shot speed
+
{{cyan|0x18}}: Shot speed (float)
  
 
{{olive|0x1C}}
 
{{olive|0x1C}}

Revision as of 23:45, 15 April 2016

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 and the giant decoration casino chips. 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.
All special stage and multiplayer levels have only the DB and PB files. The team battles and Last story bosses also only have DB and PB.
Because of the player files, DB and PB files for each level, objects might reference each other from different files (verify)

Object File Layout

The files are always 0x21000 bytes long and seem to have no header. The object list seems to be able to start at the beginning of the file, but usually starts much later, leaving a huge empty space before the list. This is most likely for one single level to load the list from multiple files.
The files are made up by two sections: one starting at the beginning, with 0x30 entries, and one starting at offset 0x18024, with 0x24 entries. Each object is defined by one array from the main section and one from the misc. section.

Main Section Entries

This array starts at the beginning of the .bin file, but retail files usually have an empty space before it. The ID (offset 0x2C) is set with regards to this space. Each entry is 0x30. 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 Long X Rotation
0x10 Long Y Rotation
0x14 Long Z Rotation
0x18 Word Usually 00 02
Unknown
0x1A Byte 0x00 for PB
0x20 for Sonic
0x40 for Dark
0x60 for Rose
0x80 for Chaotix
0xA0 for Super Hard
Seems to be ignored as objects will be loaded regardless of this
0x1B Byte Usually 09
Unknown; related to parenting to a moving object?
0x1C Long Usually 00 00 00 00
Unknown effect
0x20 8 bytes Usually repeats the previous 8 bytes
Unknown effect
0x28 Byte Object list
0x29 Byte Object type
0x2A Byte Link ID*
0x2B Byte Render distance multiplier*
0x2C Long Object ID*

Notes:

  • Link ID is used for all kinds of event activators (switches, triggers, bingo table, frog), also for gruping enemies together and linking warp flowers
  • Render distance multiplier sets from which distance the object starts being rendered
  • Object ID is used for matching with the Misc. Section; I don't know if these can be numbered out of order or if this number is even used at all (it might find the matching entry just from the order it appears in the file)

Misc. Section Entries

This array starts at offset 0x18024 in the .bin file and has 0x24 entries, one for each entry in the first section. It sets more object specific settings, such as spring strength or item box content.

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 ID used for matching with first section

The rest varies from object to object, but they're usually separated into 8 longs or floats. They're explained in the Object Specific Settings section.

Object Lists

In the main section entry, which list will be used is set in the byte at offset 0x28. The actual object from the list is set in the byte at offset 0x29.
For a tutorial on porting objects between levels, check this page Note: These lists were based on tests that weren't very well done and might be incorrect or incomplete.

List 00 (General)

  • 00 - Nothing
  • 01 - Spring (TObjSpring)
  • 02 - Triple Spring (TObj3Spring)
  • 03 - Ring (TObjRing)
  • 04 - Hint Ring (TObjHintRing)
  • 05 - Switch (TObjSwitch)
  • 06 - Push/Pull Switch (TObjSwitchPushPull)
  • 07 - Target Switch (TObjTarget)
  • 0B - Dash Panel (TObjDashpanel)
  • 0C - Dash Ring (TObjDashring)
  • 0D - Rainbow Hoops (TObjBigrings)
  • 0E - Checkpoint (TObjCheckpoint)
  • 0F - Dash Ramp (TObjJumppanel)
  • 10 - Cannon (TObjCannon)
  • 15 - Spike Ball (TObjIronball)
  • 18 - Item Box (TObjItembox)
  • 19 - Item Balloon (TObjItembaloon)
  • 1B - Goal Ring (TObjGoalring)
  • 1D - Pulley (TObjReel)
  • 20 - Wooden Box (TObjContWood)
  • 21 - Metal Box (TObjContIron)
  • 22 - Steel Box (TObjContUnbreakable)
  • 23 - Chao (TObjChao)
  • 24 - Cage Box (TObjCase)
  • 25 - Formation Sign (TObjSignal)
  • 26 - Formation Change Gate (TObjFormGate)
  • 28 - Propeller Flower (TObjPropeller)
  • 29 - Pole (TObjPole)
  • 2C - Power Gong
  • 2E - Fan (TObjFan)
  • 31 - Cage (TObjCage)
  • 32 - Chaotix Warp Flower (TObjFlowerCommon)
  • 50 - Invisible collision object
  • 56 - Trigger volume for talking (TObjHintColli)
  • 59 - Trigger volume for lightning modifier (lightning is set in sLL_light.bin) (TObjLightColli)
  • 61 - ?
  • 62 - Egg Hawk path node info
  • 63 - ?
  • 64 - ?
  • 67 - Special Stage Key (TObjKey)
  • 80 - ?
  • 82 - ?
  • Find out: TObjLaserfence; TObjNoInputCollision; TObjRolldoor; TObjWarp; TObjWeight; TObjWeightExt and others

List 01 (Seaside Hill, Sea Gate)

  • 02 - Large Moving Block on Rails
  • 03 - Large Sliding Block
  • 04 - Large Breakable Block
  • 05 - Moving Ruin Platform
  • 08 - Trigger (volume) (used in other levels)
  • 0A - Sun
  • 0B - Chaotix Hermit Crab
  • 80 - Flower Patch
  • 81 - Decoration pole with spike
  • 82 - Whale
  • 83 - Seagulls
  • 84 - Large Colored Bird
  • 86 - Waterfall (large)
  • 87 - Tides
  • 88 - Small Stone Platform
  • 89 - Waterfall (small)
  • FF - Water at the bottom of waterfall (Sea Gate)

List 02 (Ocean Palace)

  • 00 - Crumbling Stone Pillar
  • 01 - Falling Stone Structure
  • 02 - Breakable Door
  • 03 - Small Breakable Block
  • 04 - Kaos (demonic-looking wheel-boulders that fall off the statues)
  • 06 - Moving Item Balloon (used in Metal Overlord)
  • 0B - ? (Used in Power Plant)
  • 0C - Kaos trigger
  • 80 - ?
  • 81 - Turtle Feet
  • 83 - Flowing Water
  • 84 - Plant
  • 85 - Ruin decoration shaped like whale tail with water flowing from it

List 03 (Grand Metropolis)

  • 00 - Accelerator Road
  • 02 - Road energy blocker
  • 03 - Grand Metropolis door
  • 04 - Falling Bridge
  • 05 - ?
  • 06 - Flying car spawner
  • 07 - Blimp with platform
  • 08 - Accelerator (invisible, pushes you foward)
  • 81 - Plane trigger
  • 84 - Decoration energy piston
  • 85 - Flashing floor lights
  • 86 - HEXAeco Signboard

List 04 (Power Plant)

  • 00 - Upward path
  • 01 - Energy column
  • 02 - Elevator
  • 03 - Lava Section Platform
  • 04 - Energy blocker for lava section
  • 06 - Fireball
  • 08 - Energy blocker for column
  • 10 - Orange Door
  • 12 - Lava
  • 13 - Energy blocker for elevator
  • 14 - Large Sphere?
  • 15 - Green upward path
  • 16 - Elevator Support Column
  • 80 - Large Sphere?
  • 81 - Energy Wall Background
  • 82 - Crane
  • 83 - Hexagonal Satellite
  • 84 - HEXAeco Rotating Wall thing
  • 85 - Strip of flashing floor arrows

List 05 (Casino Park, BINGO Highway, Robot Carnival)

  • 00 - Small Bumper (Pinball Tables)
  • 01 - Green Sphere "Spring"
  • 02 - Flipper (Pinball Tables)
  • 03 - Small Triangular Bumper (Pinball Tables)
  • 04 - Bumpy Star Panel (Pinball Tables)
  • 05 - Bumpy Star Panel (used outside the tables)
  • 06 - Large Triangular Bumper (Pinball Tables)
  • 07 - BINGO "Lost" Floating Marker (BINGO Highway)
  • 08 - Casino Style Door
  • 09 - Breakable Glass Floor
  • 0A - Floating Dice
  • 0B - Pinball Triple Slot (Pinball Tables)
  • 0C - Pinball Single Slot (Pinball Tables)
  • 0D - Bingo Chart (BINGO Highway)
  • 0E - Bingo Number (BINGO Highway)
  • 10 - Dash Arrow (Pinball Tables)
  • 11 - Chaotix Casino Chip (BINGO Highway)
  • 80 - Floating Indicator Light Arrow
  • 81 - Large Floating Arrow (Casino Park)
  • 82 - Large Floating Letter (Casino Park)
  • 84 - Giant Dice (Casino Park)
  • 85 - Giant Slot (Casino Park)
  • 86 - Giant Roulette
  • 87 - Giant Casino Chip (BINGO Highway)

List 07 (Rail Canyon, Egg Albatross)

List 08 (Bullet Station)

  • 00 -
  • 01 -
  • 02 -
  • 04 -

List 09 (Frog Forest, Lost Jungle)

  • 00 - Frog
  • 02 - Small Green Platform
  • 03 - Bouncy Mushroom (smaller)
  • 04 - Tall Vertical Vine
  • 05 - Tall tree that grows and has many platforms
  • 06 - Ivy that grows as you grind on it (Frog Forest)
  • 07 - Large Yellow Platform
  • 08 - Bouncy Fruit
  • 09 - Bouncy Mushroom (bigger)
  • 0B - Swinging Vines
  • 0C - Mossy Ball
  • 0E - Giant Alligator (Lost Jungle)
  • 12 - ? (Lost Jungle)
  • 13 - ? (Lost Jungle)
  • 80 - Butterfiles (Frog Forest)
  • 81 - Pink Flower (Frog Forest)
  • 82 - Small Mushroom (Frog Forest)
  • 83 - Medium Plant (Frog Forest)
  • 84 - Small Plant with red leaves (Frog Forest)
  • 85 - Small Plant (Frog Forest)
  • 86 - Big Plant (Frog Forest)
  • 87 - Yellow Plant (Frog Forest)
  • 88 - Green Mushroom (Frog Forest)
  • 89 - Puddle (Frog Forest)
  • 8A - Plant with trunk (Frog Forest)
  • 8B - Large Leaf (Frog Forest)
  • 8C - Flowers growing from swamp (Lost Jungle)
  • 8D - Wiggling Mushroom (Lost Jungle)
  • 91 - Hanging Yellow Fruit (Lost Jungle)
  • 93 - Moss patch on the ground (Lost Jungle)
  • 95 - Large green thing that sprouts from the wall (Lost Jungle)
  • 97 - Large Plant (Lost Jungle)
  • 98 - Swamp Water for the entire level (Lost Jungle)
  • 9A - Floating Trunk (Lost Jungle)

List 11 (Hang Castle, Mystic Mansion, Robot Storm)

  • 00 - Teleporter Switch
  • 01 - Door (Hang Castle)
  • 02 - Cracked Wall (Hang Castle)
  • 03 - Floating Platform (Hang Castle)
  • 04 - Flame/Torch
  • 05 - Pumpkin Ghost
  • 06 - Floating Platform (Mystic Mansion)
  • 07 - Cracked Wall (Mystic Mansion)
  • 08 - Door (Mystic Mansion)
  • 09 - Chaotix Key (Hang Castle)
  • 0B - Door Close Trigger? (Mystic Mansion)
  • 0C - Music Control Trigger (Mystic Mansion)
  • 80 - Glow Effect (Mystic Mansion)
  • 81 - Bridge (Mystic Mansion)
  • 82 and 83 - Related to lightning effect seen from windows (Mystic Mansion)
  • 84 - Smoke Screen (Hang Castle)
  • 85 - Skeleton (Mystic Mansion)
  • 86 - Skeleton Trigger (Mystic Mansion)
  • 87 - Spinning Skeleton Hands (Mystic Mansion)
  • 88 - Curtain (Hang Castle)
  • 89 - Glowing spider signs (Hang Castle)
  • 8A - Tree (Hang Castle)
  • 8B - Spiked plant (decoration) (Hang Castle)
  • 8C - Small plant (decoration) (Hang Castle)
  • 8D - Swinging Axe (Hang Castle)

List 13 (Egg Fleet)

List 14 (Final Fortress)

List 15 (Enemy)

List 16 (Egg Emperor)

List 20 (Egg Hawk)

  • 80 - Road Decoration Block
  • 81 - Whale Statue
  • 82 - Tower

List 33 (Multiplayer Bobsled Race)

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 15 - Spike Ball Type (long)
00 - Single
01 - Double
Rotate Speed (float) Scale (float)
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< br/>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
05 86 - Giant Casino Chip Scale (float) Type (long) Speed (long)

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: ?

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