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Difference between revisions of "Sonic the Hedgehog 2 (16-bit)/Object Editing/Pointers"

From Sonic Retro

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m (Text replacement - "{{SCHGuides}}" to "==References== <references /> {{SCHGuides}}")
 
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The ID number is hex, and denotes the object's position in the list. Code is value of the actual pointer. Mappings tells where to find the object's sprite mappings, and Subparameters tells what arguments, if any, the object can take when it's placed on the playfield.
 
The ID number is hex, and denotes the object's position in the list. Code is value of the actual pointer. Mappings tells where to find the object's sprite mappings, and Subparameters tells what arguments, if any, the object can take when it's placed on the playfield.
 
  FIXME: More subparameters!  
 
  FIXME: More subparameters!  
{|border="1"
+
{| class="prettytable" style="width: auto;"
 
!ID #
 
!ID #
 
!Description
 
!Description
Line 29: Line 29:
 
|$1FFB8
 
|$1FFB8
 
|  
 
|  
 +
*$00 - L0 R0 (4 Blocks)
 +
*$01 - L0 R0 (8 Blocks)
 +
*$02 - L0 R0 (16 Blocks)
 +
*$03 - L0 R0 (32 Blocks)
 +
*$04 - U0 D0 (4 Blocks)
 +
*$05 - U0 D0 (8 Blocks)
 +
*$06 - U0 D0 (16 Blocks)
 +
*$07 - U0 D0 (32 Blocks)
 +
*$08 - L0 R1 (4 Blocks)
 +
*$09 - L0 R1 (8 Blocks)
 +
*$0A - L0 R1 (16 Blocks)
 +
*$0B - L0 R1 (32 Blocks)
 +
*$0C - U0 D1 (4 Blocks)
 +
*$0D - U0 D1 (8 Blocks)
 +
*$0E - U0 D1 (16 Blocks)
 +
*$0F - U0 D1 (32 Blocks)
 +
*$10 - L1 R0 (4 Blocks)
 +
*$11 - L1 R0 (8 Blocks)
 +
*$12 - L1 R0 (16 Blocks)
 +
*$13 - L1 R0 (32 Blocks)
 +
*$14 - U1 D0 (4 Blocks)
 +
*$15 - U1 D0 (8 Blocks)
 +
*$16 - U1 D0 (16 Blocks)
 +
*$17 - U1 D0 (32 Blocks)
 +
*$18 - L1 R1 (4 Blocks)
 +
*$19 - L1 R1 (8 Blocks)
 +
*$1A - L1 R1 (16 Blocks)
 +
*$1B - L1 R1 (32 Blocks)
 +
*$1C - U1 D1 (4 Blocks)
 +
*$1D - U1 D1 (8 Blocks)
 +
*$1E - U1 D1 (16 Blocks)
 +
*$1F - U1 D1 (32 Blocks)
 
|-
 
|-
 
|04
 
|04
Line 55: Line 87:
 
|-
 
|-
 
|08
 
|08
|Water splash in Aquatic Ruin Zone, Spindash dust
+
|Water splash in Aquatic Ruin Zone, Spin Dash dust
 
|$1DD20
 
|$1DD20
 
|$1DF5E
 
|$1DF5E
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*$3 - facing diagonally up and to the right
 
*$3 - facing diagonally up and to the right
 
*$4 - facing diagonally down and to the right
 
*$4 - facing diagonally down and to the right
<font color="red">The second nybble docs still need to be written.</font>
+
Bit 6 ($2) determines the color: 0 is red, 1 is yellow<br />
 +
Bit 7 ($1) determines the animation used: 0 is the normal spring animation, 1 is the twirling animation
 
|-
 
|-
 
|42
 
|42
Line 488: Line 521:
 
|$254FE
 
|$254FE
 
|  
 
|  
 +
Note: All of these were tested with x-flip OFF. Most of the Sphere transporters in stock Sonic 2 are implemented in with x-flip ON.
 +
*$00 - Launches the player right
 +
*$01 - Launches the player down
 +
*$02 - Launches the player left
 +
*$03 - Launches the player up
 +
 +
$8x merely launch the player at a set speed of $1000 in any direction, allowing the player to touch the ground after launch.
 +
*$80 - Launches the player right
 +
*$81 - Launches the player down
 +
*$82 - Launches the player left
 +
*$83 - Launches the player up
 
|-
 
|-
 
|49
 
|49
Line 662: Line 706:
 
|$26EC8
 
|$26EC8
 
|  
 
|  
 +
*$13 - Invisible bridge activated after passing it
 +
*$B0 - Moving bridge activated by buttons
 
|-
 
|-
 
|66
 
|66
Line 752: Line 798:
 
|$20F66
 
|$20F66
 
|(blocks = 16x16)
 
|(blocks = 16x16)
*$00 - 1 block
+
First nibble determines width, and second nibble determines height.<br>
*$11 - 2 blocks vertical
+
Examples:<br>
*$17 - 4 blocks vertical
+
*$00 would be one block.<br>
*$21 - 2 blocks horizonatal
+
*$04 would be one block wide five blocks blocks tall.<br>
*$41 - 3 blocks horizontal
+
*$08 would be one block wide nine blocks blocks tall.<br>
*$71 - 4 blocks horizontal
+
*$52 would be six blocks wide and three blocks tall.
These may be a bit off, because it's hard to measure something that's invisible.
 
 
|-
 
|-
 
|75
 
|75
Line 976: Line 1,021:
 
|-
 
|-
 
|98
 
|98
|Fireball from Sky Chase Zone
+
|Projectile with optional gravity (coconut, fireball, etc.)
 
|$376E8
 
|$376E8
 
|Too many to list
 
|Too many to list
Line 1,068: Line 1,113:
 
|Grabber (spider badnik) from Chemical Plant Zone
 
|Grabber (spider badnik) from Chemical Plant Zone
 
|$38DBA
 
|$38DBA
|$?????
+
|$3921A
 
|  
 
|  
 
|-
 
|-
Line 1,074: Line 1,119:
 
|Grabber's legs from Chemical Plant Zone
 
|Grabber's legs from Chemical Plant Zone
 
|$38F66
 
|$38F66
|$?????
+
|$3921A
 
|  
 
|  
 
|-
 
|-
Line 1,080: Line 1,125:
 
|The little hanger box thing a Grabber's string comes out of
 
|The little hanger box thing a Grabber's string comes out of
 
|$39032
 
|$39032
|$?????
+
|$3921A
 
|  
 
|  
 
|-
 
|-
Line 1,086: Line 1,131:
 
|The thin white string a Grabber hangs from
 
|The thin white string a Grabber hangs from
 
|$39066
 
|$39066
|$?????
+
|$39228
 
|  
 
|  
 
|-
 
|-
 
|AB
 
|AB
|???
+
|????????
 
|$390A2
 
|$390A2
|$3921A<br>$39228
+
|$?????
|
+
|
 +
*$00 - Unused Badnik #1 (All unused badniks are just garbled data)
 +
*$01 - Invisible Unused Badnik
 +
*$02 - Unused Badnik #2
 +
*$03 - Hurting effect below object
 +
*$04 - ???
 +
*$06 - ???
 +
*$08 - Unused Badnik #3
 +
*$09 - Monitor effect when jumping under it, but crashes when jumping onto it
 +
*$0A - Unused Badnik #4
 +
*$0B - Hurting Object
 +
*$0C - Invisible Unused Badnik
 +
*$0E - ???
 +
*$10 - Strange Hurting Object
 +
*$12 - Unused Badnik #2
 +
*$14 - Strange hurtable object
 +
*$15 - Object (jumped into) crashes game
 +
*$16 - ???
 +
*$18 - Unused Badnik #5
 +
*$1A - ???
 +
*$1C - Strange hurtable object
 +
*$1D - Invisible unused badnik
 +
*$1E - Coconuts Badnik (not moving)
 +
*$1F - Crashes upon approaching object
 +
*$20 - Coconuts Badnik (hurtable)
 +
*$21 - Unused Badnik (small square)
 +
*$22 - Unused Badnik
 +
*$24 - Unused Badnik #6
 +
*$26 - Strange Hurtable Object
 +
*$27 - Invisible Unused Badnik
 +
*$28 - Broken Spring Badnik???
 +
*$29 - Unused Badnik
 +
*$2A - Hurtable Broken Spring Badnik
 +
*$2C - Unused Badnik
 +
*$2D - Invisible Unused Badnik
 +
*$2E - Unused Badnik
 +
*$2F - Invisible Hurtable Line?!
 +
*$30 - Hurtable Object
 +
*$32 - Unused Badnik
 +
*$33 - Invisible line (crashes game)
 +
*$34 - Hurtable Badnik
 +
*$35 - Nasty crash when approaching object
 +
*$36 - Unused Badnik
 +
*$37 - Unused Badnik
 +
*$38 - ???
 +
*$39 - Crashes when jumping into invisible object
 +
*$3A - ???
 +
*$3C - ???
 +
*$3D - Invisible Unused Badnik
 +
*$3E - Hurtable Badnik
 +
*$3F - Crashes when jumping into invisible object
 +
*$40 - Unused Badnik
 
|-
 
|-
 
|AC
 
|AC
Line 1,120: Line 1,216:
 
|-
 
|-
 
|B0
 
|B0
|???????
+
|??????? (Garbles graphics and crashes game after death)
 
|$3A1DC
 
|$3A1DC
 
|$?????
 
|$?????
Line 1,186: Line 1,282:
 
|-
 
|-
 
|BB
 
|BB
|???????
+
|????????
 
|$3BB7C
 
|$3BB7C
 
|$3BBA0
 
|$3BBA0
Line 1,408: Line 1,504:
 
|}
 
|}
  
[[Category:Sonic Community Hacking Guide]]
+
==References==
 +
<references />
 +
 
 +
{{SCHGuides}}

Latest revision as of 15:51, 24 March 2020

Sonic Community Hacking Guide
Sonic the Hedgehog 2 (16-bit)
Art
Objects
Levels
Text
Music
RAM
Miscellaneous

This pointer index can be found at $1600C-$1637C. Each pointer is an absolute longword value. Every object has exactly one pointer associated with it, and this pointer leads to the start of the object's code.

The ID number is hex, and denotes the object's position in the list. Code is value of the actual pointer. Mappings tells where to find the object's sprite mappings, and Subparameters tells what arguments, if any, the object can take when it's placed on the playfield.

FIXME: More subparameters! 
ID # Description Code Mappings Subparameters
01 Sonic $19F50 $6FBE0
02 Tails $1B8A4 $7446C
03 Collision plane switcher $1FCDC $1FFB8
  • $00 - L0 R0 (4 Blocks)
  • $01 - L0 R0 (8 Blocks)
  • $02 - L0 R0 (16 Blocks)
  • $03 - L0 R0 (32 Blocks)
  • $04 - U0 D0 (4 Blocks)
  • $05 - U0 D0 (8 Blocks)
  • $06 - U0 D0 (16 Blocks)
  • $07 - U0 D0 (32 Blocks)
  • $08 - L0 R1 (4 Blocks)
  • $09 - L0 R1 (8 Blocks)
  • $0A - L0 R1 (16 Blocks)
  • $0B - L0 R1 (32 Blocks)
  • $0C - U0 D1 (4 Blocks)
  • $0D - U0 D1 (8 Blocks)
  • $0E - U0 D1 (16 Blocks)
  • $0F - U0 D1 (32 Blocks)
  • $10 - L1 R0 (4 Blocks)
  • $11 - L1 R0 (8 Blocks)
  • $12 - L1 R0 (16 Blocks)
  • $13 - L1 R0 (32 Blocks)
  • $14 - U1 D0 (4 Blocks)
  • $15 - U1 D0 (8 Blocks)
  • $16 - U1 D0 (16 Blocks)
  • $17 - U1 D0 (32 Blocks)
  • $18 - L1 R1 (4 Blocks)
  • $19 - L1 R1 (8 Blocks)
  • $1A - L1 R1 (16 Blocks)
  • $1B - L1 R1 (32 Blocks)
  • $1C - U1 D1 (4 Blocks)
  • $1D - U1 D1 (8 Blocks)
  • $1E - U1 D1 (16 Blocks)
  • $1F - U1 D1 (32 Blocks)
04 Water surface $208DC $20A0E
05 Tails' tails $1D200 $739E2
06 Rotating cylinder in Metropolis Zone, twisting pathway in Emerald Hill Zone $214C4 $?????
07 Oil (stretches across entire map) $24020 $?????
08 Water splash in Aquatic Ruin Zone, Spin Dash dust $1DD20 $1DF5E
09 Sonic in Special Stage $338EC $34212
0A Small bubbles from Sonic's face while underwater $1D320 $1FBF6
0B Section of pipe from Chemical Plant Zone $2009C $201A0
0C Small floating platform (unused) $20210 $202FA
0D End of level sign post $191B8 $19656
0E Flashing stars from intro $12E18 $136A8
0F Title screen menu $13600 $13B70
10 Tails in Special Stage $347EC $34B3E
11 Bridge in Emerald Hill Zone and Hidden Palace Zone $F66C $FC70
$FC28
  • $08 - 8 block bridge
  • $0A - 10 block bridge
  • $0C - 12 block bridge
  • $0E - 14 block bridge
  • $10 - 16 block bridge
12 Emerald from Hidden Palace Zone $2031C $20382
13 Waterfall in Hidden Palace Zone $203AC $20528
14 See saw from Hill Top Zone $21928 $21CF0
15 Swinging platform from Aquatic Ruin Zone $FC9C $101E8
16 Diagonally moving lift from Hill Top Zone $21DAC $21F14
17 Unknown (animated/hurtable object) $10310 $10452
18 Moving platform from Emerald Hill Zone and Aquatic Ruin Zone $104AC $107F6
$1084E
  • $00 - Static
  • $01 - Move left and right
  • $02 - Moves up and down
  • $03 - Falling
19 Platform from Chemical Plant Zone, Oil Ocean Zone and Wing Fortress Zone $22018 $2222A
  • $00 - Move left and right (CPZ)
  • $01 - Move left and right (CPZ)
  • $02 - Move up and down slowly (CPZ)
  • $03 - Moves up when stepped on (CPZ)
  • $04 - Moves up automatically (CPZ)
  • $05 - Still (CPZ)
  • $06 - Move up and down quickly (CPZ)
  • $07 - Move down and up quickly (CPZ)
  • $08 - Move in a circle #1 (CPZ)
  • $09 - Move in a circle #2 (CPZ)
  • $0A - Move in a circle #3 (CPZ)
  • $0B - Move in a circle #4 (CPZ)
  • $0C - Move in a circle #1 (clockwise) (CPZ)
  • $0D - Move in a circle #2 (clockwise) (CPZ)
  • $0E - Move in a circle #3 (clockwise) (CPZ)
  • $0F - Move in a circle #4 (clockwise) (CPZ)
  • $10-$1F (Same as $00 to 0F, but smaller platform) (CPZ)
  • $20-$2F (Same as $00 to 0F, but longer platform) (OOZ)
  • $30-$3F (Same as $00 to 0F) (WFZ)
1A Collapsing platform in Oil Ocean Zone $108BC $10C6C
1B Speed booster from Chemical Plant Zone $222AC $223E2 $00
1C Bridge stake in Emerald Hill Zone and Hill Top Zone, falling oil in Oil Ocean Zone $111D4 $?????
1D Blue balls in Chemical Plant Zone $22408 $22576
1E Spin tube from Chemical Plant Zone $2259C $?????
1F Collapsing platform $10A08 $10F0C
$110C6
$11106
$1115E
20 Lava bubble from Hill Top Zone $22FF8 $23254
21 Score/Rings/Time display $80BE $8146
22 Arrow shooter from Aquatic Ruin Zone $25694 $25804
23 Pillar that drops its lower part from Aquatic Ruin Zone $2588C $259E6
24 Bubbles in Aquatic Ruin Zone $1F8A8 $1FBF6
25 Ring $11F44 $12382
26 Monitor $12670 $12D36
  • $00 - Static (harms Sonic)
  • $01 - Sonic 1-up
  • $02 - Tails 1-up
  • $03 - Robotnik
  • $04 - Super Ring
  • $05 - Super Shoes
  • $06 - Shield
  • $07 - Invincibility
  • $08 - Teleport
  • $09 - Question mark (random)
  • $0A - Broken
27 Explosion of an enemy $21088 $21120
28 Animal and the 100 points from a badnik $1188C $?????
29 "100 points" text $11DC6 $11ED0
2A Stomper from Mystic Cave Zone $115C4 $11666
2B Rising pillar from Aquatic Ruin Zone $25A5A $25C6E
2C Falling leaves from Aquatic Ruin Zone $26104 $20E74
2D One way barrier $1169A $11822
2E Monitor contents (code for power-up behavior and rising image) $12854 $12D36
2F Smashable ground in Hill Top Zone $23300 $236FA
30 Large rising lava during earthquake in Hill Top Zone $238DC $?????
31 Lava collision marker $20DEC $20E6E
32 Breakable rock from Chemical Plant Zone and Hill Top Zone $2351A $23852
$23886
33 Green platform from Oil Ocean Zone $23AF4 $23DDC
34 Title card $13C48 $147BA
35 Invincibility Stars $1D97E $1DB42
36 Spikes $15900 $15B68 The first nybble can be set in the range $0-$3 and sets the spike style. The second nybble is a flag - if set, the spikes shift up and down, if clear, the spikes are static.
37 Scattering rings (generated when Sonic is hurt and has rings) $12078 $12382
38 Shield $1D8F2 $1DBE4
39 Game/Time Over text $13F74 $14C6C
3A End of level result screen $14086 $14CBC
3B Solid block $15CC8 $15D2E
3C Breakable wall (leftover from S1) $15D44 $15ECC
3D Oil Ocean Zone sphere transporter launcher $24DD0 $250BA
3E Egg prison $3F1E4 $3F436 $00
3F Fan from Oil Ocean Zone $2A7B0 $2AA12
40 Pressure spring from CPZ and ARZ (the red "diving board" spring) $26370 $265F4
41 Spring $18888 $1901C
$19032
The first nybble determines the orientation:
  • $0 - facing up
  • $1 - facing to the side
  • $2 - facing down
  • $3 - facing diagonally up and to the right
  • $4 - facing diagonally down and to the right

Bit 6 ($2) determines the color: 0 is red, 1 is yellow
Bit 7 ($1) determines the animation used: 0 is the normal spring animation, 1 is the twirling animation

42 Steam Spring from Metropolis Zone $26634 $2686C
43 Sliding spike obsticle thing from Oil Ocean Zone $23E40 $23FE0
44 Round bumper from Casino Night Zone $1F730 $1F85A
45 Pressure spring from Oil Ocean Zone $240F8 $2451A
46 Ball from Oil Ocean Zone (unused, beta leftover) $24A16 $24C52
47 Button $24CF4 $24D96
48 Sphere Transporter from Oil Ocean Zone $25244 $254FE

Note: All of these were tested with x-flip OFF. Most of the Sphere transporters in stock Sonic 2 are implemented in with x-flip ON.

  • $00 - Launches the player right
  • $01 - Launches the player down
  • $02 - Launches the player left
  • $03 - Launches the player up

$8x merely launch the player at a set speed of $1000 in any direction, allowing the player to touch the ground after launch.

  • $80 - Launches the player right
  • $81 - Launches the player down
  • $82 - Launches the player left
  • $83 - Launches the player up
49 Waterfall from EHZ $20B9E $20C50
4A Octus (octopus badnik) from Oil Ocean Zone $2CA14 $2CBFE
4B Buzzer from EHZ $2D068 $2D2EA $00
4C Bat from HPZ (removed) $1637C $?????
4D Stegobot from HPZ (removed) $1637C $?????
4E Gator from HPZ (removed) $1637C $?????
4F Dinosaur from HPZ (removed) $1637C $?????
50 Aquis (seahorse badnik) from OOZ $2CCC8 $2CF94
51 Casino Night Zone boss $318F0 $320EA
52 Hill Top Zone boss $2FC50 $302BC
53 Shield orbs that surround Metropolis Zone boss $32940 $32DC6
54 Metropolis Zone boss $32288 $32DC6
55 Oil Ocean Zone boss $32F90 $33756
56 Emerald Hill Zone boss $2EF18 $2FAF8
57 Mystic Cave Zone boss $30FA4 $316EC
58 Boss explosion $2D494 $2D50A
59 Emerald from Special Stage $35FBC $3625A
5A Messages/checkpoint from Special Stage $35554 $3632A
5B Scattering rings in Special Stage $353FE $3632A
5C Masher (jumping piranha badnik) from Emerald Hill Zone $2D394 $2D442 $00
5D Chemical Plant Zone boss $2D734 $2ED8C
5E HUD from Special Stage $6FC0 $7070
5F Start banner/"Ending controller" from Special Stage $70F0 $?????
60 Rings from Special Stage $34FA0 $3632A
61 Bombs from Special Stage $34EB0 $36508
62 Null object $1637C $?????
63 Character shadow from Special Stage $340A4 $34492
64 Twin stompers from Metropolis Zone $26920 $26A5C
65 Long moving platform from Metropolis Zone $26AE0 $26EC8
  • $13 - Invisible bridge activated after passing it
  • $B0 - Moving bridge activated by buttons
66 Yellow spring walls from Metropolis Zone $26F58 $27120
67 Warp tubes from Metropolis Zone $2715C $27548
68 Block with four retracting spikes from Metropolis Zone $27594 $27750
69 Nut from Metropolis Zone $27884 $27A26
6A Platform from Metropolis Zone, moves when you walk off $27AB0 $26EC8
6B Platform from Metropolis Zone, doesn't move $27D6C $26EC8
6C Small platform, going up and right (unused) $28034 $28372
6D Floor spike from Metropolis Zone $27794 $27750
6E Small platform, moving in a circle (unused) $283AC $2852C
6F End of special stage result screen $143C0 $14ED0
70 Giant rotating cog from Metropolis Zone $285C0 $28786
71 Bridge stake and pulsing orb from Hidden Palace Zone $112F0 $11396
$11576
72 Conveyor belt from Casino Night Zone $2893C $?????
73 Solid rotating ring thing from Mystic Cave Zone (unused, can be seen in debug mode) $289D4 $28B9C
74 Invisible solid block $20EE0 $20F66 (blocks = 16x16)

First nibble determines width, and second nibble determines height.
Examples:

  • $00 would be one block.
  • $04 would be one block wide five blocks blocks tall.
  • $08 would be one block wide nine blocks blocks tall.
  • $52 would be six blocks wide and three blocks tall.
75 Brick from Mystic Cave Zone $28BC8 $28D8A
76 Spike block from Mystic Cave Zone (slides out of wall when Sonic gets near) $28DF8 $28F3A
77 Bridge from Mystic Cave Zone $28F88 $29064
78 Stairs from Chemical Plant Zone that move down to open the way $291CC $2800E
  • $00 - Moves down after sonic stands on it
  • $01 - Moves down automatically
  • $02 - Horizontal, non moving
  • $04 - Moves up after Sonic stands on it
  • $05 - Moves up automatically
79 Star pole $1F0B4 $1F424 The designation number of the star pole, from $00-$09. Used to determine order - if you hit pole $04 before you've hit $03, the game will behave as if you did hit $03, even if you never actually go near it.
7A Small yellow platform in Chemical Plant Zone $293A0 $29564
$10256
7B Warp pipe exit spring from Chemical Plant Zone $29590 $29780
7C Big pylon thing that's in the foreground in Chemical Plant Zone $20FD2 $2103C
7D Points that can be gotten at the end of an act (leftover from S1) $1F624 $1F6FE
7E Super Sonic's stars $1E0F0 $1E1BE
7F Vine switch that you hang off in Mystic Cave Zone $297E4 $29938
80 Elevator vine from Mystic Cave Zone and Wing Fortress Zone (lifts or lowers Sonic) $2997C $29DD0
81 Long invisible vertical barrier $2A000 $2A24E
82 Swinging platform in Aquatic Ruin Zone $2A290 $2A476
83 3 adjoined platforms from Aquatic Ruin Zone $2A4FC $1021E
84 Pinball mode enable/disable (used in Casino Night Zone to determine when Sonic should stay in a ball) $2115C $1FFB8
85 Pressure spring from Casino Night Zone (Impulse spring?) $2AB84 $2B07E
$2B0EC
86 Flipper from Casino Night Zone $2B140 $2B45A
87 Number of rings in Special Stage $7356 $72D2
88 Tails' Tails in Special Stage $34A5C $34DA8
89 Aquatic Ruin Zone boss $30480 $30E04
8A Sonic Team Presents/Credits (leftover from S1) $3EAC8 $3EB4E
8B Cycling palette switcher from Wing Fortress Zone $21392 $1FFB8
8C Whisp (blowfly badnik) from Aquatic Ruin Zone $36924 $36A4E
8D Grounder in wall $36A76 $36CF0
8E Grounder badnik from Aquatic Ruin Zone $36A76 $36CF0
8F Wall behind which Grounder hides in Aquatic Ruin Zone $36B88 $?????
90 Rocks thrown by Grounder behind wall in Aquatic Ruin Zone $36BD4 $36CF0
$36D00
$36CFA
91 Chop Chop (piranha badnik) from Aquatic Ruin Zone $36DAC $36EF6
92 Spiker (drill badnik) from Hill Top Zone $36F0E $?????
93 Drill thrown by Spiker from Hill Top Zone $36FE6 $37092
94 Rexon (lava snake badnik) from Hill Top Zone $37322 $?????
95 Sol (fireball-throwing badnik) from Hill Top Zone $370FE $372E6
96 Rexon (lava snake badnik) from Hill Top Zone (again) $37322 $?????
97 Rexon's head from Hill Top Zone $373D0 $37678
98 Projectile with optional gravity (coconut, fireball, etc.) $376E8 Too many to list
99 Nebula (bomber badnik) from Sky Chase Zone $377C8 $3789A
9A Turtloid (turtle badnik) from Sky Chase Zone $37936 $?????
9B Turtloid rider from Sky Chase Zone $37A06 $?????
9C Balkiry's jet from Sky Chase Zone $37A82 $37B62
9D Coconuts (monkey badnick) from Emerald Hill Zone $37BFA $37D96 $1E
9E Crawlton (snake badnik) from Mystic Cave Zone $37E16 $37FF2 $22
9F Shellcraker (crab badnik) from Metropolis Zone $3800C $?????
A0 Shellcraker's claw from Metropolis Zone $3815C $38314
A1 Slicer (praying mantis badnik) from Metropolis Zone $383B4 $?????
A2 Slicer's pincers from Metropolis Zone $384A2 $385E2
A3 Flasher (firefly badnik) from Mystic Cave Zone $3873E $388F0
A4 Asteron (exploding star badnik) from Metropolis Zone $3899C $38A96
A5 Spiny (crawling badnik) from Chemical Plant Zone $38AEA $?????
A6 Spiny (on wall) from Chemical Plant Zone $38B86 $38CCA
A7 Grabber (spider badnik) from Chemical Plant Zone $38DBA $3921A
A8 Grabber's legs from Chemical Plant Zone $38F66 $3921A
A9 The little hanger box thing a Grabber's string comes out of $39032 $3921A
AA The thin white string a Grabber hangs from $39066 $39228
AB ???????? $390A2 $?????
  • $00 - Unused Badnik #1 (All unused badniks are just garbled data)
  • $01 - Invisible Unused Badnik
  • $02 - Unused Badnik #2
  • $03 - Hurting effect below object
  • $04 - ???
  • $06 - ???
  • $08 - Unused Badnik #3
  • $09 - Monitor effect when jumping under it, but crashes when jumping onto it
  • $0A - Unused Badnik #4
  • $0B - Hurting Object
  • $0C - Invisible Unused Badnik
  • $0E - ???
  • $10 - Strange Hurting Object
  • $12 - Unused Badnik #2
  • $14 - Strange hurtable object
  • $15 - Object (jumped into) crashes game
  • $16 - ???
  • $18 - Unused Badnik #5
  • $1A - ???
  • $1C - Strange hurtable object
  • $1D - Invisible unused badnik
  • $1E - Coconuts Badnik (not moving)
  • $1F - Crashes upon approaching object
  • $20 - Coconuts Badnik (hurtable)
  • $21 - Unused Badnik (small square)
  • $22 - Unused Badnik
  • $24 - Unused Badnik #6
  • $26 - Strange Hurtable Object
  • $27 - Invisible Unused Badnik
  • $28 - Broken Spring Badnik???
  • $29 - Unused Badnik
  • $2A - Hurtable Broken Spring Badnik
  • $2C - Unused Badnik
  • $2D - Invisible Unused Badnik
  • $2E - Unused Badnik
  • $2F - Invisible Hurtable Line?!
  • $30 - Hurtable Object
  • $32 - Unused Badnik
  • $33 - Invisible line (crashes game)
  • $34 - Hurtable Badnik
  • $35 - Nasty crash when approaching object
  • $36 - Unused Badnik
  • $37 - Unused Badnik
  • $38 - ???
  • $39 - Crashes when jumping into invisible object
  • $3A - ???
  • $3C - ???
  • $3D - Invisible Unused Badnik
  • $3E - Hurtable Badnik
  • $3F - Crashes when jumping into invisible object
  • $40 - Unused Badnik
AC Balkiry (jet badnik) from Sky Chase Zone $3937A $393CC
AD Clucker's base from Wing Fortress Zone $3941C $?????
AE Clucker (chicken badnik) from Wing Fortress Zone $39452 $395B4
AF Silver Sonic $3972C $39E68 (Body, Flame)
$3A08C (Eggman remote control window)
B0 ??????? (Garbles graphics and crashes game after death) $3A1DC $?????
B1 Sonic on the SEGA screen $3A3F8 $3A5A6
B2 The Tornado $3A790 $3AFF2
$3B292
B3 Clouds (placeable object) from Sky Chase Zone $3B2DE $3B32C
B4 Vertical propeller from Wing Fortress Zone $3B36A $3B3BE
B5 Horizontal propeller from Wing Fortress Zone $3B3FA $3B548
B6 Tilting platform from Wing Fortress Zone $3B5D0 $3B856
B7 Unused huge vertical laser from Wing Fortress Zone $3B8A6 $3B8E4
B8 Wall turret from Wing Fortress Zone $3B968 $3BA46
B9 Laser from Wing Fortress Zone that shoots down the Tornado $3BABA $3BB18
BA Wheel from Wing Fortress Zone $3BB4C $3BB70
BB ???????? $3BB7C $3BBA0
BC Fire coming out of Robotnik's ship in Wing Fortress Zone $3BBBC $3BC08
BD Ascending/descending metal platforms from Wing Fortress Zone $3BC1C $3BD3E
BE Lateral cannon (temporary platform) from Wing Fortress Zone $3BD7A $3BE46
BF Rotaty-stick badnik from Wing Fortress Zone $3BEAA $3BEE0
C0 Speed launcher from Wing Fortress Zone $3BF04 $3C098
C1 Breakable plating from Wing Fortress Zone $3C0AC $3C280
C2 Wing Fortress Zone boss chamber entry switch $3C328 $3C3C2
C3 Plane's smoke from Wing Fortress Zone $3C3D6 $21120
C4 Plane's smoke from Wing Fortress Zone (again) $3C3D6 $21120
C5 Wing Fortress Zone boss $3C442 $3CCD8
$3CEBC
C6 Eggman $3CED0 $3D0EE
$3D1DE
C7 Eggrobo (final boss) $3D4C8 $2D50A
$3E318
$3E3D8
$3E438
C8 Crawl (badnik) from Casino Night Zone $3D23E $3D450
C9 "Palette changing handler" from title screen $132F0 $136A8
CA Movie sequence at end of game $A1D6 $906E0
$906F8
$90722
$9073C (compressed)
CB Background clouds from ending sequence $A9F2 $?????
CC Trigger for rescue plane and birds from ending sequence $A3C8 $9076E
$907C0 (compressed)
CD Birds from ending sequence $AAAE $11E1C
CE Sonic and Tails jumping off the plane from ending sequence $A894 $?????
CF "Plane's helixes" from ending sequence $A988 $ADA2
D0 ??? (removed) $1637C $?????
D1 ??? (removed) $1637C $?????
D2 Flashing blocks in Casino Night Zone $2B528 $2B694
D3 Bomb prize from Casino Night Zone $2B84C $2B8D4
D4 Big moving block from Casino Night Zone and Chemical Plant Zone $2B8EC $2B9CA
D5 Elevator from Casino Night Zone $2BA08 $2BB40
D6 Cage that gives out points from Casino Night Zone $2BB6C $2BEBC
D7 Bumper from Casino Night Zone $2C448 $2C626
D8 Coloured point block in Casino Night Zone $2C6AC $2C8C4
D9 Invisible hang flag from Wing Fortress Zone $2C92C $?????
DA Continue text $7A68 $7CB6
DB Sprite of Sonic lying down from Continue screen $7B82 $6FBE0
DC Ring prize from Casino Night Zone $125E6 $?????
N/A Giant ring (leftover from S1, not listed in sprite table) $12200 $123E6
N/A Flash effect from giant ring (leftover from S1, not listed in sprite table) $125E6 $124E6
N/A Special bumpers in CNZ $173BC NA

References


Sonic Community Hacking Guide
General
SonED2 Manual | Subroutine Equivalency List
Game-Specific
Sonic the Hedgehog (16-bit) | Sonic the Hedgehog (8-bit) | Sonic CD (prototype 510) | Sonic CD | Sonic CD (PC) | Sonic CD (2011) | Sonic 2 (Simon Wai prototype) | Sonic 2 (16-bit) | Sonic 2 (Master System) | Sonic 3 | Sonic 3 & Knuckles | Chaotix | Sonic Jam | Sonic Jam 6 | Sonic Adventure | Sonic Adventure DX: Director's Cut | Sonic Adventure DX: PC | Sonic Adventure (2010) | Sonic Adventure 2 | Sonic Adventure 2: Battle | Sonic Adventure 2 (PC) | Sonic Heroes | Sonic Riders | Sonic the Hedgehog (2006) | Sonic & Sega All-Stars Racing | Sonic Unleashed (Xbox 360/PS3) | Sonic Colours | Sonic Generations | Sonic Forces
Technical information
Sonic Eraser | Sonic 2 (Nick Arcade prototype) | Sonic CD (prototype; 1992-12-04) | Dr. Robotnik's Mean Bean Machine | Sonic Triple Trouble | Tails Adventures | Sonic Crackers | Sonic 3D: Flickies' Island | Sonic & Knuckles Collection | Sonic R | Sonic Shuffle | Sonic Advance | Sonic Advance 3 | Sonic Battle | Shadow the Hedgehog | Sonic Rush | Sonic Classic Collection | Sonic Free Riders | Sonic Lost World
Legacy Guides
The Nemesis Hacking Guides The Esrael Hacking Guides
ROM: Sonic 1 | Sonic 2 | Sonic 2 Beta | Sonic 3

Savestate: Sonic 1 | Sonic 2 Beta/Final | Sonic 3

Sonic 1 (English / Portuguese) | Sonic 2 Beta (English / Portuguese) | Sonic 2 and Knuckles (English / Portuguese)
Move to Sega Retro
Number Systems (or scrap) | Assembly Hacking Guide | 68000 Instruction Set | 68000 ASM-to-Hex Code Reference | SMPS Music Hacking Guide | Mega Drive technical information