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This is the '''[[Sonic Community Hacking Guide]] for ''[[Sonic 3 & Knuckles]]'''''. As S3&K is a "lock-on" game, all offsets below $200000 are in the base S&K ROM, and all offsets above $200000 are in the connected S3 ROM.
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__NOTOC__
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{{SCHG S3K}}
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This is the '''[[Sonic Community Hacking Guide]] for ''[[Sonic 3 & Knuckles]]'''''. As ''Sonic 3 & Knuckles'' is a "[[Lock-On Technology|lock-on]]" game, all offsets below $200000 are in the base ''[[Sonic & Knuckles]]'' ROM, and all offsets above $200000 are in the connected ''[[Sonic the Hedgehog 3]]'' ROM. Since ''Sonic 3 & Knuckles'' runs on ''Sonic & Knuckles''<nowiki>'</nowiki> engine, all the information on this page also applies to ''Sonic & Knuckles'' alone, with the exception of any pointers above $200000 (which are part of the locked-on ''Sonic 3'' ROM).
  
==ROM Hacking==
 
===Art Editing===
 
====Uncompressed Art Locations====
 
 
====[[Nemesis compression|Nemesis Compressed]] Art Locations====
 
 
====[[Kosinski compression|Kosinski Compressed]] Art Locations====
 
 
====Palette Editing====
 
Usually, it's not really necessary to edit a palette in hex. Palette editors give you instant feedback for each RGB value, and the palette can be easily saved as a separate binary and reimported into the ROM. However, it is sometimes desirable or necessary to do it in hex, and it can't hurt to know how it's done.
 
 
These are the ROM offsets of the palettes in ''Sonic 3 and Knuckles'':
 
{| border="1" class="prettytable"
 
!Offset||Name
 
|-
 
|2AF6
 
|Angel Island Act 1 Cycle #1
 
|-
 
|2B16
 
|Angel Island Act 1 Cycle #2
 
|-
 
|2B96
 
|Angel Island Act 1 Cycle #3
 
|-
 
|2BF6
 
|Angel Island Act 1 Cycle #4
 
|-
 
|2C26
 
|Angel Island Act 2 Cycle #1
 
|-
 
|2C46
 
|Angel Island Act 2 Cycle #2
 
|-
 
|2C76
 
|Angel Island Act 2 Cycle #3
 
|-
 
|2CA6
 
|Angel Island Act 2 Cycle #4
 
|-
 
|2CDA
 
|Angel Island Act 2 Cycle #5
 
|-
 
|2D0E
 
|Hydrocity Act 1 Cycle
 
|-
 
|2D2E
 
|Carnival Night Cycle #1
 
|-
 
|2D8E
 
|Carnival Night Cycle #2
 
|-
 
|2E42
 
|Carnival Night Cycle #3
 
|-
 
|2E82
 
|Carnival Night Cycle #4
 
|-
 
|2EE2
 
|Carnival Night Cycle #5
 
|-
 
|2FD6
 
|Icecap Cycle #1
 
|-
 
|3016
 
|Icecap Cycle #2
 
|-
 
|305E
 
|Icecap Cycle #3
 
|-
 
|3076
 
|Icecap Cycle #4
 
|-
 
|30B6
 
|Launch Base Act 1 Cycle
 
|-
 
|30C8
 
|Launch Base Act 2 Cycle
 
|-
 
|30DA
 
|Sandopolis Zone Act 1 Cycle
 
|-
 
|317A
 
|Sandopolis Zone Act 2 Cycle
 
|-
 
|327E
 
|Lava Reef Zone Cycle #1
 
|-
 
|32FE
 
|Lava Reef Zone Cycle #2
 
|-
 
|3322
 
|Lava Reef Zone Act 1 Cycle #3
 
|-
 
|3344
 
|Lava Reef Zone Act 2 Cycle #3
 
|-
 
|3444
 
|Death Egg Zone Cycle #1
 
|-
 
|3474
 
|Death Egg Zone Cycle #2
 
|-
 
|349C
 
|Death Egg Zone Act 1 Cycle #3
 
|-
 
|34CC
 
|2P Level - Balloon Park Cycle #1
 
|-
 
|34DE
 
|2P Level - Balloon Park Cycle #2
 
|-
 
|355C
 
|2P Level - Chrome Gadget Zone
 
|-
 
|35AC
 
|2P Level - Endless Mine Cycle #1
 
|-
 
|35E8
 
|2P Level - Endless Mine Cycle #2
 
|-
 
|398E
 
|Super Sonic
 
|-
 
|39CA
 
|Super Sonic Underwater (AIZ and ICZ)
 
|-
 
|3A06
 
|Super Sonic Underwater (all other levels)
 
|-
 
|3A42
 
|Hyper Sonic
 
|-
 
|3A8A
 
|Super Tails
 
|-
 
|3AAE
 
|Super Knuckles
 
|-
 
|3AEA
 
|Super Knuckles (reverting back to normal palette)
 
|-
 
|459C
 
|Sonic 3k title screen
 
|-
 
|460C
 
|Sonic 3k title Frame #1
 
|-
 
|462C
 
|Sonic 3k title Frame #2
 
|-
 
|464C
 
|Sonic 3k title Frame #3
 
|-
 
|466C
 
|Sonic 3k title Frame #4
 
|-
 
|468C
 
|Sonic 3k title Frame #5
 
|-
 
|46AC
 
|Sonic 3k title Frame #6
 
|-
 
|46CC
 
|Sonic 3k title Frame #7
 
|-
 
|46EC
 
|Sonic 3k title Frame #8
 
|-
 
|470C
 
|Sonic 3k title Frame #9
 
|-
 
|472C
 
|Sonic 3k title Frame #10
 
|-
 
|474C
 
|Sonic 3k title Frame #11
 
|-
 
|476C
 
|Sonic 3k title Frame #12
 
|-
 
|47AC
 
|Sonic 3k title Frame #13
 
|-
 
|4904
 
|Shimmering water rotating palette (Sonic 3k title screen)
 
|-
 
|5588
 
|S&K title screen palette (all four lines)
 
|-
 
|55A8
 
|S&K SEGA screen palette (three lines starting at line 2)
 
|-
 
|5608
 
|S&K title screen line 2 palette
 
|-
 
|6C0C
 
|2P level line 2 palette (same for all levels)
 
|-
 
|7A4A
 
|Knuckles' underwater colours. Three colours per level for all levels till LBZ, which go in underwater palette slots 2, 3 and 4
 
|-
 
|896E
 
|Special Stage - Sonic and Tails (all four lines)
 
|-
 
|89EE
 
|Special Stages - Knuckles (last 8 colours of line 1)
 
|-
 
|89FE
 
|Special Stage 1 (Sonic 3)
 
|-
 
|8A24
 
|Special Stage 2 (Sonic 3)
 
|-
 
|8A4A
 
|Special Stage 3 (Sonic 3)
 
|-
 
|8A70
 
|Special Stage 4 (Sonic 3)
 
|-
 
|8A96
 
|Special Stage 5 (Sonic 3)
 
|-
 
|8ABC
 
|Special Stage 6 (Sonic 3)
 
|-
 
|8AE2
 
|Special Stage 7 (Sonic 3)
 
|-
 
|8B08
 
|Special Stage 8 (Sonic 3)
 
|-
 
|8B2E
 
|Special Stage 1 (Sonic & Knuckles)
 
|-
 
|8B54
 
|Special Stage 2 (Sonic & Knuckles)
 
|-
 
|8B7A
 
|Special Stage 3 (Sonic & Knuckles)
 
|-
 
|8BA0
 
|Special Stage 4 (Sonic & Knuckles)
 
|-
 
|8BC6
 
|Special Stage 5 (Sonic & Knuckles)
 
|-
 
|8BEC
 
|Special Stage 6 (Sonic & Knuckles)
 
|-
 
|8C12
 
|Special Stage 7 (Sonic & Knuckles)
 
|-
 
|8C38
 
|Special Stage 8 (Sonic & Knuckles)
 
|-
 
|9D1E
 
|Special stage emeralds palette. 4 colours per emerald for 8 emeralds
 
|-
 
|CA78
 
|Data Select main palette
 
|-
 
|CA9A
 
|Data Select - Emeralds rotating palette
 
|-
 
|CAB8
 
|Data Select - Sonic Portrait
 
|-
 
|CAD8
 
|Data Select - Super Sonic Portrait
 
|-
 
|CAF8
 
|Data Select - Sonic, Tails and Knuckles portrait
 
|-
 
|CB18
 
|Data Select - AIZ Portrait
 
|-
 
|CB38
 
|Data Select - HCZ Portrait
 
|-
 
|CB58
 
|Data Select - MGZ Portrait
 
|-
 
|CB78
 
|Data Select - CNZ Portrait
 
|-
 
|CB98
 
|Data Select - ICZ Portrait
 
|-
 
|CBB8
 
|Data Select - LBZ Portrait
 
|-
 
|CBD8
 
|Data Select - MHZ Portrait
 
|-
 
|CBF8
 
|Data Select - FBZ Portrait
 
|-
 
|CC18
 
|Data Select - SZ Portrait
 
|-
 
|CC38
 
|Data Select - LRZ Portrait
 
|-
 
|CC58
 
|Data Select - HPZ Portrait
 
|-
 
|CC78
 
|Data Select - SSZ Portrait
 
|-
 
|CC98
 
|Data Select - DEZ Portrait
 
|-
 
|CCB8
 
|Data Select - DDZ Portrait
 
|-
 
|CCD8
 
|Data Select - Knuckles Portrait
 
|-
 
|CCF8
 
|Data Select - Super Knuckles Portrait
 
|-
 
|CD18
 
|Data Select - Tails Portrait
 
|-
 
|CD38
 
|Data Select - Alternate Tails Portrait (when he finishes with all 7 chaos emeralds)
 
|-
 
|2E318
 
|Special Stage Results
 
|-
 
|4CB36
 
|Blue Spheres title screen when Sonic 1 is locked on
 
|-
 
|4CBB6
 
|Blue Spheres title screen when any other game is locked on
 
|-
 
|4DE08
 
|Blue Spheres result screen text palette
 
|-
 
|4DE68
 
|Blue Spheres result screen background palette
 
|-
 
|A8A3C
 
|Sonic and Tails
 
|-
 
|A8A7C
 
|Level select
 
|-
 
|A8AFC
 
|Knuckles
 
|-
 
|A8B1C
 
|Angel Island Act 1 Intro - Emeralds
 
|-
 
|A8B7C
 
|Angel Island Zone
 
|-
 
|A8BDC
 
|Angel Island Act 1 fire
 
|-
 
|A8C3C
 
|Angel Island Act 1 Boss
 
|-
 
|A8C9C
 
|Angel Island Act 1 Underwater
 
|-
 
|A8D1C
 
|Angel Island Act 2 Underwater
 
|-
 
|A8D9C
 
|Hydrocity Act 1
 
|-
 
|A8DFC
 
|Hydrocity Act 2
 
|-
 
|A8E5C
 
|Hydrocity Act 1 Underwater
 
|-
 
|A8EDC
 
|Hydrocity Act 2 Underwater
 
|-
 
|A8F5C
 
|Marble Garden Zone
 
|-
 
|A8FBC
 
|Carnival Night Zone
 
|-
 
|A901C
 
|Carnival Night Act 2 Underwater
 
|-
 
|A909C
 
|Flying Battery Act 1
 
|-
 
|A90FC
 
|Flying Battery Act 2
 
|-
 
|A915C
 
|Icecap Act 1
 
|-
 
|A91BC
 
|Icecap Act 2
 
|-
 
|A921C
 
|Icecap Act 2 Underwater
 
|-
 
|A929C
 
|Launch Base Act 1
 
|-
 
|A92FC
 
|Launch Base Act 2
 
|-
 
|A935C
 
|Launch Base Act 2 Underwater
 
|-
 
|A93DC
 
|Launch Base Death Egg
 
|-
 
|A943C
 
|Mushroom Hill Act 1
 
|-
 
|A949C
 
|Mushroom Hill Act 2
 
|-
 
|A94FC
 
|Sandopolis Act 1
 
|-
 
|A955C
 
|Sandopolis Act 2
 
|-
 
|A95BC
 
|Sandopolis Act 2 medium-dark palette
 
|-
 
|A961C
 
|Sandopolis Act 2 fully dark palette
 
|-
 
|A967C
 
|Lava Reef Act 1
 
|-
 
|A96DC
 
|Lava Reef Act 2
 
|-
 
|A973C
 
|Sky Sanctuary Act 1
 
|-
 
|A979C
 
|Sky Sanctuary Act 2
 
|-
 
|A98BC
 
|Death Egg Act 1
 
|-
 
|A991C
 
|Death Egg Act 2
 
|-
 
|A997C
 
|The Doomsday
 
|-
 
|A99DC
 
|Azure Lake Zone
 
|-
 
|A9A3C
 
|Balloon Park Zone
 
|-
 
|A9A9C
 
|Desert Palace Zone
 
|-
 
|A9AFC
 
|Chrome Gadget Zone
 
|-
 
|A9B5C
 
|Endless Mine Zone
 
|-
 
|A9BBC
 
|Gumball bonus
 
|-
 
|A9C1C
 
|Magnetic orbs bonus
 
|-
 
|A9C7C
 
|Slot machine bonus
 
|-
 
|A9CDC
 
|Lava Reef Act 2 Boss
 
|-
 
|A9D3C
 
|Hidden Palace
 
|-
 
|A9D5C
 
|Hidden Palace special stage portal
 
|-
 
|A9D9C
 
|Death Egg Act 2 Boss
 
|-
 
|209818
 
|2P Menu palette (first 3 lines)
 
|-
 
|20A55E
 
|2P Menu - Sonic and Tails
 
|-
 
|20A57E
 
|2P Menu - Knuckles
 
|-
 
|20A59E
 
|2P Menu - Unselected Portraits
 
|-
 
|20A5BE
 
|2P Menu - ALZ Portrait
 
|-
 
|20A5DE
 
|2P Menu - BPZ Portrait
 
|-
 
|20A5FE
 
|2P Menu - CGZ Portrait
 
|-
 
|20A61E
 
|2P Menu - DPZ Portrait
 
|-
 
|20A63E
 
|2P Menu - EMZ Portrait
 
|-
 
|39D262
 
|Data Select - Background
 
|-
 
|39D282
 
|2P mode common colours (line 4 in main menu, line 1 in level select, player select, results screen and time attack records screen)
 
|}
 
 
For information about the palette format, see [[Palette#Megadrive_Palette|Megadrive palette]].
 
 
====Pattern Load Requests====
 
PLRs tell the game engine where to get Nemesis-compressed art data and where to put it. The format is rather simple: each PLR starts off with a one-word header, which is the number of entries to load - 1. The actual entries follow this header - each entry is one longword, which is the location in ROM of the compressed art, followed by one word, which is the location in VRAM to decompress to.
 
 
The RAM queue is $60 bytes long, meaning it has space for 16 PLRs. However, a coding error in the clearing routine means that storing a PLR in the last slot screws everything up, so effectively only 15 requests can be stored at one time. Note that the routines that load PLRs into the queue do not do any bounds checking, and it is quite easy to create a buffer overrun condition. Further, both lists seem to be moved into the queue at the same time, so even if neither one is longer than 15 requests, they can still overrun the queue and destroy the variables that are stored just beyond it. '''Make sure that the primary and secondary PLR lists are no more than 15 requests long.'''
 
 
===Object Editing===
 
====Object Pointer List====
 
 
Sonic 3 & Knuckles, being a combination of two games, also contains two object pointer lists. The first one is located at $94EA2, and caters to all 1-player Sonic 3 levels as well as Flying Battery Zone, all 2-player zones and all bonus stages. The second one is located at $952A2, and caters to all Sonic & Knuckles levels except Flying Battery Zone and the bonus stages. There are also many objects which are not referenced by either list, since Sonic 3 & Knuckles' method of handling objects means that objects do not necessarily need to be stored in a pointer list to be used by the game. In fact, the only objects stored in the pointer list are those which are part of a level's object placement.
 
 
The ID number is in hex, and denotes the object's position in the list (starting from 0). Code is the value of the actual pointer. Note that this is only the starting code pointer, and may change during an object's lifespan. 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!
 
 
=====Object pointer list #1=====
 
{|border="1" class="prettytable"
 
!ID #
 
!Description
 
!Code
 
!Mappings
 
!Subparameters
 
|-
 
|00
 
|Ring
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|01
 
|Monitor
 
|$1D566
 
|$1DBA2
 
|
 
*$00 - Static (harms character)
 
*$01 - 1-up
 
*$02 - Robotnik
 
*$03 - Super Ring
 
*$04 - Speed Shoes
 
*$05 - Fire shield
 
*$06 - Lightning shield
 
*$07 - Bubble shield
 
*$08 - Invincibility
 
*$09 - S monitor
 
*$0A - Broken
 
|-
 
|02
 
|Collision plane switcher
 
|$1CCAE
 
|$1D05A
 
|
 
|-
 
|03
 
|Large tree from AIZ 1 (the one right leading up to the miniboss cutscene)
 
|$1F746
 
|None (part of level art)
 
|
 
|-
 
|04
 
|Crumbling platforms from AIZ and ICZ
 
|$204FE
 
|
 
*$21E6C8 (AIZ 1)
 
*$21E7AC (AIZ 2)
 
*$21F2F2 (ICZ)
 
|
 
|-
 
|05
 
|Rock from AIZ, LRZ and EMZ
 
|$1F9E0
 
|
 
*$21DCDC (AIZ 1)
 
*$21DD64 (AIZ 2)
 
*$203D8 (LRZ 1)
 
*$2047A (LRZ 2)
 
*$21DDEC (EMZ)
 
|
 
|-
 
|06
 
|Vine which slides down a rope from AIZ 1
 
|$21C6E
 
|$22B9E
 
|
 
|-
 
|07
 
|Spring
 
|$22D06
 
|
 
*$2375C (red spring)
 
*$23904 (red spring in 2P mode)
 
*$23772 (yellow spring)
 
*$23912 (yellow spring in 2P mode)
 
|The upper 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
 
The lower nybble determines the colour:
 
*$0 - red
 
*$2 - yellow
 
|-
 
|08
 
|Spikes
 
|$23F84
 
|$24456
 
|The upper nybble determines size and orientation. Size varies from $0 (smallest) to $3 (largest), and if bit 2 of this nybble (bit 6 of the entire byte) is set, the spike is vertical. The lower nybble determines the spike type. 0 means static, 1 means it moves up and down, 2 means it moves sideways, and 3 means it's pushable
 
|-
 
|09
 
|Tree bark from AIZ 1. Used only by the tree at coordinates $2F78 and $318. The only purpose this serves is that the bombers passing through the sky are masked by it instead of appearing over the tree
 
|$1E78A
 
|$21C3E8
 
|
 
|-
 
|0A
 
|Rope peg from AIZ 1, at the end of the pulley which you ride down
 
|$1E7B6
 
|$21C42A
 
|
 
|-
 
|0B
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|0C
 
|Swinging wine from AIZ
 
|$2237E
 
|$22B9E
 
|
 
|-
 
|0D
 
|Breakable wall
 
|$2131C
 
|
 
*$21FD52 (AIZ)
 
*$21FFD8 (HCZ)
 
*$21FF18 (MGZ)
 
*$21ABA (CNZ, SOZ)
 
*$22005E (LBZ)
 
*$21BCE (MHZ)
 
*$21C1E (LRZ)
 
|
 
|-
 
|0E
 
|Ridge from AIZ which launches player up and forces twirl
 
|$24D68
 
|None (part of the level art)
 
|
 
|-
 
|0F
 
|Collapsing platform/bridge/ledge
 
|$20630
 
|
 
*$21EA1A (HCZ)
 
*$21EE68 (MGZ)
 
*$21F2F2 (ICZ)
 
*$21E896 (LBZ collapsing bridge)
 
*$21E992 (LBZ collapsing ledge)
 
*$2108E (FBZ)
 
*$2127A (SOZ)
 
*$20F0E (LRZ)
 
*$20FCE (HPZ)
 
|
 
|-
 
|10
 
|Tube transporters from LBZ
 
|$29C9E
 
|$2291A4
 
|
 
|-
 
|11
 
|Floating platform from LBZ
 
|$24E3C
 
|$25338
 
|
 
Determines platform type:
 
*0 - stationary
 
*1 - moves left and right
 
*2 - moves left and right over a larger range
 
*3 - moves up and down
 
*4 - moves up and down over a larger range
 
*5 - moves diagonally up and to the right
 
*6 - moves diagonally down and to the right
 
*7 - doesn't sink slightly when player stands on it
 
*8-B - move around clockwise in the shape of a rectangle. The size of the rectangle increases from 8 to B
 
*C - moves left and right over a very large range
 
*D - falls when player stands on it
 
*E - unknown
 
|-
 
|12
 
|Platform in LBZ which moves up when a flag is set and then returns to its original position when the flag is cleared <span style="color:#f00">(unused)</span>
 
|$25AF6
 
|$2248EA
 
|The upper nybble can be set anywhere from 0-5, and specifies the Y range the platform travels between. The lower nybble is an index number into the level trigger flags data, used to choose the correct flag to check for motion
 
|-
 
|13
 
|Exploding trigger from LBZ which causes bridges to change positions
 
|$25CBE
 
|$2249A8
 
|Serves as an index number into the level trigger flags data. Used to associate the trigger with the actual bridge
 
|-
 
|14
 
|Bridge from LBZ which changes position when its corresponding trigger explodes
 
|$25F6A
 
|$224DE6
 
|The upper nybble determines starting position and ending position:
 
*0 - starts vertical, falls down horizontally leftwards
 
*1 - starts horizontal, becomes upright vertically to the right
 
*2 - starts vertical, falls down horizontally rightwards
 
*3 - starts vertical, falls down horizontally rightwards
 
The lower nybble serves as an index number into the level trigger flags data. Used to associate the bridge with its trigger
 
|-
 
|15
 
|Launcher from LBZ which thrusts the player forward at a high speed
 
|$26130
 
|$22534C
 
|If this is 0, the launcher gives the player an initial X speed of $1000. If it's 2 (which incidentally none of the boosters in-game are), the speed given is $A00
 
|-
 
|16
 
|Flame thrower from LBZ
 
|$263D2
 
|$22544E
 
|
 
|-
 
|17
 
|Hooked ride from LBZ
 
|$264C0
 
|$26930
 
|
 
|-
 
|18
 
|Cup elevator from LBZ
 
|$2694E
 
|$22619A
 
|
 
|-
 
|19
 
|Pole attached to cup elevator from LBZ
 
|$27096
 
|$22619A
 
|
 
|-
 
|1A
 
|Unknown object which can be rotated using controller 2. Art seems to have been deleted, so purpose is hard to gauge <span style="color:#f00">(unused)</span>
 
|$27106
 
|$2264E0
 
|
 
|-
 
|1B
 
|Smashable mini-pillar from LBZ
 
|$273E4
 
|$226854
 
|
 
|-
 
|1C
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|1D
 
|Platform from LBZ which you can hang on to at the bottom <span style="color:#f00">(unused)</span>
 
|$25368
 
|$254EA
 
|
 
|-
 
|1E
 
|Launcher from LBZ 2 which thrusts player upward and forces a spin
 
|$28DB8
 
|$227BC2
 
|
 
|-
 
|1F
 
|Hook from LBZ which transports player up
 
|$29020
 
|$227DBC
 
|
 
|-
 
|20
 
|Smashing pillar from MGZ, smashing spikes from LBZ
 
|$29216
 
|$228236 (LBZ) / $228246 (MGZ)
 
|
 
|-
 
|21
 
|Laser-shooting gate from LBZ
 
|$29338
 
|$228394
 
|
 
|-
 
|22
 
|Siren from LBZ 1
 
|$29446
 
|None (part of level art)
 
|
 
|-
 
|23
 
|Invisible object which forces a falling animation when the player comes in contact with it <span style="color:#f00">(unused)</span>
 
|$29518
 
|None (not displayed)
 
|Vertical radius of the object, divided by 8
 
|-
 
|24
 
|Looping pipes from LBZ which eject the player out at high speed
 
|$295D0
 
|None (part of level art)
 
|
 
|-
 
|25
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|26
 
|Alternate collision plane switcher. Not sure how this differs from the normal one, but it always seems to be placed at tunnel entrances/exits
 
|$1E7E2
 
|$1D05A
 
|
 
|-
 
|27
 
|Leftover lava collision marker (object $31) from Sonic 2 <span style="color:#f00">(unused)</span>
 
|$1EB36
 
|$1EBBC (when not in debug)/$1EBC4 (when in debug)
 
|Can be set from 0 to 2, and determines the width of the rectangle
 
|-
 
|28
 
|Invisible barrier (the GTGT blocks in debug mode)
 
|$1EC18
 
|$1ECC6
 
|
 
|-
 
|29
 
|Disappearing platform from AIZ
 
|$2A252
 
|$2294B4
 
|
 
|-
 
|2A
 
|Breakable floor piece from various levels
 
|$2A3D0
 
|
 
*$229B60 (AIZ 1)
 
*$229BD4 (AIZ 2)
 
*$229C48 (CNZ)
 
*$229CE0 (ICZ)
 
*$229EE8 (LBZ)
 
*$2A920 (FBZ)
 
|
 
|-
 
|2B
 
|Flipping stairway from AIZ
 
|$2A94C
 
|$22A310
 
|
 
|-
 
|2C
 
|Collapsing log bridge from AIZ
 
|$2ACDC
 
|$2B070
 
|
 
|-
 
|2D
 
|Falling logs from AIZ
 
|$2B586
 
|$22AE30 (Act 1)/$22AE20 (Act 2)
 
|
 
|-
 
|2E
 
|Spiked rotating log from AIZ 2
 
|$2B758
 
|$22B0F0
 
|
 
|-
 
|2F
 
|Various non-animated still sprites from levels. Includes stuff like bridge posts from AIZ, waterfalls from HCZ, mini-towers from LBZ, etc
 
|$2B928
 
|$2BA9A
 
|The mapping frame to display
 
|-
 
|30
 
|Small pieces of fire from AIZ 2
 
|$2BF20
 
|$2BFDA
 
|The animation number to use
 
|-
 
|31
 
|Rotating cylinders from LBZ
 
|$2C3AE
 
|None (part of the level art)
 
|
 
|-
 
|32
 
|Drawbridge from AIZ 2 (the one which Knuckles destroys after the boss fight)
 
|$2B12A
 
|$2B558
 
|
 
|-
 
|33
 
|Button
 
|$2C518
 
|
 
*$2C71E (AIZ/FBZ)
 
*$22BD1A (HCZ)
 
*$22BD4A (CNZ)
 
*$2C748 (LRZ)
 
*$22BD7A (2P mode)
 
|
 
|-
 
|34
 
|Starpole
 
|$2CFA8
 
|$2D348
 
|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
 
|-
 
|35
 
|Plants in foreground in AIZ 1
 
|$2C1F0
 
|$22B8EC
 
|
 
|-
 
|36
 
|Breakable bar from HCZ
 
|$1ED26
 
|$21CDCA
 
|
 
|-
 
|37
 
|The vertical water stream from HCZ 1 which moves forward when you break the first barrier
 
|$2FDA4
 
|$22E60C
 
|
 
|-
 
|38
 
|Propelling fans from HCZ and CGZ
 
|$30580
 
|$22F3AA (HCZ)/$22F620 (CGZ)
 
|
 
|-
 
|39
 
|Large fan from HCZ which propels player forward
 
|$308FA
 
|$22F418
 
|
 
|-
 
|3A
 
|Hand launcher from HCZ
 
|$30AD0
 
|$22F998
 
|
 
|-
 
|3B
 
|Wall in HCZ 1 from which a stream of water gushes out, breaking bricks along the way
 
|$2FEF6
 
|$22EE10
 
|
 
|-
 
|3C
 
|Door (used in HCZ, CNZ and DEZ)
 
|$30E24
 
|$30F86
 
|
 
|-
 
|3D
 
|Spring from FBZ 2 which moves up and down. Only used once in entire game
 
|$239E4
 
|
 
*$2375C (red spring)
 
*$23772 (yellow spring)
 
|
 
|-
 
|3E
 
|Conveyor belt from HCZ
 
|$31164
 
|None (part of level art)
 
|
 
|-
 
|3F
 
|Spike on HCZ conveyor belt
 
|$31502
 
|$23035E
 
|
 
|-
 
|40
 
|Single block from HCZ. Usually pieced together to form horizontal groups
 
|$1F392
 
|$21D04A
 
|
 
|-
 
|41
 
|Balloon from CNZ
 
|$31704
 
|$230502
 
|
 
|-
 
|42
 
|Cannon from CNZ
 
|$318A4
 
|$230A32
 
|
 
|-
 
|43
 
|Platform from CNZ which falls when you stand on it and rises when you jump
 
|$31B9E
 
|$230CDC
 
|
 
|-
 
|44
 
|Trapdoor in CNZ from which player is ejected after entering a corkscrew
 
|$31C9E
 
|$230DCC
 
|
 
|-
 
|45
 
|Lightbulb in bell-jar from CNZ 2 (near the button which turns the lights off)
 
|$31D3A
 
|$230E52
 
|
 
|-
 
|46
 
|Fans which make the player hover from CNZ
 
|$31D90
 
|$231010
 
|
 
|-
 
|47
 
|Rotating barrels from CNZ
 
|$320F2
 
|$2317B0
 
|
 
|-
 
|48
 
|Vacuum tubes from CNZ
 
|$31F30
 
|None (part of level art)
 
|
 
|-
 
|49
 
|Rotating wheel from CNZ
 
|$328C4
 
|None (part of level art)
 
|
 
|-
 
|4A
 
|Bumper
 
|$32DF2
 
|
 
*$2322CE (CNZ)
 
*$2322EE (BPZ)
 
*$330A2 (Magnetic orbs bonus)
 
|
 
|-
 
|4B
 
|Triangular springs from CNZ which knock the player forward
 
|$32990
 
|None (part of level art)
 
|
 
|-
 
|4C
 
|Corkscrew from CNZ
 
|$330C8
 
|None (part of level art)
 
|
 
|-
 
|4D
 
|Pole from CNZ on which you go round and round diagonally upwards or downwards
 
|$33360
 
|None (part of level art)
 
|
 
|-
 
|4E
 
|Rotating vertical mesh from CNZ
 
|$33836
 
|None (part of level art)
 
|
 
|-
 
|4F
 
|Mud from MGZ and ALZ and quicksand from DPZ
 
|$32A78
 
|None (part of level art)
 
|
 
|-
 
|50
 
|Pole from MGZ, at the base of some loops, on which you go round and round
 
|$33C74
 
|None (part of level art)
 
|
 
|-
 
|51
 
|Floating platform
 
|$25506
 
|
 
*$256A2 (AIZ)
 
*$25688 (HCZ)
 
*$25654 (MGZ)
 
|
 
The upper nybble determines size - 0 is for MGZ, 1 is for HCZ and 2 is for AIZ. The lower nybble determines platform type:
 
*0 - stationary
 
*1 - moves left and right
 
*2 - moves left and right over a larger range
 
*3 - moves up and down
 
*4 - moves up and down over a larger range
 
*5 - moves diagonally up and to the right
 
*6 - moves diagonally down and to the right
 
*7 - moves up as far as possible when player stands on it
 
*8-B - move around clockwise in the shape of a rectangle. The size of the rectangle increases from 8 to B
 
*C - moves left and right over a very large range
 
|-
 
|52
 
|Smashing pillar from MGZ, smashing spikes from LBZ (repeated entry)
 
|$29216
 
|$228236 (LBZ) / $228246 (MGZ)
 
|
 
|-
 
|53
 
|Platforms from MGZ which rotate around a centre
 
|$33F84
 
|$233318
 
|
 
|-
 
|54
 
|Air-bubble emitting object
 
|$2F938
 
|$2FCB2
 
|
 
|-
 
|55
 
|Arrow-shooting head from MGZ which you have to hit thrice
 
|$34302
 
|$233812
 
|
 
|-
 
|56
 
|Moving rotating platform from MGZ with spikes on the sides
 
|$346E2
 
|$233B98
 
|
 
|-
 
|57
 
|Platform in MGZ triggered by the rotating blue wheel
 
|$34574
 
|$2339B2
 
|
 
|-
 
|58
 
|Swinging spiked ball from MGZ
 
|$340CC
 
|$233572
 
|If it's 0, the ball swings horizontally. If it's 1, the ball swings vertically
 
|-
 
|59
 
|Blue rotating wheel from MGZ which is triggered by a spindash
 
|$25D54
 
|$224B88
 
|
 
|-
 
|5A
 
|Pulley from MGZ
 
|$34800
 
|$2340C0
 
|
 
|-
 
|5B
 
|Blue spinning top platform from MGZ
 
|$34BF8
 
|$35964
 
|
 
|-
 
|5C
 
|Launcher for the blue spinning top from MGZ
 
|$3598E
 
|$35964
 
|
 
|-
 
|5D
 
|Triangular springs from CGZ
 
|$32C6A
 
|None (part of level art)
 
|
 
|-
 
|5E
 
|Platform from CGZ with blades at the bottom
 
|$35A7A
 
|$35BBC
 
|
 
|-
 
|5F
 
|Retracting spring from 2P mode
 
|$23B38
 
|$23F4A (normal)/$23F52 (EMZ only)
 
|
 
|-
 
|60
 
|Elepant block from BPZ
 
|$35BF8
 
|$35D5A
 
|
 
|-
 
|61
 
|Balloon from BPZ
 
|$35D80
 
|$35E9A
 
|
 
|-
 
|62
 
|Dissolving sand bar from DPZ
 
|$35F3A
 
|$3609A (shorter)/$360D6 (longer)
 
|0 for the shorter one, 1 for the longer one
 
|-
 
|63
 
|Button from DPZ
 
|$362A2
 
|$36350
 
|
 
|-
 
|64
 
|Bubble containing item in 2P mode
 
|$36364
 
|$36AA6
 
|
 
|-
 
|65
 
|Goal marker in 2P mode
 
|$36BE0
 
|$36FFA
 
|
 
|-
 
|66
 
|Dripper from EMZ
 
|$380F8
 
|$38252
 
|
 
|-
 
|67
 
|Silver blocks from HCZ 2 which move around and expand and collapse into each other
 
|$256BE
 
|$25688
 
|
 
|-
 
|68
 
|Spinning blue column from HCZ
 
|$32656
 
|$231AEE
 
|
 
|-
 
|69
 
|Curved twisting blue pipe from HCZ 2
 
|$3907C
 
|None (part of level art)
 
|
 
|-
 
|6A
 
|Invisible horizontal block which hurts player
 
|$1F3F8
 
|$1ECC6
 
|
 
|-
 
|6B
 
|Invisible vertical block which hurts player
 
|$1F5A0
 
|$1ECC6
 
|
 
|-
 
|6C
 
|Bridge which sags when you walk across it
 
|$38688
 
|$38FF2 (HCZ/LRZ)/$38FBA (ICZ)
 
|
 
|-
 
|6D
 
|Special water splash from HCZ, where a waterfall hits an object
 
|$383BC
 
|$237C60/$237C7A
 
|
 
|-
 
|6E
 
|Water drops from HCZ
 
|$3827C
 
|$23794E
 
|
 
|-
 
|6F
 
|Horizontal rotating mesh from FBZ
 
|$39F2E
 
|None (part of level art)
 
|
 
|-
 
|70
 
|Vertical mesh from FBZ inside which player rotates
 
|$3A23A
 
|None (part of level art)
 
|
 
|-
 
|71
 
|Floating platform from FBZ
 
|$3A580
 
|$3A742
 
|
 
|-
 
|72
 
|Row of metal hangers from FBZ
 
|$3A7CC
 
|$3AD8A
 
|
 
|-
 
|73
 
|Magnetic ceiling panel from FBZ
 
|$3B0E2
 
|$3B25C
 
|
 
|-
 
|74
 
|Magnetic spiked platform and chain from FBZ
 
|$3B2F6
 
|$3B4DE
 
|
 
|-
 
|75
 
|4 spheres in a chain which move in and out of pipes arranged in a rectangle
 
|$3B534
 
|$3B6CE
 
|
 
|-
 
|76
 
|L-shaped pipe in FBZ from which the sphere chain emerges
 
|$3B6DE
 
|$3B73C
 
|
 
|-
 
|77
 
|Rotating sphere chain from FBZ
 
|$3B766
 
|$3B91A
 
|
 
|-
 
|78
 
|Object which launches player forward in FBZ and DEZ
 
|$3B934
 
|$3BA8A
 
|
 
|-
 
|79
 
|Disappearing platform from FBZ (the one in the shape of a quarter-circle)
 
|$3BAB2
 
|$3BBBE
 
|
 
|-
 
|7A
 
|Door from FBZ in the shape of a corkscrew
 
|$3BBEE
 
|$3BD8E
 
|
 
|-
 
|7B
 
|Fan pole from FBZ
 
|$3BF56
 
|None (part of level art)
 
|
 
|-
 
|7C
 
|Fan on top of pole from FBZ
 
|$3C1A6
 
|$3C20C
 
|
 
|-
 
|7D
 
|Giant crushing piston from FBZ 1
 
|$3C25C
 
|$3C328
 
|
 
|-
 
|7E
 
|Blocks from FBZ which make up the horizontal platform gate
 
|$3C34C
 
|$3C416
 
|
 
|-
 
|7F
 
|Missile launcher from FBZ
 
|$3C462
 
|$3C78E
 
|
 
|-
 
|80
 
|Hidden monitors which bounce out when the starpost touches them
 
|$836E0
 
|$1DBA2
 
|
 
|-
 
|81
 
|Egg capsule
 
|$86540
 
|$86BFC
 
|
 
|-
 
|82
 
|All appearences of Knuckles as a bad guy or as a non-controllable character
 
|$61D4C
 
|Varies depending on appearance (aka I'm lazy)
 
|
 
Determines behaviour:
 
*00 - Knuckles at the start of AIZ 1
 
*04 - Knuckles at the end of AIZ 2
 
*08 - Knuckles at the end of HCZ 2
 
*0C - Knuckles in the middle of CNZ 2
 
*10 - Knuckles at the end of CNZ 2
 
*14 - Knuckles from LBZ 1
 
*18 - Knuckles from LBZ 2
 
*1C - Knuckles from MHZ 1
 
*20 - Knuckles from MHZ 2
 
*24 - Knuckles at the end of LRZ 2
 
*28 - Knuckles boss from HPZ
 
*2C - Knuckles from SSZ
 
*30 - Knuckles in the MHZ 1 intro (only in S&K alone)
 
|-
 
|83
 
|Buttons used by Knuckles
 
|$65BD4
 
|$2C71E
 
|
 
|-
 
|84
 
|Sonic during the AIZ intro sequence
 
|$67472
 
|$146620
 
|
 
|-
 
|85
 
|Giant ring
 
|$6166A
 
|$619E0 (normal)/$61B28 (flash)
 
|
 
|-
 
|86
 
|Gumball level from gumball bonus stage. Also initializes all other sprites
 
|$60C56
 
|$6148A
 
|
 
|-
 
|87
 
|Springs on the sides of the gumball bonus stage
 
|$60F2E
 
|$6148A
 
|
 
|-
 
|88
 
|Special breakable floor from CNZ 2 which causes a water level rise when broken
 
|$65D16
 
|None (not displayed, spawns a normal breakable floor object)
 
|
 
|-
 
|89
 
|Button which switches the lights on again in CNZ 2
 
|$65D6E
 
|$2C71E
 
|
 
|-
 
|8A
 
|Doors and insides of windows in the cutscene at the end of FBZ 2
 
|$86CF6
 
|$86D2A
 
|
 
|-
 
|8B
 
|Sprite which performs some sprite masking. Not sure what effect this achieves
 
|$862AE
 
|$18595E
 
|
 
|-
 
|8C
 
|Bloominator badnik from AIZ
 
|$86D6A
 
|$3616C0
 
|
 
|-
 
|8D
 
|Rhinobot
 
|$86E56
 
|$3615A8
 
|
 
|-
 
|8E
 
|Monkey badnik from AIZ
 
|$87156
 
|$361776
 
|
 
|-
 
|8F
 
|Catakiller Jr. badnik from AIZ
 
|$876CA
 
|$361A18
 
|
 
|-
 
|90
 
|First appearance of the AIZ 1 miniboss, in which he sets the level on fire
 
|$684EC
 
|$3624D0
 
|
 
|-
 
|91
 
|Miniboss from AIZ 1
 
|$68A24
 
|$3624D0
 
|
 
|-
 
|92
 
|Boss from AIZ 2
 
|$691A8
 
|$361FD6
 
|
 
|-
 
|93
 
|Jawz badnik from HCZ
 
|$878B2
 
|$361364
 
|
 
|-
 
|94
 
|Blastoid badnik from HCZ
 
|$87928
 
|$360DD0
 
|
 
|-
 
|95
 
|Buggernaut badnik from HCZ
 
|$87A24
 
|$360EB4
 
|
 
|-
 
|96
 
|Turbo Spiker badnik from HCZ
 
|$87BC4
 
|$361212
 
|
 
|-
 
|97
 
|Mega Chopper badnik from HCZ
 
|$87F56
 
|$360F26
 
|
 
|-
 
|98
 
|Pointdexter badnik from HCZ
 
|$8827C
 
|$360E72
 
|
 
|-
 
|99
 
|Miniboss from HCZ 1
 
|$69EA0
 
|$3629E0
 
|
 
|-
 
|9A
 
|Boss from HCZ 2
 
|$6AEB6
 
|$3634D4
 
|
 
|-
 
|9B
 
|Bubbles badnik from MGZ
 
|$88336
 
|$361C68
 
|
 
|-
 
|9C
 
|Spiker badnik from MGZ
 
|$88B96
 
|$361CB8
 
|
 
|-
 
|9D
 
|Mantis badnik from MGZ
 
|$88E60
 
|$361D26
 
|
 
|-
 
|9E
 
|Driller from MGZ 1
 
|$8845A
 
|$361972
 
|
 
|-
 
|9F
 
|Miniboss from MGZ 1
 
|$88568
 
|$361972
 
|
 
|-
 
|A0
 
|Drilling Eggman from MGZ 2
 
|$6BF2A
 
|$362608
 
|
 
|-
 
|A1
 
|Boss from MGZ 2
 
|$6C31A
 
|$362608
 
|
 
|-
 
|A2
 
|Knuckles' boss from MGZ 2
 
|$6C698
 
|$362608
 
|
 
|-
 
|A3
 
|Clamer badnik from CNZ
 
|$88FB4
 
|$361ABC
 
|
 
|-
 
|A4
 
|Blastoid badnik from CNZ
 
|$89198
 
|$361B34
 
|
 
|-
 
|A5
 
|Batbot badnik from CNZ
 
|$89376
 
|$361BD0
 
|
 
|-
 
|A6
 
|Miniboss from CNZ 1
 
|$6D99C
 
|$362ED4
 
|
 
|-
 
|A7
 
|Boss from CNZ 2
 
|$6E47E
 
|$3609AA
 
|
 
|-
 
|A8
 
|Blaster badnik from FBZ
 
|$8948E
 
|$8977C
 
|
 
|-
 
|A9
 
|Technosqueek badnik from FBZ
 
|$89820
 
|$89B78
 
|
 
|-
 
|AA
 
|Miniboss from FBZ 1
 
|$6EE68
 
|$6FAF8
 
|
 
|-
 
|AB
 
|Laser boss from FBZ 2
 
|$6FD0C
 
|$70440
 
|
 
|-
 
|AC
 
|Boss from FBZ 2
 
|$705EA
 
|$70FB4
 
|
 
|-
 
|AD
 
|Penguinator badnik from ICZ
 
|$8BADE
 
|$361E90
 
|
 
|-
 
|AE
 
|Star Pointer badnik from ICZ
 
|$8BE2E
 
|$361FAE
 
|
 
|-
 
|AF
 
|Crushing column from ICZ
 
|$8A44A
 
|$3639C0
 
|Determines column type:
 
*1 - moves up as soon as player stands on it
 
*2 - moves up by itself at constant intervals
 
*3 - comes down as soon as player passes it, blocks path
 
*4 - moves down by itself at constant intervals
 
*5 - only blocks Knuckles' way
 
|-
 
|B0
 
|Platform from ICZ
 
|$89F32
 
|$363C44
 
|Determines platform type:
 
*0 - falls down when player stands on it, slides down slopes and breaks walls
 
*2 - moves when player pushes it, slides down slopes and breaks walls
 
*4 - stationary (unused in game)
 
*6 - sinks when player stands on it
 
|-
 
|B1
 
|Breakable wall from ICZ
 
|$8A26C
 
|$3639C0
 
|
 
|-
 
|B2
 
|Freezer from ICZ
 
|$8A640
 
|$363C44
 
|
 
|-
 
|B3
 
|Segmented column from ICZ
 
|$8AB4E
 
|$3639C0
 
|Determines column type:
 
*0 - doesn't have top non-breakable standing segment
 
*2 - has top non-breakable standing segment
 
|-
 
|B4
 
|Swinging platform from ICZ
 
|$8AD04
 
|$363C44
 
|0 for normal, 2 for the special one at the end of ICZ 1 which breaks off
 
|-
 
|B5
 
|Stalactite from ICZ
 
|$8B194
 
|$3639C0
 
|
 
|-
 
|B6
 
|Ice cube which covers monitors and switches from ICZ
 
|$8B36C
 
|$363C44
 
|
 
|-
 
|B7
 
|Ice spikes from ICZ
 
|$8B2A0
 
|$3639C0
 
|
 
|-
 
|B8
 
|Harmful ice pieces from ICZ
 
|$8B4CA
 
|$363C44
 
|0 for the ones on the walls, 2 for the ones in the air
 
|-
 
|B9
 
|Snowpile from ICZ
 
|$8B550
 
|$363C44
 
|
 
|-
 
|BA
 
|Trampoline from ICZ
 
|$8B89A
 
|$363C44
 
|
 
|-
 
|BB
 
|Right trampoline support from ICZ
 
|$8A330
 
|$363C44
 
|
 
|-
 
|BC
 
|Miniboss from ICZ 1
 
|$71162
 
|$363344
 
|
 
|-
 
|BD
 
|Boss from ICZ 2
 
|$71BCE
 
|$362CB4
 
|
 
|-
 
|BE
 
|Snale Blaster badnik from LBZ
 
|$8BFAE
 
|$360400
 
|
 
|-
 
|BF
 
|Ribot badnik from LBZ
 
|$8C2E2
 
|$3604B8
 
|
 
|-
 
|C0
 
|Orbinaut badnik from LBZ
 
|$8C632
 
|$3604A4
 
|
 
|-
 
|C1
 
|Corkey badnik from LBZ
 
|$8C728
 
|$3605C2
 
|
 
|-
 
|C2
 
|Flybot767 badnik from LBZ
 
|$8C966
 
|$36065A
 
|
 
|-
 
|C3
 
|Eggman from LBZ 1
 
|$8CB56
 
|$6820C
 
|
 
|-
 
|C4
 
|Miniboss box from LBZ 1. Triggered only in case the player dies during the fight and restarts at the near starpost
 
|$8CDB8
 
|$36036A
 
|
 
|-
 
|C5
 
|Knuckles' miniboss box from LBZ 1
 
|$8CF80
 
|$36036A
 
|
 
|-
 
|C6
 
|Egg Mobile which transports Sonic to the final boss arena in LBZ 2
 
|$8D29C
 
|$6820C
 
|
 
|-
 
|C7
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|C8
 
|Towers supporting the Death Egg at the time of launch
 
|$62AC2
 
|$62AFC
 
|
 
|-
 
|C9
 
|Miniboss from LBZ 1
 
|$723E0
 
|$3602C8
 
|
 
|-
 
|CA
 
|Laser columns boss from LBZ 2
 
|$729BA
 
|$6820C
 
|
 
|-
 
|CB
 
|Black ball machine boss from LBZ 2
 
|$738D6
 
|$360896
 
|
 
|-
 
|CC
 
|Squeeze Tag boss from LBZ 2
 
|$74262
 
|$6820C
 
|
 
|-
 
|CD
 
|Laser colums boss initializer for Knuckles in LBZ 2
 
|$72FFA
 
|None (just handles boss setup)
 
|
 
|-
 
|CE
 
|Door of Flying Battery which Sonic breaks to fall down into Sandopolis
 
|$70C2C
 
|$70F7E
 
|
 
|-
 
|CF
 
|Egg prison from FBZ
 
|$89BDC
 
|$1871E8
 
|Determines how prison acts:
 
*0 - releases animals
 
*1 - releases rings
 
*2 - releases enemies
 
|-
 
|D0
 
|Egg prison plunger from FBZ which acts as a spring
 
|$89C86
 
|$1871E8
 
|
 
|-
 
|D1
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|D2
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|D3
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|D4
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|D5
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|D6
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|D7
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|D8
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|D9
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|DA
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|DB
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|DC
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|DD
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|DE
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|DF
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|E0
 
|Missile which shoots out of a wall in FBZ 1
 
|$3C7EC
 
|$3C906
 
|
 
|-
 
|E1
 
|Mine from FBZ
 
|$3C946
 
|$3CA06
 
|
 
|-
 
|E2
 
|Elevator from FBZ
 
|$3CA1A
 
|$3CB0C
 
|
 
|-
 
|E3
 
|Spring which flips onto itself at the end of a tunnel from FBZ
 
|$3CB3A
 
|$3CC5A
 
|
 
|-
 
|E4
 
|Flamethrower from FBZ
 
|$3CC8A
 
|$3CFD0
 
|
 
|-
 
|E5
 
|Spider crane from FBZ
 
|$3D090
 
|$3D2FC
 
|
 
|-
 
|E6
 
|Triangular bumper from magnetic orbs bonus stage
 
|$49AAE
 
|$49C0A
 
|
 
|-
 
|E7
 
|Flipper from magnetic orbs bonus stage
 
|$49C5E
 
|$49E8C
 
|
 
|-
 
|E8
 
|Energy trap from magnetic orbs bonus stage
 
|$49EEE
 
|$4A08A
 
|
 
|-
 
|E9
 
|Individual spheres which make up the magnetic orbs bonus stage energy trap
 
|$4A09A
 
|$4A118
 
|
 
|-
 
|EA
 
|Platform from magnetic orbs bonus stage <span style="color:#f00">(unused, but viewable in debug mode)</span>
 
|$4A186
 
|$4A1D6
 
|
 
|-
 
|EB
 
|Gumball item from magnetic orbs bonus stage
 
|$4A2C6
 
|$4A3D2 (F gumball viewable in debug mode)/$6148A (all other gumballs)
 
|
 
|-
 
|EC
 
|Magnetic orb from magnetic orbs bonus stage
 
|$4A3DC
 
|$4A3D2 (object is never displayed though, part of level art)
 
|
 
|-
 
|ED
 
|Item orb from magnetic orbs bonus stage
 
|$4A1E6
 
|$4A294
 
|
 
|-
 
|EE
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|EF
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|F0
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|F1
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|F2
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|F3
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|F4
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|F5
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|F6
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|F7
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|F8
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|F9
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|FA
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|FB
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|FC
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|FD
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|FE
 
|Ring <span style="color:#f00">(unused slot)</span>
 
|$1A51A
 
|$1A99A
 
|
 
|-
 
|FF
 
|Pendulum from FBZ which swings player from one side to another
 
|$3D448
 
|$3D9AE
 
|0 for horizontal, $80 for vertical
 
|}
 
 
====Sprite Mappings====
 
Sprite mappings define how to arrange the sprite art. A sprite's mappings begin with an offset table which gives the location of the mappings data for each frame. The actual mappings data consists of a one word header, which gives the number of sprite pieces which make up the frame. Following this header is the actual pieces data, the data for each piece consisting of three words:
 
 
*First word:
 
**High byte is the relative signed top edge position of the sprite from the center of the object.
 
**Low byte is the size of the sprite, in tiles minus one. The upper four bits are ignored, the next two bits control the width and the lowest two bits control the height. Thus sprites can be of any size from 1x1 tile to 4x4 tiles. For example, $01 is a 1x2 sprite, $02 is a 1x3 sprite, $04 is a 2x1 sprite, and so on.
 
*Second word:
 
**This word will be added to the object's VRAM offset and then used as the pattern index for that sprite. Like all SEGA Genesis VDP pattern indices, it is a bitmask of the form PCCY XAAA AAAA AAAA. P is the priority flag, CC is the palette line to use, X and Y indicate that the sprite should be flipped horizontally and vertically respectively and AAA AAAA AAAA is the actual tile index, i.e. the VRAM offset of the pattern divided by $20.
 
*Fourth word: This is the relative signed left edge position of the sprite from the center of the object.
 
 
====Object Placement====
 
There are six bites in one object definition. The first two bytes are the X position of the object, and the next two bytes are the Y position. The 5th byte is the reference number on the object pointer list (see above), and the 6th byte is an optional declaration to use for defining that object's behavior and/or animation. This will depend on the object. See the level specific hacking info for the locations of the object lists.
 
 
The 6th byte, the object subtype, is loaded in the byte $2C of the SST of that object (see below).
 
 
===Ring Placement===
 
There are four bytes for every ring object. The first 2 bytes are X coordinates, and the next two are the Y coordinates. Sonic 3k uses individual rings, unlike Sonic 2, which uses ring groups that have to be expanded into RAM. The advantage of Sonic 3k's method is that ring position data can be read directly from ROM, meaning that only two bytes are used up in RAM per ring instead of six, saving on RAM space and allowing Sonic 3k levels to have a maximum of 511 rings, as compared to Sonic 2's 255, despite allocating $200 bytes less to the ring status table.
 
 
The ring placement data '''must''' start with 0000 0000, and '''must''' end with FFFF. These prevent the rings position checker subroutine from going over the bounds of the ring placement data, and are necessary for the correct functioning of the rings manager.
 
 
===Level Layout===
 
Level layouts are stored uncompressed in the ROM, and the format they use differs significantly from the format used in Sonic 2, allowing much larger levels.
 
 
The layout starts with an 8 byte header describing the layout. The first word of this header is the number of 128x128 tiles that make one foreground row, and the second word is the number of 128x128 tiles that make one background row. The third word is the number of foreground rows, and the fourth is the number of background rows.
 
 
Next is a list of 64 word-sized pointers in RAM. Each row of 128x128 tiles has two pointers - one for the foreground data and one for the background data. The maximum level height is thus (64 / 2 * 128) = $1000 pixels, double the maximum level height for Sonic 2.
 
 
The actual rows data (beginning at byte $88) is very simple - there is one byte per 128x128 tile, and the blocks are put together from left to right.
 
 
See the level specific hacking info for the locations of level layout data. (Put here for now, will eventually be moved to subpage)
 
{| border = "1" class="prettytable"
 
! Offset ||Level Name
 
|-
 
| 2814A8
 
| Angel Island 1
 
|-
 
| 281CF4
 
| Angel Island 2
 
|-
 
| 282A5A
 
| Hydrocity 1
 
|-
 
| 283582
 
| Hydrocity 2
 
|-
 
| 28442A
 
| Marble Garden 1
 
|-
 
| 2850BA
 
| Marble Garden 2
 
|-
 
| 285E6A
 
| Carnival Night 1
 
|-
 
| 286A34
 
| Carnival Night 2
 
|-
 
| 2879C2
 
| Icecap 1
 
|-
 
| 28898A
 
| Icecap 2
 
|-
 
| 2897DA
 
| Launch Base 1
 
|-
 
| 28A786
 
| Launch Base 2
 
|-
 
| 09F43E
 
| Mushroom Hill 1
 
|-
 
| 0A0172
 
| Mushroom Hill 2
 
|-
 
| 09D708
 
| Flying Battery 1
 
|-
 
| 09D708
 
| Flying Battery 2
 
|-
 
| 0A0DE2
 
| Sandopolis 1
 
|-
 
| 0A1C4E
 
| Sandopolis 2
 
|-
 
| 0A2A66
 
| Lava Reef 1
 
|-
 
| 0A388E
 
| Lava Reef 2
 
|-
 
| 0A76F4
 
| Lava Reef 2 (Robotnik)
 
|-
 
| 0A79AC
 
| Hidden Palace
 
|-
 
| 0A4616
 
| Sky Sanctuary 1
 
|-
 
| 0A5286
 
| Sky Sanctuary 2
 
|-
 
| 0A5402
 
| Death Egg 1
 
|-
 
| 0A63D0
 
| Death Egg 2
 
|-
 
| 0A7FD4
 
| Death Egg 2 (Robotnik)
 
|-
 
| 0A725E
 
| Doomsday
 
|}
 
 
===16x16 Block Mappings===
 
 
===Text Editing===
 
 
==RAM Hacking==
 
 
===Main System Memory Locations===
 
This is a map of 68k memory as used by the main gameplay engine. Note that any numbers entered (for example, score or number of rings) will have to be converted to hex first.
 
 
These are the offsets in RAM. To convert them to Genecyst savestate offsets, add $2478.
 
{| border="1" class="prettytable"
 
!RAM offset||Description
 
|-
 
| $0000-$7FFF
 
| 128x128 mappings
 
|-
 
| $8000-$8FFF
 
| Level layout
 
|-
 
| $9000-$A9FF
 
| 16x16 mappings
 
|-
 
| $AA00-$AFFF
 
| Pattern decompression buffer
 
|-
 
| $B000-$CFCB
 
| Object attribute table
 
|-
 
| $D000-$DFFF
 
| Kosinski decompression buffer
 
|-
 
| $E000-$E37F
 
| Horizontal scroll buffer
 
|-
 
| $E380
 
| Number of objects currently in collision response list, multiplied by 2.
 
|-
 
| $E382-$E3FF
 
| Collision response list. The format is one word per object, where the word is the starting address of the object's SST. Only objects in this list are processed by the collision response routine.
 
|-
 
| $E700-$EAFF
 
| Ring status table. The format is two bytes per ring, these bytes being 0000 while the ring has yet to be consumed, serving as a ring destruction timer while the ring is being consumed, and being set to FFFF when the ring has been fully consumed.
 
|-
 
| $EE12
 
| Screen Y end
 
|-
 
| $EE14
 
| Screen X start
 
|-
 
| $EE16
 
| Screen X end
 
|-
 
| $EE18
 
| Screen Y start
 
|-
 
| $EE1A
 
| Screen Y end location for Sonic; the maximum value for camera Y position. Like $EE12, but changes slowly instead of instantly when the level Y boundary changes.
 
|-
 
| $EE33
 
| Routine counter for Dynamic Screen Resizing. (Dynamic Level Events)
 
|-
 
| $EE42-$EE45
 
| Address (in the ROM) of the first ring whose X position is greater than or equal to the current camera X value minus 8.
 
|-
 
| $EE46-$EE49
 
| Address (in the ROM) of the first ring whose X position is greater than or equal to the current camera X value + $148.
 
|-
 
| $EE4A-$EE4B
 
| Address (in the ring status table) of the first ring whose X position is greater than or equal to the current camera X value minus 8.
 
|-
 
| $EE60
 
| Camera X for the second player in 2p mode
 
|-
 
| $EE64
 
| Camera Y for the second player in 2p mode
 
|-
 
| $EE68
 
| Copy of camera X for the second player in 2p mode for rasters
 
|-
 
| $EE6C
 
| Copy of camera Y for the second player in 2p mode for rasters
 
|-
 
| $EE78
 
| Camera X
 
|-
 
| $EE7C
 
| Camera Y
 
|-
 
| $EE80
 
| Copy of Camera X for Rasters
 
|-
 
| $EE84
 
| Copy of Camera Y for Rasters
 
|-
 
| $EEC6
 
| Level property (like killer wall in HCZ2 or avalanche in ICZ1)
 
|-
 
| $EF49
 
| Flag which determines whether the second player in a 2P versus game is player-controlled or just a "ghost" of the first player.
 
|-
 
| $EF72-$EF73
 
| Flag which is set to $FF00 if an ending is running. The only thing this seems to do is prevent the game from being able to pause.
 
|-
 
| $EF80
 
| The number of rings inside the ring consumption table.
 
|-
 
| $EF82-$EFFF
 
| Ring consumption table. Contains the RAM addresses (inside the ring status table) of rings which are currently being consumed. Once consumed, the rings are deleted from this table.
 
|-
 
| $F000-$F07F
 
| Second underwater palette.
 
|-
 
| $F080-$F0FF
 
| Underwater palette.
 
|-
 
| $F600
 
| Master level trigger. Tells the game what it should be doing.
 
The MSB is a loading routine flag. It only matters for some game modes. It won't have any effect when changing modes because it's filtered out, but the corresponding routine does pay attention to it...
 
|-
 
| $F602
 
| In-game Controller 1 held state. Same as F604, but it only updates during the main game loop, and not while paused, or a custcene is running.
 
|-
 
| $F603
 
| In-game Controller 1 pressed state. Same as F602, but only tells which buttons are being pressed newly this frame.
 
|-
 
| $F604
 
| This bitfield tells which button(s) on Controller 1, if any, are currently pressed. Format is:
 
*Bit 0 - Up
 
*Bit 1 - Down
 
*Bit 2 - Left
 
*Bit 3 - Right
 
*Bit 4 - B
 
*Bit 5 - C
 
*Bit 6 - A
 
*Bit 7 - Start
 
This is updated every frame.
 
|-
 
| $F605
 
| Same as $F604, but only tells which buttons are being pressed newly this frame.
 
|-
 
| $F606
 
| Same as $F604, but for Controller 2.
 
|-
 
| $F607
 
| Same as $F606, but only tells which buttons are being pressed newly this frame for Controller 2.
 
|-
 
| $F614
 
| Demo time left & Time until demo starts from title screen.
 
|-
 
| $F636
 
| RNG seed (used for pseudo-random number generation).
 
|-
 
| $F63A-$F63B
 
| Game paused flag.
 
|-
 
| $F648-$F649
 
| Current water level. Should be a valid Y-axis value. Remember, the top of the level is $0000.
 
|-
 
| $F64C
 
| Water on: seems to be a copy of $F730.
 
|-
 
| $F65E
 
| Super Sonic palette counter. Decremented with every frame. How it works, exactly, is not known.
 
|-
 
| $F65F
 
| Sets the rotating palette for Super Sonic.
 
|-
 
| $F66A
 
| In-game Controller 2 held state. Same as $F602, but for controller 2
 
|-
 
| $F66B
 
| In-game Controller 2 pressed state. Same as $F66A, but only tells which buttons are being pressed newly this frame.
 
|-
 
| $F670-$F671
 
| Super Sonic ring drain counter. This is updated each frame, so the counter is set to 60 ($3C) on consoles operating in 60Hz mode, or 50 ($32) in consoles operating in 50Hz mode. After each frame, the code subtracts 1. One ring is removed when this counter reaches zero; in other words, each second.
 
|-
 
| $F680-$F6DF
 
| A buffer for pattern loading cues (requests). Each entry in this consists of one longword followed by one word, the longword being the location in ROM of the compressed art, and the word being the VRAM location to decompress to. Can store a maximum of 16 entries, but a coding error in the clearing routine means that storing a PLC in the last slot screws everything up, so effectively only 15 requests can be stored at one time.
 
|-
 
| $F6E0-$F6E3
 
| The address in ROM of the decompression routine to be used for the art
 
|-
 
| $F6E4-$F6F7
 
| Used by the PLC routines using decompression. No idea what their function is, although it seems they get passed in as parameters to the decompression routine, and are stored updated when the routine returns.
 
|-
 
| $F6F8-$F6F9
 
| The total number of tiles left to be decompressed for the current piece of art
 
|-
 
| $F6FA-$F6FB
 
| The number of tiles left to be decompressed in the current frame
 
|-
 
| $F700-$F701
 
| Seems to be set to $0001 when in a Sonic & Tails game. Set to $0000 when not a Sonic & Tails game.
 
|-
 
| $F702-$F703
 
| Tails control counter. Counts how long until the CPU takes control.
 
|-
 
| $F704-$F705
 
| Tails repawn counter.
 
|-
 
| $F708-$F709
 
| Tails CPU routine.
 
|-
 
| $F70A-$F70B
 
| Tails CPU target X position. Tells Tails where Sonic's X position is so he can fly back to him.
 
|-
 
| $F70C-$F70D
 
| Tails CPU target Y position. Tells Tails where Sonic's Y position is so he can fly back to him.
 
|-
 
| $F70E-$F70F
 
| Tails interact ID. Object ID of last object Tails stood on.
 
|-
 
| $F710
 
| Routine counter for the rings manager.
 
|-
 
| $F711
 
| Level started flag. Set to 1 as soon as the player first gets control in the level.
 
|-
 
| $F730
 
| Water flag. Must be set for any of the other water variables to have any effect. Note that levels without water don't have an underwater palette; you must set one or everything below the water level will be black.
 
|-
 
| $F760-$F761
 
| Sonic's top speed
 
|-
 
| $F762-$F763
 
| Sonic's acceleration
 
|-
 
| $F764-$F765
 
| Sonic's deceleration
 
|-
 
| $F766
 
| Sonic's current mapping frame number.
 
|-
 
| $F7AA
 
| Seems to be clear during normal play, but set to some value during a boss fight. That value may be the current Zone number.
 
|-
 
| $F7C6
 
| Reverse gravity flag. Only in Sonic & Knuckles.
 
|-
 
| $F7CA
 
| Controller lock for controller 1.
 
|-
 
| $F7CB
 
| Controller lock for controller 2.
 
|-
 
| $F7D0-$F7D1
 
| Bonus counter. Increments upon destruction of a destroyable object, and is used to determine how many points the destruction should give. Resets when the player touches the ground.
 
|-
 
| $F7D2-$F7D3
 
| Time bonus counter at the end of level result screen
 
|-
 
| $F7D4-$F7D5
 
| Ring bonus counter at the end of level result screen
 
|-
 
| $F7DA-$F7DB
 
| Counts the number of times the camera has scrolled to the right by one full screen width from its previous position - initial value is $FF80 and then counts up like: $FF80,$0000,$0080,$0100,$0180,etc.
 
|-
 
| $FC00 - $FC7F
 
| Normal palette.
 
|-
 
| $FC80-$FCFF
 
| Second palette.
 
|-
 
| $FE00
 
| Start of the system stack. Note that the stack grows '''up''' rather than '''down'''. This means that when something is pushed onto the stack, the SP is decremented, and when something is popped from it, the SP is incremented.
 
|-
 
| $FE02-$FE03
 
| Level restart flag.
 
|-
 
| $FE06
 
| Object currently selected in debug mode.
 
|-
 
| $FE09
 
| Object placement mode flag.
 
|-
 
| $FE10
 
| The current Zone. This is the value assigned to the Zone, not its position in the level list.
 
|-
 
| $FE11
 
| Act number
 
|-
 
| $FE12
 
| Life Count
 
|-
 
| $FE18
 
| Number of continues.
 
|-
 
| $FE19
 
| Super Sonic flag. Setting this will load the Super Sonic tiles, adjust Sonic's jump height, and start draining rings, but it will not load the rotating palette, change acceleration, max speed, or deceleration, or make him invincible.
 
|-
 
| $FE1A
 
| Flag which is set when the player has a time over.
 
|-
 
| $FE1B
 
| This bitfield tells the game if the player has collected extra lives from rings. Seems to work differently in S3k than in S2.
 
|-
 
| $FE1C
 
| Flag determines if the lives counter needs to be updated
 
|-
 
| $FE1D
 
| Flag determines if the rings counter needs to be updated
 
|-
 
| $FE1E
 
| Flag determines if the timer needs to be updated
 
|-
 
| $FE1F
 
| Flag determines if the score counter needs to be updated
 
|-
 
| $FE20-$FE21
 
| Ring count
 
|-
 
| $FE23
 
| Minutes on clock. Should not go above $09, or the clock will look like shit.
 
|-
 
| $FE24
 
| Seconds. This one shouldn't go above $3B, for the same reason.
 
|-
 
| $FE25
 
| Centiseconds. I don't know what'll happen if this goes out of range, but it's probably not good.
 
|-
 
| $FE26-$FE29
 
| Score (divided by 10)
 
|-
 
| $FE2A
 
| Greatest reference number of passed star poles
 
|-
 
| $FE2B
 
| Starpole ID of the last starpole hit
 
|-
 
| $FE2C
 
| Zone in which the last starpole was hit
 
|-
 
| $FE2D
 
| Act in which the last starpole was hit
 
|-
 
| $FE2E-$FE2F
 
| X position of the last starpole hit
 
|-
 
| $FE30-$FE31
 
| Y position of the last starpole hit
 
|-
 
| $FE32-$FE33
 
| The number of the rings the player had when the last starpole was hit
 
|-
 
| $FE34-$FE37
 
| Copy of the entire clock data when the last starpole was hit
 
|-
 
| $FE35
 
| Minutes on the clock when the last starpole was hit
 
|-
 
| $FE36
 
| Seconds on the clock when the last starpole was hit
 
|-
 
| $FE37
 
| Centiseconds on the clock when the last starpole was hit
 
|-
 
| $FE38-$FE39
 
| Starting art block of the main character when the last starpole was hit
 
|-
 
| $FE3A-$FE3B
 
| Main character's collision layers data when the last starpole was hit
 
|-
 
| $FE3C-$FE3D
 
| Camera's X position when the last starpole was hit
 
|-
 
| $FE3E-$FE3F
 
| Camera's Y position when the last starpole was hit
 
|-
 
| $FE40-$FE41
 
| Water level when the last starpole was hit
 
|-
 
| $FE42
 
| The state of the water movement flag when the last starpole was hit
 
|-
 
| $FE43
 
| The state of the extra lives from rings bitfield when the last starpole was hit
 
|-
 
| $FE44-$FE45
 
| Camera's current maximum Y position when the last starpole was hit
 
|-
 
| $FE46
 
| DSR/DLE routine when the last starpole was hit
 
|-
 
| $FE48
 
| Flag which is set upon special stage entry and cleared when the data saved on special stage entry is restored
 
|-
 
| $FE49
 
| Starpole ID of the last starpole hit before the last special stage entry
 
|-
 
| $FE4A
 
| Zone from which the last special stage was entered
 
|-
 
| $FE4B
 
| Act from which the last special stage was entered
 
|-
 
| $FE50-$FE51
 
| The number of rings the player had when the last special stage was entered
 
|-
 
| $FE52-$FE55
 
| Copy of the entire clock data when the last special stage was entered
 
|-
 
| $FE53
 
| Minutes on the clock when the last special stage was entered
 
|-
 
| $FE54
 
| Seconds on the clock when the last special stage was entered
 
|-
 
| $FE55
 
| Centiseconds on the clock when the last special stage was entered
 
|-
 
| $FE56-$FE57
 
| Starting art block of the main character when the last special stage was entered
 
|-
 
| $FE58-$FE59
 
| Main character's collision layers data when the last special stage was entered
 
|-
 
| $FE5A-$FE5B
 
| Camera's X position when the last special stage was entered
 
|-
 
| $FE5C-$FE5D
 
| Camera's Y position when the last special stage was entered
 
|-
 
| $FE5E-$FE5F
 
| Water level when the last special stage was entered
 
|-
 
| $FE60
 
| The state of the water movement flag when the last special stage was entered
 
|-
 
| $FE61
 
| The state of the extra lives from rings bitfield when the last special stage was entered
 
|-
 
| $FE62-$FE63
 
| Camera's current maximum Y position when the last special stage was entered
 
|-
 
| $FE64
 
| DSR/DLE routine when the last special stage was entered
 
|-
 
| $FE6E-$FEAF
 
| Oscillating numbers data
 
|-
 
| $FEB2
 
| Rings animation counter.
 
|-
 
| $FEB3
 
| Rings animation frame.
 
|-
 
| $FEB6
 
| Spilling rings animation counter.
 
|-
 
| $FEB7
 
| Spilling rings animation frame.
 
|-
 
| $FEC0-$FEC1
 
| Tails's max speed
 
|-
 
| $FEC2-$FEC3
 
| Tails's acceleration
 
|-
 
| $FEC4-$FEC5
 
| Tails's deceleration
 
|-
 
| $FEC6
 
| Tails's lives in 2P mode. Unused in S3K, but its there.
 
|-
 
| $FEC7
 
| This bitfield tells the game if the player has collected extra lives from rings. Used for Tails in 2P mode. Unused in S3K, but its there.
 
|-
 
| $FEC8-$FEC9
 
| Rings collected since level load. Resets if you enter Special/Bonus stage. Starts recounting from 0 when level is reentered. Unknown use.
 
|-
 
| $FF04-$FF05
 
| Perfect counter (leftover from S2). No perfect bonus is given for collecting all the rings, making this variable virtually useless.
 
|-
 
| $FF08-$FF09
 
| Current character (00 - sonic & tails, 01 - sonic, 02 - tails, 03 - knuckles)
 
|-
 
| $FF0A-$FF0B
 
| Character selected in level select (00 - sonic & tails, 01 - sonic, 02 - tails, 03 - knuckles)
 
|-
 
| $FF0E-$FF0F
 
| Number of kosinski compressed data pieces on the kosinski decompression queue ($FF40-$FF5F) waiting to be decompressed to RAM. The most significant bit of this being set signifies a decompression is in progress
 
|-
 
| $FF10-$FF37
 
| Kosinski queue processing routine register backup. Registers d0-d6 and a0-a2 are backed up here in case the Kosinski queue processing routine is interrupted by V-Int. They're restored the next time the processing routine is called
 
|-
 
| $FF38-$FF39
 
| Kosinski queue processing routine status register backup. In case the processing routine is interrupted by V-Int, the SR is stored here and restored the next time the routine is called
 
|-
 
| $FF3A-$FF3D
 
| Kosinski queue processing routine program counter backup. In the instance of the processing routine being interrupted by V-Int, when V-Int is ready to return, the processing does not resume. Instead, by means of the subroutine at $1BF0, program resumption is forced to occur at $1D0C, and the actual overwritten program counter value gets stored here. Next time the processing routine is called, the routine at $1CFC kicks in, pushing this value and the stored SR onto the stack and executing an RTE, causing both to get restored and the processing to resume.
 
|-
 
| $FF3E-$FF3F
 
| The Kosinski queue processing routine uses this to store words byteswapped. It's used by the processing routine the same way the stack is used by the normal Kosinski decompression routine
 
|-
 
| $FF40-$FF5F
 
| The Kosinski decompression queue. Each entry consists of two longwords:
 
*$00 - the source Kosinski data location
 
*$04 - the destination RAM address to decompress to
 
Since this is 32 bytes long, only 4 pieces can be stored on it at one time.
 
|-
 
| $FF60
 
| Number of modules of KosinskiM compressed data waiting on the KosinskiM decompression and DMA queue ($FF64-$FF7B) to be decompressed to RAM and subsequently DMAed to VRAM. Bit 7 set to 1 indicates that the art has been already decompressed to the Kosinski art buffer ($D000), and is ready to be DMAed
 
|-
 
| $FF62-$FF63
 
| The decompressed size of the last module of the KosinskiM data divided by 2. All other modules have a fixed decompressed size of $1000
 
|-
 
| $FF64-$FF7B
 
| The KosinskiM decompression and DMA queue. Each entry consists of a longword followed by a word:
 
*$00 - the source Kosinski module location
 
*$04 - the destination VRAM address to DMA the decompressed module to
 
Like the decompression queue, this can also only store 4 pieces at a time.
 
|-
 
| $FF96
 
| State of the main character's secondary status bitfield when the last special stage was entered, used to restore any shield the character had when he entered the special stage and cleared once the shield is restored
 
|-
 
| $FFB0
 
| Number of chaos emeralds
 
|-
 
| $FFB1
 
| Number of super emeralds
 
|-
 
| $FFB2-$FFB8
 
| Array of finished special stages. Each byte represents one stage:
 
*0 - special stage not completed
 
*1 - chaos emerald collected
 
*2 - super emerald present but grayed
 
*3 - super emerald present and activated
 
|-
 
| $FFBB
 
| If this is set to 0, Sonic 3 special stages will run. If it's 1, Sonic & Knuckles special stages will run.
 
|-
 
| $FFD2-$FFD3
 
| Demo number
 
|-
 
| $FFDA
 
| Debug mode flag
 
|-
 
| $FFE8
 
| 2P versus mode flag
 
|-
 
| $FFEA
 
| 2p mode player 1's character
 
|-
 
| $FFEB
 
| 2p mode player 2's character
 
|}
 
 
===Object Status Table===
 
The starting offset in RAM for this list is $B000. The first object is always player 1; the second is always player 2. Each object is alloted a block of $4A bytes. Note that many of these variables are object-specific - for example, some of them only make sense for Sonic, and some only work on badniks.
 
 
{|border="1" class="prettytable"
 
!Offset||Description
 
|-
 
|width="60"|$00-$03||Pointer to object code. Note that this pointer does not necessarily remain constant for a single object.
 
|-
 
|$04||Action flags. The bitfield looks like this:
 
*Bit 0 is the horizontal mirror flag. If set, the object will be flipped on its horizontal axis.
 
*Bit 1 is the vertical mirror flag.
 
*Bit 2 is the coordinate system flag. If clear, the object will be positioned by absolute screen coordinates. This is used for things like the HUD and menu options. If set, the object will be positioned by the playfield coordinates, i.e. where it is in a level. Sonic, Tails and Knuckles use both positioning systems (though I don't know how Tails uses it in a Sonic and Tails game).
 
*Bits 3, 4, 5 and 6 are either unused, or their purpose is unknown.
 
*Bit 7 is the draw object flag. It will be set if the object was onscreen when it came time to draw things. Otherwise, it is clear. There should be no reason to edit this flag, but it's good to know what it does.
 
|-
 
|$05||Routine number. This is always an even value (i.e. it goes in units of 2)
 
|-
 
|$06||Unknown.
 
|-
 
|$07||Width of the object, in pixels.
 
|-
 
|$08-$09||Sprite priority, in units of $80 (00 = front).
 
|-
 
|$0A-$0B||The lower 11 bits of this represent the starting art block. This is an index into an array of cells; to get the actual address, multiply by $20. Bits 14 and 13 are used to specify the default palette line the sprite uses, and bit 15 is the priority flag - if this is set, the sprite will be given high priority.
 
|-
 
|$0C-$0F||Object's mappings offset.
 
|-
 
|$10-$11
 
|If the object is Sonic, Tails or Knuckles, this is the X playfield coordinate. Otherwise:
 
*If in playfield positioning mode, it is the X playfield coordinate.
 
*If in screen postioning mode, it is the X screen coordinate.
 
|-
 
|$12-$13
 
|If the object is Sonic, Tails or Knuckles, this is the X subpixel playfield coordinate. Otherwise:
 
*If in playfield positioning mode, it is unused.
 
*If in screen positioning mode, it's the Y screen coordinate.
 
|-
 
|$14-$15
 
|If the object is Sonic, Tails or Knuckles, this is the Y playfield coordinate. Otherwise:
 
*If in playfield positioning mode, it is the Y playfield coordinate.
 
*If in screen positioning mode, it is unused.
 
|-
 
|$16-$17
 
|If the object is Sonic, Tails or Knuckles, this is the Y subpixel playfield coordinate. Otherwise:
 
*It's unused.
 
|-
 
|$18-$19||X speed.
 
|-
 
|$1A-$1B||Y speed.
 
|-
 
|$1C-$1D||Potential speed (inertia).
 
|-
 
|$1E||Height/2
 
|-
 
|$1F||Width/2
 
|-
 
|$20||Animation number.
 
|-
 
|$21||Restart animation flag (when $21 is not equal to $20, animation restarts)
 
|-
 
|$22||Current animation frame to display.
 
|-
 
|$23||Current frame in animation script.
 
|-
 
|$24||Animation frame duration (time until next frame).
 
|-
 
|$25||Animation counter.
 
|-
 
|$26||Angle.
 
|-
 
|$27||Second angle (different axis).
 
|-
 
|$28||Collision response bitfield. Tells what the object will do if hit by the character. The bitfield is in the format TTSS SSSS. TT is the type of collision - 00 is enemy, 01 increments the routine counter, 10 is harm, and 11 seems to be a special thing for the starpole. SSSSSS is the size, lifted from a lookup table in the collision response routine.
 
|-
 
|$29||Custom collision property, for special interaction with Sonic. This is used by bosses, badniks, bumpers and other objects. The way in which this byte is used is different for each object. Bosses use this byte as a hit counter.
 
|-
 
|$2A||Status bitfield.
 
Counting from the least significant bit:
 
{|border="1" class="prettytable"
 
!Bit||Hex||Description
 
|-
 
|0||$01||X Orientation. Clear is left and set is right.
 
|-
 
|1||$02||Y Orientation. Clear is right-side up, and set is upside-down
 
|-
 
|2||$04||Unknown or unused.
 
|-
 
|3||$08||Set if Sonic is standing on this object.
 
|-
 
|4||$10||Set if Tails is standing on this object.
 
|-
 
|5||$20||Set if Sonic is pushing on this object.
 
|-
 
|6||$40||Set if Tails is pushing on this object.
 
|-
 
|7||$80||Unknown or unused.
 
|} Note that these bits have different meanings for Sonic (see below).
 
|-
 
|$2B
 
|Object shield reaction bitfield.
 
{|border="1" class="prettytable"
 
!Bit||Hex||Description
 
|-
 
|3||$08||Bounces off shield.
 
|-
 
|4||$10||Negated by fire shield.
 
|-
 
|5||$20||Negated by lightning shield.
 
|-
 
|6||$40||Negated by bubble shield.
 
|}
 
|-
 
|$2C||Object subtype. For example, the current monitor selected. Has a different meaning for Sonic, Tails and Knuckles.
 
|-
 
|$42-$43||Parent. Address of the object that spawned this one. Has a different meaning for orphans like Sonic, Tails and Knuckles.
 
|-
 
!colspan="2" | Variables specific to Sonic, Tails and/or Knuckles
 
|-
 
!Offset||Description
 
|-
 
|$25
 
|
 
*If Sonic, it's unused.
 
*If Tails, it's the number of flying frames remaining / 2.
 
*If Knuckles, it's something gliding related.
 
|-
 
|$2A||Status bitfield. Counting from the least significant bit:
 
{|border="1" class="prettytable"
 
!Bit||Hex||Description
 
|-
 
|0||$01||Orientation. Clear is right and set is left.
 
|-
 
|1||$02||Set if in the air (jump counts).
 
|-
 
|2||$04||Set if jumping or rolling.
 
|-
 
|3||$08||Set if the character isn't on the ground but shouldn't fall. (Usually when he is on a object that should stop him falling, like a platform or a bridge)
 
|-
 
|4||$10||Set if jumping after rolling.
 
|-
 
|5||$20||Set if pushing something.
 
|-
 
|6||$40||Set if underwater.
 
|-
 
|7||$80||Unused.
 
|}
 
You can add the hex values together to use multiple settings at once. Also notice that bits 1 and 2 are used in the character object as a second routine counter.
 
|-
 
|$2B
 
|Secondary status bitfield.
 
{|border="1" class="prettytable"
 
!Bit||Hex||Description
 
|-
 
|0||$01||Shield flag. Can be set to create the effect of having a shield, though the graphics will not be loaded.
 
|-
 
|1||$02||Sets invincibility. Behaves like you would expect. No graphics are loaded when set manually.
 
|-
 
|2||$04||Speed Shoes flag. (Doesn't have visible effect in game)
 
|-
 
|3||$08||Unused.
 
|-
 
|4||$10||Fire shield flag.
 
|-
 
|5||$20||Lightning shield flag.
 
|-
 
|6||$40||Bubble shield flag.
 
|-
 
|7||$80||Sets infinite inertia. While the character is in collision with the ground, he will continue moving in the same direction and at the same speed that he was moving before (even if that speed was zero). You can still jump and control him in midair. (A few movement routines are skipped if it's set, which produces this effect).
 
|}
 
|-
 
| $2C
 
|Seconds of air left. Usually $1E; it decrements every second while the player is underwater. Beeps on $18, $13, and $0E. Countdown starts on $0B.
 
|-
 
| $2D
 
|Invert flipping flag.
 
|-
 
| $2E
 
|Object control flag. If bit 7 is not set, the character is under control of another object but can jump out (e.g. being carried by Tails), and if it is, the character is under control of another object and cannot jump out (e.g. LBZ tubes).
 
|-
 
| $2F
 
|Double jump flag. For Sonic:
 
*0 - on ground.
 
*1 - performing an instashield, fire dash, bubble bounce or lightning jump, or has performed the latter three.
 
*2 - has performed an instashield.
 
For Tails:
 
*0 - on ground.
 
*1 - gravity-affected flying.
 
*Above 1 - gravity-less flying.
 
For Knuckles:
 
*0 - on ground.
 
*1 - gliding.
 
*2 - falling after a glide.
 
*3 - sliding across ground.
 
*4 - wall-climbing.
 
*5 - climbing over a wall and onto the ground.
 
|-
 
| $30
 
|Number of flip revolutions remaining.
 
|-
 
| $31
 
|Number of flip revolutions per frame divided by 256.
 
|-
 
| $32-$33
 
|Horizontal control lock. Counts down to 0, left and right control on the ground is locked unless it's 0. Used for springs and bumpers and falling down slopes.
 
|-
 
| $34
 
|Remaining invunerability time. Starts at $78 after Sonic is hit, and seems to decrement every frame until it reaches $00.
 
|-
 
|$35||Remaining time of invincibility. Decremented once every eight frames.
 
|-
 
|$36||Remaining time of Speed Shoes. Decremented once every eight frames.
 
|-
 
|$38||Character ID:
 
*0 - Sonic
 
*1 - Tails
 
*2 - Knuckles
 
|-
 
|$39
 
|Character looking up/ducking counter. Starts off at 0 and is incremented each frame the character is looking up/ducking. When this reaches $78, the camera starts to scroll. Reset to 0 upon release of the up/down button.
 
|-
 
|$3A||Angle on ground in front of sprite.
 
|-
 
|$3B||Angle on ground under sprite.
 
|-
 
| $3C
 
|Stick to convex surfaces flag.
 
|-
 
|$3D||Set if charging a spindash.
 
|-
 
|$3E-$3F
 
|Spindash counter. Cleared when the spindash is started. After each subsequent "rev", $200 is added to the counter, which then rapidly decreases (the algorithm is to logically shift the value right by five bits and subtract the results from the
 
 
original). It maxes out at $800. The game looks at the high-order byte to determine how fast the character should move after the dash is released.
 
|-
 
|$40||Set if jumping.
 
|-
 
|$42-43||RAM address of the last object Sonic stood on.
 
|-
 
|$44||Default height.
 
|-
 
|$45||Default width.
 
|-
 
|$46||Current collision plane/layer, seems to always be $C or $E.
 
|-
 
|$47||Unknown, seems to always be objstatus($46)+1, affects collision.
 
|-
 
!colspan="2" | Variables specific to dynamically reloaded sprites, excluding Sonic, Tails and Knuckles
 
|-
 
|$34||Previous frame.
 
|-
 
|$38-$3B||Pointer to uncompressed art.
 
|-
 
|$3C-$3F||Pointer to dPLCs.
 
|-
 
|$40-$41||Address of art in VRAM (the same as starting art block * $20)
 
|}
 
  
 
{{SCHGuides}}
 
{{SCHGuides}}
 
[[Category:Sonic Community Hacking Guide]]
 
[[Category:Sonic Community Hacking Guide]]

Revision as of 09:28, 8 April 2018

SCHG: Sonic the Hedgehog 3 & Knuckles
Main Article
Art Editing
Editing Art
Uncompressed Art
Nemesis Format Art
Kosinski Format Art
Palette Editing
Palette Locations
Pattern Load Requests
Object Editing
Editing Objects
Object Pointers
Object Pointer List #1
Object Pointer List #2
Objects not in either list
Sprite Mappings
Dynamic PLCs
Level Editing
Editing Levels
Object Placement
Ring Placement
Level Layout
16x16 Block Mappings
128x128 Block Mappings
Music Editing
Editing Music
Pointer Format
Header Format
DAC Samples
Universal Voice Bank
Music Pointers (Sonic & Knuckles)
Music Pointers (Sonic 3)
RAM Editing
Editing RAM
Main System Memory Locations
Object Status Table Format
Sonic & Knuckles Collection
Sonic & Knuckles Collection
Music and sound effects

This is the Sonic Community Hacking Guide for Sonic 3 & Knuckles. As Sonic 3 & Knuckles is a "lock-on" game, all offsets below $200000 are in the base Sonic & Knuckles ROM, and all offsets above $200000 are in the connected Sonic the Hedgehog 3 ROM. Since Sonic 3 & Knuckles runs on Sonic & Knuckles' engine, all the information on this page also applies to Sonic & Knuckles alone, with the exception of any pointers above $200000 (which are part of the locked-on Sonic 3 ROM).


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