User:Unmatched Bracket/AllTheConstants
To do https://wiki.srb2.org/wiki/User:LJ_Sonik/List_of_outdated_Lua_stuff |
This is a comprehensive list of all constants that can be used in SOCs and Lua scripts. Constants are special keywords recognized by SRB2, such as FRACUNIT
and TICRATE
, which represent a specific, unchangeable integer number. In Lua, these must always be written in the correct case as given in this article (or in linked articles). SOC, however, is case-insensitive and allows all constants to be written in any case whatsoever. Many groups of constants are identifiable by certain prefixes in their names – for example, all primary Object flags have the MF_
prefix, while all secondary Object flags have the MF2_
prefix instead.
Note Due to the sheer number of constants available in SRB2 altogether, ALL OF THEM WILL BE LISTED HERE HAHAHAHAHA |
Basic
Integer type limits (INTn_*
/UINTn_*
)
Name | Hexadecimal | Decimal | Description |
---|---|---|---|
INT8_MIN
|
0x80
|
-128 | Signed 8-bit integer minimum |
INT16_MIN
|
0x8000
|
-32768 | Signed 16-bit integer minimum |
INT32_MIN
|
0x80000000
|
-2147483648 | Signed 32-bit integer minimum |
INT8_MAX
|
0x7f
|
127 | Signed 8-bit integer maximum |
INT16_MAX
|
0x7fff
|
32767 | Signed 16-bit integer maximum |
INT32_MAX
|
0x7fffffff
|
2147483647 | Signed 32-bit integer maximum |
UINT8_MAX
|
0xff
|
255 | Unsigned 8-bit integer maximum |
UINT16_MAX
|
0xffff
|
65535 | Unsigned 16-bit integer maximum |
UINT32_MAX
|
0xffffffff
|
42949672951 | Unsigned 32-bit integer maximum |
1 Outputs as -1 in SOC or Lua
Angles (ANG*
/ANGLE_*
)
|
|
Miscellaneous constants
Name | Value | Description |
---|---|---|
FRACUNIT
|
1<<FRACBITS ( 1<<16 , or 65536)
|
The basic unit of measurement for lengths, speeds, Object scales and sometimes angles. Values for these measurements are interpreted as fixed-point numbers with FRACUNIT as the base unit, i.e., FRACUNIT represents one unit (or in some cases one pixel), 2*FRACUNIT represents 2.0 units, FRACUNIT/2 represents 0.5 units, and so on.
|
FRACBITS
|
16 | The number of bits to shift up to convert integers to fixed-point numbers in FRACUNIT scale, or the number of bits to shift down for vice versa. This constant is used to define the value of FRACUNIT itself – modifying the value of FRACBITS in the source code would also modify FRACUNIT 's value.
Note that bit-shifting an integer by |
TICRATE
|
35 | The number of tics in a second, i.e., anything multiplied by this value is a measurement in seconds. |
NEWTICRATERATIO
|
1 | TODO |
NEWTICRATE
|
TICRATE*NEWTICRATERATIO (or 35) |
TODO |
MUSICRATE
|
1000 | The music playback rate, or the number of milliseconds in a second, i.e., anything multiplied by this value is a measurement in seconds (in the context of music playback). This is intended for use with SOC parameters and Lua functions that change or set positions within music tracks and/or applying fade in/out effects to them. |
RING_DIST
|
512*FRACUNIT
|
The maximum distance that rings can be from players with an Attraction Shield to be attracted to them. This is also used by the homing attack character ability as the maximum distance an enemy, spring or monitor can be to able to home in on it. |
PUSHACCEL
|
2*FRACUNIT
|
The speed at which pushable Objects with MF2_SLIDEPUSH will be pushed.
|
MODID
|
18 | The executable's Mod ID. In SRB2 v2.2, 18 is the default value for this constant. |
MODVERSION
|
47 | The executable's Mod Version. In SRB2 v2.2.6, 47 is the default value for this constant. |
CODEBASE
|
220 | The SRB2 version number the executable is based on. In SRB2 v2.2, 220 is the default value for this constant. |
VERSION
|
202 | The game's version number. |
VERSIONSTRING
|
"v2.2.11" | The game's version, as a string. |
SUBVERSION
|
11 | The game's sub-version number. In SRB2 2.2.11, it's 11. |
FLOATSPEED
|
FRACUNIT*4
|
Vertical movement speed for Objects with MF_FLOAT .
|
MAXSTEPMOVE
|
24*FRACUNIT
|
The maximum height an Object can step up/down without being blocked by a wall or falling down. |
USERANGE
|
64*FRACUNIT
|
Doom's Use button effect range. Unused in SRB2. |
MELEERANGE
|
64*FRACUNIT
|
Doom's melee attack range. Used in SRB2 by P_CheckMeleeRange and P_SkimCheckMeleeRange .
|
MISSILERANGE
|
32*64*FRACUNIT
|
Doom's missile attack range. Used in SRB2 by A_UnidusBall .
|
ONFLOORZ
|
INT32_MIN
|
Used by the map Thing spawning code to signify that the Thing's Z position is on the sector's floor. This is corrected to the appropriate height in P_SpawnMobj for newly spawned Objects.
|
ONCEILINGZ
|
INT32_MAX
|
Used by the map Thing spawning code to signify that the Thing's Z position is on the sector's ceiling. This is corrected to the appropriate height in P_SpawnMobj for newly spawned Objects.
|
INFLIVES
|
0x7F (or 127)
|
Used by player.lives to indicate that this player has infinite lives.
|
JOYAXISRANGE
|
1023
|
The maximum magnitude for values returned by input.joyAxis and input.joyAxis2 .
|
Objects
Object types (MT_*
)
Object type | Description | Map Thing number |
---|---|---|
Miscellaneous | ||
MT_NULL | Null Object, will disappear immediately after spawning | None |
MT_UNKNOWN | Used for Objects of an unknown type, displays a warning graphic | None |
MT_THOK | Thok trail | None |
MT_PLAYER | Player | None |
MT_TAILSOVERLAY | Tails' tails overlay | None |
MT_METALJETFUME | Metal Sonic's jet fume | None |
Enemies | ||
MT_BLUECRAWLA | Blue Crawla | 100 |
MT_REDCRAWLA | Red Crawla | 101 |
MT_GFZFISH | Stupid Dumb Unnamed RoboFish | 102 |
MT_GOLDBUZZ | Gold Buzz | 103 |
MT_REDBUZZ | Red Buzz | 104 |
MT_JETTBOMBER | Jetty-Syn Bomber | 105 |
MT_JETTGUNNER | Jetty-Syn Gunner | 106 |
MT_CRAWLACOMMANDER | Crawla Commander | 107 |
MT_DETON | Deton | 108 |
MT_SKIM | Skim | 109 |
MT_TURRET | Turret | 110 |
MT_POPUPTURRET | Pop-up Turret | 111 |
MT_SPINCUSHION | Spincushion | 112 |
MT_CRUSHSTACEAN | Crushstacean | 126 |
MT_CRUSHCLAW | Crushstacean claw | None |
MT_CRUSHCHAIN | Crushstacean chain | None |
MT_BANPYURA | Banpyura | 138 |
MT_BANPSPRING | Banpyura spring | None |
MT_JETJAW | Jet Jaw | 113 |
MT_SNAILER | Snailer | 114 |
MT_VULTURE | Bird Aircraft Strike Hazard | 115 |
MT_POINTY | Pointy | 116 |
MT_POINTYBALL | Pointy spikeball | None |
MT_ROBOHOOD | Robo-Hood | 117 |
MT_FACESTABBER | Lance-a-Bot | 118 |
MT_FACESTABBERSPEAR | Lance-a-Bot spear | None |
MT_EGGGUARD | Egg Guard | 119 |
MT_EGGSHIELD | Egg Guard shield | None |
MT_GSNAPPER | Green Snapper | 120 |
MT_SNAPPER_LEG | Green Snapper leg | None |
MT_SNAPPER_HEAD | Green Snapper head | None |
MT_MINUS | Minus | 121 |
MT_MINUSDIRT | Minus dirt mound | None |
MT_SPRINGSHELL | Spring Shell (Green) | 122 |
MT_YELLOWSHELL | Spring Shell (Yellow) | 125 |
MT_UNIDUS | Unidus | 123 |
MT_UNIBALL | Unidus ball | None |
MT_CANARIVORE | Canarivore | 134 |
MT_CANARIVORE_GAS | Canarivore gas | None |
MT_PYREFLY | Pyre Fly | 136 |
MT_PYREFLY_FIRE | Pyre Fly fire | None |
MT_PTERABYTESPAWNER | Pterabyte Spawner | 135 |
MT_PTERABYTEWAYPOINT | Pterabyte waypoint | None |
MT_PTERABYTE | Pterabyte | None |
MT_DRAGONBOMBER | Dragonbomber | 137 |
MT_DRAGONWING | Dragonbomber wing | None |
MT_DRAGONTAIL | Dragonbomber tail | None |
MT_DRAGONMINE | Dragonbomber mine | None |
Bosses | ||
MT_BOSSEXPLODE | Boss explosion | None |
MT_SONIC3KBOSSEXPLODE | S3&K-like boss explosion | None |
MT_BOSSFLYPOINT | Boss Escape Point | 290 |
MT_EGGTRAP | Egg Capsule Center | 291 |
MT_BOSS3WAYPOINT | Boss Waypoint | 292 |
MT_BOSS9GATHERPOINT | Metal Sonic Gather Point | 293 |
MT_BOSSJUNK | Defeated boss debris | None |
MT_EGGMOBILE | Egg Mobile | 200 |
MT_JETFUME1 | Egg Mobile jet fume | None |
MT_EGGMOBILE_BALL | Egg Mobile spikeball | None |
MT_EGGMOBILE_TARGET | Egg Mobile target helper | None |
MT_EGGMOBILE_FIRE | Fire trail left by the Egg Mobile's laser | None |
MT_EGGMOBILE2 | Egg Slimer | 201 |
MT_EGGMOBILE2_POGO | Hitbox for Egg Slimer in its pogo state | None |
MT_GOOP | Egg Slimer goop | None |
MT_GOOPTRAIL | Egg Slimer goop trail | None |
MT_EGGMOBILE3 | Sea Egg | 202 |
MT_FAKEMOBILE | Sea Egg decoy | None |
MT_SHOCKWAVE | Sea Egg shockwave | None |
MT_EGGMOBILE4 | Egg Colosseum | 203 |
MT_EGGMOBILE4_MACE | Egg Colosseum mace | None |
MT_JETFLAME | Egg Colosseum jet flame | None |
MT_EGGROBO1 | Spectator Eggrobo | 1127 |
MT_EGGROBO1JET | Spectator Eggrobo jetting away | None |
MT_FANG | Fang | 204 |
MT_BROKENROBOT | Broken badnik | None |
MT_VWREF | Greyscale Fang teleport hoop front | None |
MT_VWREB | Greyscale Fang teleport hoop back | None |
MT_PROJECTORLIGHT | Fang projector light | None |
MT_FBOMB | Fang bomb | None |
MT_TNTDUST | TNT Barrel dust | None |
MT_FSGNA | ACZ3 sign | None |
MT_FSGNB | ACZ3 sign pole | None |
MT_FANGWAYPOINT | Fang Waypoint | 294 |
MT_BLACKEGGMAN | Brak Eggman (Old) | 206 |
MT_BLACKEGGMAN_HELPER | Brak Eggman (Old) helper Object | None |
MT_BLACKEGGMAN_GOOPFIRE | Brak Eggman (Old) goop | None |
MT_BLACKEGGMAN_MISSILE | Brak Eggman (Old) missile | None |
MT_CYBRAKDEMON | Brak Eggman | 209 |
MT_CYBRAKDEMON_ELECTRIC_BARRIER | Brak Eggman electric barrier | None |
MT_CYBRAKDEMON_MISSILE | Brak Eggman missile | None |
MT_CYBRAKDEMON_FLAMESHOT | Brak Eggman flamethrower flames | None |
MT_CYBRAKDEMON_FLAMEREST | Brak Eggman flames after landing | None |
MT_CYBRAKDEMON_TARGET_RETICULE | Brak Eggman target reticule | None |
MT_CYBRAKDEMON_TARGET_DOT | Brak Eggman target dot | None |
MT_CYBRAKDEMON_NAPALM_BOMB_LARGE | Brak Eggman napalm bomb (large) | None |
MT_CYBRAKDEMON_NAPALM_BOMB_SMALL | Brak Eggman napalm bomb (small) | None |
MT_CYBRAKDEMON_NAPALM_FLAMES | Brak Eggman napalm bomb flames | None |
MT_CYBRAKDEMON_VILE_EXPLOSION | Brak Eggman target reticule explosion | None |
MT_METALSONIC_RACE | Metal Sonic (Race) | 207 |
MT_METALSONIC_BATTLE | Metal Sonic (Battle) | 208 |
MT_MSSHIELD_FRONT | Metal Sonic shield | None |
MT_MSGATHER | Metal Sonic energy ball projectile (before it is shot) | None |
Collectibles | ||
MT_RING | Ring | 300 |
MT_FLINGRING | Ring lost by a player | None |
MT_BLUESPHERE | Blue Sphere | 1706 |
MT_FLINGBLUESPHERE | Blue sphere lost by a player | None |
MT_BOMBSPHERE | Bomb Sphere | 520 |
MT_REDTEAMRING | CTF Team Ring (Red) | 308 |
MT_BLUETEAMRING | CTF Team Ring (Blue) | 309 |
MT_TOKEN | Emerald Token | 312 |
MT_REDFLAG | CTF Red Flag | 310 |
MT_BLUEFLAG | CTF Blue Flag | 311 |
MT_EMBLEM | Emblem | 322 |
MT_EMERALD1 | Chaos Emerald 1 (Green) | 313 |
MT_EMERALD2 | Chaos Emerald 2 (Purple) | 314 |
MT_EMERALD3 | Chaos Emerald 3 (Blue) | 315 |
MT_EMERALD4 | Chaos Emerald 4 (Cyan) | 316 |
MT_EMERALD5 | Chaos Emerald 5 (Orange) | 317 |
MT_EMERALD6 | Chaos Emerald 6 (Red) | 318 |
MT_EMERALD7 | Chaos Emerald 7 (Gray) | 319 |
MT_EMERHUNT | Emerald Hunt Location | 320 |
MT_EMERALDSPAWN | Match Chaos Emerald Spawn | 321 |
MT_FLINGEMERALD | Emerald lost by a player | None |
Springs and fans | ||
MT_FAN | Fan | 540 |
MT_STEAM | Gas Jet | 541 |
MT_BUMPER | Bumper | 542 |
MT_BALLOON | Balloon | 543 |
MT_YELLOWSPRING | Yellow Spring | 550 |
MT_REDSPRING | Red Spring | 551 |
MT_BLUESPRING | Blue Spring | 552 |
MT_YELLOWDIAG | Diagonal Yellow Spring | 555 |
MT_REDDIAG | Diagonal Red Spring | 556 |
MT_BLUEDIAG | Diagonal Blue Spring | 557 |
MT_YELLOWHORIZ | Horizontal Yellow Spring | 558 |
MT_REDHORIZ | Horizontal Red Spring | 559 |
MT_BLUEHORIZ | Horizontal Blue Spring | 560 |
MT_BOOSTERSEG | Boost panel segment | None |
MT_BOOSTERROLLER | Boost panel roller | None |
MT_YELLOWBOOSTER | Yellow Boost Panel | 544 |
MT_REDBOOSTER | Red Boost Panel | 545 |
Interactive Objects | ||
MT_BUBBLES | Air Bubble Patch | 500 |
MT_SIGN | Signpost | 501 |
MT_SPIKEBALL | Spikeball (formerly used for Egg Mobile) | 521 |
MT_SPINFIRE | Fire trail left behind players with the Elemental Shield | None |
MT_SPIKE | Spike | 523 |
MT_WALLSPIKE | Wall Spike | 522 |
MT_WALLSPIKEBASE | Wall Spike base | None |
MT_STARPOST | Star Post | 502 |
MT_BIGMINE | Big Floating Mine | 1012 |
MT_BLASTEXECUTOR | Blast Linedef Executor | 756 |
MT_CANNONLAUNCHER | Cannonball Launcher | 1123 |
Monitors | ||
MT_BOXSPARKLE | Gold monitor sparkle | None |
MT_RING_BOX | Super Ring Monitor (10 Rings) | 400 |
MT_PITY_BOX | Pity Shield Monitor | 401 |
MT_ATTRACT_BOX | Attraction Shield Monitor | 402 |
MT_FORCE_BOX | Force Shield Monitor | 403 |
MT_ARMAGEDDON_BOX | Armageddon Shield Monitor | 404 |
MT_WHIRLWIND_BOX | Whirlwind Shield Monitor | 405 |
MT_ELEMENTAL_BOX | Elemental Shield Monitor | 406 |
MT_SNEAKERS_BOX | Super Sneakers Monitor | 407 |
MT_INVULN_BOX | Invincibility Monitor | 408 |
MT_1UP_BOX | Extra Life Monitor | 409 |
MT_EGGMAN_BOX | Eggman Monitor | 410 |
MT_MIXUP_BOX | Teleporter Monitor | 411 |
MT_MYSTERY_BOX | Random Monitor | None |
MT_GRAVITY_BOX | Gravity Boots Monitor | 413 |
MT_RECYCLER_BOX | Recycler Monitor | 416 |
MT_SCORE1K_BOX | Score Monitor (1,000 Points) | 418 |
MT_SCORE10K_BOX | Score Monitor (10,000 Points) | 419 |
MT_FLAMEAURA_BOX | Flame Shield Monitor | 420 |
MT_BUBBLEWRAP_BOX | Bubble Shield Monitor | 421 |
MT_THUNDERCOIN_BOX | Lightning Shield Monitor | 422 |
MT_PITY_GOLDBOX | Pity Shield Monitor (Respawn) | 431 |
MT_ATTRACT_GOLDBOX | Attraction Shield Monitor (Respawn) | 432 |
MT_FORCE_GOLDBOX | Force Shield Monitor (Respawn) | 433 |
MT_ARMAGEDDON_GOLDBOX | Armageddon Shield Monitor (Respawn) | 434 |
MT_WHIRLWIND_GOLDBOX | Whirlwind Shield Monitor (Respawn) | 435 |
MT_ELEMENTAL_GOLDBOX | Elemental Shield Monitor (Respawn) | 436 |
MT_SNEAKERS_GOLDBOX | Super Sneakers Monitor (Respawn) | 437 |
MT_INVULN_GOLDBOX | Invincibility Monitor (Respawn) | 438 |
MT_EGGMAN_GOLDBOX | Eggman Monitor (Respawn) | 440 |
MT_GRAVITY_GOLDBOX | Gravity Boots Monitor (Respawn) | 443 |
MT_FLAMEAURA_GOLDBOX | Flame Shield Monitor (Respawn) | 450 |
MT_BUBBLEWRAP_GOLDBOX | Bubble Shield Monitor (Respawn) | 451 |
MT_THUNDERCOIN_GOLDBOX | Lightning Shield Monitor (Respawn) | 452 |
MT_RING_REDBOX | CTF Team Ring Monitor (Red) | 414 |
MT_RING_BLUEBOX | CTF Team Ring Monitor (Blue) | 415 |
MT_RING_ICON | Super Ring Monitor icon | None |
MT_PITY_ICON | Pity Shield Monitor icon | None |
MT_ATTRACT_ICON | Attraction Shield Monitor icon | None |
MT_FORCE_ICON | Force Shield Monitor icon | None |
MT_ARMAGEDDON_ICON | Armageddon Shield Monitor icon | None |
MT_WHIRLWIND_ICON | Whirlwind Shield Monitor icon | None |
MT_ELEMENTAL_ICON | Elemental Shield Monitor icon | None |
MT_SNEAKERS_ICON | Super Sneakers Monitor icon | None |
MT_INVULN_ICON | Invincibility Monitor icon | None |
MT_1UP_ICON | Extra Life Monitor icon | None |
MT_EGGMAN_ICON | Eggman Monitor icon | None |
MT_MIXUP_ICON | Teleporter Monitor icon | None |
MT_GRAVITY_ICON | Gravity Boots Monitor icon | None |
MT_RECYCLER_ICON | Recycler Monitor icon | None |
MT_SCORE1K_ICON | Score Monitor (1,000 Points) icon | None |
MT_SCORE10K_ICON | Score Monitor (10,000 Points) icon | None |
MT_FLAMEAURA_ICON | Flame Shield Monitor icon | None |
MT_BUBBLEWRAP_ICON | Bubble Shield Monitor icon | None |
MT_THUNDERCOIN_ICON | Lightning Shield Monitor icon | None |
Projectiles | ||
MT_ROCKET | Snailer missile | None |
MT_LASER | Egg Mobile laser | None |
MT_TORPEDO | Sea Egg torpedo | None |
MT_TORPEDO2 | Sea Egg decoy torpedo | None |
MT_ENERGYBALL | Metal Sonic energy ball projectile | None |
MT_MINE | Jetty-Syn Bomber's/Skim's mine | None |
MT_JETTBULLET | Jetty-Syn Gunner's bullet | None |
MT_TURRETLASER | Turret laser | None |
MT_CANNONBALL | Launched Cannonball | None |
MT_CANNONBALLDECOR | Cannonball (pushable) | None |
MT_ARROW | Robo-Hood arrow | None |
MT_DEMONFIRE | Glaregoyle fire | None |
The letter | ||
MT_LETTER | The letter | None |
Tutorial Zone scenery | ||
MT_TUTORIALPLANT | Tutorial Plant | 799 |
MT_TUTORIALLEAF | Leaf of Tutorial Plant | None |
MT_TUTORIALFLOWER | Papersprite part of Tutorial Plant's flower | None |
MT_TUTORIALFLOWERF | Floorsprite part of Tutorial Plant's flower | None |
Greenflower Zone scenery | ||
MT_GFZFLOWER1 | GFZ Flower | 800 |
MT_GFZFLOWER2 | Sunflower | 801 |
MT_GFZFLOWER3 | Budding Flower | 802 |
MT_BLUEBERRYBUSH | Blueberry Bush | 803 |
MT_BERRYBUSH | Berry Bush | 804 |
MT_BUSH | Bush | 805 |
MT_GFZTREE | GFZ Tree | 806 |
MT_GFZBERRYTREE | GFZ Berry Tree | 807 |
MT_GFZCHERRYTREE | GFZ Cherry Tree | 808 |
MT_CHECKERTREE | Checkered Tree | 809 |
MT_CHECKERSUNSETTREE | Checkered Tree (Sunset) | 810 |
MT_FHZTREE | Crystal Tree (Aqua) | 2102 |
MT_FHZPINKTREE | Crystal Tree (Pink) | 2103 |
MT_POLYGONTREE | Polygon Tree | 811 |
MT_BUSHTREE | Bush Tree | 812 |
MT_BUSHREDTREE | Red Bush Tree | 813 |
MT_SPRINGTREE | Spring Tree | 1600 |
Techno Hill Zone scenery | ||
MT_THZFLOWER1 | THZ Steam Flower | 900 |
MT_THZFLOWER2 | THZ Spin Flower (Red) | 902 |
MT_THZFLOWER3 | THZ Spin Flower (Yellow) | 903 |
MT_THZTREE | Whistlebush | 904 |
MT_THZTREEBRANCH | Whistlebush branch | None |
MT_ALARM | Alarm | 901 |
Deep Sea Zone scenery | ||
MT_GARGOYLE | Gargoyle | 1000 |
MT_BIGGARGOYLE | Gargoyle (Big) | 1009 |
MT_SEAWEED | Seaweed | 1001 |
MT_WATERDRIP | Dripping Water (source) | 1002 |
MT_WATERDROP | Water drop from dripping water source | None |
MT_CORAL1 | Coral (Green) | 1003 |
MT_CORAL2 | Coral (Red) | 1004 |
MT_CORAL3 | Coral (Orange) | 1005 |
MT_CORAL4 | Large Coral (Brown) | 1014 |
MT_CORAL5 | Large Coral (Beige) | 1015 |
MT_BLUECRYSTAL | Blue Crystal | 1006 |
MT_KELP | Kelp | 1007 |
MT_ANIMALGAETOP | Animated Kelp top | 1013 |
MT_ANIMALGAESEG | Animated Kelp segment | None |
MT_DSZSTALAGMITE | Stalagmite (DSZ1) | 1008 |
MT_DSZ2STALAGMITE | Stalagmite (DSZ2) | 1011 |
MT_LIGHTBEAM | Light Beam | 1010 |
Castle Eggman Zone scenery | ||
MT_CHAIN | Chain (Decorative) | 1100 |
MT_FLAME | Torch | 1101 |
MT_FLAMEPARTICLE | Torch flame particle | None |
MT_EGGSTATUE | Eggman Statue | 1102 |
MT_MACEPOINT | Mace Spawnpoint | 1104 |
MT_CHAINMACEPOINT | Chain with Maces Spawnpoint | 1105 |
MT_SPRINGBALLPOINT | Chained Spring Spawnpoint | 1106 |
MT_CHAINPOINT | Chain Spawnpoint | 1107 |
MT_HIDDEN_SLING | Hidden Chain Spawnpoint | 1108 |
MT_FIREBARPOINT | Firebar Spawnpoint | 1109 |
MT_CUSTOMMACEPOINT | Custom Mace Spawnpoint | 1110 |
MT_SMALLMACECHAIN | Small intangible chain link | None |
MT_BIGMACECHAIN | Large intangible chain link | None |
MT_SMALLMACE | Small Mace | 1130 |
MT_BIGMACE | Big Mace | 1131 |
MT_SMALLGRABCHAIN | Small grabbable chain link | None |
MT_BIGGRABCHAIN | Large grabbable chain link | None |
MT_YELLOWSPRINGBALL | Yellow Spring Ball | 1134 |
MT_REDSPRINGBALL | Red Spring Ball | 1135 |
MT_SMALLFIREBAR | Small Fireball | 1136 |
MT_BIGFIREBAR | Large Fireball | 1137 |
MT_CEZFLOWER | CEZ Flower | 1103 |
MT_CEZPOLE1 | Pole Banner (Red) pole | 1117 |
MT_CEZPOLE2 | Pole Banner (Blue) pole | 1118 |
MT_CEZBANNER1 | Pole Banner (Red) banner | None |
MT_CEZBANNER2 | Pole Banner (Blue) banner | None |
MT_PINETREE | Pine Tree | 1114 |
MT_CEZBUSH1 | CEZ Shrub (Small) | 1115 |
MT_CEZBUSH2 | CEZ Shrub (Large) | 1116 |
MT_CANDLE | Candle | 1119 |
MT_CANDLEPRICKET | Candle Pricket | 1120 |
MT_FLAMEHOLDER | Flame Holder | 1121 |
MT_FIRETORCH | Fire Torch | 1122 |
MT_WAVINGFLAG1 | Waving Flag (Red) | 1128 |
MT_WAVINGFLAG2 | Waving Flag (Blue) | 1129 |
MT_WAVINGFLAGSEG1 | Waving Flag (Red) segment | None |
MT_WAVINGFLAGSEG2 | Waving Flag (Blue) segment | None |
MT_CRAWLASTATUE | Crawla Statue | 1111 |
MT_FACESTABBERSTATUE | Lance-a-Bot Statue | 1112 |
MT_SUSPICIOUSFACESTABBERSTATUE | Suspicious Lance-a-Bot Statue | 1113 |
MT_BRAMBLES | Brambles | 1125 |
Arid Canyon Zone scenery | ||
MT_BIGTUMBLEWEED | Tumbleweed (Big) | 1200 |
MT_LITTLETUMBLEWEED | Tumbleweed (Small) | 1201 |
MT_CACTI1 | Tiny Red Flower Cactus | 1203 |
MT_CACTI2 | Small Red Flower Cactus | 1204 |
MT_CACTI3 | Tiny Blue Flower Cactus | 1205 |
MT_CACTI4 | Small Blue Flower Cactus | 1206 |
MT_CACTI5 | Prickly Pear | 1207 |
MT_CACTI6 | Barrel Cactus | 1208 |
MT_CACTI7 | Tall Barrel Cactus | 1209 |
MT_CACTI8 | Armed Cactus | 1210 |
MT_CACTI9 | Ball Cactus | 1211 |
MT_CACTI10 | Tiny Cactus | 1230 |
MT_CACTI11 | Small Cactus | 1231 |
MT_CACTITINYSEG | Tiny Cactus segment | None |
MT_CACTISMALLSEG | Small Cactus segment | None |
MT_ARIDSIGN_CAUTION | Caution Sign | 1212 |
MT_ARIDSIGN_CACTI | Cacti Sign | 1213 |
MT_ARIDSIGN_SHARPTURN | Sharp Turn Sign | 1214 |
MT_OILLAMP | Mine Oil Lamp | 1215 |
MT_TNTBARREL | TNT Barrel | 1216 |
MT_PROXIMITYTNT | TNT Proximity Shell | 1217 |
MT_DUSTDEVIL | Dust Devil | 1218 |
MT_DUSTLAYER | Dust Devil layer | None |
MT_ARIDDUST | Dust | None |
MT_MINECART | Minecart | None |
MT_MINECARTSEG | Minecart segment | None |
MT_MINECARTSPAWNER | Minecart Spawner | 1219 |
MT_MINECARTEND | Minecart Stopper | 1220 |
MT_MINECARTENDSOLID | Minecart Stopper collision Object | None |
MT_MINECARTSIDEMARK | Minecart side mark | None |
MT_MINECARTSPARK | Minecart spark | None |
MT_SALOONDOOR | Minecart Saloon Door segment | None |
MT_SALOONDOORCENTER | Minecart Saloon Door center | 1221 |
MT_TRAINCAMEOSPAWNER | Train Cameo Spawner | 1222 |
MT_TRAINSEG | Train cameo segment | None |
MT_TRAINDUSTSPAWNER | Train Dust Spawner | 1223 |
MT_TRAINSTEAMSPAWNER | Train Steam Spawner | 1224 |
MT_MINECARTSWITCHPOINT | Minecart Switch Point | 1229 |
Red Volcano Zone scenery | ||
MT_FLAMEJET | Flame Jet (Horizontal) | 1300 |
MT_VERTICALFLAMEJET | Flame Jet (Vertical) | 1301 |
MT_FLAMEJETFLAME | Flame from a flame jet | None |
MT_FJSPINAXISA | Spinning Flame Jet (Counter-Clockwise) | 1302 |
MT_FJSPINAXISB | Spinning Flame Jet (Clockwise) | 1303 |
MT_FLAMEJETFLAMEB | Flame from a spinning flame jet | None |
MT_LAVAFALL | Lavafall | 1304 |
MT_LAVAFALL_LAVA | Lavafall lava | None |
MT_LAVAFALLROCK | Lavafall rock | None |
MT_ROLLOUTSPAWN | Rollout Rock spawnpoint | 1305 |
MT_ROLLOUTROCK | Rollout Rock | None |
MT_BIGFERNLEAF | Big Fern leaf | None |
MT_BIGFERN | Big Fern | 1306 |
MT_JUNGLEPALM | Jungle Palm | 1307 |
MT_TORCHFLOWER | Torch Flower | 1308 |
MT_WALLVINE_LONG | RVZ1 Wall Vine (Long) | 1309 |
MT_WALLVINE_SHORT | RVZ1 Wall Vine (Short) | 1310 |
Azure Temple Zone scenery | ||
MT_GLAREGOYLE | Glaregoyle | 1500 |
MT_GLAREGOYLEUP | Glaregoyle (Up) | 1501 |
MT_GLAREGOYLEDOWN | Glaregoyle (Down) | 1502 |
MT_GLAREGOYLELONG | Glaregoyle (Long) | 1503 |
MT_TARGET | ATZ Target | 1504 |
MT_GREENFLAME | Green Flame | 1505 |
MT_BLUEGARGOYLE | Blue Gargoyle | 1506 |
Stalagmites | ||
MT_STALAGMITE0 | Brown Stalagmite (Tall) | 1900 |
MT_STALAGMITE1 | Brown Stalagmite | 1901 |
MT_STALAGMITE2 | Orange Stalagmite (Tall) | 1902 |
MT_STALAGMITE3 | Orange Stalagmite | 1903 |
MT_STALAGMITE4 | Red Stalagmite (Tall) | 1904 |
MT_STALAGMITE5 | Red Stalagmite | 1905 |
MT_STALAGMITE6 | Gray Stalagmite (Tall) | 1906 |
MT_STALAGMITE7 | Gray Stalagmite | 1907 |
MT_STALAGMITE8 | Blue Stalagmite (Tall) | 1908 |
MT_STALAGMITE9 | Blue Stalagmite | 1909 |
Christmas scenery | ||
MT_XMASPOLE | Christmas Pole | 1850 |
MT_CANDYCANE | Candy Cane | 1851 |
MT_SNOWMAN | Snowman | 1852 |
MT_SNOWMANHAT | Snowman (With Hat) | 1853 |
MT_LAMPPOST1 | Lamp Post | 1854 |
MT_LAMPPOST2 | Lamp Post (Snow) | 1855 |
MT_HANGSTAR | Hanging Star | 1856 |
MT_MISTLETOE | Mistletoe | 2105 |
MT_XMASBLUEBERRYBUSH | Blueberry Bush (Snow) | 1859 |
MT_XMASBERRYBUSH | Berry Bush (Snow) | 1857 |
MT_XMASBUSH | Bush (Snow) | 1858 |
Frozen Hillside Zone scenery | ||
MT_FHZICE1 | Ice Shard (Small) | 2100 |
MT_FHZICE2 | Ice Shard (Large) | 2101 |
MT_ROSY | Amy Cameo | 2104 |
MT_CDLHRT | Amy Cameo heart | None |
Haunted Heights Zone scenery | ||
MT_JACKO1 | Jack-o'-lantern 1 | 2006 |
MT_JACKO2 | Jack-o'-lantern 2 | 2007 |
MT_JACKO3 | Jack-o'-lantern 3 | 2008 |
MT_HHZTREE_TOP | HHZ Tree top | 2010 |
MT_HHZTREE_PART | HHZ Tree segment | None |
MT_HHZSHROOM | Purple Mushroom | 2009 |
MT_HHZGRASS | HHZ Grass | 2001 |
MT_HHZTENTACLE1 | HHZ Tentacle 1 | 2002 |
MT_HHZTENTACLE2 | HHZ Tentacle 2 | 2003 |
MT_HHZSTALAGMITE_TALL | HHZ Stalagmite (Tall) | 2004 |
MT_HHZSTALAGMITE_SHORT | HHZ Stalagmite (Short) | 2005 |
Botanic Serenity scenery | ||
MT_BSZTALLFLOWER_RED | Tall Flower (Red) | 1400 |
MT_BSZTALLFLOWER_PURPLE | Tall Flower (Purple) | 1401 |
MT_BSZTALLFLOWER_BLUE | Tall Flower (Blue) | 1402 |
MT_BSZTALLFLOWER_CYAN | Tall Flower (Cyan) | 1403 |
MT_BSZTALLFLOWER_YELLOW | Tall Flower (Yellow) | 1404 |
MT_BSZTALLFLOWER_ORANGE | Tall Flower (Orange) | 1405 |
MT_BSZFLOWER_RED | Medium Flower (Red) | 1410 |
MT_BSZFLOWER_PURPLE | Medium Flower (Purple) | 1411 |
MT_BSZFLOWER_BLUE | Medium Flower (Blue) | 1412 |
MT_BSZFLOWER_CYAN | Medium Flower (Cyan) | 1413 |
MT_BSZFLOWER_YELLOW | Medium Flower (Yellow) | 1414 |
MT_BSZFLOWER_ORANGE | Medium Flower (Orange) | 1415 |
MT_BSZSHORTFLOWER_RED | Short Flower (Red) | 1420 |
MT_BSZSHORTFLOWER_PURPLE | Short Flower (Purple) | 1421 |
MT_BSZSHORTFLOWER_BLUE | Short Flower (Blue) | 1422 |
MT_BSZSHORTFLOWER_CYAN | Short Flower (Cyan) | 1423 |
MT_BSZSHORTFLOWER_YELLOW | Short Flower (Yellow) | 1424 |
MT_BSZSHORTFLOWER_ORANGE | Short Flower (Orange) | 1425 |
MT_BSZTULIP_RED | Tulip (Red) | 1430 |
MT_BSZTULIP_PURPLE | Tulip (Purple) | 1431 |
MT_BSZTULIP_BLUE | Tulip (Blue) | 1432 |
MT_BSZTULIP_CYAN | Tulip (Cyan) | 1433 |
MT_BSZTULIP_YELLOW | Tulip (Yellow) | 1434 |
MT_BSZTULIP_ORANGE | Tulip (Orange) | 1435 |
MT_BSZCLUSTER_RED | Cluster (Red) | 1440 |
MT_BSZCLUSTER_PURPLE | Cluster (Purple) | 1441 |
MT_BSZCLUSTER_BLUE | Cluster (Blue) | 1442 |
MT_BSZCLUSTER_CYAN | Cluster (Cyan) | 1443 |
MT_BSZCLUSTER_YELLOW | Cluster (Yellow) | 1444 |
MT_BSZCLUSTER_ORANGE | Cluster (Orange) | 1445 |
MT_BSZBUSH_RED | Bush (Red) | 1450 |
MT_BSZBUSH_PURPLE | Bush (Purple) | 1451 |
MT_BSZBUSH_BLUE | Bush (Blue) | 1452 |
MT_BSZBUSH_CYAN | Bush (Cyan) | 1453 |
MT_BSZBUSH_YELLOW | Bush (Yellow) | 1454 |
MT_BSZBUSH_ORANGE | Bush (Orange) | 1455 |
MT_BSZVINE_RED | Vine (Red) | 1460 |
MT_BSZVINE_PURPLE | Vine (Purple) | 1461 |
MT_BSZVINE_BLUE | Vine (Blue) | 1462 |
MT_BSZVINE_CYAN | Vine (Cyan) | 1463 |
MT_BSZVINE_YELLOW | Vine (Yellow) | 1464 |
MT_BSZVINE_ORANGE | Vine (Orange) | 1465 |
MT_BSZSHRUB | BSZ Shrub | 1470 |
MT_BSZCLOVER | BSZ Clover | 1471 |
MT_BIG_PALMTREE_TRUNK | Palm Tree (Big) trunk | None |
MT_BIG_PALMTREE_TOP | Palm Tree (Big) top | 1473 |
MT_PALMTREE_TRUNK | Palm Tree (Small) trunk | None |
MT_PALMTREE_TOP | Palm Tree (Small) top | 1475 |
Disco scenery | ||
MT_DBALL | Disco Ball | 1875 |
MT_EGGSTATUE2 | Eggman Disco Statue | 1876 |
Power-up indicators | ||
MT_ELEMENTAL_ORB | Elemental Shield orb | None |
MT_ATTRACT_ORB | Attraction Shield orb | None |
MT_FORCE_ORB | Force Shield orb | None |
MT_ARMAGEDDON_ORB | Armageddon Shield orb | None |
MT_WHIRLWIND_ORB | Whirlwind Shield orb | None |
MT_PITY_ORB | Pity Shield orb | None |
MT_FLAMEAURA_ORB | Flame Shield orb | None |
MT_BUBBLEWRAP_ORB | Bubble Shield orb | None |
MT_THUNDERCOIN_ORB | Lightning Shield orb | None |
MT_THUNDERCOIN_SPARK | Lightning Shield spark | None |
MT_IVSP | Invincibility sparkle | None |
MT_SUPERSPARK | Super Sonic spark | None |
Flickies | ||
MT_FLICKY_01 | Bluebird | None |
MT_FLICKY_01_CENTER | Bluebird center | 2200 |
MT_FLICKY_02 | Rabbit | None |
MT_FLICKY_02_CENTER | Rabbit center | 2201 |
MT_FLICKY_03 | Chicken | None |
MT_FLICKY_03_CENTER | Chicken center | 2202 |
MT_FLICKY_04 | Seal | None |
MT_FLICKY_04_CENTER | Seal center | 2203 |
MT_FLICKY_05 | Pig | None |
MT_FLICKY_05_CENTER | Pig center | 2204 |
MT_FLICKY_06 | Chipmunk | None |
MT_FLICKY_06_CENTER | Chipmunk center | 2205 |
MT_FLICKY_07 | Penguin | None |
MT_FLICKY_07_CENTER | Penguin center | 2206 |
MT_FLICKY_08 | Fish | None |
MT_FLICKY_08_CENTER | Fish center | 2207 |
MT_FLICKY_09 | Ram | None |
MT_FLICKY_09_CENTER | Ram center | 2208 |
MT_FLICKY_10 | Puffin | None |
MT_FLICKY_10_CENTER | Puffin center | 2209 |
MT_FLICKY_11 | Cow | None |
MT_FLICKY_11_CENTER | Cow center | 2210 |
MT_FLICKY_12 | Rat | None |
MT_FLICKY_12_CENTER | Rat center | 2211 |
MT_FLICKY_13 | Bear | None |
MT_FLICKY_13_CENTER | Bear center | 2212 |
MT_FLICKY_14 | Dove | None |
MT_FLICKY_14_CENTER | Dove center | 2213 |
MT_FLICKY_15 | Cat | None |
MT_FLICKY_15_CENTER | Cat center | 2214 |
MT_FLICKY_16 | Canary | None |
MT_FLICKY_16_CENTER | Canary center | 2215 |
MT_SECRETFLICKY_01 | Spider | None |
MT_SECRETFLICKY_01_CENTER | Spider center | 2216 |
MT_SECRETFLICKY_02 | Bat | None |
MT_SECRETFLICKY_02_CENTER | Bat center | 2217 |
Environmental effects | ||
MT_SEED | Seed spawned by destroyed enemies | None |
MT_RAIN | Precipitation | None |
MT_SNOWFLAKE | Snowflake | None |
MT_SPLISH | Water splish | None |
MT_LAVASPLISH | Lava splish | None |
MT_SMOKE | Puff of smoke | None |
MT_SMALLBUBBLE | Small bubble | None |
MT_MEDIUMBUBBLE | Medium bubble | None |
MT_EXTRALARGEBUBBLE | Breathable bubble | None |
MT_WATERZAP | Water zap | None |
MT_SPINDUST | Spindash dust | None |
MT_TFOG | Chaos mode enemy entrance fog | None |
MT_PARTICLE | Fan particle | None |
MT_PARTICLEGEN | Fan Particle Generator | 757 |
Game indicators | ||
MT_SCORE | Score markers | None |
MT_DROWNNUMBERS | Drowning countdown numbers | None |
MT_GOTEMERALD | Intangible Chaos Emerald for Special Stages | None |
MT_LOCKON | Lockon target | None |
MT_LOCKONINF | Invisible Lockon Object | 1126 |
MT_TAG | Tag "IT!" sign | None |
MT_GOTFLAG | CTF "GOT FLAG!" sign | None |
MT_FINISHFLAG | None | |
Ambient sounds | ||
MT_AWATERA | Water Ambience A (Large) | 700 |
MT_AWATERB | Water Ambience B (Large) | 701 |
MT_AWATERC | Water Ambience C (Medium) | 702 |
MT_AWATERD | Water Ambience D (Medium) | 703 |
MT_AWATERE | Water Ambience E (Small) | 704 |
MT_AWATERF | Water Ambience F (Small) | 705 |
MT_AWATERG | Water Ambience G (Extra Large) | 706 |
MT_AWATERH | Water Ambience H (Extra Large) | 707 |
MT_RANDOMAMBIENT | Disco Ambience | 708 |
MT_RANDOMAMBIENT2 | Volcano Ambience | 709 |
MT_MACHINEAMBIENCE | Machine Ambience | 710 |
Weapon rings | ||
MT_CORK | Fang cork | None |
MT_LHRT | Amy heart | None |
MT_REDRING | Thrown Red Ring | None |
MT_BOUNCERING | Bounce Ring (pickup) | 301 |
MT_RAILRING | Rail Ring (pickup) | 302 |
MT_INFINITYRING | Infinity Ring | 303 |
MT_AUTOMATICRING | Automatic Ring (pickup) | 304 |
MT_EXPLOSIONRING | Explosion Ring (pickup) | 305 |
MT_SCATTERRING | Scatter Ring (pickup) | 306 |
MT_GRENADERING | Grenade Ring (pickup) | 307 |
MT_BOUNCEPICKUP | Bounce Ring Panel | 330 |
MT_RAILPICKUP | Rail Ring Panel | 331 |
MT_AUTOPICKUP | Automatic Ring Panel | 332 |
MT_EXPLODEPICKUP | Explosion Ring Panel | 333 |
MT_SCATTERPICKUP | Scatter Ring Panel | 334 |
MT_GRENADEPICKUP | Grenade Ring Panel | 335 |
MT_THROWNBOUNCE | Thrown Bounce Ring | None |
MT_THROWNINFINITY | Thrown Infinity Ring | None |
MT_THROWNAUTOMATIC | Thrown Automatic Ring | None |
MT_THROWNSCATTER | Thrown Scatter Ring | None |
MT_THROWNEXPLOSION | Thrown Explosion Ring | None |
MT_THROWNGRENADE | Thrown Grenade Ring | None |
Mario | ||
MT_COIN | Coin | 1800 |
MT_FLINGCOIN | Coin lost by a player | None |
MT_GOOMBA | Goomba | 1801 |
MT_BLUEGOOMBA | Goomba (Blue) | 1802 |
MT_FIREFLOWER | Fire Flower | 1803 |
MT_FIREBALL | Fireball from a Fire Flower | None |
MT_FIREBALLTRAIL | Fireball trail | None |
MT_SHELL | Koopa Shell | 1804 |
MT_PUMA | Puma | 1805 |
MT_PUMATRAIL | Puma trail | None |
MT_HAMMER | King Bowser's hammer | None |
MT_KOOPA | King Bowser | 1806 |
MT_KOOPAFLAME | King Bowser's flame | None |
MT_AXE | Axe | 1807 |
MT_MARIOBUSH1 | Mario Bush (Short) | 1808 |
MT_MARIOBUSH2 | Mario Bush (Tall) | 1809 |
MT_TOAD | Toad | 1810 |
NiGHTS | ||
MT_AXIS | Axis | 1700 |
MT_AXISTRANSFER | Axis Transfer | 1701 |
MT_AXISTRANSFERLINE | Axis Transfer Line | 1702 |
MT_NIGHTSDRONE | Ideya Drone | 1703 |
MT_NIGHTSDRONE_MAN | Ideya Drone helper | None |
MT_NIGHTSDRONE_SPARKLING | Ideya Drone sparkling | None |
MT_NIGHTSDRONE_GOAL | NiGHTS goal sign | None |
MT_NIGHTSPARKLE | NiGHTS sparkle | None |
MT_NIGHTSLOOPHELPER | NiGHTS paraloop helper Object | None |
MT_NIGHTSBUMPER | NiGHTS Bumper | 1704 |
MT_HOOP | Hoop | None |
MT_HOOPCOLLIDE | Hoop collision detection | None |
MT_HOOPCENTER | Hoop center | None |
MT_NIGHTSCORE | NiGHTS score markers | None |
MT_NIGHTSCHIP | NiGHTS chip | None |
MT_FLINGNIGHTSCHIP | NiGHTS chip lost by player | None |
MT_NIGHTSSTAR | NiGHTS star | None |
MT_FLINGNIGHTSSTAR | None | |
MT_NIGHTSSUPERLOOP | Super Paraloop | 1707 |
MT_NIGHTSDRILLREFILL | Drill Refill | 1708 |
MT_NIGHTSHELPER | Nightopian Helper (power-up) | 1709 |
MT_NIGHTSEXTRATIME | Extra Time | 1711 |
MT_NIGHTSLINKFREEZE | Link Freeze | 1712 |
MT_EGGCAPSULE | Ideya Capture | 1710 |
MT_IDEYAANCHOR | Ideya Anchor | 1714 |
MT_NIGHTOPIANHELPER | Nightopian Helper (actual helper Object) | None |
Secret enemies and hazards | ||
MT_PIAN | Pian | 1602 |
MT_SHLEEP | Shleep | 1601 |
MT_PENGUINATOR | Penguinator | 129 |
MT_POPHAT | Pophat | 130 |
MT_POPSHOT | Pophat shot | None |
MT_POPSHOT_TRAIL | Pophat shot trail | None |
MT_HIVEELEMENTAL | Hive Elemental | 127 |
MT_BUMBLEBORE | Bumblebore | 128 |
MT_BUGGLE | Buggle | 124 |
MT_SMASHINGSPIKEBALL | Smashing Spikeball | 2000 |
MT_CACOLANTERN | Cacolantern | 132 |
MT_CACOSHARD | Cacolantern shard | None |
MT_CACOFIRE | Cacolantern fire | None |
MT_SPINBOBERT | Spinbobert | 131 |
MT_SPINBOBERT_FIRE1 | Spinbobert fire 1 | None |
MT_SPINBOBERT_FIRE2 | Spinbobert fire 2 | None |
MT_HANGSTER | Hangster | 133 |
Utility Objects | ||
MT_TELEPORTMAN | Teleport Destination | 751 |
MT_ALTVIEWMAN | Alternative View Point | 752 |
MT_CRUMBLEOBJ | Sound generator for crumbling platform | None |
MT_TUBEWAYPOINT | Zoom Tube Waypoint | 753 |
MT_PUSH | Push Point | 754 |
MT_PULL | Pull Point | 755 |
MT_GHOST | Ghost Object (afterimages etc.) | None |
MT_OVERLAY | Overlay Object (1-up/sign icons, shields etc.) | None |
MT_ANGLEMAN | Object Angle Anchor | 758 |
MT_POLYANCHOR | PolyObject Anchor | 760 |
MT_POLYSPAWN | PolyObject Spawn Point | 761 |
MT_SKYBOX | Skybox View Point | 780 |
Debris | ||
MT_SPARK | Rail Ring spark trail | None |
MT_EXPLODE | Robot explosion | None |
MT_UWEXPLODE | Underwater explosion | None |
MT_DUST | Dust | None |
MT_ROCKSPAWNER | Rock Spawner | None |
MT_FALLINGROCK | Falling rock | None |
MT_ROCKCRUMBLE1 | Rock debris (sprite ROIA) | None |
MT_ROCKCRUMBLE2 | Rock debris (sprite ROIB) | None |
MT_ROCKCRUMBLE3 | Rock debris (sprite ROIC) | None |
MT_ROCKCRUMBLE4 | Rock debris (sprite ROID) | None |
MT_ROCKCRUMBLE5 | Rock debris (sprite ROIE) | None |
MT_ROCKCRUMBLE6 | Rock debris (sprite ROIF) | None |
MT_ROCKCRUMBLE7 | Rock debris (sprite ROIG) | None |
MT_ROCKCRUMBLE8 | Rock debris (sprite ROIH) | None |
MT_ROCKCRUMBLE9 | Ice debris (sprite ROII) | None |
MT_ROCKCRUMBLE10 | Rock debris (sprite ROIJ) | None |
MT_ROCKCRUMBLE11 | Rock debris (sprite ROIK) | None |
MT_ROCKCRUMBLE12 | Rock debris (sprite ROIL) | None |
MT_ROCKCRUMBLE13 | Rock debris (sprite ROIM) | None |
MT_ROCKCRUMBLE14 | Rock debris (sprite ROIN) | None |
MT_ROCKCRUMBLE15 | Rock debris (sprite ROIO) | None |
MT_ROCKCRUMBLE16 | Rock debris (sprite ROIP) | None |
MT_GFZDEBRIS | GFZROCK debris
|
None |
MT_BRICKDEBRIS | Brick debris | None |
MT_WOODDEBRIS | Wood debris | None |
MT_REDBRICKDEBRIS | Red Brick debris | None |
MT_BLUEBRICKDEBRIS | Blue Brick debris | None |
MT_YELLOWBRICKDEBRIS | Yellow Brick debris | None |
Miscellaneous | ||
MT_NAMECHECK | Seenames helper | None |
MT_RAY | Placeholder object, identical to MT_NULL | None |
n/a | Freeslots | n/a |
Primary Object flags (MF_*
)
Decimal | Hexadecimal | Flag name | Description |
---|---|---|---|
1 | 0x00000001
|
MF_SPECIAL
|
When an Object with this flag is touched by the player, the function P_TouchSpecialThing is called to determine what should happen with the Object and/or the player. Objects that interact with the player in some way upon being touched, such as enemies, hazards or collectible items, should have this flag. Objects with MF_ENEMY , MF_BOSS and/or MF_FIRE in particular require this flag to be able to damage the player on touch or be damaged by the player on touch. If there is no existing behavior set, touching the Object will by default kill the Object (sending it to its DeathState ) and play its DeathSound . Lua is capable of modifying the effect of this flag for particular Object types, using the TouchSpecial Lua hook.
|
2 | 0x00000002
|
MF_SOLID
|
This makes the Object solid, and it will act as such to the player. |
4 | 0x00000004
|
MF_SHOOTABLE
|
The Object can be damaged. Combined with MF_SOLID , this makes it vulnerable to missiles, but not normal attacks.
|
8 | 0x00000008
|
MF_NOSECTOR
|
Removes the Object from the sector links, making it invisible. Don't change this flag during runtime. To make something invisible during the game, use MF2_DONTDRAW or set the sprite to SPR_NULL .
|
16 | 0x00000010
|
MF_NOBLOCKMAP
|
Removes the Object from the blockmap, making it intangible. Just like MF_NOSECTOR though, don't change this flag during runtime – use MF_NOCLIP instead.
|
32 | 0x00000020
|
MF_PAPERCOLLISION
|
The Object's hitbox will be treated as a line instead of a box, lining up with the appearance of states with the FF_PAPERSPRITE flag.
|
64 | 0x00000040
|
MF_PUSHABLE
|
The Object is a pushable, and as such can be pushed by players and other pushables. See the Pushable article for further details. |
128 | 0x00000080
|
MF_BOSS
|
The Object is a boss and will use a boss thinker. See the Boss article for further details. |
256 | 0x00000100
|
MF_SPAWNCEILING
|
The Object spawns on the ceiling rather than the floor, unless the Flip flag is checked on the Object's map Thing. |
512 | 0x00000200
|
MF_NOGRAVITY
|
The Object is unaffected by gravity and will keep its height unless moved by something else. |
1024 | 0x00000400
|
MF_AMBIENT
|
The Object is an ambient sound effect. The Object's SeeSound is constantly played. SpawnHealth sets the interval between each time SeeSound is played. See the Ambient sound effect article for further details.
|
2048 | 0x00000800
|
MF_SLIDEME
|
The Object will slide along walls when colliding with them. |
4096 | 0x00001000
|
MF_NOCLIP
|
The Object is intangible and will go through walls and other Objects. When noclip is turned on, the player will be given this flag.
|
8192 | 0x00002000
|
MF_FLOAT
|
The Object will automatically floats up or down to the height of its target, unless MF2_INFLOAT or MF2_SKULLFLY are set. This is most commonly used by flying or underwater enemies and bosses that need to chase the player vertically. MF_NOGRAVITY has to be checked for this to work as intended. The Object will move up/down at a fixed speed of 4 fracunits/tic. Note that the Egg Mobile's floating behavior and speed works differently to that of other Objects that use this flag.
|
16384 | 0x00004000
|
MF_BOXICON
|
The Object is a monitor icon and will float upwards upon being spawned. Damage sets how high the Object will rise before disappearing, and Speed sets how fast it will rise.
|
32768 | 0x00008000
|
MF_MISSILE
|
The Object is a projectile of some sort. See the Projectile article for further details. |
65536 | 0x00010000
|
MF_SPRING
|
The Object is a spring and will be treated as such when touched. See the Spring article for further details. |
131072 | 0x00020000
|
MF_BOUNCE
|
The Object will bounce off walls and other Objects, playing its ActiveSound whenever this happens.
|
262144 | 0x00040000
|
MF_MONITOR
|
The Object is a monitor; it will be popped when hit by a normal attack from the player and award a power. If the Object falls on a player, the player will be crushed and die – in multiplayer, a player is awarded points if they manage to pop the monitor Object before it falls on another player. See the Monitor article for further details. |
524288 | 0x00080000
|
MF_NOTHINK
|
The Object has no AI. Use this to save CPU power for static scenery Objects. Objects with this flag will not animate and cannot use any actions. |
1048576 | 0x00100000
|
MF_FIRE
|
The Object is flaming; it will hurt players without an Elemental Shield (provided MF_SPECIAL or MF_PAIN is also checked) and vanish when it touches water.
|
2097152 | 0x00200000
|
MF_NOCLIPHEIGHT
|
The Object is not restricted to the top and bottom heights of the sector it is in, and can go into the floor or ceiling. |
4194304 | 0x00400000
|
MF_ENEMY
|
The Object is an enemy; provided it has MF_SPECIAL also checked it can hurt the player on touch, can be killed by various means, and gives the player who killed it 100 points. See the Enemy article for further details.
|
8388608 | 0x00800000
|
MF_SCENERY
|
The Object is a scenery item and will use a reduced thinker, taking up less CPU power than a regular Object would. |
16777216 | 0x01000000
|
MF_PAIN
|
The Object hurts players on contact. This effect will override any extra effects on touch from flags such as MF_SPECIAL .
|
33554432 | 0x02000000
|
MF_STICKY
|
The Object will stick to any surface or solid Object it touches. |
67108864 | 0x04000000
|
MF_NIGHTSITEM
|
Used by NiGHTS power-up items. When the Object is paralooped, it goes into its SeeState and adds the MF_SPECIAL flag, allowing the player to collect it. See the NiGHTS power-up article for further details.
|
134217728 | 0x08000000
|
MF_NOCLIPTHING
|
The Object is partially intangible, it will pass through other Objects, but not walls. This is used for the flickies that are released from destroyed enemies, for example. Objects with the MF_MISSILE flag use this for an extra purpose: When a missile explodes, this flag is set to indicate that is has exploded and prevent it from exploding again.
|
268435456 | 0x10000000
|
MF_GRENADEBOUNCE
|
Used by grenade-like projectiles, such as the Grenade Ring, to be used with MF_MISSILE . Instead of exploding on collision with the floor, it will bounce off it instead. ActiveSound is played for every collision.
|
536870912 | 0x20000000
|
MF_RUNSPAWNFUNC
|
When an Object is spawned and its SpawnState has an action, the action will normally not be performed. If this flag is set, the action will be performed. Note that some actions rely on information that is not yet available when the Object is still being spawned, such as the Object's target or tracer. These actions may crash the game when performed on spawn, so use caution with this flag.
|
Secondary Object flags (MF2_*
)
Decimal | Hexadecimal | Flag name | Description |
---|---|---|---|
1 | 0x00000001
|
MF2_AXIS
|
This flag is automatically set for the NiGHTS Axis, Axis Transfer and Axis Transfer Line. It is used internally to make it more convenient to check if an Object is one of those three. |
2 | 0x00000002
|
MF2_TWOD
|
This flag is given to Objects if they are in 2D mode or are supposed to behave as such. In general this prevents movement along the y-axis, with exceptions such as being propelled by springs. Can be given to/removed from players through linedef type 432. |
4 | 0x00000004
|
MF2_DONTRESPAWN
|
The Object does not respawn. Given to any rings, ammo and panels dropped by players who have been hit. This does not do anything for most Objects otherwise. |
8 | 0x00000008
|
MF2_DONTDRAW
|
The Object does not generate a visible sprite. Frequently used for sprite flickering effects, such as when a player is recovering from being hit, usually by turning on and off this flag every other tic. |
16 | 0x00000010
|
MF2_AUTOMATIC
|
This flag is given to thrown Automatic Rings to identify them as such. |
32 | 0x00000020
|
MF2_RAILRING
|
This flag is given to thrown Rail Rings to identify them as such. This does not in fact allow Objects to instantanously fly across the map as with Rail Rings themselves, unless when fired by a player specifically. For players that have just been hit by an Object with this flag, they will have a greatly increased knockback speed (45 FU/tic); combined with MF2_EXPLOSION however, this is slightly decreased to 38 FU/tic. Overridden by the knockback effect of MF2_SCATTER .
|
64 | 0x00000040
|
MF2_BOUNCERING
|
This flag is given to thrown Bounce Rings to identify them as such. |
128 | 0x00000080
|
MF2_EXPLOSION
|
This flag is given to thrown Explosion Rings and Grenade Rings to identify them as such. For players that have just been hit by an Object with this flag, they will have a greatly increased knockback speed (30 FU/tic); combined with MF2_RAILRING this is further increased to 38 FU/tic. Overridden by the knockback effect of MF2_SCATTER .
|
256 | 0x00000100
|
MF2_SCATTER
|
This flag is given to thrown Scatter Rings to identify them as such. For players that have just been hit by an Object with this flag, their knockback speed will depend on how far away the Object has moved from the Object that fired it if one exists; players very close to the firer will receive a massive knockback speed up to 128 FU/tic maximum, players far away meanwhile will receive a much smaller knockback (minimum is 4 FU/tic, the normal knockback speed). |
512 | 0x00000200
|
MF2_BEYONDTHEGRAVE
|
This flag is given to projectiles when the player who threw them has since died and respawned. |
1024 | 0x00000400
|
MF2_SLIDEPUSH
|
The Object slides after being pushed. MF_SOLID and MF_PUSHABLE have to be checked for this to work. The maximum speed at which an Object with this flag can slide is set by its Speed value. Also used by flung emeralds in Match/CTF to prevent them from being collected if they are moving upwards.
|
2048 | 0x00000800
|
MF2_CLASSICPUSH
|
If the Object is falling, it will stop all horizontal movement and drop straight down. This flag is given to pushables whose map Things have both the Special and Ambush flag checked. |
4096 | 0x00001000
|
MF2_INVERTAIMABLE
|
Inverts the conditions for this Object to be able to be targeted by A_LookForEnemies, for mechanics such as Fang's pop gun. Objects with the MF_SHOOTABLE and at least MF_ENEMY , MF_BOSS , and/or MF_MONITOR normally are the only targets, but this flag will disallow those objects & allow others.
|
8192 | 0x00002000
|
MF2_INFLOAT
|
If an Object has the MF_FLOAT flag set, it automatically floats to the height of its target. If it shouldn't do that, this flag is used. This flag is automatically given and removed during use of A_Chase -style actions, when the actor Object's movement is blocked and the actor has to concentrate on adjusting its height to get past a blocking wall.
|
16384 | 0x00004000
|
MF2_DEBRIS
|
Exploded Explosion Rings and Grenade Rings are given this flag to signify that they have already exploded. Missile Objects with this flag will not play DeathSound when exploding.
|
32768 | 0x00008000
|
MF2_NIGHTSPULL
|
This flag is used for the item attraction in NiGHTS. Spheres, rings and coins that are inside the player's attraction radius are given this flag. |
65536 | 0x00010000
|
MF2_JUSTATTACKED
|
The Object has just attacked, and cannot attack again immediately. Objects using actions such as A_Chase , A_FaceStabChase , A_SkimChase , A_Boss1Chase or A_BrakChase add this flag when they first attack – when they try to attack again, this flag is removed instead of attacking, and then the process repeats again once they are ready to attack again. CTF flags have this flag set when they are outside their respective bases.
|
131072 | 0x00020000
|
MF2_FIRING
|
This flag is used signify that an Object is currently firing some type of projectile. Used by the Turret and the Flame Jets. A_TurretFire and A_SuperTurretFire add this flag to the Object, A_TurretStop removes it, while A_ToggleFlameJet can do either depending on whether the flag is already set or not.
|
262144 | 0x00040000
|
MF2_SUPERFIRE
|
Missile Objects with this flag will be able to make even Super players be flung back when collided with; however, it will not make them lose rings as with normal players. Objects with MF2_FIRING and this flag will pass on this flag to the missiles they fire.
|
524288 | 0x00080000
|
MF2_SHADOW
|
The Object's sprite is automatically drawn with tr_trans80 translucency and full brightness, overriding the current state's settings. Set by the Force Shield when it has only one health point left. Also used in Single Player to make the player translucent when the camera is too close.
|
1048576 | 0x00100000
|
MF2_STRONGBOX
|
This flag is given to Strong Random Monitors to identify them as such. This flag is also given to Objects with MF_NIGHTSITEM whose map Things have the Special flag checked, to mark that the item can only be activated during bonus time.
|
2097152 | 0x00200000
|
MF2_OBJECTFLIP
|
This flag forces Objects to have permanently flipped gravity, regardless of the current gravity in the sector (unless the Object is a player). For players however, this can be combined with the gravity boots powerup to cancel out the flipped gravity temporarily. Can be given to/removed from players through linedef type 433, and will be given to any Object whose map Things have the Flip flag checked. |
4194304 | 0x00400000
|
MF2_SKULLFLY
|
This flag is set by the action A_SkullAttack to signify that the Object is currently flying at the player. If the Object is the Egg Mobile or a custom Object with MF_BOSS , ghost trails of the Object will be spawned while this flag is set.
|
8388608 | 0x00800000
|
MF2_FRET
|
This flag is used to signify that a boss has been hit by the player. Among other things, it makes the boss's outlines flash white and makes it temporarily immune to the player. The Crawla Commander also uses this in a similar fashion. |
16777216 | 0x01000000
|
MF2_BOSSNOTRAP
|
This flag is given to bosses whose map Things have the Special flag checked. If the flag is set and A_BossDeath is called, no Egg Capsule will appear and the level will end instead. Also given to spinning maces when Special is checked to make them silent.
|
33554432 | 0x02000000
|
MF2_BOSSFLEE
|
This flag is given to bosses who are fleeing to control their movement. |
67108864 | 0x04000000
|
MF2_BOSSDEAD
|
This flag is given to bosses who have died but are not necessarily fleeing. While SRB2 itself never makes use of this flag, it can be used in Lua scripts to identify bosses that have been defeated. |
134217728 | 0x08000000
|
MF2_AMBUSH
|
This flag is used for various purposes, usually to signify an alternate type of behavior for an Object. Its effect depends on the Object's other flags and the actions being used. Checking the Ambush flag on a Thing will usually activate this flag for the corresponding Object. |
268435456 | 0x10000000
|
MF2_LINKDRAW
|
This Object will be drawn immediately before or after its tracer is drawn, depending on its dispoffset and position, essentially creating multi-sprite Objects that are drawn as a single Object. This is notably used for character followitems, such as Tails' tail overlay and Metal Sonic's jet fume. |
536870912 | 0x20000000
|
MF2_SHIELD
|
This Object's thinker calls P_AddShield and P_ShieldLook. Used for Shield overlay objects. For this flag to work, the MF_SCENERY flag also needs applied.
|
1073741824 | 0x40000000
|
MF2_SPLAT
|
The Object will be drawn on a horizontal plane, also called a floor sprite, or a "splat". |
Extra Object flags (MFE_*
)
Decimal | Hexadecimal | Flag name | Description |
---|---|---|---|
1 | 0x001
|
MFE_ONGROUND
|
This flag is given when the Object's "ground" is a solid floor, whether it is the sector's main floor or the top of an FOF/PolyObject. If the Object's ground is instead an Object with MF_SOLID , this flag will not be given.
|
2 | 0x002
|
MFE_JUSTHITFLOOR
|
This flag is given to mark when the Object has just landed on the floor from falling down (or on the ceiling when in flipped gravity); the flag will subsequently be removed on the next tic afterwards. |
4 | 0x004
|
MFE_TOUCHWATER
|
The Object is "touching" water – i.e. the Object's bottom is below the surface of a water FOF, but the Object's top is still above. |
8 | 0x008
|
MFE_UNDERWATER
|
The Object is "underwater" – i.e. the Object is submerged at least half its height into a water FOF. For players, this causes the underwater timer to activate, which may result in drowning unless the player escapes or is wearing an Elemental Shield. However, it allows characters with the Swim ability (CA_SWIM ) to use their ability while this flag is set.
|
16 | 0x010
|
MFE_JUSTSTEPPEDDOWN
|
This flag is given to mark when a player has just "stepped" down from a floor to another floor under 24 fracunits below it (the flag is not given for non-player Objects). However, if the Non-Ramp Sector sector special is applied to the sector floor the player is standing in, the player will instead fall down and this flag will not be given. |
32 | 0x020
|
MFE_VERTICALFLIP
|
This flag is given to mark when the Object's sprites/physics should be vertically flipped. Not to be confused with MF2_OBJECTFLIP , which forces this flag on constantly for permanent reverse gravity. See reverse gravity for more details on flipping gravity.
|
64 | 0x040
|
MFE_GOOWATER
|
The Object is at least partially submerged in THZ goop, so must have THZ goop gravity/physics applied to it. |
128 | 0x080
|
MFE_TOUCHLAVA
|
The mobj is touching a lava block. |
256 | 0x100
|
MFE_PUSHED
|
The Object was already pushed this tic. |
512 | 0x200
|
MFE_SPRUNG
|
The Object was already sprung this tic. |
1024 | 0x400
|
MFE_APPLYPMOMZ
|
Used to tell the game when to apply Z momentum from platforms. |
2048 | 0x800
|
MFE_TRACERANGLE
|
Compute and trigger on mobj angle relative to tracer. See Linedef type 457 (Track mobj angle to point). |
Thing flags (MTF_*
)
Value | Editor name | Internal name | Description |
---|---|---|---|
1 | Extra | MTF_EXTRA
|
This is a special flag that has no general effect but is rather used by certain Thing types for turning on extra features or alternative behavior. |
2 | Flip | MTF_OBJECTFLIP
|
This flag inverts the Thing's gravity direction, and also inverts whether the Thing's Z position is measured from the floor or ceiling. For instance, power-up monitors will be flipped upside-down and laid on the ceiling instead of the floor, while Things that hang from the ceiling by default (e.g., chains) will be flipped upside-down but laid on the floor instead of the ceiling.
In most cases, this flag will also give the corresponding Object(s) the secondary Object flag
|
4 | Special | MTF_OBJECTSPECIAL
|
This is a special flag that has no general effect but is rather used by certain Thing types for turning on extra features or alternative behavior. |
8 | Ambush | MTF_AMBUSH
|
This is a special flag that has no general effect but is rather used by certain Thing types for turning on extra features or alternative behavior.
In binary maps, this flag will also give the corresponding Object(s) the Object flag
|
States (S_*
)
State number | State name | Description |
---|---|---|
Miscellaneous | ||
0 | S_NULL | Empty state, automatically removes the Object that uses it from existence |
1 | S_UNKNOWN | Used as a fallback when a state cannot be found, displays a warning graphic |
2 | S_INVISIBLE | Generic state with indeterminate duration for invisible Objects |
3 | S_SPAWNSTATE | Auxiliary state, automatically redirects the Object that uses it to its SpawnState
|
4 | S_SEESTATE | Automatically redirects the Object that uses it to its SeeState
|
5 | S_MELEESTATE | Automatically redirects the Object that uses it to its MeleeState
|
6 | S_MISSILESTATE | Automatically redirects the Object that uses it to its MissileState
|
7 | S_DEATHSTATE | Automatically redirects the Object that uses it to its DeathState
|
8 | S_XDEATHSTATE | Automatically redirects the Object that uses it to its XDeathState
|
9 | S_RAISESTATE | Automatically redirects the Object that uses it to its RaiseState
|
10 | S_THOK | Thok trail |
Player | ||
11 | S_PLAY_STND | Standing |
12 | S_PLAY_WAIT | Boredom |
13 | S_PLAY_WALK | Walking |
14 | S_PLAY_SKID | Skidding |
15 | S_PLAY_RUN | Running |
16 | S_PLAY_DASH | Dashmode |
17 | S_PLAY_PAIN | Hurt |
18 | S_PLAY_STUN | |
19 | S_PLAY_DEAD | Dying |
20 | S_PLAY_DRWN | Drowning |
21 | S_PLAY_ROLL | |
22 | S_PLAY_GASP | Gasping for air |
23 | S_PLAY_JUMP | Jumping |
24 | S_PLAY_SPRING | Bouncing off a spring |
25 | S_PLAY_FALL | Falling |
26 | S_PLAY_EDGE | Teetering on an edge |
27 | S_PLAY_RIDE | |
28 | S_PLAY_SPINDASH | Spindashing |
29 | S_PLAY_FLY | Flying |
30 | S_PLAY_SWIM | Swimming |
31 | S_PLAY_FLY_TIRED | Flying (Tired) |
32 | S_PLAY_GLIDE | Gliding |
33 | S_PLAY_GLIDE_LANDING | Landing after a glide |
34 | S_PLAY_CLING | Clinging to a wall |
35 | S_PLAY_CLIMB | Climbing a wall |
36 | S_PLAY_FLOAT | Floating from either the Float character ability, or from a super glide |
37 | S_PLAY_FLOAT_RUN | Floating through the air at high speed, from either the Float character ability, or from a super glide |
38 | S_PLAY_BOUNCE | Bouncing |
39 | S_PLAY_BOUNCE_LANDING | Landing during a bounce |
40 | S_PLAY_FIRE | |
41 | S_PLAY_FIRE_FINISH | |
42 | S_PLAY_TWINSPIN | |
43 | S_PLAY_MELEE | |
44 | S_PLAY_MELEE_FINISH | |
45 | S_PLAY_MELEE_LANDING | |
46–51 | S_PLAY_SUPER_TRANS1–S_PLAY_SUPER_TRANS6 | Super form transformation |
52 | S_OBJPLACE_DUMMY | Dummy state for Object placement mode |
53–54 | S_PLAY_BOX1–S_PLAY_BOX2 | |
55–57 | S_PLAY_ICON1–S_PLAY_ICON3 | |
58 | S_PLAY_SIGN | |
59–64 | S_PLAY_NIGHTS_TRANS1–S_PLAY_NIGHTS_TRANS6 | NiGHTS form transformation |
65 | S_PLAY_NIGHTS_STAND | NiGHTS form idle on solid ground |
66 | S_PLAY_NIGHTS_FLOAT | NiGHTS form idle in air |
67 | S_PLAY_NIGHTS_FLY | NiGHTS form flying |
68 | S_PLAY_NIGHTS_DRILL | NiGHTS form drill dashing |
69 | S_PLAY_NIGHTS_STUN | NiGHTS form receiving damage |
70 | S_PLAY_NIGHTS_PULL | |
71 | S_PLAY_NIGHTS_ATTACK | |
72 | S_TAILSOVERLAY_STAND | |
73 | S_TAILSOVERLAY_0DEGREES | |
74 | S_TAILSOVERLAY_PLUS30DEGREES | |
75 | S_TAILSOVERLAY_PLUS60DEGREES | |
76 | S_TAILSOVERLAY_MINUS30DEGREES | |
77 | S_TAILSOVERLAY_MINUS60DEGREES | |
78 | S_TAILSOVERLAY_RUN | |
79 | S_TAILSOVERLAY_FLY | |
80 | S_TAILSOVERLAY_TIRE | |
81 | S_TAILSOVERLAY_PAIN | |
82 | S_TAILSOVERLAY_GASP | |
83 | S_TAILSOVERLAY_EDGE | |
84 | S_JETFUMEFLASH | |
Enemies | ||
85 | S_POSS_STND | Blue Crawla standing |
86–91 | S_POSS_RUN1–S_POSS_RUN6 | Blue Crawla movement |
92 | S_SPOS_STND | Red Crawla standing |
93–98 | S_SPOS_RUN1–S_SPOS_RUN6 | Red Crawla movement |
99–102 | S_FISH1–S_FISH4 | SDURF jumping |
103–104 | S_BUZZLOOK1–S_BUZZLOOK2 | Golden Buzz idling |
105–106 | S_BUZZFLY1–S_BUZZFLY2 | Golden Buzz movement |
107–108 | S_RBUZZLOOK1–S_RBUZZLOOK2 | Red Buzz idling |
109–110 | S_RBUZZFLY1–S_RBUZZFLY2 | Red Buzz movement |
111–112 | S_JETBLOOK1–S_JETBLOOK2 | Jetty-Syn Bomber idling |
113–114 | S_JETBZOOM1–S_JETBZOOM2 | Jetty-Syn Bomber movement |
115–116 | S_JETGLOOK1–S_JETGLOOK2 | Jetty-Syn Gunner idling |
117–118 | S_JETGZOOM1–S_JETGZOOM2 | Jetty-Syn Gunner movement |
119–120 | S_JETGSHOOT1–S_JETGSHOOT2 | Jetty-Syn Bomber shooting |
121–122 | S_CCOMMAND1–S_CCOMMAND2 | Crawla Commander movement |
123–124 | S_CCOMMAND3–S_CCOMMAND4 | Crawla Commander bouncing |
125 | S_DETON1 | Deton idling |
126–139 | S_DETON2–S_DETON15 | Deton movement |
140–141 | S_SKIM1–S_SKIM2 | Skim movement |
142–143 | S_SKIM3–S_SKIM4 | Skim dropping mine |
144 | S_TURRET | Turret charging |
145 | S_TURRETFIRE | Turret firing |
146–154 | S_TURRETSHOCK1–S_TURRETSHOCK9 | Turret dying |
155 | S_TURRETLOOK | Pop-up Turret idling |
156 | S_TURRETSEE | Pop-up Turret spotting a player |
157–164 | S_TURRETPOPUP1–S_TURRETPOPUP8 | Pop-up Turret popping up |
165 | S_TURRETSHOOT | Pop-up Turret shooting |
166–173 | S_TURRETPOPDOWN1–S_TURRETPOPDOWN8 | Pop-up Turret popping down |
174 | S_SPINCUSHION_LOOK | |
175–178 | S_SPINCUSHION_CHASE1–S_SPINCUSHION_CHASE4 | |
179–183 | S_SPINCUSHION_AIM1–S_SPINCUSHION_AIM5 | |
184–187 | S_SPINCUSHION_SPIN1–S_SPINCUSHION_SPIN4 | |
188–191 | S_SPINCUSHION_STOP1–S_SPINCUSHION_STOP4 | |
192–195 | S_CRUSHSTACEAN_ROAM1–S_CRUSHSTACEAN_ROAM4 | |
196 | S_CRUSHSTACEAN_ROAMPAUSE | |
197–198 | S_CRUSHSTACEAN_PUNCH1–S_CRUSHSTACEAN_PUNCH2 | |
199 | S_CRUSHCLAW_AIM | |
200 | S_CRUSHCLAW_OUT | |
201 | S_CRUSHCLAW_STAY | |
202 | S_CRUSHCLAW_IN | |
203 | S_CRUSHCLAW_WAIT | |
204 | S_CRUSHCHAIN | |
205–208 | S_BANPYURA_ROAM1–S_BANPYURA_ROAM4 | |
209 | S_BANPYURA_ROAMPAUSE | |
210–217 | S_CDIAG1–S_CDIAG8 | |
218–225 | S_JETJAW_ROAM1–S_JETJAW_ROAM8 | Jet Jaw roaming |
226–241 | S_JETJAW_CHOMP1–S_JETJAW_CHOMP16 | Jet Jaw chomping |
242 | S_SNAILER1 | Snailer |
243 | S_SNAILER_FLICKY | |
244 | S_VULTURE_STND | BASH idling |
245 | S_VULTURE_DRIFT | |
246–247 | S_VULTURE_ZOOM1–S_VULTURE_ZOOM2 | |
248 | S_VULTURE_STUNNED | |
249 | S_POINTY1 | Pointy |
250 | S_POINTYBALL1 | Pointy spikeball |
251 | S_ROBOHOOD_LOOK | |
252 | S_ROBOHOOD_STAND | |
253–254 | S_ROBOHOOD_FIRE1–S_ROBOHOOD_FIRE2 | |
255–257 | S_ROBOHOOD_JUMP1–S_ROBOHOOD_JUMP3 | |
258–263 | S_FACESTABBER_STND1–S_FACESTABBER_STND6 | Lance-a-Bot movement |
264–267 | S_FACESTABBER_CHARGE1–S_FACESTABBER_CHARGE4 | Lance-a-Bot attacking |
268 | S_FACESTABBER_PAIN | Lance-a-Bot hurt |
269–271 | S_FACESTABBER_DIE1–S_FACESTABBER_DIE3 | Lance-a-Bot dying |
272 | S_FACESTABBERSPEAR | Lance-a-Bot spear |
273 | S_EGGGUARD_STND | Egg Guard idling |
274–277 | S_EGGGUARD_WALK1–S_EGGGUARD_WALK4 | Egg Guard walking |
278–280 | S_EGGGUARD_MAD1–S_EGGGUARD_MAD3 | Egg Guard losing shield |
281–284 | S_EGGGUARD_RUN1–S_EGGGUARD_RUN4 | Egg Guard chasing the player |
285 | S_EGGSHIELD | Egg Guard shield |
286 | S_EGGSHIELDBREAK | Egg Guard breaking |
287 | S_SNAPPER_SPAWN | |
288 | S_SNAPPER_SPAWN2 | |
289 | S_GSNAPPER_STND | |
290–293 | S_GSNAPPER1–S_GSNAPPER4 | |
294 | S_SNAPPER_XPLD | |
295 | S_SNAPPER_LEG | |
296 | S_SNAPPER_LEGRAISE | |
297 | S_SNAPPER_HEAD | |
298 | S_MINUS_INIT | |
299 | S_MINUS_STND | |
300–303 | S_MINUS_DIGGING1–S_MINUS_DIGGING4 | |
304–309 | S_MINUS_BURST0–S_MINUS_BURST5 | |
310 | S_MINUS_POPUP | |
311–314 | S_MINUS_AERIAL1–S_MINUS_AERIAL4 | |
315–321 | S_MINUSDIRT1–S_MINUSDIRT7 | |
322 | S_SSHELL_STND | Green Spring Shell idling |
323–326 | S_SSHELL_RUN1–S_SSHELL_RUN4 | Green Spring Shell movement |
327–330 | S_SSHELL_SPRING1–S_SSHELL_SPRING4 | Green Spring Shell being bounced off |
331 | S_YSHELL_STND | Yellow Spring Shell idling |
332–335 | S_YSHELL_RUN1–S_YSHELL_RUN4 | Yellow Spring Shell movement |
336–339 | S_YSHELL_SPRING1–S_YSHELL_SPRING4 | Yellow Spring Shell being bounced off |
340 | S_UNIDUS_STND | Unidus idling |
341 | S_UNIDUS_RUN | Unidus movement |
342 | S_UNIDUS_BALL | Unidus spikeball |
343 | S_CANARIVORE_LOOK | |
344–346 | S_CANARIVORE_AWAKEN1–S_CANARIVORE_AWAKEN3 | |
347–351 | S_CANARIVORE_GAS1–S_CANARIVORE_GAS5 | |
352 | S_CANARIVORE_GASREPEAT | |
353–354 | S_CANARIVORE_CLOSE1–S_CANARIVORE_CLOSE2 | |
355–362 | S_CANARIVOREGAS_1–S_CANARIVOREGAS_8 | |
363 | S_PYREFLY_FLY | |
364 | S_PYREFLY_BURN | |
365–366 | S_PYREFIRE1–S_PYREFIRE2 | |
367 | S_PTERABYTESPAWNER | |
368 | S_PTERABYTEWAYPOINT | |
369–372 | S_PTERABYTE_FLY1–S_PTERABYTE_FLY4 | |
373 | S_PTERABYTE_SWOOPDOWN | |
374 | S_PTERABYTE_SWOOPUP | |
375 | S_DRAGONBOMBER | |
376–379 | S_DRAGONWING1–S_DRAGONWING4 | |
380 | S_DRAGONTAIL_LOADED | |
381 | S_DRAGONTAIL_EMPTY | |
382 | S_DRAGONTAIL_EMPTYLOOP | |
383 | S_DRAGONTAIL_RELOAD | |
384 | S_DRAGONMINE | |
385–386 | S_DRAGONMINE_LAND1–S_DRAGONMINE_LAND2 | |
387–388 | S_DRAGONMINE_SLOWFLASH1–S_DRAGONMINE_SLOWFLASH2 | |
389 | S_DRAGONMINE_SLOWLOOP | |
390–391 | S_DRAGONMINE_FASTFLASH1–S_DRAGONMINE_FASTFLASH2 | |
392 | S_DRAGONMINE_FASTLOOP | |
Bosses | ||
393 | S_BOSSEXPLODE | |
394–399 | S_SONIC3KBOSSEXPLOSION1–S_SONIC3KBOSSEXPLOSION6 | |
400 | S_JETFUME1 | |
401 | S_EGGMOBILE_STND | |
402 | S_EGGMOBILE_ROFL | |
403–411 | S_EGGMOBILE_LATK1–S_EGGMOBILE_LATK9 | |
412–420 | S_EGGMOBILE_RATK1–S_EGGMOBILE_RATK9 | |
421–435 | S_EGGMOBILE_PANIC1–S_EGGMOBILE_PANIC15 | |
436 | S_EGGMOBILE_PAIN | |
437 | S_EGGMOBILE_PAIN2 | |
438–441 | S_EGGMOBILE_DIE1–S_EGGMOBILE_DIE4 | |
442–443 | S_EGGMOBILE_FLEE1–S_EGGMOBILE_FLEE2 | |
444 | S_EGGMOBILE_BALL | |
445 | S_EGGMOBILE_TARGET | |
446–447 | S_BOSSEGLZ1–S_BOSSEGLZ2 | |
448 | S_EGGMOBILE2_STND | |
449–455 | S_EGGMOBILE2_POGO1–S_EGGMOBILE2_POGO7 | |
456 | S_EGGMOBILE2_PAIN | |
457 | S_EGGMOBILE2_PAIN2 | |
458–461 | S_EGGMOBILE2_DIE1–S_EGGMOBILE2_DIE4 | |
462–463 | S_EGGMOBILE2_FLEE1–S_EGGMOBILE2_FLEE2 | |
464–465 | S_BOSSTANK1–S_BOSSTANK2 | |
466 | S_BOSSSPIGOT | |
467–469 | S_GOOP1–S_GOOP3 | |
470 | S_GOOPTRAIL | |
471 | S_EGGMOBILE3_STND | |
472 | S_EGGMOBILE3_SHOCK | |
473–474 | S_EGGMOBILE3_ATK1–S_EGGMOBILE3_ATK2 | |
475–478 | S_EGGMOBILE3_ATK3A–S_EGGMOBILE3_ATK3D | |
479–480 | S_EGGMOBILE3_ATK4–S_EGGMOBILE3_ATK5 | |
481 | S_EGGMOBILE3_ROFL | |
482 | S_EGGMOBILE3_PAIN | |
483 | S_EGGMOBILE3_PAIN2 | |
484–487 | S_EGGMOBILE3_DIE1–S_EGGMOBILE3_DIE4 | |
488–489 | S_EGGMOBILE3_FLEE1–S_EGGMOBILE3_FLEE2 | |
490 | S_FAKEMOBILE_INIT | |
491 | S_FAKEMOBILE | |
492–493 | S_FAKEMOBILE_ATK1–S_FAKEMOBILE_ATK2 | |
494–497 | S_FAKEMOBILE_ATK3A–S_FAKEMOBILE_ATK3D | |
498–499 | S_FAKEMOBILE_DIE1–S_FAKEMOBILE_DIE2 | |
500–501 | S_BOSSSEBH1–S_BOSSSEBH2 | |
502–503 | S_SHOCKWAVE1–S_SHOCKWAVE2 | |
504 | S_EGGMOBILE4_STND | |
505–510 | S_EGGMOBILE4_LATK1–S_EGGMOBILE4_LATK6 | |
511–516 | S_EGGMOBILE4_RATK1–S_EGGMOBILE4_RATK6 | |
517–518 | S_EGGMOBILE4_RAISE1–S_EGGMOBILE4_RAISE2 | |
519–520 | S_EGGMOBILE4_PAIN1–S_EGGMOBILE4_PAIN2 | |
521–524 | S_EGGMOBILE4_DIE1–S_EGGMOBILE4_DIE4 | |
525–526 | S_EGGMOBILE4_FLEE1–S_EGGMOBILE4_FLEE2 | |
527 | S_EGGMOBILE4_MACE | |
528–530 | S_EGGMOBILE4_MACE_DIE1–S_EGGMOBILE4_MACE_DIE3 | |
531 | S_JETFLAME | |
532 | S_EGGROBO1_STND | |
533–534 | S_EGGROBO1_BSLAP1–S_EGGROBO1_BSLAP2 | |
535 | S_EGGROBO1_PISSED | |
536 | S_EGGROBOJET | |
537 | S_FANG_SETUP | |
538–550 | S_FANG_INTRO0–S_FANG_INTRO12 | |
551–554 | S_FANG_CLONE1–S_FANG_CLONE4 | |
555 | S_FANG_IDLE0 | |
556–563 | S_FANG_IDLE1–S_FANG_IDLE8 | |
564–565 | S_FANG_PAIN1–S_FANG_PAIN2 | |
566–567 | S_FANG_PATHINGSTART1–S_FANG_PATHINGSTART2 | |
568 | S_FANG_PATHING | |
569–570 | S_FANG_BOUNCE1–S_FANG_BOUNCE4 | |
573–574 | S_FANG_FALL1–S_FANG_FALL2 | |
575–576 | S_FANG_CHECKPATH1–S_FANG_CHECKPATH2 | |
577–579 | S_FANG_PATHINGCONT1–S_FANG_PATHINGCONT3 | |
580–582 | S_FANG_SKID1–S_FANG_SKID3 | |
583 | S_FANG_CHOOSEATTACK | |
584–585 | S_FANG_FIRESTART1–S_FANG_FIRESTART2 | |
586–589 | S_FANG_FIRE1–S_FANG_FIRE4 | |
590 | S_FANG_FIREREPEAT | |
591–593 | S_FANG_LOBSHOT0–S_FANG_LOBSHOT2 | |
594–595 | S_FANG_WAIT1–S_FANG_WAIT2 | |
596 | S_FANG_WALLHIT | |
597–598 | S_FANG_PINCHPATHINGSTART1–S_FANG_PINCHPATHINGSTART2 | |
599 | S_FANG_PINCHPATHING | |
600–603 | S_FANG_PINCHBOUNCE1–S_FANG_PINCHBOUNCE4 | |
604–605 | S_FANG_PINCHFALL1–S_FANG_PINCHFALL2 | |
606–607 | S_FANG_PINCHSKID1–S_FANG_PINCHSKID2 | |
608–612 | S_FANG_PINCHLOBSHOT0–S_FANG_PINCHLOBSHOT4 | |
613–620 | S_FANG_DIE1–S_FANG_DIE8 | |
621–622 | S_FANG_FLEEPATHING1–S_FANG_FLEEPATHING2 | |
623–624 | S_FANG_FLEEBOUNCE1–S_FANG_FLEEBOUNCE2 | |
625 | S_FANG_KO | |
626 | S_BROKENROBOTRANDOM | |
627–632 | S_BROKENROBOTA–S_BROKENROBOTF | |
633–634 | S_ALART1–S_ALART2 | |
635 | S_VWREF | |
636 | S_VWREB | |
637–641 | S_PROJECTORLIGHT1–S_PROJECTORLIGHT5 | |
642–643 | S_FBOMB1–S_FBOMB2 | |
644–649 | S_FBOMB_EXPL1–S_FBOMB_EXPL6 | |
650–657 | S_TNTDUST_1–S_TNTDUST_8 | |
658–661 | S_FSGNA–S_FSGND | |
662–663 | S_BLACKEGG_STND–S_BLACKEGG_STND2 | |
664–669 | S_BLACKEGG_WALK1–S_BLACKEGG_WALK6 | |
670–671 | S_BLACKEGG_SHOOT1–S_BLACKEGG_SHOOT2 | |
672–706 | S_BLACKEGG_PAIN1–S_BLACKEGG_PAIN35 | |
707–710 | S_BLACKEGG_HITFACE1–S_BLACKEGG_HITFACE4 | |
711–715 | S_BLACKEGG_DIE1–S_BLACKEGG_DIE5 | |
716–718 | S_BLACKEGG_MISSILE1–S_BLACKEGG_MISSILE3 | |
719 | S_BLACKEGG_GOOP | |
720–721 | S_BLACKEGG_JUMP1–S_BLACKEGG_JUMP2 | |
722–724 | S_BLACKEGG_DESTROYPLAT1–S_BLACKEGG_DESTROYPLAT3 | |
725 | S_BLACKEGG_HELPER | |
726–732 | S_BLACKEGG_GOOP1–S_BLACKEGG_GOOP7 | |
733 | S_BLACKEGG_MISSILE | |
734 | S_CYBRAKDEMON_IDLE | |
735–740 | S_CYBRAKDEMON_WALK1–S_CYBRAKDEMON_WALK6 | |
741 | S_CYBRAKDEMON_CHOOSE_ATTACK1 | |
742–747 | S_CYBRAKDEMON_MISSILE_ATTACK1–S_CYBRAKDEMON_MISSILE_ATTACK6 | |
748–751 | S_CYBRAKDEMON_FLAME_ATTACK1–S_CYBRAKDEMON_FLAME_ATTACK4 | |
752 | S_CYBRAKDEMON_CHOOSE_ATTACK2 | |
753–758 | S_CYBRAKDEMON_VILE_ATTACK1–S_CYBRAKDEMON_VILE_ATTACK6 | |
759–761 | S_CYBRAKDEMON_NAPALM_ATTACK1–S_CYBRAKDEMON_NAPALM_ATTACK3 | |
762–763 | S_CYBRAKDEMON_FINISH_ATTACK1–S_CYBRAKDEMON_FINISH_ATTACK2 | |
764–766 | S_CYBRAKDEMON_PAIN1–S_CYBRAKDEMON_PAIN3 | |
767–774 | S_CYBRAKDEMON_DIE1–S_CYBRAKDEMON_DIE8 | |
775 | S_CYBRAKDEMON_DEINVINCIBLERIZE | |
776 | S_CYBRAKDEMON_INVINCIBLERIZE | |
777 | S_CYBRAKDEMONMISSILE | |
778–780 | S_CYBRAKDEMONMISSILE_EXPLODE1–S_CYBRAKDEMONMISSILE_EXPLODE3 | |
781–783 | S_CYBRAKDEMONFLAMESHOT_FLY1–S_CYBRAKDEMONFLAMESHOT_FLY3 | |
784 | S_CYBRAKDEMONFLAMESHOT_DIE | |
785 | S_CYBRAKDEMONFLAMEREST | |
786–787 | S_CYBRAKDEMONELECTRICBARRIER_INIT1–S_CYBRAKDEMONELECTRICBARRIER_INIT2 | |
788 | S_CYBRAKDEMONELECTRICBARRIER_PLAYSOUND | |
789–812 | S_CYBRAKDEMONELECTRICBARRIER1–S_CYBRAKDEMONELECTRICBARRIER24 | |
813–815 | S_CYBRAKDEMONELECTRICBARRIER_DIE1–S_CYBRAKDEMONELECTRICBARRIER_DIE3 | |
816 | S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMCHECK | |
817 | S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMSUCCESS | |
818 | S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMCHOOSE | |
819–830 | S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM1–S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM12 | |
831 | S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMFAIL | |
832 | S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMLOOP | |
833–835 | S_CYBRAKDEMONELECTRICBARRIER_REVIVE1–S_CYBRAKDEMONELECTRICBARRIER_REVIVE3 | |
836–849 | S_CYBRAKDEMONTARGETRETICULE1–S_CYBRAKDEMONTARGETRETICULE14 | |
850 | S_CYBRAKDEMONTARGETDOT | |
851–854 | S_CYBRAKDEMONNAPALMBOMBLARGE_FLY1–S_CYBRAKDEMONNAPALMBOMBLARGE_FLY4 | |
855–858 | S_CYBRAKDEMONNAPALMBOMBLARGE_DIE1–S_CYBRAKDEMONNAPALMBOMBLARGE_DIE4 | |
859 | S_CYBRAKDEMONNAPALMBOMBSMALL | |
860–864 | S_CYBRAKDEMONNAPALMBOMBSMALL_DIE1–S_CYBRAKDEMONNAPALMBOMBSMALL_DIE5 | |
865–870 | S_CYBRAKDEMONNAPALMFLAME_FLY1–S_CYBRAKDEMONNAPALMFLAME_FLY6 | |
871 | S_CYBRAKDEMONNAPALMFLAME_DIE | |
872–874 | S_CYBRAKDEMONVILEEXPLOSION1–S_CYBRAKDEMONVILEEXPLOSION3 | |
875 | S_METALSONIC_RACE | |
876 | S_METALSONIC_FLOAT | |
877 | S_METALSONIC_VECTOR | |
878 | S_METALSONIC_STUN | |
879 | S_METALSONIC_RAISE | |
880 | S_METALSONIC_GATHER | |
881 | S_METALSONIC_DASH | |
882 | S_METALSONIC_BOUNCE | |
883 | S_METALSONIC_BADBOUNCE | |
884 | S_METALSONIC_SHOOT | |
885 | S_METALSONIC_PAIN | |
886–889 | S_METALSONIC_DEATH1–S_METALSONIC_DEATH4 | |
890–891 | S_METALSONIC_FLEE1–S_METALSONIC_FLEE2 | |
892–893 | S_MSSHIELD_F1–S_MSSHIELD_F2 | |
Collectibles | ||
894 | S_RING | Ring |
895 | S_BLUESPHERE | Blue Sphere |
896 | S_BLUESPHEREBONUS | |
897 | S_BLUESPHERESPARK | Blue sphere pickup spark |
898–901 | S_BOMBSPHERE1–S_BOMBSPHERE4 | Bomb Sphere |
902 | S_NIGHTSCHIP | NiGHTS chip |
903 | S_NIGHTSCHIPBONUS | |
904 | S_NIGHTSSTAR | NiGHTS star |
905 | S_NIGHTSSTARXMAS | NiGHTS bell (star replacement in Christmas NiGHTS) |
906 | S_GRAVWELLGREEN | Green gravity well (unused) |
907 | S_GRAVWELLRED | Red gravity well (unused) |
908 | S_TEAMRING | CTF Team Ring (red and blue) |
909 | S_TOKEN | Emerald Token |
910 | S_REDFLAG | CTF Red Flag |
911 | S_BLUEFLAG | CTF Blue Flag |
912–937 | S_EMBLEM1–S_EMBLEM26 | Emblem |
938 | S_CEMG1 | Chaos Emerald 1 (Green) |
939 | S_CEMG2 | Chaos Emerald 2 (Purple) |
940 | S_CEMG3 | Chaos Emerald 3 (Blue) |
941 | S_CEMG4 | Chaos Emerald 4 (Light Blue) |
942 | S_CEMG5 | Chaos Emerald 5 (Orange) |
943 | S_CEMG6 | Chaos Emerald 6 (Red) |
944 | S_CEMG7 | Chaos Emerald 7 (Gray) |
945–947 | S_SHRD1–S_SHRD3 | |
Interactive Objects | ||
948–951 | S_BUBBLES1–S_BUBBLES4 | |
952 | S_SIGN | |
953–958 | S_SIGNSPIN1–S_SIGNSPIN6 | |
959 | S_SIGNPLAYER | |
960 | S_SIGNSLOW | |
961 | S_SIGNSTOP | |
962 | S_SIGNBOARD | |
963 | S_EGGMANSIGN | |
964 | S_CLEARSIGN | |
965–972 | S_SPIKEBALL1–S_SPIKEBALL8 | Spikeball |
973–978 | S_SPINFIRE1–S_SPINFIRE6 | Elemental Shield fire trail |
979–984 | S_SPIKE1–S_SPIKE6 | |
985–986 | S_SPIKED1–S_SPIKED2 | |
987–992 | S_WALLSPIKE1–S_WALLSPIKE6 | |
993 | S_WALLSPIKEBASE | |
994–995 | S_WALLSPIKED1–S_WALLSPIKED2 | |
996 | S_STARPOST_IDLE | Starpost before the player activates it |
997 | S_STARPOST_FLASH | Starpost after it has been activated |
998 | S_STARPOST_STARTSPIN | |
999 | S_STARPOST_SPIN | |
1000 | S_STARPOST_ENDSPIN | |
1001 | S_BIGMINE_IDLE | |
1002–1004 | S_BIGMINE_ALERT1–S_BIGMINE_ALERT3 | |
1005–1007 | S_BIGMINE_SET1–S_BIGMINE_SET3 | |
1008–1012 | S_BIGMINE_BLAST1–S_BIGMINE_BLAST5 | |
1013–1015 | S_CANNONLAUNCHER1–S_CANNONLAUNCHER3 | |
Monitors | ||
1016–1019 | S_BOXSPARKLE1–S_BOXSPARKLE4 | |
1020 | S_BOX_FLICKER | |
1021–1022 | S_BOX_POP1–S_BOX_POP2 | Monitor being popped |
1023 | S_GOLDBOX_FLICKER | Golden monitor flickering |
1024–1030 | S_GOLDBOX_OFF1–S_GOLDBOX_OFF7 | Golden monitor off |
1031 | S_MYSTERY_BOX | Random Monitor |
1032 | S_RING_BOX | Super Ring Monitor (10 Rings) |
1033 | S_PITY_BOX | Pity Shield Monitor |
1034 | S_ATTRACT_BOX | Attraction Shield Monitor |
1035 | S_FORCE_BOX | Force Shield Monitor |
1036 | S_ARMAGEDDON_BOX | Armageddon Shield Monitor |
1037 | S_WHIRLWIND_BOX | Whirlwind Shield Monitor |
1038 | S_ELEMENTAL_BOX | Elemental Shield Monitor |
1039 | S_SNEAKERS_BOX | Super Sneakers Monitor |
1040 | S_INVULN_BOX | Invincibility Monitor |
1041 | S_1UP_BOX | Extra Life Monitor |
1042 | S_EGGMAN_BOX | Eggman Monitor |
1043 | S_MIXUP_BOX | Teleporter Monitor |
1044 | S_GRAVITY_BOX | Gravity Boots Monitor |
1045 | S_RECYCLER_BOX | Recycler Monitor |
1046 | S_SCORE1K_BOX | Score Monitor (1,000 Points) |
1047 | S_SCORE10K_BOX | Score Monitor (10,000 Points) |
1048 | S_FLAMEAURA_BOX | Flame Shield Monitor |
1049 | S_BUBBLEWRAP_BOX | Bubble Shield Monitor |
1050 | S_THUNDERCOIN_BOX | Lightning Shield Monitor |
1051 | S_PITY_GOLDBOX | Pity Shield Monitor (Golden) |
1052 | S_ATTRACT_GOLDBOX | Attraction Shield Monitor (Golden) |
1053 | S_FORCE_GOLDBOX | Force Shield Monitor (Golden) |
1054 | S_ARMAGEDDON_GOLDBOX | Armageddon Shield Monitor (Golden) |
1055 | S_WHIRLWIND_GOLDBOX | Whirlwind Shield Monitor (Golden) |
1056 | S_ELEMENTAL_GOLDBOX | Elemental Shield Monitor (Golden) |
1057 | S_SNEAKERS_GOLDBOX | Super Sneakers Monitor (Golden) |
1058 | S_INVULN_GOLDBOX | Invincibility Monitor (Golden) |
1059 | S_EGGMAN_GOLDBOX | Eggman Monitor (Golden) |
1060 | S_GRAVITY_GOLDBOX | Gravity Boots Monitor (Golden) |
1061 | S_FLAMEAURA_GOLDBOX | Flame Shield Monitor (Golden) |
1062 | S_BUBBLEWRAP_GOLDBOX | Bubble Shield Monitor (Golden) |
1063 | S_THUNDERCOIN_GOLDBOX | Lightning Shield Monitor (Golden) |
1064–1065 | S_RING_REDBOX1–S_RING_REDBOX2 | CTF Team Ring Monitor (Red) |
1066–1067 | S_REDBOX_POP1–S_REDBOX_POP2 | CTF Team Ring Monitor (Red) being popped |
1068–1069 | S_RING_BLUEBOX1–S_RING_BLUEBOX2 | CTF Team Ring Monitor (Blue) |
1070–1071 | S_BLUEBOX_POP1–S_BLUEBOX_POP2 | CTF Team Ring Monitor (Blue) being popped |
1072–1073 | S_RING_ICON1–S_RING_ICON2 | Super Ring Monitor (10 Rings) icon |
1074–1075 | S_PITY_ICON1–S_PITY_ICON2 | Pity Shield Monitor icon |
1076–1077 | S_ATTRACT_ICON1–S_ATTRACT_ICON2 | Attraction Shield Monitor icon |
1078–1079 | S_FORCE_ICON1–S_FORCE_ICON2 | Force Shield Monitor icon |
1080–1081 | S_ARMAGEDDON_ICON1–S_ARMAGEDDON_ICON2 | Armageddon Shield Monitor icon |
1082–1083 | S_WHIRLWIND_ICON1–S_WHIRLWIND_ICON2 | Whirlwind Shield Monitor icon |
1084–1085 | S_ELEMENTAL_ICON1–S_ELEMENTAL_ICON2 | Elemental Shield Monitor icon |
1086–1087 | S_SNEAKERS_ICON1–S_SNEAKERS_ICON2 | Super Sneakers Monitor icon |
1088–1089 | S_INVULN_ICON1–S_INVULN_ICON2 | Invincibility Monitor icon |
1090–1091 | S_1UP_ICON1–S_1UP_ICON2 | Extra Life Monitor icon |
1092–1093 | S_EGGMAN_ICON1–S_EGGMAN_ICON2 | Eggman Monitor icon |
1094–1095 | S_MIXUP_ICON1–S_MIXUP_ICON2 | Teleporter Monitor icon |
1096–1097 | S_GRAVITY_ICON1–S_GRAVITY_ICON2 | Gravity Boots Monitor icon |
1098–1099 | S_RECYCLER_ICON1–S_RECYCLER_ICON2 | Recycler Monitor icon |
1100–1101 | S_SCORE1K_ICON1–S_SCORE1K_ICON2 | Score Monitor (1,000 Points) icon |
1102–1103 | S_SCORE10K_ICON1–S_SCORE10K_ICON2 | Score Monitor (10,000 Points) icon |
1104–1105 | S_FLAMEAURA_ICON1–S_FLAMEAURA_ICON2 | Flame Shield Monitor icon |
1106–1107 | S_BUBBLEWRAP_ICON1–S_BUBBLEWRAP_ICON2 | Bubble Shield Monitor icon |
1108–1109 | S_THUNDERCOIN_ICON1–S_THUNDERCOIN_ICON2 | Lightning Shield Monitor icon |
Projectiles | ||
1110 | S_ROCKET | |
1111 | S_LASER | |
1112 | S_TORPEDO | |
1113–1114 | S_ENERGYBALL1–S_ENERGYBALL2 | |
1115 | S_MINE1 | |
1116–1119 | S_MINE_BOOM1–S_MINE_BOOM4 | |
1120–1121 | S_JETBULLET1–S_JETBULLET2 | |
1122 | S_TURRETLASER | |
1123–1124 | S_TURRETLASEREXPLODE1–S_TURRETLASEREXPLODE2 | |
1125 | S_CANNONBALL1 | |
1126 | S_ARROW | |
1127 | S_ARROWBONK | |
1128 | S_DEMONFIRE | |
Greenflower Zone scenery | ||
1129 | S_LETTER | Letter |
1130 | S_GFZFLOWERA | GFZ Flower |
1131 | S_GFZFLOWERB | Sunflower |
1132 | S_GFZFLOWERC | Budding Flower |
1133 | S_BLUEBERRYBUSH | Blueberry Bush |
1134 | S_BERRYBUSH | Berry Bush |
1135 | S_BUSH | Bush |
1136 | S_GFZTREE | GFZ Tree |
1137 | S_GFZBERRYTREE | GFZ Berry Tree |
1138 | S_GFZCHERRYTREE | GFZ Cherry Tree |
1139 | S_CHECKERTREE | Checkered Tree |
1140 | S_CHECKERSUNSETTREE | Checkered Tree (Sunset) |
1141 | S_FHZTREE | Crystal Tree (Aqua) |
1142 | S_FHZPINKTREE | Crystal Tree (Pink) |
1143 | S_POLYGONTREE | Polygon Tree |
1144 | S_BUSHTREE | Bush Tree |
1145 | S_BUSHREDTREE | Red Bush Tree |
1146 | S_SPRINGTREE | Spring Tree |
Techno Hill Zone scenery | ||
1147 | S_THZFLOWERA | THZ Steam Flower |
1148 | S_THZFLOWERB | THZ Spin Flower (Red) |
1149 | S_THZFLOWERC | THZ Spin Flower (Yellow) |
1150 | S_THZTREE | Whistlebush trunk |
1151–1163 | S_THZTREEBRANCH1–S_THZTREEBRANCH13 | Whistlebush branches |
1164 | S_ALARM1 | Alarm |
Deep Sea Zone scenery | ||
1165 | S_GARGOYLE | Gargoyle |
1166 | S_BIGGARGOYLE | Gargoyle (Big) |
1167 | S_SEAWEED1 | Seaweed |
1168–1172 | S_SEAWEED2–S_SEAWEED6 | Seaweed animation (unused) |
1173–1176 | S_DRIPA1–S_DRIPA4 | Dripping Water source |
1177 | S_DRIPB1 | Water drop falling |
1178–1179 | S_DRIPC1–S_DRIPC2 | Water drop landing |
1180 | S_CORAL1 | Coral (Green) |
1181 | S_CORAL2 | Coral (Red) |
1182 | S_CORAL3 | Coral (Orange) |
1183 | S_CORAL4 | Large Coral (Brown) |
1184 | S_CORAL5 | Large Coral (Beige) |
1185 | S_BLUECRYSTAL1 | Blue Crystal |
1186 | S_KELP | Kelp |
1187–1188 | S_ANIMALGAETOP1–S_ANIMALGAETOP2 | Animated Kelp top |
1189 | S_ANIMALGAESEG | Animated Kelp segment |
1190 | S_DSZSTALAGMITE | Stalagmite (DSZ1) |
1191 | S_DSZ2STALAGMITE | Stalagmite (DSZ2) |
1192–1203 | S_LIGHTBEAM1–S_LIGHTBEAM12 | Light Beam |
Castle Eggman Zone scenery | ||
1204 | S_CEZCHAIN | Chain (Decorative) |
1205 | S_FLAME | |
1206 | S_FLAMEPARTICLE | |
1207 | S_FLAMEREST | |
1208 | S_EGGSTATUE1 | Eggman Statue |
1209–1210 | S_SLING1–S_SLING2 | Hidden Chain |
1211 | S_SMALLMACECHAIN | Small intangible chain link |
1212 | S_BIGMACECHAIN | Large intangible chain link |
1213 | S_SMALLMACE | Small Mace |
1214 | S_BIGMACE | Big Mace |
1215 | S_SMALLGRABCHAIN | Small grabbable chain link |
1216 | S_BIGGRABCHAIN | Large grabbable chain link |
1217–1221 | S_YELLOWSPRINGBALL–S_YELLOWSPRINGBALL5 | Yellow Spring Ball |
1222–1226 | S_REDSPRINGBALL–S_REDSPRINGBALL5 | Red Spring Ball |
1227–1242 | S_SMALLFIREBAR1–S_SMALLFIREBAR16 | Small Fireball |
1243–1258 | S_BIGFIREBAR1–S_BIGFIREBAR16 | Large Fireball |
1259 | S_CEZFLOWER | CEZ Flower |
1260 | S_CEZPOLE | Pole Banner pole |
1261 | S_CEZBANNER1 | Pole Banner (Red) banner |
1262 | S_CEZBANNER2 | Pole Banner (Blue) banner |
1263 | S_PINETREE | Pine Tree |
1264 | S_CEZBUSH1 | CEZ Shrub (Small) |
1265 | S_CEZBUSH2 | CEZ Shrub (Large) |
1266 | S_CANDLE | Candle |
1267 | S_CANDLEPRICKET | Candle Pricket |
1268 | S_FLAMEHOLDER | Flame Holder |
1269 | S_FIRETORCH | Fire Torch |
1270 | S_WAVINGFLAG | |
1271 | S_WAVINGFLAGSEG1 | |
1272 | S_WAVINGFLAGSEG2 | |
1273 | S_CRAWLASTATUE | Crawla Statue |
1274 | S_FACESTABBERSTATUE | Lance-a-Bot Statue |
1275 | S_SUSPICIOUSFACESTABBERSTATUE_WAIT | |
1276–1277 | S_SUSPICIOUSFACESTABBERSTATUE_BURST1–S_SUSPICIOUSFACESTABBERSTATUE_BURST2 | |
1278 | S_BRAMBLES | Brambles |
Arid Canyon Zone scenery | ||
1279 | S_BIGTUMBLEWEED | Tumbleweed (Big) idling |
1280–1287 | S_BIGTUMBLEWEED_ROLL1–S_BIGTUMBLEWEED_ROLL8 | Tumbleweed (Big) bouncing |
1288 | S_LITTLETUMBLEWEED | Tumbleweed (Small) idling |
1289–1296 | S_LITTLETUMBLEWEED_ROLL1–S_LITTLETUMBLEWEED_ROLL8 | Tumbleweed (Small) bouncing |
1297 | S_CACTI1 | Tiny Red Flower Cactus |
1298 | S_CACTI2 | Small Red Flower Cactus |
1299 | S_CACTI3 | Tiny Blue Flower Cactus |
1300 | S_CACTI4 | Small Blue Flower Cactus |
1301 | S_CACTI5 | Prickly Pear |
1302 | S_CACTI6 | Barrel Cactus |
1303 | S_CACTI7 | Tall Barrel Cactus |
1304 | S_CACTI8 | Armed Cactus |
1305 | S_CACTI9 | Ball Cactus |
1306 | S_CACTI10 | Tiny Cactus top |
1307 | S_CACTI11 | Small Cactus top |
1308 | S_CACTITINYSEG | Tiny Cactus segment |
1309 | S_CACTISMALLSEG | Small Cactus segment |
1310 | S_ARIDSIGN_CAUTION | Caution Sign |
1311 | S_ARIDSIGN_CACTI | Cacti Sign |
1312 | S_ARIDSIGN_SHARPTURN | Sharp Turn Sign |
1313 | S_OILLAMP | Mine Oil Lamp |
1314 | S_OILLAMPFLARE | Mine Oil Lamp flare |
1315 | S_TNTBARREL_STND1 | TNT Barrel |
1316–1322 | S_TNTBARREL_EXPL1–S_TNTBARREL_EXPL7 | TNT Barrel exploding |
1323 | S_TNTBARREL_FLYING | TNT Barrel flying |
1324 | S_PROXIMITY_TNT | TNT Proximity Shell |
1325–1347 | S_PROXIMITY_TNT_TRIGGER1–S_PROXIMITY_TNT_TRIGGER23 | TNT Proximity Shell triggering |
1348 | S_DUSTDEVIL | Dust Devil |
1349–1353 | S_DUSTLAYER1–S_DUSTLAYER5 | Dust Devil layer |
1354–1356 | S_ARIDDUST1–S_ARIDDUST3 | Dust |
1357 | S_MINECART_IDLE | Minecart idling |
1358 | S_MINECART_DTH1 | Minecart being destroyed |
1359 | S_MINECARTEND | Minecart Stopper |
1360 | S_MINECARTSEG_FRONT | Minecart front segment |
1361 | S_MINECARTSEG_BACK | Minecart back segment |
1362 | S_MINECARTSEG_LEFT | Minecart left segment |
1363 | S_MINECARTSEG_RIGHT | Minecart right segment |
1364–1365 | S_MINECARTSIDEMARK1–S_MINECARTSIDEMARK2 | Minecart side mark |
1366 | S_MINECARTSPARK | Minecart spark |
1367 | S_SALOONDOOR | Minecart Saloon Door segment |
1368 | S_SALOONDOORCENTER | Minecart Saloon Door center |
1369–1373 | S_TRAINCAMEOSPAWNER_1–S_TRAINCAMEOSPAWNER_5 | |
1374 | S_TRAINPUFFMAKER | |
1375 | S_TRAINDUST | |
1376 | S_TRAINSTEAM | |
Red Volcano Zone scenery | ||
1377 | S_FLAMEJETSTND | |
1378 | S_FLAMEJETSTART | |
1379 | S_FLAMEJETSTOP | |
1380–1388 | S_FLAMEJETFLAME1–S_FLAMEJETFLAME9 | |
1389–1390 | S_FJSPINAXISA1–S_FJSPINAXISA2 | |
1391–1392 | S_FJSPINAXISB1–S_FJSPINAXISB2 | |
1393–1395 | S_FLAMEJETFLAMEB1–S_FLAMEJETFLAMEB3 | |
1396 | S_LAVAFALL_DORMANT | |
1397 | S_LAVAFALL_TELL | |
1398 | S_LAVAFALL_SHOOT | |
1399–1401 | S_LAVAFALL_LAVA1–S_LAVAFALL_LAVA3 | |
1402 | S_LAVAFALLROCK | |
1403 | S_ROLLOUTSPAWN | Rollout Rock Spawnpoint |
1404 | S_ROLLOUTROCK | Rollout Rock object |
1405 | S_BIGFERNLEAF | |
1406–1407 | S_BIGFERN1–S_BIGFERN2 | |
1408 | S_JUNGLEPALM | |
1409 | S_TORCHFLOWER | |
1410 | S_WALLVINE_LONG | |
1411 | S_WALLVINE_SHORT | |
Azure Temple Zone scenery | ||
1412 | S_GLAREGOYLE | |
1413 | S_GLAREGOYLE_CHARGE | |
1414 | S_GLAREGOYLE_BLINK | |
1415 | S_GLAREGOYLE_HOLD | |
1416 | S_GLAREGOYLE_FIRE | |
1417 | S_GLAREGOYLE_LOOP | |
1418 | S_GLAREGOYLE_COOLDOWN | |
1419 | S_GLAREGOYLEUP | |
1420 | S_GLAREGOYLEUP_CHARGE | |
1421 | S_GLAREGOYLEUP_BLINK | |
1422 | S_GLAREGOYLEUP_HOLD | |
1423 | S_GLAREGOYLEUP_FIRE | |
1424 | S_GLAREGOYLEUP_LOOP | |
1425 | S_GLAREGOYLEUP_COOLDOWN | |
1426 | S_GLAREGOYLEDOWN | |
1427 | S_GLAREGOYLEDOWN_CHARGE | |
1428 | S_GLAREGOYLEDOWN_BLINK | |
1429 | S_GLAREGOYLEDOWN_HOLD | |
1430 | S_GLAREGOYLEDOWN_FIRE | |
1431 | S_GLAREGOYLEDOWN_LOOP | |
1432 | S_GLAREGOYLEDOWN_COOLDOWN | |
1433 | S_GLAREGOYLELONG | |
1434 | S_GLAREGOYLELONG_CHARGE | |
1435 | S_GLAREGOYLELONG_BLINK | |
1436 | S_GLAREGOYLELONG_HOLD | |
1437 | S_GLAREGOYLELONG_FIRE | |
1438 | S_GLAREGOYLELONG_LOOP | |
1439 | S_GLAREGOYLELONG_COOLDOWN | |
1440 | S_TARGET_IDLE | |
1441–1442 | S_TARGET_HIT1–S_TARGET_HIT2 | |
1443 | S_TARGET_RESPAWN | |
1444 | S_TARGET_ALLDONE | |
1445 | S_GREENFLAME | |
1446 | S_BLUEGARGOYLE | |
Stalagmites | ||
1447 | S_STG0 | |
1448 | S_STG1 | |
1449 | S_STG2 | |
1450 | S_STG3 | |
1451 | S_STG4 | |
1452 | S_STG5 | |
1453 | S_STG6 | |
1454 | S_STG7 | |
1455 | S_STG8 | |
1456 | S_STG9 | |
Christmas scenery | ||
1457 | S_XMASPOLE | |
1458 | S_CANDYCANE | |
1459 | S_SNOWMAN | |
1460 | S_SNOWMANHAT | |
1461 | S_LAMPPOST1 | |
1462 | S_LAMPPOST2 | |
1463 | S_HANGSTAR | |
1464 | S_MISTLETOE | |
1465 | S_XMASBLUEBERRYBUSH | |
1466 | S_XMASBERRYBUSH | |
1467 | S_XMASBUSH | |
Frozen Hillside Zone scenery | ||
1468 | S_FHZICE1 | |
1469 | S_FHZICE2 | |
1470–1473 | S_ROSY_IDLE1–S_ROSY_IDLE4 | |
1474 | S_ROSY_JUMP | |
1475 | S_ROSY_WALK | |
1476 | S_ROSY_HUG | |
1477 | S_ROSY_PAIN | |
1478 | S_ROSY_STND | |
1479 | S_ROSY_UNHAPPY | |
Haunted Heights Zone scenery | ||
1480 | S_JACKO1 | |
1481–1484 | S_JACKO1OVERLAY_1–S_JACKO1OVERLAY_4 | |
1485 | S_JACKO2 | |
1486–1489 | S_JACKO2OVERLAY_1–S_JACKO2OVERLAY_4 | |
1490 | S_JACKO3 | |
1491–1494 | S_JACKO3OVERLAY_1–S_JACKO3OVERLAY_4 | |
1495 | S_HHZTREE_TOP | |
1496 | S_HHZTREE_TRUNK | |
1497 | S_HHZTREE_LEAF | |
1498–1513 | S_HHZSHROOM_1–S_HHZSHROOM_16 | |
1514 | S_HHZGRASS | |
1515 | S_HHZTENT1 | |
1516 | S_HHZTENT2 | |
1517 | S_HHZSTALAGMITE_TALL | |
1518 | S_HHZSTALAGMITE_SHORT | |
Botanic Serenity scenery | ||
1519 | S_BSZTALLFLOWER_RED | |
1520 | S_BSZTALLFLOWER_PURPLE | |
1521 | S_BSZTALLFLOWER_BLUE | |
1522 | S_BSZTALLFLOWER_CYAN | |
1523 | S_BSZTALLFLOWER_YELLOW | |
1524 | S_BSZTALLFLOWER_ORANGE | |
1525 | S_BSZFLOWER_RED | |
1526 | S_BSZFLOWER_PURPLE | |
1527 | S_BSZFLOWER_BLUE | |
1528 | S_BSZFLOWER_CYAN | |
1529 | S_BSZFLOWER_YELLOW | |
1530 | S_BSZFLOWER_ORANGE | |
1531 | S_BSZSHORTFLOWER_RED | |
1532 | S_BSZSHORTFLOWER_PURPLE | |
1533 | S_BSZSHORTFLOWER_BLUE | |
1534 | S_BSZSHORTFLOWER_CYAN | |
1535 | S_BSZSHORTFLOWER_YELLOW | |
1536 | S_BSZSHORTFLOWER_ORANGE | |
1537 | S_BSZTULIP_RED | |
1538 | S_BSZTULIP_PURPLE | |
1539 | S_BSZTULIP_BLUE | |
1540 | S_BSZTULIP_CYAN | |
1541 | S_BSZTULIP_YELLOW | |
1542 | S_BSZTULIP_ORANGE | |
1543 | S_BSZCLUSTER_RED | |
1544 | S_BSZCLUSTER_PURPLE | |
1545 | S_BSZCLUSTER_BLUE | |
1546 | S_BSZCLUSTER_CYAN | |
1547 | S_BSZCLUSTER_YELLOW | |
1548 | S_BSZCLUSTER_ORANGE | |
1549 | S_BSZBUSH_RED | |
1550 | S_BSZBUSH_PURPLE | |
1551 | S_BSZBUSH_BLUE | |
1552 | S_BSZBUSH_CYAN | |
1553 | S_BSZBUSH_YELLOW | |
1554 | S_BSZBUSH_ORANGE | |
1555 | S_BSZVINE_RED | |
1556 | S_BSZVINE_PURPLE | |
1557 | S_BSZVINE_BLUE | |
1558 | S_BSZVINE_CYAN | |
1559 | S_BSZVINE_YELLOW | |
1560 | S_BSZVINE_ORANGE | |
1561 | S_BSZSHRUB | |
1562 | S_BSZCLOVER | |
1563 | S_BIG_PALMTREE_TRUNK | |
1564 | S_BIG_PALMTREE_TOP | |
1565 | S_PALMTREE_TRUNK | |
1566 | S_PALMTREE_TOP | |
Disco scenery | ||
1567–1572 | S_DBALL1–S_DBALL6 | |
1573 | S_EGGSTATUE2 | |
Power-up indicators | ||
1574–1589 | S_ARMA1–S_ARMA16 | |
1590–1621 | S_ARMF1–S_ARMF32 | |
1622–1653 | S_ARMB1–S_ARMB32 | |
1654–1661 | S_WIND1–S_WIND8 | |
1662–1674 | S_MAGN1–S_MAGN13 | |
1675–1695 | S_FORC1–S_FORC21 | |
1696–1709 | S_ELEM1–S_ELEM14 | |
1710–1719 | S_ELEMF1–S_ELEMF10 | |
1720–1731 | S_PITY1–S_PITY12 | |
1732–1742 | S_FIRS1–S_FIRS11 | |
1743–1752 | S_FIRSB1–S_FIRSB10 | |
1753–1763 | S_BUBS1–S_BUBS11 | |
1764–1769 | S_BUBSB1–S_BUBSB6 | |
1770–1785 | S_ZAPS1–S_ZAPS16 | |
1786–1796 | S_ZAPSB1–S_ZAPSB11 | |
1797 | S_THUNDERCOIN_SPARK | |
1798 | S_IVSP | |
1799–1803 | S_SSPK1–S_SSPK5 | |
Flickies | ||
1804 | S_FLICKY_BUBBLE | |
1805 | S_FLICKY_01_OUT | |
1806–1808 | S_FLICKY_01_FLAP1–S_FLICKY_01_FLAP3 | |
1809 | S_FLICKY_01_STAND | |
1810 | S_FLICKY_01_CENTER | |
1811 | S_FLICKY_02_OUT | |
1812 | S_FLICKY_02_AIM | |
1813 | S_FLICKY_02_HOP | |
1814 | S_FLICKY_02_UP | |
1815 | S_FLICKY_02_DOWN | |
1816 | S_FLICKY_02_STAND | |
1817 | S_FLICKY_02_CENTER | |
1818 | S_FLICKY_03_OUT | |
1819 | S_FLICKY_03_AIM | |
1820 | S_FLICKY_03_HOP | |
1821 | S_FLICKY_03_UP | |
1822–1823 | S_FLICKY_03_FLAP1–S_FLICKY_03_FLAP2 | |
1824 | S_FLICKY_03_STAND | |
1825 | S_FLICKY_03_CENTER | |
1826 | S_FLICKY_04_OUT | |
1827 | S_FLICKY_04_AIM | |
1828 | S_FLICKY_04_HOP | |
1829 | S_FLICKY_04_UP | |
1830 | S_FLICKY_04_DOWN | |
1831–1834 | S_FLICKY_04_SWIM1–S_FLICKY_04_SWIM4 | |
1835 | S_FLICKY_04_STAND | |
1836 | S_FLICKY_04_CENTER | |
1837 | S_FLICKY_05_OUT | |
1838 | S_FLICKY_05_AIM | |
1839 | S_FLICKY_05_HOP | |
1840 | S_FLICKY_05_UP | |
1841 | S_FLICKY_05_DOWN | |
1842 | S_FLICKY_05_STAND | |
1843 | S_FLICKY_05_CENTER | |
1844 | S_FLICKY_06_OUT | |
1845 | S_FLICKY_06_AIM | |
1846 | S_FLICKY_06_HOP | |
1847 | S_FLICKY_06_UP | |
1848 | S_FLICKY_06_DOWN | |
1849 | S_FLICKY_06_STAND | |
1850 | S_FLICKY_06_CENTER | |
1851 | S_FLICKY_07_OUT | |
1852 | S_FLICKY_07_AIML | |
1853 | S_FLICKY_07_HOPL | |
1854 | S_FLICKY_07_UPL | |
1855 | S_FLICKY_07_DOWNL | |
1856 | S_FLICKY_07_AIMR | |
1857 | S_FLICKY_07_HOPR | |
1858 | S_FLICKY_07_UPR | |
1859 | S_FLICKY_07_DOWNR | |
1860–1862 | S_FLICKY_07_SWIM1–S_FLICKY_07_SWIM3 | |
1863 | S_FLICKY_07_STAND | |
1864 | S_FLICKY_07_CENTER | |
1865 | S_FLICKY_08_OUT | |
1866 | S_FLICKY_08_AIM | |
1867 | S_FLICKY_08_HOP | |
1868–1871 | S_FLICKY_08_FLAP1–S_FLICKY_08_FLAP4 | |
1872–1875 | S_FLICKY_08_SWIM1–S_FLICKY_08_SWIM4 | |
1876 | S_FLICKY_08_STAND | |
1877 | S_FLICKY_08_CENTER | |
1878 | S_FLICKY_09_OUT | |
1879 | S_FLICKY_09_AIM | |
1880 | S_FLICKY_09_HOP | |
1881 | S_FLICKY_09_UP | |
1882 | S_FLICKY_09_DOWN | |
1883 | S_FLICKY_09_STAND | |
1884 | S_FLICKY_09_CENTER | |
1885 | S_FLICKY_10_OUT | |
1886–1887 | S_FLICKY_10_FLAP1–S_FLICKY_10_FLAP2 | |
1888 | S_FLICKY_10_STAND | |
1889 | S_FLICKY_10_CENTER | |
1890 | S_FLICKY_11_OUT | |
1891 | S_FLICKY_11_AIM | |
1892–1894 | S_FLICKY_11_RUN1–S_FLICKY_11_RUN3 | |
1895 | S_FLICKY_11_STAND | |
1896 | S_FLICKY_11_CENTER | |
1897 | S_FLICKY_12_OUT | |
1898 | S_FLICKY_12_AIM | |
1899–1901 | S_FLICKY_12_RUN1–S_FLICKY_12_RUN3 | |
1902 | S_FLICKY_12_STAND | |
1903 | S_FLICKY_12_CENTER | |
1904 | S_FLICKY_13_OUT | |
1905 | S_FLICKY_13_AIM | |
1906 | S_FLICKY_13_HOP | |
1907 | S_FLICKY_13_UP | |
1908 | S_FLICKY_13_DOWN | |
1909 | S_FLICKY_13_STAND | |
1910 | S_FLICKY_13_CENTER | |
1911 | S_FLICKY_14_OUT | |
1912–1914 | S_FLICKY_14_FLAP1–S_FLICKY_14_FLAP3 | |
1915 | S_FLICKY_14_STAND | |
1916 | S_FLICKY_14_CENTER | |
1917 | S_FLICKY_15_OUT | |
1918 | S_FLICKY_15_AIM | |
1919 | S_FLICKY_15_HOP | |
1920 | S_FLICKY_15_UP | |
1921 | S_FLICKY_15_DOWN | |
1922 | S_FLICKY_15_STAND | |
1923 | S_FLICKY_15_CENTER | |
1924 | S_FLICKY_16_OUT | |
1925–1927 | S_FLICKY_16_FLAP1–S_FLICKY_16_FLAP3 | |
1928 | S_FLICKY_16_STAND | |
1929 | S_FLICKY_16_CENTER | |
1930 | S_SECRETFLICKY_01_OUT | |
1931 | S_SECRETFLICKY_01_AIM | |
1932 | S_SECRETFLICKY_01_HOP | |
1933 | S_SECRETFLICKY_01_UP | |
1934 | S_SECRETFLICKY_01_DOWN | |
1935 | S_SECRETFLICKY_01_STAND | |
1936 | S_SECRETFLICKY_01_CENTER | |
1937 | S_SECRETFLICKY_02_OUT | |
1938–1940 | S_SECRETFLICKY_02_FLAP1–S_SECRETFLICKY_02_FLAP3 | |
1941 | S_SECRETFLICKY_02_STAND | |
1942 | S_SECRETFLICKY_02_CENTER | |
Springs and fans | ||
1943–1947 | S_FAN–S_FAN5 | |
1948–1955 | S_STEAM1–S_STEAM8 | |
1956 | S_BUMPER | |
1957 | S_BUMPERHIT | |
1958 | S_BALLOON | |
1959–1964 | S_BALLOONPOP1–S_BALLOONPOP6 | |
1965–1969 | S_YELLOWSPRING–S_YELLOWSPRING5 | |
1970–1974 | S_REDSPRING–S_REDSPRING5 | |
1975–1979 | S_BLUESPRING–S_BLUESPRING5 | |
1980–1987 | S_YDIAG1–S_YDIAG8 | |
1988–1995 | S_RDIAG1–S_RDIAG8 | |
1996–2003 | S_BDIAG1–S_BDIAG8 | |
2004–2011 | S_YHORIZ1–S_YHORIZ8 | |
2012–2019 | S_RHORIZ1–S_RHORIZ8 | |
2020–2027 | S_BHORIZ1–S_BHORIZ8 | |
2028 | S_BOOSTERSOUND | |
2029 | S_YELLOWBOOSTERROLLER | |
2030 | S_YELLOWBOOSTERSEG_LEFT | |
2031 | S_YELLOWBOOSTERSEG_RIGHT | |
2032 | S_YELLOWBOOSTERSEG_FACE | |
2033 | S_REDBOOSTERROLLER | |
2034 | S_REDBOOSTERSEG_LEFT | |
2035 | S_REDBOOSTERSEG_RIGHT | |
2036 | S_REDBOOSTERSEG_FACE | |
Environmental effects | ||
2037 | S_RAIN1 | |
2038 | S_RAINRETURN | |
2039–2041 | S_SNOW1–S_SNOW3 | |
2042–2050 | S_SPLISH1–S_SPLISH9 | |
2051 | S_LAVASPLISH | |
2052–2054 | S_SPLASH1–S_SPLASH3 | |
2055–2059 | S_SMOKE1–S_SMOKE5 | |
2060 | S_SMALLBUBBLE | |
2061 | S_MEDIUMBUBBLE | |
2062–2063 | S_LARGEBUBBLE1–S_LARGEBUBBLE2 | |
2064 | S_EXTRALARGEBUBBLE | |
2065 | S_POP1 | |
2066 | S_WATERZAP | |
2067–2070 | S_SPINDUST1–S_SPINDUST4 | |
2071–2074 | S_SPINDUST_BUBBLE1–S_SPINDUST_BUBBLE4 | |
2075–2078 | S_SPINDUST_FIRE1–S_SPINDUST_FIRE4 | |
2079–2092 | S_FOG1–S_FOG14 | |
2093 | S_SEED | |
2094 | S_PARTICLE | |
Game indicators | ||
2095 | S_SCRA | |
2096 | S_SCRB | |
2097 | S_SCRC | |
2098 | S_SCRD | |
2099 | S_SCRE | |
2100 | S_SCRF | |
2101 | S_SCRG | |
2102 | S_SCRH | |
2103 | S_SCRI | |
2104 | S_SCRJ | |
2105 | S_SCRK | |
2106 | S_SCRL | |
2107 | S_ZERO1 | |
2108 | S_ONE1 | |
2109 | S_TWO1 | |
2110 | S_THREE1 | |
2111 | S_FOUR1 | |
2112 | S_FIVE1 | |
2113 | S_ZERO2 | |
2114 | S_ONE2 | |
2115 | S_TWO2 | |
2116 | S_THREE2 | |
2117 | S_FOUR2 | |
2118 | S_FIVE2 | |
2119 | S_FLIGHTINDICATOR | |
2120–2123 | S_LOCKON1–S_LOCKON4 | |
2124–2127 | S_LOCKONINF1–S_LOCKONINF4 | |
2128 | S_TTAG | |
2129 | S_GOTFLAG | |
2130 | S_FINISHFLAG | |
Character items | ||
2131 | S_CORK | |
2132 | S_LHRT | |
Weapon rings | ||
2133–2139 | S_RRNG1–S_RRNG7 | |
2140 | S_BOUNCERINGAMMO | |
2141 | S_RAILRINGAMMO | |
2142 | S_INFINITYRINGAMMO | |
2143 | S_AUTOMATICRINGAMMO | |
2144 | S_EXPLOSIONRINGAMMO | |
2145 | S_SCATTERRINGAMMO | |
2146 | S_GRENADERINGAMMO | |
2147 | S_BOUNCEPICKUP | |
2148–2155 | S_BOUNCEPICKUPFADE1–S_BOUNCEPICKUPFADE8 | |
2156 | S_RAILPICKUP | |
2157–2164 | S_RAILPICKUPFADE1–S_RAILPICKUPFADE8 | |
2165 | S_AUTOPICKUP | |
2166–2173 | S_AUTOPICKUPFADE1–S_AUTOPICKUPFADE8 | |
2174 | S_EXPLODEPICKUP | |
2175–2182 | S_EXPLODEPICKUPFADE1–S_EXPLODEPICKUPFADE8 | |
2183 | S_SCATTERPICKUP | |
2184–2191 | S_SCATTERPICKUPFADE1–S_SCATTERPICKUPFADE8 | |
2192 | S_GRENADEPICKUP | |
2193–2200 | S_GRENADEPICKUPFADE1–S_GRENADEPICKUPFADE8 | |
2201–2207 | S_THROWNBOUNCE1–S_THROWNBOUNCE7 | |
2208–2214 | S_THROWNINFINITY1–S_THROWNINFINITY7 | |
2215–2221 | S_THROWNAUTOMATIC1–S_THROWNAUTOMATIC7 | |
2222–2228 | S_THROWNEXPLOSION1–S_THROWNEXPLOSION7 | |
2229–2246 | S_THROWNGRENADE1–S_THROWNGRENADE18 | |
2247 | S_THROWNSCATTER | |
2248 | S_RINGEXPLODE | |
Mario | ||
2249–2251 | S_COIN1–S_COIN3 | |
2252–2255 | S_COINSPARKLE1–S_COINSPARKLE4 | |
2256 | S_GOOMBA1 | |
2257 | S_GOOMBA1B | |
2258–2265 | S_GOOMBA2–S_GOOMBA9 | |
2266 | S_GOOMBA_DEAD | |
2267 | S_BLUEGOOMBA1 | |
2268 | S_BLUEGOOMBA1B | |
2269–2276 | S_BLUEGOOMBA2–S_BLUEGOOMBA9 | |
2277 | S_BLUEGOOMBA_DEAD | |
2278–2281 | S_FIREFLOWER1–S_FIREFLOWER4 | |
2282 | S_FIREBALL | |
2283–2284 | S_FIREBALLTRAIL1–S_FIREBALLTRAIL2 | |
2285 | S_SHELL | |
2286–2287 | S_PUMA_START1–S_PUMA_START2 | |
2288–2290 | S_PUMA_UP1–S_PUMA_UP3 | |
2291–2293 | S_PUMA_DOWN1–S_PUMA_DOWN3 | |
2294–2297 | S_PUMATRAIL1–S_PUMATRAIL4 | |
2298 | S_HAMMER | |
2299–2300 | S_KOOPA1–S_KOOPA2 | |
2301–2303 | S_KOOPAFLAME1–S_KOOPAFLAME3 | |
2304–2306 | S_AXE1–S_AXE3 | |
2307 | S_MARIOBUSH1 | |
2308 | S_MARIOBUSH2 | |
2309 | S_TOAD | |
NiGHTS | ||
2310–2311 | S_NIGHTSDRONE_MAN1–S_NIGHTSDRONE_MAN2 | |
2312–2327 | S_NIGHTSDRONE_SPARKLING1–S_NIGHTSDRONE_SPARKLING16 | |
2328–2331 | S_NIGHTSDRONE_GOAL1–S_NIGHTSDRONE_GOAL4 | |
2332–2335 | S_NIGHTSPARKLE1–S_NIGHTSPARKLE4 | |
2336–2339 | S_NIGHTSPARKLESUPER1–S_NIGHTSPARKLESUPER4 | |
2340 | S_NIGHTSLOOPHELPER | |
2341–2352 | S_NIGHTSBUMPER1–S_NIGHTSBUMPER12 | |
2353 | S_HOOP | |
2354–2355 | S_HOOP_XMASA–S_HOOP_XMASB | |
2356 | S_NIGHTSCORE10 | |
2357 | S_NIGHTSCORE20 | |
2358 | S_NIGHTSCORE30 | |
2359 | S_NIGHTSCORE40 | |
2360 | S_NIGHTSCORE50 | |
2361 | S_NIGHTSCORE60 | |
2362 | S_NIGHTSCORE70 | |
2363 | S_NIGHTSCORE80 | |
2364 | S_NIGHTSCORE90 | |
2365 | S_NIGHTSCORE100 | |
2366 | S_NIGHTSCORE10_2 | |
2367 | S_NIGHTSCORE20_2 | |
2368 | S_NIGHTSCORE30_2 | |
2369 | S_NIGHTSCORE40_2 | |
2370 | S_NIGHTSCORE50_2 | |
2371 | S_NIGHTSCORE60_2 | |
2372 | S_NIGHTSCORE70_2 | |
2373 | S_NIGHTSCORE80_2 | |
2374 | S_NIGHTSCORE90_2 | |
2375 | S_NIGHTSCORE100_2 | |
2376 | S_NIGHTSSUPERLOOP | |
2377 | S_NIGHTSDRILLREFILL | |
2378 | S_NIGHTSHELPER | |
2379 | S_NIGHTSEXTRATIME | |
2380 | S_NIGHTSLINKFREEZE | |
2381 | S_EGGCAPSULE | |
2382–2389 | S_ORBITEM1–S_ORBITEM8 | |
2390–2394 | S_ORBIDYA1–S_ORBIDYA5 | |
2395–2403 | S_NIGHTOPIANHELPER1–S_NIGHTOPIANHELPER9 | |
2404–2410 | S_PIAN0–S_PIAN6 | |
2411 | S_PIANSING | |
2412–2415 | S_SHLEEP1–S_SHLEEP4 | |
2416–2418 | S_SHLEEPBOUNCE1–S_SHLEEPBOUNCE3 | |
Secret enemies and hazards | ||
2419 | S_PENGUINATOR_LOOK | |
2420–2423 | S_PENGUINATOR_WADDLE1–S_PENGUINATOR_WADDLE4 | |
2424–2428 | S_PENGUINATOR_SLIDE1–S_PENGUINATOR_SLIDE5 | |
2429 | S_POPHAT_LOOK | |
2430–2433 | S_POPHAT_SHOOT1–S_POPHAT_SHOOT4 | |
2434 | S_POPSHOT | |
2435 | S_POPSHOT_TRAIL | |
2436 | S_HIVEELEMENTAL_LOOK | |
2437–2438 | S_HIVEELEMENTAL_PREPARE1–S_HIVEELEMENTAL_PREPARE2 | |
2439–2440 | S_HIVEELEMENTAL_SHOOT1–S_HIVEELEMENTAL_SHOOT2 | |
2441 | S_HIVEELEMENTAL_DORMANT | |
2442 | S_HIVEELEMENTAL_PAIN | |
2443–2445 | S_HIVEELEMENTAL_DIE1–S_HIVEELEMENTAL_DIE3 | |
2446 | S_BUMBLEBORE_SPAWN | |
2447–2448 | S_BUMBLEBORE_LOOK1–S_BUMBLEBORE_LOOK2 | |
2449–2450 | S_BUMBLEBORE_FLY1–S_BUMBLEBORE_FLY2 | |
2451 | S_BUMBLEBORE_RAISE | |
2452–2453 | S_BUMBLEBORE_FALL1–S_BUMBLEBORE_FALL2 | |
2454–2455 | S_BUMBLEBORE_STUCK1–S_BUMBLEBORE_STUCK2 | |
2456 | S_BUMBLEBORE_DIE | |
2457 | S_BUGGLEIDLE | |
2458 | S_BUGGLEFLY | |
2459 | S_SMASHSPIKE_FLOAT | |
2460–2461 | S_SMASHSPIKE_EASE1–S_SMASHSPIKE_EASE2 | |
2462 | S_SMASHSPIKE_FALL | |
2463–2464 | S_SMASHSPIKE_STOMP1–S_SMASHSPIKE_STOMP2 | |
2465–2466 | S_SMASHSPIKE_RISE1–S_SMASHSPIKE_RISE2 | |
2467 | S_CACO_LOOK | |
2468–2471 | S_CACO_WAKE1–S_CACO_WAKE4 | |
2472 | S_CACO_ROAR | |
2473 | S_CACO_CHASE | |
2474 | S_CACO_CHASE_REPEAT | |
2475 | S_CACO_RANDOM | |
2476 | S_CACO_PREPARE_SOUND | |
2477–2479 | S_CACO_PREPARE1–S_CACO_PREPARE3 | |
2480 | S_CACO_SHOOT_SOUND | |
2481–2482 | S_CACO_SHOOT1–S_CACO_SHOOT2 | |
2483 | S_CACO_CLOSE | |
2484 | S_CACO_DIE_FLAGS | |
2485–2486 | S_CACO_DIE_GIB1–S_CACO_DIE_GIB2 | |
2487 | S_CACO_DIE_SCREAM | |
2488 | S_CACO_DIE_SHATTER | |
2489 | S_CACO_DIE_FALL | |
2490 | S_CACOSHARD_RANDOMIZE | |
2491–2492 | S_CACOSHARD1_1–S_CACOSHARD1_2 | |
2493–2494 | S_CACOSHARD2_1–S_CACOSHARD2_2 | |
2495–2497 | S_CACOFIRE1–S_CACOFIRE3 | |
2498–2501 | S_CACOFIRE_EXPLODE1–S_CACOFIRE_EXPLODE4 | |
2502 | S_SPINBOBERT_MOVE_FLIPUP | |
2503 | S_SPINBOBERT_MOVE_UP | |
2504 | S_SPINBOBERT_MOVE_FLIPDOWN | |
2505 | S_SPINBOBERT_MOVE_DOWN | |
2506 | S_SPINBOBERT_FIRE_MOVE | |
2507 | S_SPINBOBERT_FIRE_GHOST | |
2508–2510 | S_SPINBOBERT_FIRE_TRAIL1–S_SPINBOBERT_FIRE_TRAIL3 | |
2511 | S_HANGSTER_LOOK | |
2512–2513 | S_HANGSTER_SWOOP1–S_HANGSTER_SWOOP2 | |
2514–2516 | S_HANGSTER_ARC1–S_HANGSTER_ARC3 | |
2517–2520 | S_HANGSTER_FLY1–S_HANGSTER_FLY4 | |
2521 | S_HANGSTER_FLYREPEAT | |
2522–2524 | S_HANGSTER_ARCUP1–S_HANGSTER_ARCUP3 | |
2525–2527 | S_HANGSTER_RETURN1–S_HANGSTER_RETURN3 | |
Debris | ||
2528–2529 | S_CRUMBLE1–S_CRUMBLE2 | |
2530–2532 | S_SPRK1–S_SPRK3 | |
2533 | S_XPLD_FLICKY | |
2534–2539 | S_XPLD1–S_XPLD6 | |
2540 | S_XPLD_EGGTRAP | |
2541–2546 | S_WPLD1–S_WPLD6 | |
2547–2550 | S_DUST1–S_DUST4 | |
2551 | S_ROCKSPAWN | |
2552–2567 | S_ROCKCRUMBLEA–S_ROCKCRUMBLEP | |
2568 | S_GFZDEBRIS | |
2569 | S_BRICKDEBRIS | |
2570 | S_WOODDEBRIS | |
Miscellaneous | ||
2571 | S_NAMECHECK | |
2571–6667 | n/a | Freeslots |
Sprite prefixes (SPR_*
)
Sprite number | Sprite name | Description | Example frame(s) |
---|---|---|---|
Miscellaneous | |||
0 | SPR_NULL | Empty sprite, for invisible Objects | |
1 | SPR_UNKN | Used for Objects with an unknown sprite, displays a warning graphic | |
2 | SPR_THOK | Thok trail | |
3 | SPR_PLAY | Player | |
Enemies | |||
4 | SPR_POSS | Crawla (Blue) | |
5 | SPR_SPOS | Crawla (Red) | |
6 | SPR_FISH | Stupid Dumb Unnamed RoboFish | |
7 | SPR_BUZZ | Buzz (Gold) | |
8 | SPR_RBUZ | Buzz (Red) | |
9 | SPR_JETB | Jetty-Syn Bomber | |
10 | SPR_JETG | Jetty-Syn Gunner | |
11 | SPR_CCOM | Crawla Commander | |
12 | SPR_DETN | Deton | |
13 | SPR_SKIM | Skim | |
14 | SPR_TRET | Turret | |
15 | SPR_TURR | Pop-up Turret | |
16 | SPR_SHRP | Spincushion | |
17 | SPR_CRAB | Crushstacean | |
18 | SPR_CR2B | Banpyura | |
19 | SPR_CSPR | Banpyura spring | |
20 | SPR_JJAW | Jet Jaw | |
21 | SPR_SNLR | Snailer | |
22 | SPR_VLTR | Bird Aircraft Strike Hazard | |
23 | SPR_PNTY | Pointy, and its spikeballs | |
24 | SPR_ARCH | Robo-Hood | |
25 | SPR_CBFS | Lance-a-Bot | |
26 | SPR_STAB | Lance-a-Bot spear aura | |
27 | SPR_SPSH | Egg Guard | |
28 | SPR_ESHI | Egg Guard's shield | |
29 | SPR_GSNP | Green Snapper | |
30 | SPR_GSNL | Green Snapper leg | |
31 | SPR_GSNH | Green Snapper head | |
32 | SPR_MNUS | Minus | |
33 | SPR_MNUD | Minus dirt | |
34 | SPR_SSHL | Spring Shells (green and yellow) | |
35 | SPR_UNID | Unidus, and its spikeballs | |
36 | SPR_CANA | Canarivore | |
37 | SPR_CANG | Canarivore gas | |
38 | SPR_PYRE | Pyre Fly | |
39 | SPR_PTER | Pterabyte | |
40 | SPR_DRAB | Dragonbomber | |
Bosses | |||
41 | SPR_JETF | Boss jet fume | |
42 | SPR_EGGM | Egg Mobile | |
43 | SPR_EGLZ | Egg Mobile laser cannon | |
44 | SPR_EGGN | Egg Slimer | |
45 | SPR_TANK | Egg Slimer tanks | |
46 | SPR_GOOP | Egg Slimer goop | |
47 | SPR_EGGO | Sea Egg | |
48 | SPR_SEBH | Sea Egg bottom | |
49 | SPR_FAKE | Sea Egg decoy | |
50 | SPR_SHCK | Sea Egg shockwave | |
51 | SPR_EGGP | Egg Colosseum | |
52 | SPR_EFIR | Egg Colosseum jet flame | |
53 | SPR_EGR1 | Spectator Eggrobo | |
54 | SPR_FANG | Fang | |
55 | SPR_BRKN | Fang broken robots | |
56 | SPR_WHAT | Fang exclamation mark explosion | |
57 | SPR_VWRE | Greyscale Fang teleport hoop | |
58 | SPR_PROJ | Fang projector light | |
59 | SPR_FBOM | Fang bomb | |
60 | SPR_FSGN | Fang sign | |
61 | SPR_BARX | TNT Barrel explosion | |
62 | SPR_BARD | TNT Barrel dust | |
63 | SPR_EGGR | Placeholder for Red Volcano Zone's boss | |
64 | SPR_BRAK | Brak Eggman and Brak Eggman (Old) | |
65 | SPR_BGOO | Brak Eggman (Old) goop | |
66 | SPR_BMSL | Brak Eggman (Old) missile | |
67 | SPR_EGGT | Placeholder for Egg Rock Zone's boss | |
68 | SPR_RCKT | Brak Eggman rocket | |
69 | SPR_ELEC | Brak Eggman electric barrier | |
70 | SPR_TARG | Brak Eggman target reticule | |
71 | SPR_NPLM | Brak Eggman napalm bomb (large) | |
72 | SPR_MNPL | Brak Eggman napalm bomb (small) | |
73 | SPR_METL | Metal Sonic (Race and Battle) | |
74 | SPR_MSCF | Metal Sonic shield | |
75 | SPR_MSCB | Unused | |
Collectibles | |||
76 | SPR_RING | Ring | |
77 | SPR_TRNG | CTF Team Ring (red and blue) | |
78 | SPR_TOKE | Emerald Token | |
79 | SPR_RFLG | CTF Red Flag | |
80 | SPR_BFLG | CTF Blue Flag | |
81 | SPR_SPHR | Blue Sphere | |
82 | SPR_NCHP | NiGHTS chip | |
83 | SPR_NSTR | NiGHTS star | |
84 | SPR_EMBM | Emblem | |
85 | SPR_CEMG | Chaos Emeralds (1, 2, 3, 4, 5, 6, 7) | |
86 | SPR_SHRD | Emerald Hunt shard | |
Interactive Objects | |||
87 | SPR_BBLS | Air Bubble Patch | |
88 | SPR_SIGN | Signpost | |
89 | SPR_SPIK | Spikeball | |
90 | SPR_SFLM | Elemental Shield's fire trail | |
91 | SPR_SFLM | Elemental Shield's fire trail (Player Colored) | |
92 | SPR_USPK | Spike | |
93 | SPR_WSPK | Wall Spike | |
94 | SPR_WSPB | Wall Spike base | |
95 | SPR_STPT | Star Post | |
96 | SPR_BMNE | Big Floating Mine | |
97 | SPR_PUMI | Rollout Rock | |
Monitors | |||
98 | SPR_MSTV | Miscellaneous monitor sprites | |
99 | SPR_XLTV | Golden monitor | |
100 | SPR_TRRI | CTF Team Ring Monitor (Red) | |
101 | SPR_TBRI | CTF Team Ring Monitor (Blue) | |
102 | SPR_TVRI | Super Ring Monitor (10 Rings) | |
103 | SPR_TVPI | Pity Shield Monitor | |
104 | SPR_TVAT | Attraction Shield Monitor | |
104 | SPR_TVFO | Force Shield Monitor | |
105 | SPR_TVAR | Armageddon Shield Monitor | |
106 | SPR_TVWW | Whirlwind Shield Monitor | |
107 | SPR_TVEL | Elemental Shield Monitor | |
108 | SPR_TVSS | Super Sneakers Monitor | |
109 | SPR_TVIV | Invincibility Monitor | |
110 | SPR_TV1U | Extra Life Monitor | |
111 | SPR_TV1P | Extra Life Monitor (textless) | |
112 | SPR_TVEG | Eggman Monitor | |
113 | SPR_TVMX | Teleporter Monitor | |
114 | SPR_TVMY | Random Monitor | |
115 | SPR_TVGV | Gravity Boots Monitor | |
116 | SPR_TVRC | Recycler Monitor | |
117 | SPR_TV1K | Score Monitor (1,000 Points) | |
118 | SPR_TVTK | Score Monitor (10,000 Points) | |
119 | SPR_TVFL | Flame Shield | |
120 | SPR_TVBB | Bubble Shield | |
121 | SPR_TVZP | Lightning Shield | |
Projectiles | |||
122 | SPR_MISL | Snailer missile | |
123 | SPR_TORP | Sea Egg torpedo | |
124 | SPR_ENRG | Metal Sonic energy ball projectile | |
125 | SPR_MINE | Jetty-Syn Bomber's/Skim's mine | |
126 | SPR_JBUL | Jetty-Syn Gunner's bullet | |
127 | SPR_TRLS | Turret laser | |
128 | SPR_CBLL | Cannonball | |
129 | SPR_AROW | Robo-Hood arrow | |
130 | SPR_CFIR | Glaregoyle fire | |
Greenflower Zone scenery | |||
131 | SPR_LETR | Letter | |
132 | SPR_FWR1 | GFZ Flower | |
133 | SPR_FWR2 | Sunflower | |
134 | SPR_FWR3 | Budding Flower | |
135 | SPR_FWR4 | CEZ Flower | |
136 | SPR_BUS1 | Berry Bush | |
137 | SPR_BUS2 | Bush | |
138 | SPR_BUS3 | Blueberry Bush | |
139 | SPR_TRE1 | GFZ Tree, GFZ Berry Tree, GFZ Cherry Tree | |
140 | SPR_TRE2 | Checkered Tree, Checkered Tree (Sunset) | |
141 | SPR_TRE3 | Crystal Tree (Aqua), Crystal Tree (Pink) | |
142 | SPR_TRE4 | Polygon Tree | |
143 | SPR_TRE5 | Bush Tree, Red Bush Tree | |
144 | SPR_TRE6 | Spring Tree | |
Techno Hill Zone scenery | |||
145 | SPR_THZP | THZ Steam Flower | |
146 | SPR_FWR5 | THZ Spin Flower (Red) | |
147 | SPR_FWR6 | THZ Spin Flower (Yellow) | |
148 | SPR_THZT | Whistlebush | |
149 | SPR_ALRM | Alarm | |
Deep Sea Zone scenery | |||
150 | SPR_GARG | Gargoyle | |
151 | SPR_SEWE | Seaweed | |
152 | SPR_DRIP | Dripping Water | |
153 | SPR_CORL | Coral (Green), Coral (Red), Coral (Orange), Large Coral (Brown), Large Coral (Beige) | |
154 | SPR_BCRY | Blue Crystal | |
155 | SPR_KELP | Kelp | |
156 | SPR_ALGA | Animated Kelp top | |
157 | SPR_ALGB | Animated Kelp segment | |
158 | SPR_DSTG | Stalagmite (DSZ1), Stalagmite (DSZ2) | |
159 | SPR_LIBE | Light Beam | |
Castle Eggman Zone scenery | |||
160 | SPR_CHAN | Chain (Decorative) | |
161 | SPR_FLAM | Torch | |
162 | SPR_ESTA | Eggman Statue and Eggman Disco Statue | |
163 | SPR_SMCH | Chain (Small) | |
164 | SPR_BMCH | Chain (Large) | |
165 | SPR_SMCE | Mace (Small) | |
166 | SPR_BMCE | Mace (Large) | |
167 | SPR_YSPB | Yellow Spring Ball | |
168 | SPR_RSPB | Red Spring Ball | |
169 | SPR_SFBR | Firebar (Small) | |
170 | SPR_BFBR | Firebar (Large) | |
171 | SPR_BANR | Pole Banner (Red), Pole Banner (Blue) | |
172 | SPR_PINE | Pine Tree | |
173 | SPR_CEZB | CEZ Shrub (Small), CEZ Shrub (Large) | |
174 | SPR_CNDL | Candle, Candle Pricket | |
175 | SPR_FLMH | Flame Holder | |
176 | SPR_CTRC | Fire Torch | |
177 | SPR_CFLG | Waving Flag (Red), Waving Flag (Blue) | |
178 | SPR_CSTA | Crawla Statue | |
179 | SPR_CBBS | Lance-a-Bot Statue | |
180 | SPR_CABR | Brambles | |
Arid Canyon Zone scenery | |||
181 | SPR_BTBL | Tumbleweed (Big) | |
182 | SPR_STBL | Tumbleweed (Small) | |
183 | SPR_CACT | Cacti | |
184 | SPR_WWSG | Caution Sign | |
185 | SPR_WWS2 | Cacti Sign | |
186 | SPR_WWS3 | Sharp Turn Sign | |
187 | SPR_OILL | Mine Oil Lamp | |
188 | SPR_OILF | Mine Oil Lamp flare | |
189 | SPR_BARR | TNT Barrel | |
190 | SPR_REMT | TNT Proximity Shell | |
191 | SPR_TAZD | Dust Devil | |
192 | SPR_ADST | Dust | |
193 | SPR_MCRT | Minecart | |
194 | SPR_MCSP | Minecart spark | |
195 | SPR_SALD | Minecart Saloon Door | |
196 | SPR_TRAE | Train cameo locomotive | |
197 | SPR_TRAI | Train cameo wagon | |
198 | SPR_STEA | Train steam | |
Red Volcano Zone scenery | |||
199 | SPR_FLME | Flame from a flame jet | |
200 | SPR_DFLM | Flame from a spinning flame jet | |
201 | SPR_LFAL | Lavafall | |
202 | SPR_JPLA | Big Fern, Jungle Palm | |
203 | SPR_TFLO | Torch Flower | |
204 | SPR_WVIN | RVZ1 Wall Vine (Long), RVZ1 Wall Vine (Short) | |
Christmas scenery | |||
205 | SPR_XMS1 | Christmas Pole | |
206 | SPR_XMS2 | Candy Cane | |
207 | SPR_XMS3 | Snowman, Snowman (With Hat) | |
208 | SPR_XMS4 | Lamp Post, Lamp Post (Snow) | |
209 | SPR_XMS5 | Hanging Star | |
210 | SPR_XMS6 | Mistletoe | |
Frozen Hillside Zone scenery | |||
211 | SPR_FHZI | Ice Shard (Small), Ice Shard (Large) | |
212 | SPR_ROSY | Amy Cameo | |
Haunted Heights Zone scenery | |||
213 | SPR_PUMK | Jack-o'-lantern 1, Jack-o'-lantern 2, Jack-o'-lantern 3 | |
214 | SPR_HHPL | HHZ Tree | |
215 | SPR_SHRM | Purple Mushroom | |
216 | SPR_HHZM | HHZ Grass, HHZ Tentacle 1, HHZ Tentacle 2, HHZ Stalagmite (Tall), HHZ Stalagmite (Short) | |
Azure Temple Zone scenery | |||
217 | SPR_BGAR | Glaregoyle, Blue Gargoyle | |
218 | SPR_RCRY | ATZ Target | |
219 | SPR_CFLM | Green Flame | |
Botanic Serenity scenery | |||
220 | SPR_BSZ1 | Tall Flowers (BSZ) | |
221 | SPR_BSZ2 | Medium Flowers (BSZ) | |
222 | SPR_BSZ3 | Short Flowers (BSZ) | |
223 | SPR_BST1 | Tulip (Red) | |
224 | SPR_BST2 | Tulip (Purple) | |
225 | SPR_BST3 | Tulip (Blue) | |
226 | SPR_BST4 | Tulip (Cyan) | |
227 | SPR_BST5 | Tulip (Yellow) | |
228 | SPR_BST6 | Tulip (Orange) | |
229 | SPR_BSZ5 | Clusters (BSZ) | |
230 | SPR_BSZ6 | Bushes (BSZ) | |
231 | SPR_BSZ7 | Vines (BSZ) | |
232 | SPR_BSZ8 | BSZ Shrub, BSZ Clover, Palm Tree (Big), Palm Tree (Small) | |
Other scenery | |||
233 | SPR_STLG | Stalagmites | |
234 | SPR_DBAL | Disco Ball | |
Power-up indicators | |||
235 | SPR_ARMA | Armageddon Shield orb | |
236 | SPR_ARMF | Armageddon Shield ring, front | |
237 | SPR_ARMB | Armageddon Shield ring, back | |
238 | SPR_WIND | Whirlwind Shield orb | |
239 | SPR_MAGN | Attraction Shield orb | |
240 | SPR_ELEM | Elemental Shield orb and fire | |
241 | SPR_FORC | Force Shield orb | |
242 | SPR_PITY | Pity Shield orb | |
243 | SPR_FIRS | Flame Shield orb | |
244 | SPR_BUBS | Bubble Shield orb | |
245 | SPR_ZAPS | Lightning Shield orb | |
246 | SPR_IVSP | Invincibility sparkle | |
247 | SPR_SSPK | Super Sonic spark | |
248 | SPR_GOAL | NiGHTS goal sign | |
Flickies | |||
249 | SPR_FBUB | Flicky-sized bubble | |
250 | SPR_FL01 | Bluebird | |
251 | SPR_FL02 | Rabbit | |
252 | SPR_FL03 | Chicken | |
253 | SPR_FL04 | Seal | |
254 | SPR_FL05 | Pig | |
255 | SPR_FL06 | Chipmunk | |
256 | SPR_FL07 | Penguin | |
257 | SPR_FL08 | Fish | |
258 | SPR_FL09 | Ram | |
259 | SPR_FL10 | Puffin | |
260 | SPR_FL11 | Cow | |
261 | SPR_FL12 | Rat | |
262 | SPR_FL13 | Bear | |
263 | SPR_FL14 | Dove | |
264 | SPR_FL15 | Cat | |
265 | SPR_FL16 | Canary | |
266 | SPR_FS01 | Spider | |
267 | SPR_FS02 | Bat | |
Springs and fans | |||
268 | SPR_FANS | Fan | |
269 | SPR_STEM | Gas Jet | |
270 | SPR_BUMP | Bumper | |
271 | SPR_BLON | Balloon | |
272 | SPR_SPRY | Yellow Spring | |
273 | SPR_SPRR | Red Spring | |
274 | SPR_SPRB | Blue Spring | |
275 | SPR_YSPR | Diagonal Yellow Spring | |
276 | SPR_RSPR | Diagonal Red Spring | |
277 | SPR_BSPR | Diagonal Blue Spring | |
278 | SPR_SSWY | Horizontal Yellow Spring | |
279 | SPR_SSWR | Horizontal Red Spring | |
280 | SPR_SSWB | Horizontal Blue Spring | |
281 | SPR_BSTY | Yellow Boost Panel | |
282 | SPR_BSTR | Red Boost Panel | |
Environmental effects | |||
283 | SPR_RAIN | Precipitation | |
284 | SPR_SNO1 | Snowflake | |
285 | SPR_SPLH | Water splish | |
286 | SPR_LSPL | Lava splish | |
287 | SPR_SPLA | Precipitation water splash | |
288 | SPR_SMOK | Puff of smoke | |
289 | SPR_BUBL | Air bubbles | |
290 | SPR_WZAP | Water zap | |
291 | SPR_DUST | Spindash dust | |
292 | SPR_FPRT | Spindash dust (Elemental Shield) | |
293 | SPR_TFOG | Chaos mode enemy entrance fog | |
294 | SPR_SEED | Seed spawned by destroyed enemies | |
295 | SPR_PRTL | Fan particle | |
Game indicators | |||
296 | SPR_SCOR | Score markers | |
297 | SPR_DRWN | Drowning countdown numbers | |
298 | SPR_FLII | Tails bot flight indicator | |
299 | SPR_LCKN | Lockon target | |
300 | SPR_TTAG | Tag "IT!" sign | |
301 | SPR_GFLG | CTF "GOT FLAG!" sign | |
302 | SPR_FNSF | "Level finished" flag | |
Character items | |||
303 | SPR_CORK | Fang cork | |
304 | SPR_LHRT | Amy heart | |
Weapon rings | |||
305 | SPR_RRNG | Thrown Red Ring | |
306 | SPR_RNGB | Bounce Ring (pickup and thrown) | |
307 | SPR_RNGR | Rail Ring (pickup) | |
308 | SPR_RNGI | Infinity Ring | |
309 | SPR_RNGA | Automatic Ring (pickup) | |
310 | SPR_RNGE | Explosion Ring (pickup and thrown) | |
311 | SPR_RNGS | Scatter Ring (pickup) | |
312 | SPR_RNGG | Grenade Ring (pickup) | |
313 | SPR_PIKB | Bounce Ring Panel | |
314 | SPR_PIKR | Rail Ring Panel | |
315 | SPR_PIKA | Automatic Ring Panel | |
316 | SPR_PIKE | Explosion Ring Panel | |
317 | SPR_PIKS | Scatter Ring Panel | |
318 | SPR_PIKG | Grenade Ring Panel | |
319 | SPR_TAUT | Thrown Automatic Ring | |
320 | SPR_TGRE | Thrown Grenade Ring | |
321 | SPR_TSCR | Thrown Scatter Ring | |
Mario | |||
322 | SPR_COIN | Coin | |
323 | SPR_CPRK | Coin pickup spark | |
324 | SPR_GOOM | Goomba | |
325 | SPR_BGOM | Goomba (Blue) | |
326 | SPR_FFWR | Fire Flower | |
327 | SPR_FBLL | Fire Flower fireball | |
328 | SPR_SHLL | Koopa Shell | |
329 | SPR_PUMA | Puma | |
330 | SPR_HAMM | King Bowser's hammer | |
331 | SPR_KOOP | King Bowser | |
332 | SPR_BFLM | King Bowser's flame | |
333 | SPR_MAXE | Axe | |
334 | SPR_MUS1 | Mario Bush (Short) | |
335 | SPR_MUS2 | Mario Bush (Tall) | |
336 | SPR_TOAD | Toad | |
NiGHTS | |||
337 | SPR_NDRN | Ideya Drone | |
338 | SPR_NSPK | NiGHTS sparkle | |
339 | SPR_NBMP | NiGHTS Bumper | |
340 | SPR_HOOP | Hoop segment | |
341 | SPR_NSCR | NiGHTS score markers | |
342 | SPR_NPRU | NiGHTS power-ups: | |
343 | SPR_CAPS | Ideya Capture | |
344 | SPR_IDYA | Ideya | |
345 | SPR_NTPN | Pian | |
346 | SPR_SHLP | Shleep | |
Secret enemies and hazards | |||
347 | SPR_PENG | Penguinator | |
348 | SPR_POPH | Pophat | |
349 | SPR_HIVE | Hive Elemental | |
350 | SPR_BUMB | Bumblebore | |
351 | SPR_BBUZ | Buggle | |
352 | SPR_FMCE | Smashing Spikeball | |
353 | SPR_HMCE | Smashing Spikeball (Large, unused) | |
354 | SPR_CACO | Cacolantern | |
355 | SPR_BAL2 | Cacolantern projectile | |
356 | SPR_SBOB | Spinbobert | |
357 | SPR_SBFL | Spinbobert fire trail | |
358 | SPR_SBSK | Spinbobert fire ghost | |
359 | SPR_HBAT | Hangster | |
Debris | |||
360 | SPR_SPRK | Pickup spark | |
361 | SPR_BOM1 | Robot explosion | |
362 | SPR_BOM2 | Boss explosion 1 | |
363 | SPR_BOM3 | Boss explosion 2 | |
364 | SPR_BOM4 | Underwater explosion | |
365 | SPR_BMNB | Big Floating Mine explosion | |
366 | SPR_ROIA | Rock debris | |
367 | SPR_ROIB | Rock debris | |
368 | SPR_ROIC | Rock debris | |
369 | SPR_ROID | Rock debris | |
370 | SPR_ROIE | Rock debris | |
371 | SPR_ROIF | Rock debris | |
372 | SPR_ROIG | Rock debris | |
373 | SPR_ROIH | Rock debris | |
374 | SPR_ROII | Ice debris | |
375 | SPR_ROIJ | Rock debris | |
376 | SPR_ROIK | Rock debris | |
377 | SPR_ROIL | Rock debris | |
378 | SPR_ROIM | Rock debris | |
379 | SPR_ROIN | Rock debris | |
380 | SPR_ROIO | Rock debris | |
381 | SPR_ROIP | Rock debris | |
382 | SPR_GFZD | GFZROCK debris
|
|
383 | SPR_BRIC | Brick debris | |
384 | SPR_WDDB | Wood debris | |
Special Stage | |||
385 | SPR_GWLG | Green gravity well sprites for Pull Point | |
386 | SPR_GWLR | Red gravity well sprites for Push Point | |
Freeslots | |||
387–898 | n/a | n/a |
Translucency levels (tr_*
/TR_*
)
Note The lowercase versions of the tr_ constants are exclusive to Lua; tr_trans10 to tr_trans90 will always be read as the uppercase versions in SOC regardless of case.
|
|
|
Frame settings (FF_*
)
- See also: State > Attributes
Name | Decimal | Hexadecimal | Description |
---|---|---|---|
FF_FRAMEMASK
|
255 | 0xFF
|
Frame number mask |
FF_SPR2SUPER
|
128 | 0x80
|
Super sprite2 |
FF_SPR2ENDSTATE
|
256 | 0x100
|
State change at the end of sprite2 animation |
FF_SPR2MIDSTART
|
512 | 0x200
|
50% chance of starting in the middle of sprite2 animation |
FF_BLENDMASK
|
28672 | 0x7000
|
Blending mode mask |
FF_BLENDSHIFT
|
12 | 0x0C
|
Number of bits to shift up to convert AST_ constants to FF_ constants
|
FF_ADD
|
4096 | 0x1000
|
Sprite uses additive blending |
FF_SUBTRACT
|
8192 | 0x2000
|
Sprite uses subtractive blending |
FF_REVERSESUBTRACT
|
12288 | 0x3000
|
Sprite uses reverse subtractive blending |
FF_MODULATE
|
16384 | 0x4000
|
Sprite uses modulative blending |
FF_TRANSMASK
|
983040 | 0xF0000
|
Translucency mask |
FF_TRANSSHIFT
|
16 | 0x10
|
Number of bits to shift up to convert tr_transxx constants to FF_TRANSxx constants
|
FF_TRANS10
|
65536 | 0x10000
|
Sprite is 10% translucent (90% opaque) |
FF_TRANS20
|
131072 | 0x20000
|
Sprite is 20% translucent (80% opaque) |
FF_TRANS30
|
196608 | 0x30000
|
Sprite is 30% translucent (70% opaque) |
FF_TRANS40
|
262144 | 0x40000
|
Sprite is 40% translucent (60% opaque) |
FF_TRANS50
|
327680 | 0x50000
|
Sprite is 50% translucent (50% opaque) |
FF_TRANS60
|
393216 | 0x60000
|
Sprite is 60% translucent (40% opaque) |
FF_TRANS70
|
458752 | 0x70000
|
Sprite is 70% translucent (30% opaque) |
FF_TRANS80
|
524288 | 0x80000
|
Sprite is 80% translucent (20% opaque) |
FF_TRANS90
|
589824 | 0x90000
|
Sprite is 90% translucent (10% opaque) |
FF_BRIGHTMASK
|
3145728 | 0x00300000
|
Brightness mask |
FF_FULLBRIGHT
|
1048576 | 0x00100000
|
Sprite is always at full brightness, not affected by lighting |
FF_FULLDARK
|
2097152 | 0x00200000
|
Sprite is always at full darkness, not affected by lighting |
FF_SEMIBRIGHT
|
3145728 | 0x00300000
|
Sprite is drawn between full brightness & lighting |
FF_PAPERSPRITE
|
4194304 | 0x00400000
|
Sprite is drawn along a vertical plane |
FF_FLOORSPRITE
|
8388608 | 0x00800000
|
Sprite is drawn along a horizontal plane |
FF_VERTICALFLIP
|
16777216 | 0x01000000
|
Sprite is flipped vertically |
FF_HORIZONTALFLIP
|
33554432 | 0x02000000
|
Sprite is flipped horizontally |
FF_ANIMATE
|
268435456 | 0x10000000
|
State is animated and cycles through several frames |
FF_GLOBALANIM
|
536870912 | 0x20000000
|
Animation is synced to a global timer |
FF_RANDOMANIM
|
1073741824 | 0x40000000
|
Animation starts at a random frame |
Render flags (RF_*
)
Decimal | Hexadecimal | Flag name | Description |
---|---|---|---|
1 | 0x0001
|
RF_HORIZONTALFLIP
|
Flips the sprite horizontally. |
2 | 0x0002
|
RF_VERTICALFLIP
|
Flips the sprite vertically. |
4 | 0x0004
|
RF_ABSOLUTEOFFSETS
|
The sprite will use the values of spritexoffset and spriteyoffset absolutely, instead of relatively to the sprite's original offsets.
|
8 | 0x0008
|
RF_FLIPOFFSETS
|
The values of spritexoffset and spriteyoffset will be applied flipped to the sprite's original offsets.
|
240 | 0x00F0
|
RF_SPLATMASK
|
Floor sprite mask |
16 | 0x0010
|
RF_SLOPESPLAT
|
The floor sprite will be drawn along a slope plane. |
32 | 0x0020
|
RF_OBJECTSLOPESPLAT
|
The floor sprite will adjust to the slope its Object is standing on. |
64 | 0x0040
|
RF_NOSPLATBILLBOARD
|
The sprite will face its Object's angle rather than the camera. |
128 | 0x0080
|
RF_NOSPLATROLLANGLE
|
The Object will use angle sprites instead of a single rotated sprite. |
768 | 0x0300
|
RF_BRIGHTMASK
|
Lighting mask |
256 | 0x0100
|
RF_FULLBRIGHT
|
The sprite will always be drawn at full brightness. |
512 | 0x0200
|
RF_FULLDARK
|
The sprite will be drawn completely dark. |
768 | 0x0300
|
RF_SEMIBRIGHT
|
The sprite will be drawn between full brightness and sector brightness. |
1024 | 0x0400
|
RF_NOCOLORMAPS
|
The sprite will not be affected by colormaps. |
12288 | 0x3000
|
RF_SPRITETYPEMASK
|
Sprite type mask |
4096 | 0x1000
|
RF_PAPERSPRITE
|
The sprite will be drawn in a vertical plane, also known as a papersprite. |
8192 | 0x2000
|
RF_FLOORSPRITE
|
The sprite will be drawn in a horizontal plane, also known as a floor sprite, or a "splat". |
16384 | 0x4000
|
RF_SHADOWDRAW
|
The sprite will be skewed and stretched onto the floor as if it was a projected shadow. |
32768 | 0x8000
|
RF_SHADOWEFFECTS
|
The sprite will be scaled and made transparent as if it was a projected shadow. |
49664 | 0xC200
|
RF_DROPSHADOW
|
The sprite will fully behave as a projected shadow. Is a combination of RF_SHADOWDRAW , RF_SHADOWEFFECTS and RF_FULLDARK .
|
Blend modes (AST_*
)
Value | Name | Description |
---|---|---|
0 | AST_COPY
|
No blending |
1 | AST_TRANSLUCENT
|
Default translucency effect |
2 | AST_ADD
|
Additive blend mode |
3 | AST_SUBTRACT
|
Subtractive blend mode |
4 | AST_REVERSESUBTRACT
|
Difference blend mode |
5 | AST_MODULATE
|
Multiply blend mode |
6 | AST_OVERLAY
|
Overlay blend mode |
Sounds (sfx_*
)
Sound number | Sound name | Caption | Description |
---|---|---|---|
0 | sfx_None | n/a | n/a |
Skin sounds | |||
1 | sfx_altdi1 | [Dying] | Placeholder slot for custom character death sound |
2 | sfx_altdi2 | [Dying] | Placeholder slot for custom character death sound |
3 | sfx_altdi3 | [Dying] | Placeholder slot for custom character death sound |
4 | sfx_altdi4 | [Dying] | Placeholder slot for custom character death sound |
5 | sfx_altow1 | [Ring loss] | Placeholder slot for custom character hurt sound |
6 | sfx_altow2 | [Ring loss] | Placeholder slot for custom character hurt sound |
7 | sfx_altow3 | [Ring loss] | Placeholder slot for custom character hurt sound |
8 | sfx_altow4 | [Ring loss] | Placeholder slot for custom character hurt sound |
9 | sfx_victr1 | n/a | Placeholder slot for custom character victory sound |
10 | sfx_victr2 | n/a | Placeholder slot for custom character victory sound |
11 | sfx_victr3 | n/a | Placeholder slot for custom character victory sound |
12 | sfx_victr4 | n/a | Placeholder slot for custom character victory sound |
13 | sfx_gasp | [Bubble gasp] | Player grabbing an air bubble |
14 | sfx_jump | [Jump] | Player jumping |
15 | sfx_pudpud | [Tired flight] | Tails exhausted from flying |
16 | sfx_putput | [Flight] | Tails flying |
17 | sfx_spin | [Spin] | Player spinning |
18 | sfx_spndsh | [Spindash] | Spindash charge |
19 | sfx_thok | [Thok] | Sonic thokking/Ring being fired |
20 | sfx_zoom | [Spin launch] | Spindash release |
21 | sfx_skid | [Skid] | Player skidding |
Ambience/background Objects | |||
22 | sfx_ambint | [Obnoxious disco music] | Disco Ambience |
23 | sfx_alarm | [Alarm] | Alarm |
24 | sfx_buzz1 | [Electric zap] | Mechanical buzzing, Sea Egg electrifying water |
25 | sfx_buzz2 | [Electric zap] | Mechanical buzzing (unused) |
26 | sfx_buzz3 | [Wacky worksurface] | Mechanical alarm sound |
27 | sfx_buzz4 | [Buzz] | Mechanical beep, Buzz flying |
28 | sfx_crumbl | [Crumbling] | Crumbling FOF |
29 | sfx_fire | [Flamethrower] | Flamethrower sound |
30 | sfx_grind | [Metallic grinding] | Mechanical grinding (unused) |
31 | sfx_laser | [Laser hum] | Laser |
32 | sfx_mswing | [Swinging mace] | Spinning mace |
33 | sfx_pstart | n/a | Placeholder crusher slot |
34 | sfx_pstop | [Crusher stomp] | Crusher |
35 | sfx_steam1 | [Steam jet] | Gas Jet |
36 | sfx_steam2 | [Steam jet] | Gas Jet |
37 | sfx_wbreak | [Wood breaking] | Wood breaking, Egg Guard's shield breaking |
38 | sfx_ambmac | [Machinery] | Machinery |
39 | sfx_spsmsh | [Heavy impact] | Smashing Spikeball hitting the ground. |
40 | sfx_rainin | [Rain] | Rain |
41 | sfx_litng2 | [Lightning] | Lightning |
42 | sfx_litng3 | [Lightning] | Lightning |
43 | sfx_litng4 | [Lightning] | Lightning |
45 | sfx_athun1 | [Thunder] | Thunder |
46 | sfx_athun2 | [Thunder] | Thunder |
47 | sfx_amwtr1 | [Stream] | Water Ambience A (Large) |
48 | sfx_amwtr2 | [Stream] | Water Ambience B (Large) |
49 | sfx_amwtr3 | [Stream] | Water Ambience C (Medium) |
50 | sfx_amwtr4 | [Stream] | Water Ambience D (Medium) |
51 | sfx_amwtr5 | [Stream] | Water Ambience E (Small) |
52 | sfx_amwtr6 | [Stream] | Water Ambience F (Small) |
53 | sfx_amwtr7 | [Stream] | Water Ambience G (Extra Large) |
54 | sfx_amwtr8 | [Stream] | Water Ambience H (Extra Large) |
55 | sfx_bubbl1 | [Glub] | Bubbling – getting in/out of water |
56 | sfx_bubbl2 | [Glub] | Bubbling – getting in/out of water |
57 | sfx_bubbl3 | [Glub] | Bubbling – getting in/out of water |
58 | sfx_bubbl4 | [Glub] | Bubbling – getting in/out of water |
59 | sfx_bubbl5 | [Glub] | Bubbling – getting in/out of water |
60 | sfx_floush | [Glub] | Shallow water |
61 | sfx_splash | [Glub] | Water bubble sound; crumbling platform bobbling into water; running on lava |
62 | sfx_splish | [Splash] | Falling into water |
63 | sfx_wdrip1 | [Drip] | Water dripping |
64 | sfx_wdrip2 | [Drip] | Water dripping |
65 | sfx_wdrip3 | [Drip] | Water dripping |
66 | sfx_wdrip4 | [Drip] | Water dripping |
67 | sfx_wdrip5 | [Drip] | Water dripping |
68 | sfx_wdrip6 | [Drip] | Water dripping |
69 | sfx_wdrip7 | [Drip] | Water dripping |
70 | sfx_wdrip8 | [Drip] | Water dripping |
71 | sfx_wslap | [Splash] | Water skipping |
72 | sfx_doora1 | [Sliding open] | Door opening – mechanical |
73 | sfx_doorb1 | [Sliding open] | Door opening – mechanical |
74 | sfx_doorc1 | [Wooden door opening] | Door opening – wooden |
75 | sfx_doorc2 | [Slamming shut] | Door slamming shut – wooden, Egg Colosseum's cage landing |
76 | sfx_doord1 | [Creaking open] | Gate opening, Egg Colosseum's cage rising |
77 | sfx_doord2 | [Slamming shut] | Gate slamming shut (unused) |
78 | sfx_eleva1 | [Starting elevator] | Elevator type A starting |
79 | sfx_eleva2 | [Moving elevator] | Elevator type A running |
80 | sfx_eleva3 | [Stopping elevator] | Elevator type A stopping |
81 | sfx_elevb1 | [Starting elevator] | Elevator type B starting |
82 | sfx_elevb2 | [Moving elevator] | Elevator type B running |
83 | sfx_elevb3 | [Stopping elevator] | Elevator type B stopping |
84 | sfx_ambin2 | [Natural vibrations] | Volcano Ambience |
85 | sfx_lavbub | [Bubbling lava] | Bubbling lava (unused) |
86 | sfx_rocks1 | [Falling rocks] | Falling rocks |
87 | sfx_rocks2 | [Falling rocks] | Falling rocks |
88 | sfx_rocks3 | [Falling rocks] | Falling rocks |
89 | sfx_rocks4 | [Falling rocks] | Falling rocks |
90 | sfx_rumbam | [Ominous rumbling] | Rumbling noise (unused) |
91 | sfx_rumble | [Ominous rumbling] | RVZ earthquake rumbling |
Game Objects | |||
92 | sfx_appear | [Appearing platform] | Appearing FOF sound |
93 | sfx_bkpoof | [Armageddon pow] | Armageddon Shield explosion |
94 | sfx_bnce1 | [Bounce] | Bounce – sharp, Bounce Ring being fired |
95 | sfx_bnce2 | [Scatter] | Bounce – bass, Scatter Ring being fired |
96 | sfx_cannon | [Powerful shot] | Cannonball/Explosion Ring being fired |
97 | sfx_cgot | [Got Emerald] | Collecting a Chaos Emerald |
98 | sfx_cybdth | [Explosion] | Boss being destroyed, Cannonball crashing sound |
99 | sfx_deton | [Threatening beeping] | Deton chasing after player |
100 | sfx_ding | [Ding] | ATZ Target "ding" sound (old appearing FOF sound) |
101 | sfx_dmpain | [Machine damage] | Boss/Crawla Commander getting hurt |
102 | sfx_drown | [Drowning] | Drowning |
103 | sfx_fizzle | [Electric fizzle] | Turret being destroyed; Brak Eggman's electric barrier deactivating |
104 | sfx_gbeep | [Threatening beeping] | Big Floating Mine approaching the player |
105 | sfx_wepfir | [Firing weapon] | Firing a Weapon Ring |
106 | sfx_ghit | [Goop splash] | THZ goo water, Egg Slimer goop landing on ground |
107 | sfx_gloop | [Splash] | Plunging into water |
108 | sfx_gspray | [Goop sling] | Egg Slimer throwing goop |
109 | sfx_gravch | [Recycler] | Recycler |
110 | sfx_itemup | [Sparkle] | Collecting a ring |
111 | sfx_jet | [Jet engine] | Bird Aircraft Strike Hazard flying |
112 | sfx_jshard | [Life Transfer] | Transferring a life in multiplayer;Unused sound from XSRB2 (collecting a jewel shard) |
113 | sfx_lose | [Failure] | Time up (Special Stage), Wrong Star Post (Race) |
114 | sfx_lvpass | [Spinning signpost] | Level End Sign spinning; picking up a flag (CTF) |
115 | sfx_mindig | [Tunnelling] | Minus tunneling underground |
116 | sfx_mixup | [Teleport] | Teleport |
117 | sfx_monton | [Golden Monitor activated] | Golden Monitor activating |
118 | sfx_pogo | [Mechanical pogo] | Egg Slimer jumping |
119 | sfx_pop | [Pop] | Enemy or monitor being destroyed |
120 | sfx_rail1 | [Firing rail] | Rail Ring being fired |
121 | sfx_rail2 | [Crashing rail] | Rail Ring crashing sound |
122 | sfx_rlaunc | [Firing] | Egg Mobile/Snailer firing missile |
123 | sfx_shield | [Pity Shield] | A Pity Shield spawning around the player |
124 | sfx_wirlsg | [Whirlwind Shield] | A Whirlwind Shield spawning around the player |
125 | sfx_forcsg | [Force Shield] | A Force Shield spawning around the player |
126 | sfx_frcssg | [Weak Force Shield] | Weak Force Shield |
127 | sfx_elemsg | [Elemental Shield] | An Elemental Shield spawning around the player |
128 | sfx_armasg | [Armageddon Shield] | An Armageddon Shield spawning around the player |
129 | sfx_attrsg | [Attraction Shield] | An Attraction Shield spawning around the player |
130 | sfx_shldls | [Hurt] | Losing a shield |
131 | sfx_spdpad | [Speedpad] | Speed pad |
132 | sfx_spkdth | [Spiked] | Spike hitting a player |
133 | sfx_spring | [Spring] | Spring being hit |
134 | sfx_statu1 | [Pushing a statue] | Gargoyle being pushed (unused) |
135 | sfx_statu2 | [Pushing a statue] | Gargoyle being pushed |
136 | sfx_strpst | [Starpost] | Star Post being activated |
137 | sfx_supert | [Transformation] | Super transformation |
138 | sfx_telept | [Dash] | Egg Mobile dashing |
139 | sfx_tink | [Tink] | Chaos Emerald appearing on Special Stage results screen |
140 | sfx_token | [Got Token] | Special Stage Token being collected |
141 | sfx_trfire | [Laser fired] | Turret/Pop-up Turret firing shot |
142 | sfx_trpowr | [Powering up] | Turret loading |
143 | sfx_turhit | [Laser hit] | Turret laser hitting a target |
144 | sfx_wdjump | [Whirlwind jump] | Whirlwind Shield jump |
145 | sfx_shrpsp | [Spincushion] | Spincushion |
146 | sfx_shrpgo | [Launch] | A Spincushion launching toward the player |
147 | sfx_mswarp | [Spinning out] | Metal Sonic spinning out |
148 | sfx_mspogo | [Breaking through] | Metal Sonic bouncing off the walls/breaking through spikes |
149 | sfx_boingf | [Bouncing] | Fang the Sniper bouncing on his tail |
150 | sfx_corkp | [Cork fired] | Fang firing his cork gun |
151 | sfx_corkh | [Cork hit] | Cork hitting an obstacle |
152 | sfx_alart | [Caught red handed!] | Fang getting caught. |
153 | sfx_vwre | [Clone fighter!] | A clone fighter spawning. (Sound from Sonic the Fighters) |
154 | sfx_bowl | [Bowling] | A TNT Barrel being launched. |
155 | sfx_chuchu | [Train horn] | The train in Arid Canyon Zone Act 2 and 3. |
156 | sfx_bsnipe | [Home-run smash] | SRB2: Touching an Egg Robo in Castle Eggman Zone Act 3 SRB2Kart: Hitting someone in the head with a Banana. Super Smash Bros.: The Home-Run Bat hitting another player. |
157 | sfx_sprong | [Power spring] | Amy Rose hitting a Spring with her hammer. |
158 | sfx_lvfal1 | [Rumble] | A Lavafall about to erupt. |
159 | sfx_pscree | [SCREE!] | A Pterabyte swooping towards the player. |
160 | sfx_iceb | [Ice crack] | Ice cracking |
161 | sfx_shattr | [Shattering] | Shattered object |
162 | sfx_antiri | [Depletion] | Rings being depleted from the player's count |
Menu/Interface | |||
163 | sfx_chchng | [Score] | Score tally cashier noise |
164 | sfx_dwnind | [Thinking about air] | Air countdown |
165 | sfx_emfind | [Radar beep] | Emerald Hunt/Emblem radar |
166 | sfx_flgcap | [Flag captured] | Flag captured |
167 | sfx_menu1 | [Menu beep] | Menu sound |
168 | sfx_oneup | [One-up] | Alternate one-up jingle |
169 | sfx_ptally | [Tally] | Score tally point counter |
170 | sfx_radio | [Notification] | Netgame chat sound |
171 | sfx_wepchg | [Weapon change] | Weapon changing in Match |
172 | sfx_wtrdng | [Aquaphobia] | Underwater sound |
173 | sfx_zelda | [Discovery] | Legend of Zelda chimes |
174 | sfx_adderr | [Error] | An error has occurred while loading a file |
175 | sfx_notadd | [Reject] | A file could not be added |
176 | sfx_addfil | [Accept] | File added |
NiGHTS | |||
177 | sfx_ideya | [Success] | Finishing a stage |
178 | sfx_xideya | [Success] | Finishing a stage (Christmas) |
179 | sfx_nbmper | [Bumper] | NiGHTS Bumper |
180 | sfx_nxbump | [Bumper] | NiGHTS Bumper (Christmas) |
181 | sfx_ncchip | [Got chip] | Collecting a Chip |
182 | sfx_ncitem | [Got special] | Collecting a star |
183 | sfx_nxitem | [Got special] | Collecting a bell (Christmas) |
184 | sfx_ngdone | [Bonus time start] | Bonus time start |
185 | sfx_nxdone | [Bonus time start] | Bonus time start (Christmas) |
186 | sfx_drill1 | [Drill] | Starting a drill |
187 | sfx_drill2 | [Drill] | Drilling |
188 | sfx_ncspec | [Power-up] | Collecting a power-up |
189 | sfx_nghurt | [Hurt] | Super Sonic being hurt |
190 | sfx_ngskid | [Force stop] | Immediate stop |
191 | sfx_hoop1 | [Hoop] | Flying through a hoop (normal) |
192 | sfx_hoop2 | [Hoop+] | Flying through a hoop (link number is between 6 and 10) |
193 | sfx_hoop3 | [Hoop++] | Flying through a hoop (link number is 11 or above)/CTF: Opposing team's flag returned to base |
194 | sfx_hidden | [Discovery] | Uncovering a power-up |
195 | sfx_prloop | [Gust of wind] | Paraloop |
196 | sfx_timeup | [Ominous countdown] | Ten seconds left on the timer (unused) |
197 | sfx_ngjump | [Jump] | The player jumping in a NiGHTS map. |
Haunted Heights Zone | |||
198 | sfx_peww | [Pew] | Unknown |
199 | sfx_lntsit | [Cacolantern awake] | Cacolantern awaking |
200 | sfx_lntdie | [Cacolantern death] | Killing a Cacolantern |
201 | sfx_pumpkin | [Pumpkin smash] | Destroying a pumpkin |
202 | sfx_ghosty | [Laughter] | Hit by a Spinbobert |
Mario | |||
203 | sfx_koopfr | [Fire] | King Bowser breathing fire |
204 | sfx_mario1 | [Hit] | Hitting a ceiling |
205 | sfx_mario2 | [Bonk] | Hitting a Koopa Shell |
206 | sfx_mario3 | [Power-up] | Collecting a power-up |
207 | sfx_mario4 | [Got coin] | Collecting a coin |
208 | sfx_mario5 | [Boot-stomp] | Killing a Goomba |
209 | sfx_mario6 | [Jump] | Jumping |
210 | sfx_mario7 | [Fire] | Thokking/Throwing Fireballs |
211 | sfx_mario8 | [Hurt] | Getting hurt |
212 | sfx_mario9 | [Emerging power-up] | Opening a power-up |
213 | sfx_marioa | [One-up] | Extra life |
214 | sfx_thwomp | [Thwomp] | Thwomp block hitting the floor |
Brak Eggman | |||
215 | sfx_bebomb | [Big explosion] | Brak Eggman bomb explosion (unused) |
216 | sfx_bechrg | [Powering up] | Brak Eggman charging up his gun for a laser blast (unused) |
217 | sfx_becrsh | [Crash] | Unused Brak Eggman sound |
218 | sfx_bedeen | [Metallic crash] | Brak Eggman hit, Egg Colosseum's cage being destroyed |
219 | sfx_bedie1 | [Eggman crying] | Brak Eggman dying (unused) |
220 | sfx_bedie2 | [Eggman crying] | Brak Eggman dying |
221 | sfx_beeyow | [Failing machinery] | Brak Eggman firing (unused) |
222 | sfx_befall | [Metallic slam] | Brak Eggman landing |
223 | sfx_befire | [Firing goop] | Brak Eggman firing goop |
224 | sfx_beflap | [Mechanical jump] | Brak Eggman jumping |
225 | sfx_begoop | [Powerful shot] | Brak Eggman cannonball fire |
226 | sfx_begrnd | [Metallic grinding] | Brak Eggman hitting antenna |
227 | sfx_behurt | [Eggman shocked] | Brak Eggman getting hurt |
228 | sfx_bejet1 | [Jetpack charge] | Brak Eggman charging up jetpack (unused) |
229 | sfx_belnch | [Mechanical jump] | Brak Eggman jumping |
230 | sfx_beoutb | [Failed shot] | Brak Eggman firing when out of bullets (unused) |
231 | sfx_beragh | [Eggman screaming] | Brak Eggman screaming (unused) |
232 | sfx_beshot | [Firing missile] | Brak Eggman shooting missiles |
233 | sfx_bestep | [Mechanical stomp] | Brak Eggman walking |
234 | sfx_bestp2 | [Mechanical stomp] | Brak Eggman walking |
235 | sfx_bewar1 | [Eggman laughing] | Brak Eggman laughing |
236 | sfx_bewar2 | [Eggman laughing] | Brak Eggman laughing |
237 | sfx_bewar3 | [Eggman laughing] | Brak Eggman laughing |
238 | sfx_bewar4 | [Eggman laughing] | Brak Eggman laughing |
239 | sfx_bexpld | [Explosion] | Brak Eggman missile exploding |
240 | sfx_bgxpld | [Explosion] | Brak Eggman exploding |
206 | sfx_beelec | [Electricity] | Brak Eggman's electric barrier |
242 | sfx_brakrl | [Rocket launch] | Brak Eggman launching a rocket |
243 | sfx_brakrx | [Rocket explosion] | Brak Eggman's rocket exploding |
Sounds from Sonic 1 | |||
244 | sfx_s1a0 | [s1a0] | S1: Jumping |
245 | sfx_s1a1 | [s1a1] | S1: Checkpoint |
246 | sfx_s1a2 | [s1a2] | S1: Spike pop-up sound |
247 | sfx_s1a3 | [s1a3] | S1: Death, losing a shield |
248 | sfx_s1a4 | [s1a4] | S1: Skidding |
249 | sfx_s1a5 | [s1a5] | S1: |
250 | sfx_s1a6 | [s1a6] | S1: Spike death, spike hitting a player with shield |
251 | sfx_s1a7 | [s1a7] | S1: Pushing an object |
252 | sfx_s1a8 | [s1a8] | S1: Leaving a Special Stage |
253 | sfx_s1a9 | [s1a9] | S1: Increasing/decreasing Special Stage speed |
254 | sfx_s1aa | [s1aa] | S1: Falling into water |
255 | sfx_s1ab | [Chomp] | S1: SRB2: Jet Jaw approaching the player |
256 | sfx_s1ac | [s1ac] | S1: Eggman hurt |
257 | sfx_s1ad | [s1ad] | S1: Touching an air bubble |
258 | sfx_s1ae | [s1ae] | S1: Fireball emerging, lava bubble |
259 | sfx_s1af | [s1af] | S1: Shield |
260 | sfx_s1b0 | [s1b0] | S1: Scrap Brain Zone saw blades |
261 | sfx_s1b1 | [s1b1] | S1: Electricity |
262 | sfx_s1b2 | [s1b2] | S1: Drowning |
263 | sfx_s1b3 | [s1b3] | S1: Scrap Brain flame jet |
264 | sfx_s1b4 | [s1b4] | S1: Bumper |
265 | sfx_s1b5 | [s1b5] | S1: Collecting a ring – stereo |
266 | sfx_s1b6 | [s1b6] | S1: Spike pop-up sound; stereo |
267 | sfx_s1b7 | [s1b7] | S1: Final Zone piston moving |
268 | sfx_s1b8 | [s1b8] | S1: |
269 | sfx_s1b9 | [s1b9] | S1: Crumbling platform |
270 | sfx_s1ba | [s1ba] | S1: Color Block |
271 | sfx_s1bb | [s1bb] | S1: Trapdoor opening |
272 | sfx_s1bc | [s1bc] | S1: |
273 | sfx_s1bd | [s1bd] | S1: |
274 | sfx_s1be | [s1be] | S1: Player spinning |
275 | sfx_s1bf | [s1bf] | S1: Continue got |
276 | sfx_s1c0 | [s1c0] | S1: |
277 | sfx_s1c1 | [s1c1] | S1: Enemy or monitor destroyed |
278 | sfx_s1c2 | [s1c2] | S1: Underwater sound |
279 | sfx_s1c3 | [s1c3] | S1: Entering a Big Ring |
280 | sfx_s1c4 | [s1c4] | S1: Small explosion |
281 | sfx_s1c5 | [s1c5] | S1: Score tally finished |
282 | sfx_s1c6 | [s1c6] | S1: Rings lost |
283 | sfx_s1c7 | [s1c7] | S1: Marble Zone crushers being lifted |
284 | sfx_s1c8 | [s1c8] | S1: |
285 | sfx_s1c9 | [s1c9] | S1: Bonus points SRB2Kart: Hitting a player with an item, with "Character voices" set to never .
|
286 | sfx_s1ca | [s1ca] | S1: Entering a Special Stage |
287 | sfx_s1cb | [s1cb] | S1: |
288 | sfx_s1cc | [s1cc] | S1: Spring |
289 | sfx_s1cd | [s1cd] | S1: Menu sound |
290 | sfx_s1ce | [s1ce] | S1: Collecting a ring – mono |
291 | sfx_s1cf | [s1cf] | S1: Level End Sign spinning |
Sounds from Sonic 2 | |||
292 | sfx_s220 | [s220] | S2: Player jumping |
293 | sfx_s221 | [s221] | S2: Checkpoint, "COOL!" message in Special Stages |
294 | sfx_s222 | [s222] | S2: Spike pop-out sound |
295 | sfx_s223 | [s223] | S2: Dying, losing a shield |
296 | sfx_s224 | [s224] | S2: Skidding |
297 | sfx_s225 | [s225] | S2: A Rumble sound |
298 | sfx_s226 | [s226] | S2: Spike death, spike hitting a player with shield |
299 | sfx_s227 | [s227] | S2: Title screen shine |
300 | sfx_s228 | [s228] | S2: Menu beep |
301 | sfx_s229 | [s229] | S2: |
302 | sfx_s22a | [s22a] | S2: Falling into water |
303 | sfx_s22b | [s22b] | S2: |
304 | sfx_s22c | [s22c] | S2: Boss hurt |
305 | sfx_s22d | [s22d] | S2: Touching an air bubble |
306 | sfx_s22e | [s22e] | S2: Fireball emerging |
307 | sfx_s22f | [s22f] | S2: Shield |
308 | sfx_s230 | [s230] | S2: Robo-Sonic spinning |
309 | sfx_s231 | [s231] | S2: Electrical sound |
310 | sfx_s232 | [s232] | S2: Drowned |
311 | sfx_s233 | [s233] | S2: Fire Spread |
312 | sfx_s234 | [s234] | S2: Bumper |
313 | sfx_s235 | [s235] | S2: Collecting a ring |
314 | sfx_s236 | [s236] | S2: Spike Retract |
315 | sfx_s237 | [s237] | S2: |
316 | sfx_s238 | [s238] | S2: Door? |
317 | sfx_s239 | [s239] | S2: Big wall smash |
318 | sfx_s23a | [s23a] | S2: |
319 | sfx_s23b | [s23b] | S2: |
320 | sfx_s23c | [s23c] | S2: Spindash release SRB2Kart: Drift boost |
321 | sfx_s23d | [s23d] | S2: SRB2Kart: Ballhog bouncing |
322 | sfx_s23e | [s23e] | S2: Player spinning |
323 | sfx_s23f | [s23f] | S2: Continue got |
324 | sfx_s240 | [s240] | S2: Casino Night Zone slot machine |
325 | sfx_s241 | [s241] | S2: Enemy or monitor destroyed |
326 | sfx_s242 | [s242] | S2: Underwater sound |
327 | sfx_s243 | [s243] | S2: Big Ring (Sonic 1 Leftover) |
328 | sfx_s244 | [s244] | S2: bomb explode |
329 | sfx_s245 | [s245] | S2: Score tally finished |
330 | sfx_s246 | [s246] | S2: Rings lost |
331 | sfx_s247 | [s247] | S2: |
332 | sfx_s248 | [s248] | S2: |
333 | sfx_s249 | [s249] | S2: Bonus Points (Sonic 1 Leftover) |
334 | sfx_s24a | [s24a] | S2: Entering a Special Stage |
335 | sfx_s24b | [s24b] | S2: Crumbling platform |
336 | sfx_s24c | [s24c] | S2: Spring |
337 | sfx_s24d | [s24d] | S2: Menu sound |
338 | sfx_s24e | [s24e] | S2: Collecting a ring |
339 | sfx_s24f | [s24f] | S2: Level End Sign spinning |
340 | sfx_s250 | [s250] | S2: Electric spark |
341 | sfx_s251 | [s251] | S2: |
342 | sfx_s252 | [s252] | S2: |
343 | sfx_s253 | [s253] | S2: Player finishes in 2 Player VS mode SRB2Kart: 1st place finishes |
344 | sfx_s254 | [s254] | S2: Oil Pipe cap launching |
345 | sfx_s255 | [s255] | S2: Oil Ocean Zone spikes |
346 | sfx_s256 | [s256] | S2: Casino Night Zone elevator |
347 | sfx_s257 | [s257] | S2: |
348 | sfx_s258 | [s258] | S2: Casino Night Zone bouncy bars |
349 | sfx_s259 | [s259] | S2: Casino Night Zone triangular bumper SRB2Kart: Throwable items colliding with one another |
350 | sfx_s25a | [s25a] | S2: Chemical Plant Zone slime balls |
351 | sfx_s25b | [s25b] | S2: |
352 | sfx_s25c | [s25c] | S2: |
353 | sfx_s25d | [s25d] | S2: |
354 | sfx_s25e | [s25e] | S2: Eggman flies away |
355 | sfx_s25f | [s25f] | S2: Transformation SRB2Kart: Boost start |
356 | sfx_s260 | [s260] | S2: Spindash charge |
Sounds from Sonic 3 & Knuckles | |||
357 | sfx_s3k2b | [Got Emerald] | S3&K: Collecting a Chaos Emerald – stereo (Note: both sounds are identical in SRB2) |
358 | sfx_s3k33 | [Sparkle] | S3&K: Collecting a ring – stereo (Note: both sounds are identical in SRB2) |
359 | sfx_s3k34 | [Sparkle] | S3&K: Collecting a ring – mono (Note: both sounds are identical in SRB2) |
360 | sfx_s3k35 | [Hurt] | S3&K: Death, losing a shield |
361 | sfx_s3k36 | [Skid] | S3&K: Skidding |
362 | sfx_s3k37 | [Spiked] | S3&K: Spike death, spike hitting a player with shield |
363 | sfx_s3k38 | [Bubble gasp] | S3&K: Touching an air bubble |
364 | sfx_s3k39 | [Splash] | S3&K: Falling in water |
365 | sfx_s3k3a | [Shield] | S3&K: Unused sound SRB2Kart: Orbinaut, Jawz, or Rocket Sneakers deployed |
366 | sfx_s3k3b | [Drowning] | S3&K: Drowning |
367 | sfx_s3k3c | [Spin] | S3&K: Spinning |
368 | sfx_s3k3d | [Pop] | S3&K: Popping a badnik or monitor |
369 | sfx_s3k3e | [Flame Shield] | S3&K: Flame shield |
370 | sfx_s3k3f | [Bubble Shield] | S3&K: Bubble shield |
371 | sfx_s3k40 | [Attraction blast] | S3&K: Unused sound SRB2: Attraction Shield homing attack |
372 | sfx_s3k41 | [Thunder Shield] | S3&K: Thunder shield |
373 | sfx_s3k42 | [Twinspin] | S3&K: Insta-shield SRB2: Twin-Spin ability |
374 | sfx_s3k43 | [Flame burst] | S3&K: Fire shield's fireball attack, Launch Base Zone flamethrower |
375 | sfx_s3k44 | [Bubble bounce] | S3&K: Water shield's bounce attack, Signpost bouncing off hidden monitor |
376 | sfx_s3k45 | [Lightning zap] | S3&K: Lightning shield's double-jump SRB2: ERZ2 sound effect |
377 | sfx_s3k46 | [Transformation] | S3&K: Turning super in Doomsday Zone |
378 | sfx_s3k47 | [Rising dust] | S3&K: Sandopolis rising sand wall |
379 | sfx_s3k48 | [Pulse] | S3&K: Rinobot skidding, Spiked crushing platforms from Lava Reef Zone flying SRB2: Button sound used in CEZ2 |
380 | sfx_s3k49 | [Impact] | S3&K: Big rock falling down (used in a Knuckles cutscene) SRB2Kart: Player or Orbinaut bumping off a wall |
381 | sfx_s3k4a | [Grab] | S3&K: Grabbing onto Tails or a bar, Knuckles latching onto wall SRB2: Grabbing onto Tails or a rope pulley, Knuckles latching onto wall |
382 | sfx_s3k4b | [Splash] | S3&K: Disappearing rock platforms from Angel Island Zone, Angel Island Zone's boss appearing/disappearing from waterfall |
383 | sfx_s3k4c | [Heavy hit] | S3&K: Knuckles landing after gliding, Angel Island Zone's flipping bridges, Player decending using rappel wire in Sandopolis Zone |
384 | sfx_s3k4d | [Firing bullet] | S3&K: Enemy firing a projectile SRB2: Jetty-Syn Gunner firing bullet |
385 | sfx_s3k4e | [Big explosion] | S3&K: Explosion sound, Hydrocity Zone's boss's depth charges exploding SRB2: Brak Eggman napalm bomb exploding SRB2Kart: Explosion sound |
386 | sfx_s3k4f | [Flamethrower] | S3&K: Angel Island Zone's mini-boss's flamethrower |
387 | sfx_s3k50 | [Siren] | S3&K: Launch Base Zone's mini-boss siren |
388 | sfx_s3k51 | [Falling] | S3&K: Projectile falling SRB2: Jetty-Syn Bomber or Skim dropping bomb |
389 | sfx_s3k52 | [Spike] | S3&K: Spike pop-up sound |
390 | sfx_s3k53 | [Powering up] | S3&K: Charging sound SRB2: ERZ2 sound effect, Brak Eggman (Old) preparing to destroy platform |
391 | sfx_s3k54 | [Firing] | S3&K: Firing sound SRB2: ERZ2 sound effect, Brak Eggman (Old) destroying platform, Metal Sonic firing energy balls |
392 | sfx_s3k55 | [Mechanical movement] | S3&K: Pushable rock moving on track in Sandopolis Zone SRB2: Rope pulley sound |
393 | sfx_s3k56 | [Heavy landing] | S3&K: Unused sound for Angel Island Zone 2's end bridge (?) |
394 | sfx_s3k57 | [Burst] | S3&K: Water sound from Hydrocity Zone |
395 | sfx_s3k58 | [Mechanical movement] | S3&K: Door closing sound SRB2: ERZ2 sound effect |
396 | sfx_s3k59 | [Crumbling] | S3&K: Collapsing platform |
397 | sfx_s3k5a | [Aiming] | S3&K: Unused sound SRB2: Metal Sonic aiming at the player |
398 | sfx_s3k5b | [Menu beep] | S3&K: Menu/Results screen beep, Player pressing a button |
399 | sfx_s3k5c | [Electric spark] | S3&K: Mecha Sonic flashing SRB2: Brak Eggman's electric barrier spark sound SRB2Kart: Mine pulsing |
400 | sfx_s3k5d | [Heavy hit] | S3&K: Carnival Night Zone's boss dropping ball, Stalactite from Ice Cap Zone landing SRB2: Brak Eggman napalm bomb/thrown Grenade Ring bouncing off floor SRB2Kart: Orbinaut or Jawz destroyed after bumping into (too many/a) wall(s) |
401 | sfx_s3k5e | [Releasing charge] | S3&K: Launch Base Zone's Corkey enemy firing laser |
402 | sfx_s3k5f | [Crusher stomp] | S3&K: Crusher smashing |
403 | sfx_s3k60 | [Accelerating] | S3&K: Marble Garden Zone's boss moving into the background |
404 | sfx_s3k61 | [Drilling] | S3&K: Marble Garden Zone's boss drilling into ground |
405 | sfx_s3k62 | [Jump] | S3&K: Jump sound |
406 | sfx_s3k63 | [Starpost] | S3&K: Checkpoint, Menu confirm sound |
407 | sfx_s3k64 | [Clatter] | S3&K: Player grabbing pulley in Marble Garden Zone SRB2: Pop-up Turret/Spike pop-up sound, Tumbleweed rolling around |
408 | sfx_s3k65 | [Got sphere] | S3&K: Blue Sphere collected SRB2: Blue Sphere collected |
409 | sfx_s3k66 | [Special stage end] | S3&K: Blue Sphere clear SRB2: Multiplayer Super form end, time runs out in a Special Stage |
410 | sfx_s3k67 | [Firing missile] | S3&K: Head statue shooting arrows in Marble Garden Zone, Flying Battery Zone's missiles |
411 | sfx_s3k68 | [Discovery] | S3&K: Player can now be super SRB2Kart: Final Lap |
412 | sfx_s3k69 | [Switch click] | S3&K: Pushing a rock/switch in Sandopolis Zone |
413 | sfx_s3k6a | [Special stage clear] | S3&K: Special Stage finish SRB2Kart: Race Completed |
414 | sfx_s3k6b | [Punch] | S3&K: Unused sound |
415 | sfx_s3k6c | [Burst] | S3&K: Sandopolis Zone's Sandworm enemy jumping out of quicksand |
416 | sfx_s3k6d | [s3k6d] | S3&K: Unused sound |
417 | sfx_s3k6e | [Mechanical damage] | S3&K: Boss hit SRB2: Metal Sonic being destroyed |
418 | sfx_s3k6f | [Ominous rumbling] | S3&K: Rumble |
419 | sfx_s3k70 | [Burst] | S3&K: Hydrocity Zone's mini-boss flying up SRB2: Brak Eggman small napalm bomb exploding |
420 | sfx_s3k71 | [Basic Shield] | S3&K: Unused sound |
421 | sfx_s3k72 | [Movement] | S3&K: Carnival Night Zone's hover fans, Launch Base Zone's cup elevator |
422 | sfx_s3k73 | [Warp] | S3&K: Carnival Night Zone's vertical one-way tunnel sound, Teleporter from Hidden Palace Zone/Sky Sanctuary Zone, Death Egg Zone's gravity-reversal button SRB2: ERZ2 sound effect |
423 | sfx_s3k74 | [Gong] | S3&K: Carnival Night Zone's horizontal one-way tunnel sound, Ice Cap Zone's mini-boss summoning ice balls, Death Egg Zone's Chainspike enemy moving, Puzzle bumpers from Death Egg Zone 1's engine room SRB2: ERZ2 sound effect |
424 | sfx_s3k75 | [Rising] | S3&K: Carnival Night Zone's rising platforms |
425 | sfx_s3k76 | [Click] | S3&K: Trap door closing after player is ejected from a corkscrew in Carnival Night Zone SRB2: Player riding in a minecart |
426 | sfx_s3k77 | [Balloon pop] | S3&K: Balloon pop |
427 | sfx_s3k78 | [Magnet] | S3&K: Carnival Night Zone's boss's magnet |
428 | sfx_s3k79 | [Electric charge] | S3&K: Carnival Night Zone's Sparkle enemy emitting electrical charge, Lightning from Death Egg Zone SRB2: Brak Eggman's electric barrier respawning sound |
429 | sfx_s3k7a | [Rising from lava] | S3&K: Lava Reef Zone's boss appearing |
430 | sfx_s3k7b | [Soft bounce] | S3&K: Carnival Night Zone's ratchet rack bumpers SRB2: Player bouncing off Egg Guard's shield or Sea Egg decoy SRB2Kart: Orbinaut or Jawz hitting a player |
431 | sfx_s3k7c | [Magnet] | S3&K: Flying Battery Zone's magnetic platform |
432 | sfx_s3k7d | [s3k7d] | S3&K: Unused sound |
433 | sfx_s3k7e | [Dust] | S3&K: Knuckles skidding after landing from a glide SRB2: Knuckles skidding after landing from a glide |
434 | sfx_s3k7f | [Freeze] | S3&K: Freezer from Ice Cap Zone |
435 | sfx_s3k80 | [Ice spike burst] | S3&K: Harmful ice spike ball from Ice Cap Zone being broken |
436 | sfx_s3k81 | [Burst] | S3&K: Cannon launching/Player ejected from pipes in Launch Base Zone 2 SRB2: Brak Eggman firing napalm bomb |
437 | sfx_s3k82 | [Burst] | S3&K: Launching out of ground in Launch Base Zone 1, Falling into ground and launching out in Sandopolis Zone 1, Sandopolis rising sand wall destroyed SRB2: Minus popping up |
438 | sfx_s3k83 | [Collapsing] | S3&K: Angel Island Zone 2's end bridge collapsing SRB2Kart: Player fails a start boost |
439 | sfx_s3k84 | [Powering up] | S3&K: Unused sound |
440 | sfx_s3k85 | [Powering down] | S3&K: Unused sound |
441 | sfx_s3k86 | [Alarm] | S3&K: Launch Base Zone's alarm sound |
442 | sfx_s3k87 | [Bounce] | S3&K: Bouncing on a mushroom, Death Egg Zone's boss dropping crawling bombs |
443 | sfx_s3k88 | [Metallic squeak] | S3&K: Mushroom Hill Zone's hand-operated elevator sound |
444 | sfx_s3k89 | [Advanced tech] | S3&K: Mushroom Hill Zone's boss satellite dish sound SRB2Kart: Jawz lock-on reticle |
445 | sfx_s3k8a | [Boing] | S3&K: Sandopolis Zone's ghosts disappearing, Sky Sanctuary Zone's bouncy clouds, Death Egg Zone's Spikebonker enemy shooting its spikeball |
446 | sfx_s3k8b | [Powerful hit] | S3&K: Mushroom Hill Zone's mini-boss chopping wood SRB2: Amy's hammer hitting the ground |
447 | sfx_s3k8c | [Humming power] | S3&K: Mushroom Hill Zone's mini-boss stuck in a log |
448 | sfx_s3k8d | n/a | S3&K: Unused sound |
449 | sfx_s3k8e | [Accelerating] | S3&K: Unused sound |
450 | sfx_s3k8f | [Opening] | S3&K: Door opening |
451 | sfx_s3k90 | [Impact] | S3&K: Door closing in Sandopolis Zone 2, Knuckles defeated SRB2: Fang defeated |
452 | sfx_s3k91 | [Closed] | S3&K: Door closed in Sandopolis Zone 2 |
453 | sfx_s3k92 | [Ghost] | S3&K: Sandopolis Zone 2's ghosts appearing SRB2Kart: Hyudoro stealing an item |
454 | sfx_s3k93 | [Gas release] | S3&K: Sandopolis Zone's boss's shell re-appearing |
455 | sfx_s3k94 | [Spike] | S3&K: Marble Garden Zone's Bubbles enemy protracting its spikes, Chained platforms from Lava Reef Zone |
456 | sfx_s3k95 | [Lava burst] | S3&K: Lava Reef Zone's mini-boss's hand appearing |
457 | sfx_s3k96 | [Landing] | S3&K: Crushers/falling columns from Ice Cap Zone SRB2Kart: Orbinaut rolling + dropped (from spinning out) |
458 | sfx_s3k97 | [Wind] | S3&K: Mushroom Hill Zone's Cluckoid enemy releasing a gust of wind |
459 | sfx_s3k98 | [Falling spike] | S3&K: Falling spike in Lava Reef Zone |
460 | sfx_s3k99 | [Bounce] | S3&K: Unused sound SRB2: Brak Eggman small napalm bomb bouncing off wall |
461 | sfx_s3k9a | [Click] | S3&K: Unused sound |
462 | sfx_s3k9b | [Crusher stomp] | S3&K: Sandopolis Zone's boss walking, Lava Reef Zone's mini-boss slamming hand onto ground, Lava Reef Zone's boss hit, Death Egg Zone's final boss walking/slamming fingers onto ground, Doomsday Zone's boss hit |
463 | sfx_s3k9c | [Got Super Emerald] | S3&K: Super Emerald collected |
464 | sfx_s3k9d | [Targeting] | S3&K: Eggman aiming at platforms in Lava Reef Zone 2 SRB2: Brak Eggman targeting sound |
465 | sfx_s3k9e | [Wham] | S3&K: Flying Battery Zone's rotating sphere chain |
466 | sfx_s3k9f | [Transformation] | S3&K: Super transformation, Lava Reef Zone 2 boss cutscene sound, Death Egg Zone's vertical gravity-reversal tunnel |
467 | sfx_s3ka0 | [Launch] | S3&K: Death Egg launching Egg Robos in Sky Sanctuary Zone |
468 | sfx_s3ka1 | [s3ka1] | S3&K: Unused sound |
469 | sfx_s3ka2 | [Launch] | S3&K: Hydrocity Zone's Turbo Spiker enemy firing its shell, Launcher from Flying Battery Zone/Death Egg Zone SRB2Kart: Sparks/Mini-Turbo charged |
470 | sfx_s3ka3 | [Rising charge] | S3&K: Death Egg Zone's swinging platform lift |
471 | sfx_s3ka4 | [Powering up] | S3&K: Mecha Sonic transforming super |
472 | sfx_s3ka5 | [s3ka5] | S3&K: Unused sound |
473 | sfx_s3ka6 | [Attraction fizzle] | S3&K: Unused sound SRB2: Failed Attraction Shield homing attack |
474 | sfx_s3ka7 | [Countdown beep] | S3&K: Countdown beep for Competition mode/Death Egg Zone's light tunnel launcher SRB2: Competition/Race starting/Time Over countdown, Tag/H&S hiding period countdown, Ringslinger ending countdown (3, 2, 1) SRB2Kart: Starting Countdown (3, 2, 1) |
475 | sfx_s3ka8 | [Energy] | S3&K: Launch Base Zone's gate laser, Death Egg Zone's energy bridge |
476 | sfx_s3ka9 | [Aquaphobia] | S3&K: Underwater counter |
477 | sfx_s3kaa | [Bumper] | S3&K: Bumper |
478-493 | sfx_s3kab-s3kabf | [Spindash] | S3&K: Spindash |
494 | sfx_s3kac | [Got Continue] | S3&K: Continue got |
495 | sfx_s3kad | [GO!] | S3&K: "GO" beep for Competition mode/Death Egg Zone's light tunnel launcher SRB2: Competition/Race starting countdown, Tag/H&S hiding period countdown (GO) SRB2Kart: Starting Countdown (GO) |
496 | sfx_s3kae | [Pinball flipper] | S3&K: Pinball flipper |
497 | sfx_s3kaf | [To Special Stage] | S3&K: Warp to bonus/special stage |
498 | sfx_s3kb0 | [Score] | S3&K: Score tally done |
499 | sfx_s3kb1 | [Spring] | S3&K: Spring |
500 | sfx_s3kb2 | [Failure] | S3&K: Error sound SRB2Kart: Wrong way/Too many checkpoints skipped |
501 | sfx_s3kb3 | [Warp] | S3&K: Big Ring warp/collected |
502 | sfx_s3kb4 | [Explosion] | S3&K: Boss explosion SRB2: Brak Eggman sniper attack explosion |
503 | sfx_s3kb5 | [Clink] | S3&K: Unused sound |
504 | sfx_s3kb6 | [Spin launch] | S3&K: Spindash release |
505 | sfx_s3kb7 | [Tumbler] | S3&K: Save screen select sound, Slot Machine |
506 | sfx_s3kb8 | [Spinning signpost] | S3&K: Signpost falling sound, Super Emerald sound |
507 | sfx_s3kb9 | [Ring loss] | S3&K: Rings lost |
508 | sfx_s3kba | [Flight] | S3&K: Tails flying |
509 | sfx_s3kbb | [Tired flight] | S3&K: Tails tired |
510 | sfx_s3kbcs | [s3kbcs] | S3&K: Unused sound (Short) |
511 | sfx_s3kbcl | [s3kbcl] | S3&K: Unused sound (Long) |
512 | sfx_s3kbds | [Flying fortress] | S3&K: Battleship flying over Angel Island Zone/Flying Battery flying over Mushroom Hill Zone (Short) |
513 | sfx_s3kbdl | [Flying fortress] | S3&K: Battleship flying over Angel Island Zone/Flying Battery flying over Mushroom Hill Zone (Long) SRB2Kart: Egg Zeppelin Zone ambience |
514 | sfx_s3kbes | [Flying] | S3&K: Eggman flying away (Short) |
515 | sfx_s3kbel | [Flying] | S3&K: Eggman flying away (Long) |
516 | sfx_s3kbfs | [Turbine] | S3&K: Water spinning at Hydrocity Zone's mini-boss, Ice Cap Zone's mini-boss flying (Short) |
517 | sfx_s3kbfl | [Turbine] | S3&K: Water spinning at Hydrocity Zone's mini-boss, Ice Cap Zone's mini-boss flying (Long) |
518 | sfx_s3kc0s | [Turbine] | S3&K: Large fan from Hydrocity Zone, Horizontal turbines from Lava Reef Zone (Short) SRB2Kart: Jawz fired |
519 | sfx_s3kc0l | [Turbine] | S3&K: Large fan from Hydrocity Zone, Horizontal turbines from Lava Reef Zone (Long) |
520 | sfx_s3kc1s | [Fan] | S3&K: Small fan from Hydrocity Zone (Short) |
521 | sfx_s3kc1l | [Fan] | S3&K: Small fan from Hydrocity Zone (Long) |
522 | sfx_s3kc2s | [Flamethrower] | S3&K: Flying Battery Zone/Lava Reef Zone flamethrower (Short) SRB2: Brak Eggman flamethrower |
523 | sfx_s3kc2l | [Flamethrower] | S3&K: Flying Battery Zone/Lava Reef Zone flamethrower (Long) |
524 | sfx_s3kc3s | [Levitation] | S3&K: Death Egg Zone's gravity switch tunnel sound, Death Egg Zone's mini-boss orb rotating, Competition mode character select sound (Short) |
525 | sfx_s3kc3l | [Levitation] | S3&K: Death Egg Zone's gravity switch tunnel sound, Death Egg Zone's mini-boss orb rotating, Competition mode character select sound (Long) |
526 | sfx_s3kc4s | [Firing laser] | S3&K: Death Egg Zone's mini-boss firing laser (Short) |
527 | sfx_s3kc4l | [Firing laser] | S3&K: Death Egg Zone's mini-boss firing laser (Long) |
528 | sfx_s3kc5s | [Revving up] | S3&K: Unused sound (Short) |
529 | sfx_s3kc5l | [Revving up] | S3&K: Unused sound (Long) |
530 | sfx_s3kc6s | [Orbiting] | S3&K: Rotating vertical mesh from Carnival Night Zone, Death Egg Zone's mini-boss's second form flying, Death Egg Zone's boss flying, Orbiting around magnetic ball in Glowing Spheres bonus stage (Short) |
531 | sfx_s3kc6l | [Orbiting] | S3&K: Rotating vertical mesh from Carnival Night Zone, Death Egg Zone's mini-boss's second form flying, Death Egg Zone's boss flying, Orbiting around magnetic ball in Glowing Spheres bonus stage (Long) |
532 | sfx_s3kc7s | [Aiming] | S3&K: Carnival Night Zone cannon aiming (short) |
533 | sfx_s3kc7l | [Aiming] | S3&K: Carnival Night Zone cannon aiming (long) |
534 | sfx_s3kc8s | [Sliding] | S3&K: Sonic riding snowboard in Ice Cap Zone 1, Ice Cap Zone's Penguinator enemy sliding, Sandopolis Zone's sand chutes, Sand rising after cork is broken in Sandopolis Zone 2 (Short) |
535 | sfx_s3kc8l | [Sliding] | S3&K: Sonic riding snowboard in Ice Cap Zone 1, Ice Cap Zone's Penguinator enemy sliding, Sandopolis Zone's sand chutes, Sand rising after cork is broken in Sandopolis Zone 2 (Long) |
536 | sfx_s3kc9s | [Swinging] | S3&K: Marble Garden Zone's swinging spikeball, Door closing in Flying Battery Zone, Flying Battery Zone's boss swinging (Short) |
537 | sfx_s3kc9l | [Swinging] | S3&K: Marble Garden Zone's swinging spikeball, Door closing in Flying Battery Zone, Flying Battery Zone's boss swinging (Long) |
538 | sfx_s3kcas | [Energy] | S3&K: Player going through light tunnel in Death Egg Zone (Short) SRB2Kart: Player respawning from falling off the track |
539 | sfx_s3kcal | [Energy] | S3&K: Player going through light tunnel in Death Egg Zone (Long) |
540 | sfx_s3kcbs | [Ominous rumbling] | S3&K: Marble Garden Zone's ground rising (Short) |
541 | sfx_s3kcbl | [Ominous rumbling] | S3&K: Marble Garden Zone's ground rising (Long) |
542 | sfx_s3kccs | [Bursting] | S3&K: Marble Garden Zone's boss causing ground to collapse (Short) SRB2: Fang digging through the box of scrap metal |
543 | sfx_s3kccl | [Bursting] | S3&K: Marble Garden Zone's boss causing ground to collapse (Long) |
544 | sfx_s3kcds | [Ominous rumbling] | S3&K: Death Egg rumbling sound from Launch Base Zone (Short) |
545 | sfx_s3kcdl | [Ominous rumbling] | S3&K: Death Egg rumbling sound from Launch Base Zone (Long) |
546 | sfx_s3kces | [Wind tunnel] | S3&K: Mushroom Hill Zone wind tunnel (Short) |
547 | sfx_s3kcel | [Dust devil] | S3&K: Mushroom Hill Zone wind tunnel (Long) |
548 | sfx_s3kcfs | [s3kcfs] | S3&K: Unused sound? (Short) |
549 | sfx_s3kcfl | [s3kcfl] | S3&K: Unused sound? (Long) |
550 | sfx_s3kd0s | [Rising] | S3&K: Launch Base Zone's boss rising (Short) |
551 | sfx_s3kd0l | [Rising] | S3&K: Launch Base Zone's boss rising (Long) |
552 | sfx_s3kd1s | [s3kd1s] | S3&K: Unused sound (Short) |
553 | sfx_s3kd1l | [s3kd1l] | S3&K: Unused sound (Long) |
554 | sfx_s3kd2s | [Turning] | S3&K: Gumball Machine handle turn (Short) |
555 | sfx_s3kd2l | [Turning] | S3&K: Gumball Machine handle turn (Long) |
556 | sfx_s3kd3s | [Digging] | S3&K: Unused sound? (Short) |
557 | sfx_s3kd3l | [Digging] | S3&K: Unused sound? (Long) |
558 | sfx_s3kd4s | [Engine] | S3&K: Death Egg Zone 1's engine room sound (Short) |
559 | sfx_s3kd4l | [Engine] | S3&K: Death Egg Zone 1's engine room sound (Long) |
560 | sfx_s3kd5s | [Falling lava] | S3&K: Falling lava in Lava Reef Zone (Short) |
561 | sfx_s3kd5l | [Falling lava] | S3&K: Falling lava in Lava Reef Zone (Long) SRB2: Falling lava in Red Volcano Zone |
562 | sfx_s3kd6s | [s3kd6s] | S3&K: Unused sound (Short) |
563 | sfx_s3kd6l | [s3kd6l] | S3&K: Unused sound (Long) |
564 | sfx_s3kd7s | [Movement] | S3&K: Lava Reef Zone's spindash lift moving, Moving conveyor belt from Death Egg Zone (Short) |
565 | sfx_s3kd7l | [Movement] | S3&K: Lava Reef Zone's spindash lift moving, Moving conveyor belt from Death Egg Zone (Long) |
566 | sfx_s3kd8s | [Acceleration] | S3&K: Unused sound (Short) SRB2: Sharp turning red |
567 | sfx_s3kd8l | [Acceleration] | S3&K: Unused sound (Long) |
568 | sfx_s3kd9s | [Magnetism] | S3&K: Magnetic ball from Flying Battery Zone, Hover machine from Death Egg Zone (Short) |
569 | sfx_s3kd9l | [Magnetism] | S3&K: Magnetic ball from Flying Battery Zone, Hover machine from Death Egg Zone (Long) |
570 | sfx_s3kdas | [Click] | S3&K: Knuckles turning on fan in Mushroom Hill Zone 2 (Short) |
571 | sfx_s3kdal | [Click] | S3&K: Knuckles turning on fan in Mushroom Hill Zone 2 (Long) |
572 | sfx_s3kdbs | [Running on water] | S3&K: Running on water in Hydrocity Zone (Short) |
573 | sfx_s3kdbl | [Running on water] | S3&K: Running on water in Hydrocity Zone (Long) |
Sounds from Sonic 3D Blast | |||
574 | sfx_3db06 | [Collection] | S3DB: Collecting a Flicky SRB2Kart: Stealing a Bumper from another player |
575 | sfx_3db09 | [Peep] | S3DB: |
576 | sfx_3db14 | [Chirp] | S3DB: |
577 | sfx_3db16 | [3db16] | S3DB: Unknown |
Sounds from Sonic CD | |||
578 | sfx_cdfm00 | [Skid] | SCD: Skidding SRB2Kart: Improper start. |
579 | sfx_cdfm01 | [cdfm01] | SCD: Releasing a Spin Dash |
580 | sfx_cdfm02 | [Jump] | SCD: Player jumping |
581 | sfx_cdfm03 | [Dying] | SCD: Death, losing a shield |
582 | sfx_cdfm04 | [Ring loss] | SCD: Rings lost |
583 | sfx_cdfm05 | [Sparkle] | SCD: Collecting a ring |
584 | sfx_cdfm06 | [Pop] | SCD: Enemy or monitor being destroyed |
585 | sfx_cdfm07 | [Shield] | SCD: Shield |
586 | sfx_cdfm08 | [Spring] | SCD: Spring |
587 | sfx_cdfm09 | [cdfm09] | SCD: |
588 | sfx_cdfm10 | [cdfm10] | SCD: |
589 | sfx_cdfm11 | [cdfm11] | SCD: |
590 | sfx_cdfm12 | [cdfm12] | SCD: |
591 | sfx_cdfm13 | [cdfm13] | SCD: |
592 | sfx_cdfm14 | [cdfm14] | SCD: |
593 | sfx_cdfm15 | [cdfm15] | SCD: |
594 | sfx_cdfm16 | [cdfm16] | SCD: |
595 | sfx_cdfm17 | [cdfm17] | SCD: |
596 | sfx_cdfm18 | [cdfm18] | SCD: |
597 | sfx_cdfm19 | [cdfm19] | SCD: |
598 | sfx_cdfm20 | [cdfm20] | SCD: |
599 | sfx_cdfm21 | [cdfm21] | SCD: |
600 | sfx_cdfm22 | [cdfm22] | SCD: |
601 | sfx_cdfm23 | [cdfm23] | SCD: |
602 | sfx_cdfm24 | [cdfm24] | SCD: |
603 | sfx_cdfm25 | [cdfm25] | SCD: |
604 | sfx_cdfm26 | [cdfm26] | SCD: |
605 | sfx_cdfm27 | [cdfm27] | SCD: |
606 | sfx_cdfm28 | [cdfm28] | SCD: Unknown SRB2Kart: Eggman Monitor placed |
607 | sfx_cdfm29 | [Bubble gasp] | SCD: Touching an air bubble |
608 | sfx_cdfm30 | [Starpost] | SCD: Checkpoint |
609 | sfx_cdfm31 | [cdfm31] | SCD: Entering the Special Stage |
610 | sfx_cdfm32 | [cdfm32] | SCD: |
611 | sfx_cdfm33 | [cdfm33] | SCD: Metallic Madness saw blade |
612 | sfx_cdfm34 | [cdfm34] | SCD: Wacky Workbench electrical trap activating |
613 | sfx_cdfm35 | [cdfm35] | SCD: |
614 | sfx_cdfm36 | [cdfm36] | SCD: |
615 | sfx_cdfm37 | [cdfm37] | SCD: Collision Chaos neon bumper |
616 | sfx_cdfm38 | [cdfm38] | SCD: Drowning |
617 | sfx_cdfm39 | [cdfm39] | SCD: Spike pop-up sound SRB2Kart: Mine activates |
618 | sfx_cdfm40 | [Power up] | SCD: Fan block SRB2: Boost Mode activated |
619 | sfx_cdfm41 | [cdfm41] | SCD: |
620 | sfx_cdfm42 | [cdfm42] | SCD: Metallic Madness boss's blades spinning |
621 | sfx_cdfm43 | [cdfm43] | SCD: Stardust Speedway door closing |
622 | sfx_cdfm44 | [Extra time] | SCD: Extra Time UFO appears; Metallic Madness Zone's grow laser |
623 | sfx_cdfm45 | [cdfm45] | SCD: |
624 | sfx_cdfm46 | [cdfm46] | SCD: |
625 | sfx_cdfm47 | [cdfm47] | SCD: |
626 | sfx_cdfm48 | [cdfm48] | SCD: |
627 | sfx_cdfm49 | [Aquaphobia] | SCD: |
628 | sfx_cdfm50 | [cdfm50] | SCD: |
629 | sfx_cdfm51 | [cdfm51] | SCD: |
630 | sfx_cdfm52 | [cdfm52] | SCD: |
631 | sfx_cdfm53 | [cdfm53] | SCD: Metallic Madness Zone's shrink laser |
632 | sfx_cdfm54 | [cdfm54] | SCD: |
633 | sfx_cdfm55 | [cdfm55] | SCD: |
634 | sfx_cdfm56 | [Warp] | SCD: |
635 | sfx_cdfm57 | [cdfm57] | SCD: Metal Sonic charging up |
636 | sfx_cdfm58 | [cdfm58] | SCD: Metal Sonic boosting |
637 | sfx_cdfm59 | [cdfm59] | SCD: Quartz Quadrant boss mine dropper |
638 | sfx_cdfm60 | [cdfm60] | |
639 | sfx_cdfm61 | [cdfm61] | SCD: |
640 | sfx_cdfm62 | [Speed boost] | SCD: Speedpad activated |
641 | sfx_cdfm63 | [cdfm63] | SCD: |
642 | sfx_cdfm64 | [cdfm64] | SCD: |
643 | sfx_cdfm65 | [cdfm65] | SCD: |
644 | sfx_cdfm66 | [cdfm66] | SCD: |
645 | sfx_cdfm67 | [cdfm67] | SCD: |
646 | sfx_cdfm68 | [cdfm68] | SCD: |
647 | sfx_cdfm69 | [cdfm69] | SCD: |
648 | sfx_cdfm70 | [cdfm70] | SCD: Running on grass in a Special Stage SRB2Kart: Driving on off-road |
649 | sfx_cdfm71 | [cdfm71] | SCD: |
650 | sfx_cdfm72 | [cdfm72] | SCD: Traveling through time |
651 | sfx_cdfm73 | [cdfm73] | SCD: Good Future success jingle, got Time Stone, Tails getting an extra life SRB2Kart: Destroying a UFO |
652 | sfx_cdfm74 | [cdfm74] | SCD: Wacky Workbench Zone's bouncy floors |
653 | sfx_cdfm75 | [cdfm75] | SCD: |
654 | sfx_cdfm76 | [cdfm76] | SCD: |
655 | sfx_cdfm77 | [cdfm77] | SCD: |
656 | sfx_cdfm78 | [cdfm78] | SCD: |
657 | sfx_cdfm79 | [cdfm79] | SCD: Air countdown |
658 | sfx_cdpcm0 | [Future.] | SCD: Touching a Future post |
659 | sfx_cdpcm1 | [Past.] | SCD: Touching a Past post |
660 | sfx_cdpcm2 | [All right!] | SCD: |
661 | sfx_cdpcm3 | [I'm outta here...] | SCD: Getting a Game Over after doing nothing for 3 minutes |
662 | sfx_cdpcm4 | [Yes!] | SCD: Extra life |
663 | sfx_cdpcm5 | [Yeah!] | SCD: |
664 | sfx_cdpcm6 | [Giggles] | SCD: Player being hugged by Amy SRB2: Player being hugged by Amy |
665 | sfx_cdpcm7 | [Eep!] | SCD: Amy getting captured by Metal Sonic SRB2: Jumping into Amy |
666 | sfx_cdpcm8 | [cdpcm8] | SCD: The EGG-HVC-001 landing |
667 | sfx_cdpcm9 | [Bumper] | SCD: Collision Chaos bumper SRB2Kart: Nullified damage while player is flashing |
Sounds from Knuckles' Chaotix | |||
668 | sfx_kc2a | [kc2a] | KC: Small explosion |
669 | sfx_kc2b | [kc2b] | KC: Skidding |
670 | sfx_kc2c | [kc2c] | KC: Rings lost |
671 | sfx_kc2d | [kc2d] | KC: Collecting a ring |
672 | sfx_kc2e | [kc2e] | KC: Enemy or monitor destroyed |
673 | sfx_kc2f | [kc2f] | KC: Spring SRB2Kart: Spring Panel |
674 | sfx_kc30 | [kc30] | KC: Checkpoint |
675 | sfx_kc31 | [kc31] | KC: Disappearing platform SRB2Kart: A racer in last place, or players who did not finish within the specified countdown time, exploding. |
676 | sfx_kc32 | [kc32] | KC: Earthquake |
677 | sfx_kc33 | [kc33] | KC: |
678 | sfx_kc34 | [kc34] | KC: Failure |
679 | sfx_kc35 | [kc35] | KC: Amazing Arena clock ticking |
680 | sfx_kc36 | [kc36] | KC: Metal Sonic flying |
681 | sfx_kc37 | [kc37] | KC: |
682 | sfx_kc38 | [kc38] | KC: |
683 | sfx_kc39 | [kc39] | KC: Zone roulette SRB2Kart: Voting screen roulette sound |
684 | sfx_kc3a | [kc3a] | KC: Bumper |
685 | sfx_kc3b | [kc3c] | KC: |
686 | sfx_kc3c | [kc3c] | KC: Spindash release |
687 | sfx_kc3d | [kc3d] | KC: Amazing Arena clock location |
688 | sfx_kc3e | [kc3e] | KC: |
689 | sfx_kc3f | [kc3f] | KC: Enemy or monitor destroyed |
690 | sfx_kc40 | [kc40] | KC: |
691 | sfx_kc41 | [kc41] | KC: |
692 | sfx_kc42 | [Confirm] | KC: |
693 | sfx_kc43 | [kc43] | KC: |
694 | sfx_kc44 | [kc44] | KC: |
695 | sfx_kc45 | [kc45] | KC: |
696 | sfx_kc46 | [kc46] | KC: Entering a Bonus Stage SRB2Kart: Using the Shrink item |
697 | sfx_kc47 | [kc47] | KC: |
698 | sfx_kc48 | [kc48] | KC: Activating the Combi-Catcher SRB2Kart: A map being selected on the voting screen. |
699 | sfx_kc49 | [kc49] | KC: |
700 | sfx_kc4a | [kc4a] | KC: Menu beep sound SRB2Kart: Choosing a map on the voting screen |
701 | sfx_kc4b | [kc4b] | KC: |
702 | sfx_kc4c | [Pop-shot] | KC: |
703 | sfx_kc4d | [Power up] | KC: SRB2: Metal Sonic enters Boost Mode |
704 | sfx_kc4e | [kc4e] | KC: |
705 | sfx_kc4f | [kc4f] | KC: |
706 | sfx_kc50 | [kc50] | KC: |
707 | sfx_kc51 | [kc51] | KC: Amazing Arena pressure platform retracting SRB2Kart: "No Contest" explosion smoke |
708 | sfx_kc52 | [kc52] | KC: Amazing Arena pressure platform launching |
709 | sfx_kc53 | [kc53] | KC: Amazing Arena rideable platform |
710 | sfx_kc54 | [kc54] | KC: Shield |
711 | sfx_kc55 | [kc55] | KC: |
712 | sfx_kc56 | [kc5] | KC: Beep |
713 | sfx_kc57 | [Sheer terror] | KC: Unused sound SRB2Kart: A Self-Propelled Bomb targeting the racer in 1st place. |
714 | sfx_kc58 | [kc58] | KC: Death, losing a shield |
715 | sfx_kc59 | [Shrink] | KC: Getting a Shrink item SRB2Kart: Getting shrunk by another player's Shrink item |
716 | sfx_kc5a | [Grow] | KC: Getting a Grow item SRB2Kart: Using a Grow item |
717 | sfx_kc5b | [kc5b] | KC: |
718 | sfx_kc5c | [kc5c] | KC: Getting a Chaos Ring |
719 | sfx_kc5d | [kc5d] | KC: |
720 | sfx_kc5e | [kc5e] | KC: Collecting a Blue Sphere, activating a bonus item |
721 | sfx_kc5f | [kc5f] | KC: Jumping |
722 | sfx_kc60 | [kc60] | KC: Score tally finishes |
723 | sfx_kc61 | [kc61] | KC: |
724 | sfx_kc62 | [kc62] | KC: |
725 | sfx_kc63 | [kc63] | KC: |
726 | sfx_kc64 | [Terrifying rumble] | KC: SRB2Kart: SPB Rush |
727 | sfx_kc65 | [Power down] | KC: Swap Monitor SRB2: Metal Sonic exits Boost Mode |
728 | sfx_kc66 | [kc66] | KC: |
729 | sfx_kc67 | [kc67] | KC: |
730 | sfx_kc68 | [kc68] | KC: |
731 | sfx_kc69 | [kc69] | KC: |
732 | sfx_kc6b | [Ascending] | KC: SRB2: Ascending in the Continue screen |
733 | sfx_kc6c | [kc6c] | KC: Charging a Spin Dash |
734 | sfx_kc6d | [kc6d] | KC: |
735 | sfx_kc6e | [kc6e] | KC: |
Freeslots | |||
736–2327 | n/a | n/a | n/a |
Sound flags (SF_*
)
Decimal | Hexadecimal | Flag name | Description |
---|---|---|---|
1 | 0x01
|
SF_TOTALLYSINGLE
|
An Object can only play one sound with this flag at a time. If a second one is played, the one already playing is interrupted and the new one is played instead (cannot be combined with any other flags). |
2 | 0x02
|
SF_NOMULTIPLESOUND
|
The sound can only be played once at a time on any sound channel, no matter which Object started the sound. Attempting to play the sound more than once at the same time has no effect and the one already playing is not interrupted. This overrides the Singular parameter.
|
4 | 0x04
|
SF_OUTSIDESOUND
|
The volume of the sound depends on how close the player is to an "outside area" (any sector with F_SKY1 as its ceiling flat). The closer the player is, the louder the volume. This is used by the rain sound, for example.
|
8 | 0x08
|
SF_X4AWAYSOUND
|
The sound can be heard from four times the regular distance.* |
16 | 0x10
|
SF_X8AWAYSOUND
|
The sound can be heard from eight times the regular distance.* |
32 | 0x20
|
SF_NOINTERRUPT
|
The sound does not interrupt other sounds; if it is attempted to be played in a situation where it would be interrupting another sound, it is not played. This does not work in combination with the Singular parameter, use the SF_NOMULTIPLESOUND flag instead.
|
64 | 0x40
|
SF_X2AWAYSOUND
|
The sound can be heard from two times the regular distance.* |
Skin colors (SKINCOLOR_*
)
Value | Internal name | String name | #1 | #2 | #3 | #4 | #5 | #6 | #7 | #8 | #9 | #10 | #11 | #12 | #13 | #14 | #15 | #16 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | SKINCOLOR_NONE 1
|
None | None | |||||||||||||||
1 | SKINCOLOR_WHITE
|
White | 0 | 1 | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 17 | |||||
2 | SKINCOLOR_BONE
|
Bone | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 10 | 12 | 14 | 16 | 17 | 18 | ||
3 | SKINCOLOR_CLOUDY
|
Cloudy | 2 | 3 | 4 | 5 | 7 | 8 | 9 | 10 | 11 | 12 | 15 | 16 | 17 | 18 | 19 | 20 |
4 | SKINCOLOR_GREY
|
Grey | 4 | 6 | 8 | 10 | 12 | 13 | 14 | 15 | 16 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
5 | SKINCOLOR_SILVER
|
Silver | 2 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 | 21 | 23 | 25 | 27 | 29 | 31 |
6 | SKINCOLOR_CARBON
|
Carbon | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 25 | 26 | 27 | 28 | 29 | ||||
7 | SKINCOLOR_JET
|
Jet | 0 | 5 | 10 | 15 | 20 | 25 | 26 | 27 | 28 | 30 | 31 | |||||
8 | SKINCOLOR_BLACK
|
Black | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | |||||
9 | SKINCOLOR_AETHER
|
Aether | 0 | 1 | 2 | 3 | 145 | 170 | 171 | 172 | 173 | 174 | 175 | |||||
10 | SKINCOLOR_SLATE
|
Slate | 0 | 2 | 4 | 6 | 8 | 10 | 170 | 171 | 172 | 173 | 174 | 175 | ||||
11 | SKINCOLOR_BLUEBELL
|
Bluebell | 144 | 145 | 146 | 147 | 148 | 149 | 172 | 173 | 168 | 169 | 253 | 254 | ||||
12 | SKINCOLOR_PINK
|
Pink | 208 | 209 | 210 | 211 | 212 | 213 | 214 | 215 | 43 | 44 | 46 | |||||
13 | SKINCOLOR_YOGURT
|
Yogurt | 208 | 48 | 216 | 217 | 218 | 219 | 220 | 221 | 222 | 223 | 224 | 227 | 230 | 232 | 233 | |
14 | SKINCOLOR_BROWN
|
Brown | 223 | 224 | 225 | 226 | 228 | 229 | 230 | 231 | 232 | 233 | 234 | 235 | 236 | 237 | 238 | 239 |
15 | SKINCOLOR_BRONZE
|
Bronze | 222 | 224 | 225 | 228 | 231 | 233 | 235 | 236 | 237 | 25 | 27 | 29 | 30 | |||
16 | SKINCOLOR_TAN
|
Tan | 81 | 84 | 85 | 86 | 87 | 245 | 249 | 237 | ||||||||
17 | SKINCOLOR_BEIGE
|
Beige | 84 | 85 | 86 | 242 | 243 | 244 | 245 | 246 | 248 | 249 | 250 | 251 | 237 | |||
18 | SKINCOLOR_MOSS
|
Moss | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | ||||||||
19 | SKINCOLOR_AZURE
|
Azure | 144 | 145 | 170 | 171 | 172 | 173 | 174 | 175 | ||||||||
20 | SKINCOLOR_LAVENDER
|
Lavender | 192 | 193 | 194 | 195 | 196 | 197 | 198 | 199 | ||||||||
21 | SKINCOLOR_RUBY
|
Ruby | 176 | 201 | 202 | 204 | 38 | 39 | 40 | 41 | 42 | 185 | 186 | 187 | 253 | |||
22 | SKINCOLOR_SALMON
|
Salmon | 208 | 209 | 210 | 32 | 33 | 36 | 37 | 38 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | |
23 | SKINCOLOR_RED
|
Red | 32 | 33 | 34 | 35 | 36 | 37 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 71 | 46 | 47 |
24 | SKINCOLOR_CRIMSON
|
Crimson | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 31 | ||||||
25 | SKINCOLOR_FLAME
|
Flame | 49 | 50 | 51 | 54 | 34 | 37 | 205 | 207 | 197 | 199 | ||||||
26 | SKINCOLOR_KETCHUP
|
Ketchup | 72 | 73 | 64 | 51 | 52 | 54 | 34 | 36 | 38 | 40 | 42 | 43 | 44 | 71 | 46 | 47 |
27 | SKINCOLOR_PEACHY
|
Peachy | 208 | 48 | 49 | 50 | 220 | 211 | 212 | 204 | 205 | 206 | 207 | |||||
28 | SKINCOLOR_QUAIL
|
Quail | 216 | 217 | 219 | 220 | 222 | 223 | 213 | 194 | 195 | 196 | 197 | 198 | 199 | 29 | 31 | |
29 | SKINCOLOR_SUNSET
|
Sunset | 81 | 82 | 64 | 52 | 54 | 213 | 214 | 215 | 207 | 198 | 199 | 254 | ||||
30 | SKINCOLOR_COPPER
|
Copper | 88 | 84 | 64 | 52 | 53 | 56 | 58 | 60 | 61 | 42 | 43 | 44 | 186 | 187 | ||
31 | SKINCOLOR_APRICOT
|
Apricot | 0 | 216 | 217 | 218 | 219 | 51 | 52 | 53 | 54 | 55 | 56 | 58 | 59 | 60 | 61 | 62 |
32 | SKINCOLOR_ORANGE
|
Orange | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 44 |
33 | SKINCOLOR_RUST
|
Rust | 56 | 57 | 58 | 59 | 60 | 61 | 63 | 44 | 45 | 71 | 46 | 47 | ||||
34 | SKINCOLOR_GOLD
|
Gold | 81 | 84 | 65 | 66 | 67 | 68 | 69 | 70 | 63 | 45 | 46 | 47 | ||||
35 | SKINCOLOR_SANDY
|
Sandy | 83 | 64 | 65 | 66 | 67 | 230 | 233 | 234 | 236 | 198 | 199 | 254 | ||||
36 | SKINCOLOR_YELLOW
|
Yellow | 82 | 83 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 237 | ||||||
37 | SKINCOLOR_OLIVE
|
Olive | 75 | 76 | 77 | 78 | 231 | 233 | 197 | 198 | 199 | 253 | ||||||
38 | SKINCOLOR_LIME
|
Lime | 80 | 81 | 82 | 83 | 72 | 188 | 189 | 190 | 191 | 106 | 107 | 108 | 109 | 110 | 111 | |
39 | SKINCOLOR_PERIDOT
|
Peridot | 88 | 188 | 189 | 190 | 191 | 94 | 95 | 119 | ||||||||
40 | SKINCOLOR_APPLE
|
Apple | 73 | 188 | 189 | 190 | 103 | 105 | 106 | 107 | 108 | 109 | ||||||
41 | SKINCOLOR_GREEN
|
Green | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 |
42 | SKINCOLOR_FOREST
|
Forest | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | |||||
43 | SKINCOLOR_EMERALD
|
Emerald | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | ||||||||
44 | SKINCOLOR_MINT
|
Mint | 0 | 88 | 89 | 98 | 100 | 103 | 126 | 143 | 138 | |||||||
45 | SKINCOLOR_SEAFOAM
|
Seafoam | 1 | 88 | 89 | 90 | 125 | 126 | 143 | 138 | 253 | |||||||
46 | SKINCOLOR_AQUA
|
Aqua | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 118 | 119 | ||||||
47 | SKINCOLOR_TEAL
|
Teal | 120 | 140 | 141 | 142 | 143 | 138 | ||||||||||
48 | SKINCOLOR_WAVE
|
Wave | 0 | 120 | 121 | 141 | 135 | 136 | 137 | 174 | 168 | 169 | 253 | |||||
49 | SKINCOLOR_CYAN
|
Cyan | 128 | 129 | 255 | 131 | 141 | 142 | 126 | 127 | 118 | 119 | 110 | |||||
50 | SKINCOLOR_SKY
|
Sky | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | 136 | 137 | 138 | 139 | ||||
51 | SKINCOLOR_CERULEAN
|
Cerulean | 133 | 134 | 135 | 136 | 137 | 138 | 253 | 31 | ||||||||
52 | SKINCOLOR_ICY
|
Icy | 0 | 128 | 129 | 131 | 134 | 135 | 149 | 173 | 174 | 175 | ||||||
53 | SKINCOLOR_SAPPHIRE
|
Sapphire | 128 | 131 | 134 | 135 | 149 | 150 | 151 | 152 | 153 | 155 | 156 | 157 | 158 | 159 | 253 | 254 |
54 | SKINCOLOR_CORNFLOWER
|
Cornflower | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | 154 | 156 | 157 | 158 | |||
55 | SKINCOLOR_BLUE
|
Blue | 146 | 147 | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | 158 | 159 | 253 | 254 |
56 | SKINCOLOR_COBALT
|
Cobalt | 147 | 148 | 149 | 150 | 152 | 154 | 155 | 156 | 157 | 158 | 159 | 253 | 254 | |||
57 | SKINCOLOR_VAPOR
|
Vapor | 128 | 129 | 131 | 134 | 148 | 163 | 164 | 166 | 168 | 169 | ||||||
58 | SKINCOLOR_DUSK
|
Dusk | 146 | 147 | 148 | 172 | 173 | 174 | 175 | 169 | 253 | |||||||
59 | SKINCOLOR_PASTEL
|
Pastel | 144 | 160 | 161 | 162 | 163 | 164 | 165 | 166 | 167 | 168 | ||||||
60 | SKINCOLOR_PURPLE
|
Purple | 160 | 161 | 162 | 163 | 164 | 165 | 166 | 167 | 168 | 169 | ||||||
61 | SKINCOLOR_BUBBLEGUM
|
Bubblegum | 0 | 208 | 200 | 178 | 179 | 180 | 181 | 182 | 163 | 164 | 165 | 166 | 167 | 168 | ||
62 | SKINCOLOR_MAGENTA
|
Magenta | 179 | 180 | 181 | 182 | 183 | 184 | 185 | 186 | 187 | |||||||
63 | SKINCOLOR_NEON
|
Neon | 179 | 181 | 182 | 183 | 184 | 185 | 186 | 187 | 199 | 29 | 30 | |||||
64 | SKINCOLOR_VIOLET
|
Violet | 208 | 209 | 210 | 202 | 204 | 184 | 185 | 186 | 168 | 169 | 253 | 254 | ||||
65 | SKINCOLOR_LILAC
|
Lilac | 0 | 208 | 209 | 210 | 211 | 193 | 194 | 195 | 196 | 197 | 198 | 254 | 31 | |||
66 | SKINCOLOR_PLUM
|
Plum | 200 | 211 | 213 | 214 | 215 | 206 | 207 | 185 | 186 | 169 | 253 | 254 | ||||
67 | SKINCOLOR_RASPBERRY
|
Raspberry | 200 | 201 | 202 | 203 | 204 | 205 | 206 | 185 | 186 | 187 | 254 | |||||
68 | SKINCOLOR_ROSY
|
Rosy | 252 | 200 | 201 | 202 | 203 | 204 | 205 | 206 | 207 | |||||||
69 | MAXSKINCOLORS 2
|
Value | Internal name | String name | #1 | #2 | #3 | #4 | #5 | #6 | #7 | #8 | #9 | #10 | #11 | #12 | #13 | #14 | #15 | #16 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
69 | SKINCOLOR_SUPERSILVER1
|
Silver | 0 | 1 | 2 | 3 | ||||||||||||
70 | SKINCOLOR_SUPERSILVER2
|
0 | 1 | 2 | 3 | 4 | 5 | 7 | ||||||||||
71 | SKINCOLOR_SUPERSILVER3
|
1 | 2 | 3 | 4 | 5 | 7 | 9 | 11 | |||||||||
72 | SKINCOLOR_SUPERSILVER4
|
2 | 3 | 4 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | |||||||
73 | SKINCOLOR_SUPERSILVER5
|
3 | 4 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 | |||||||
74 | SKINCOLOR_SUPERRED1
|
Red | 0 | 208 | 209 | 210 | ||||||||||||
75 | SKINCOLOR_SUPERRED2
|
0 | 208 | 209 | 210 | 32 | 33 | |||||||||||
76 | SKINCOLOR_SUPERRED3
|
0 | 208 | 209 | 210 | 32 | 33 | 34 | 35 | |||||||||
77 | SKINCOLOR_SUPERRED4
|
0 | 208 | 209 | 210 | 32 | 33 | 34 | 35 | 36 | ||||||||
78 | SKINCOLOR_SUPERRED5
|
208 | 209 | 210 | 32 | 33 | 34 | 35 | 36 | 37 | ||||||||
79 | SKINCOLOR_SUPERORANGE1
|
Orange | 0 | 208 | 48 | 49 | 50 | 51 | 52 | |||||||||
80 | SKINCOLOR_SUPERORANGE2
|
0 | 208 | 48 | 49 | 50 | 51 | 52 | ||||||||||
81 | SKINCOLOR_SUPERORANGE3
|
0 | 208 | 48 | 49 | 50 | 51 | 52 | 53 | |||||||||
82 | SKINCOLOR_SUPERORANGE4
|
0 | 208 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 68 | 69 | 70 | |
83 | SKINCOLOR_SUPERORANGE5
|
208 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 68 | 69 | 70 | 71 | |
84 | SKINCOLOR_SUPERGOLD1
|
Gold | 0 | 80 | 81 | 82 | 83 | 72 | ||||||||||
85 | SKINCOLOR_SUPERGOLD2
|
0 | 80 | 81 | 82 | 83 | 72 | 73 | 64 | 65 | ||||||||
86 | SKINCOLOR_SUPERGOLD3
|
81 | 82 | 83 | 72 | 73 | 64 | 65 | 66 | 67 | ||||||||
87 | SKINCOLOR_SUPERGOLD4
|
83 | 72 | 73 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | |||||||
88 | SKINCOLOR_SUPERGOLD5
|
72 | 73 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | |||||||
89 | SKINCOLOR_SUPERPERIDOT1
|
Peridot | 0 | 88 | 188 | |||||||||||||
90 | SKINCOLOR_SUPERPERIDOT2
|
0 | 88 | 188 | 189 | 190 | ||||||||||||
91 | SKINCOLOR_SUPERPERIDOT3
|
88 | 188 | 189 | 190 | 191 | ||||||||||||
92 | SKINCOLOR_SUPERPERIDOT4
|
88 | 188 | 189 | 190 | 191 | 94 | 95 | ||||||||||
93 | SKINCOLOR_SUPERPERIDOT5
|
188 | 189 | 190 | 191 | 94 | 95 | 119 | ||||||||||
94 | SKINCOLOR_SUPERSKY1
|
Sky | 0 | 128 | 129 | 130 | 131 | 132 | ||||||||||
95 | SKINCOLOR_SUPERSKY2
|
0 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | |||||||||
96 | SKINCOLOR_SUPERSKY3
|
129 | 130 | 131 | 132 | 133 | 134 | 135 | ||||||||||
97 | SKINCOLOR_SUPERSKY4
|
131 | 132 | 133 | 134 | 135 | 136 | 137 | 138 | |||||||||
98 | SKINCOLOR_SUPERSKY5
|
132 | 133 | 134 | 135 | 136 | 137 | 138 | 139 | |||||||||
99 | SKINCOLOR_SUPERPURPLE1
|
Purple | 0 | 144 | 160 | 161 | 162 | |||||||||||
100 | SKINCOLOR_SUPERPURPLE2
|
0 | 144 | 160 | 161 | 162 | 163 | 164 | 165 | |||||||||
101 | SKINCOLOR_SUPERPURPLE3
|
160 | 161 | 162 | 163 | 164 | 165 | 166 | ||||||||||
102 | SKINCOLOR_SUPERPURPLE4
|
161 | 162 | 163 | 164 | 165 | 166 | 167 | 168 | 169 | ||||||||
103 | SKINCOLOR_SUPERPURPLE5
|
162 | 163 | 164 | 165 | 166 | 167 | 168 | 169 | 253 | ||||||||
104 | SKINCOLOR_SUPERRUST1
|
Rust | 0 | 208 | 48 | 49 | 50 | 51 | 55 | 58 | 68 | 69 | 70 | 71 | 46 | |||
105 | SKINCOLOR_SUPERRUST2
|
48 | 49 | 50 | 51 | 52 | 53 | 54 | 56 | 58 | 68 | 69 | 70 | 71 | 46 | |||
106 | SKINCOLOR_SUPERRUST3
|
49 | 50 | 51 | 52 | 54 | 55 | 56 | 58 | 68 | 69 | 70 | 71 | 46 | ||||
107 | SKINCOLOR_SUPERRUST4
|
72 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 46 | |||||||
108 | SKINCOLOR_SUPERRUST5
|
65 | 66 | 67 | 68 | 233 | 234 | 235 | 236 | 237 | 238 | 239 | ||||||
109 | SKINCOLOR_SUPERTAN1
|
Tan | 0 | 80 | 81 | 82 | ||||||||||||
110 | SKINCOLOR_SUPERTAN2
|
0 | 80 | 81 | 82 | 84 | 85 | 86 | 87 | 245 | ||||||||
111 | SKINCOLOR_SUPERTAN3
|
80 | 81 | 82 | 84 | 85 | 86 | 87 | 245 | 247 | 249 | |||||||
112 | SKINCOLOR_SUPERTAN4
|
81 | 82 | 84 | 85 | 86 | 87 | 245 | 247 | 249 | 251 | 237 | ||||||
113 | SKINCOLOR_SUPERTAN5
|
82 | 84 | 85 | 86 | 87 | 245 | 247 | 249 | 251 | 237 | 238 | 239 | |||||
113 | numskincolors 1
|
Translation colormaps (TC_*
)
Value | Name | Description |
---|---|---|
-1 | TC_DEFAULT
|
Default colormap |
-2 | TC_BOSS
|
Boss flash colormap |
-3 | TC_METALSONIC
|
Metal Sonic boss flash colormap |
-4 | TC_ALLWHITE
|
All-white flash colormap (used by Brak Eggman) |
-5 | TC_RAINBOW
|
Remaps all colors to a skincolor range |
-6 | TC_BLINK
|
Remaps all colors to a single color index |
-7 | TC_DASHMODE
|
For Metal Sonic's dashmode |
A_Chase directions (DI_*
)
Value | Name | Description |
---|---|---|
-1 | DI_NODIR
|
No direction |
0 | DI_EAST
|
East |
1 | DI_NORTHEAST
|
Northeast |
2 | DI_NORTH
|
North |
3 | DI_NORTHWEST
|
Northwest |
4 | DI_WEST
|
West |
5 | DI_SOUTHWEST
|
Southwest |
6 | DI_SOUTH
|
South |
7 | DI_SOUTHEAST
|
Southeast |
8 | NUMDIRS
|
Total number of directions |
Damage/Death types (DMG_*
)
Name | Hexadecimal | Decimal | Description |
---|---|---|---|
DMG_WATER
|
0x01 | 1 | Damage dealt by liquids |
DMG_FIRE
|
0x02 | 2 | Damage dealt by fire objects and sectors |
DMG_ELECTRIC
|
0x03 | 3 | Damage dealt by electricity |
DMG_SPIKE
|
0x04 | 4 | Damage dealt by spikes |
DMG_NUKE
|
0x05 | 5 | Damage dealt by the bomb shield |
DMG_INSTAKILL
|
0x80 | 128 | Death |
DMG_DROWNED
|
0x81 | 129 | Death dealt by drowning (in liquids) |
DMG_SPACEDROWN
|
0x82 | 130 | Death dealt by drowning (in space) |
DMG_DEATHPIT
|
0x83 | 131 | Death dealt by pits |
DMG_CRUSHED
|
0x84 | 132 | Death dealt by being crushed |
DMG_SPECTATOR
|
0x85 | 133 | Death dealt to spectators (Other damage types do not kill spectators) |
DMG_CANHURTSELF
|
0x40 | 64 | Flag - Whether the source is able to damage itself or their team |
DMG_DEATHMASK
|
0x80 | 128 | Flag - Whether this damage type is a death type |
Players
Skin flags (SF_*
)
Decimal | Hexadecimal | Flag name | Parameter | Description |
---|---|---|---|---|
1 | 0x00001
|
SF_SUPER
|
super
|
The character can turn Super in Single Player/Coop after collecting all Chaos Emeralds. Used by Sonic, Knuckles and Metal Sonic in unmodified SRB2. |
2 | 0x00002
|
SF_NOSUPERSPIN
|
nosuperspin
|
The character's Super form will use standing, walking or running animations, instead of the normal spinning animation, when jumping, spindashing or otherwise rolling on the ground. This replicates the old Super Sonic animations in versions of SRB2 before v1.09.4. |
4 | 0x00004
|
SF_NOSPINDASHDUST
|
nospindashdust
|
The character does not create dust particles when charging a spindash. |
8 | 0x00008
|
SF_HIRES
|
hires
|
The character's sprites will be rendered at a different scale, which is set by the highresscale parameter. This allows you to use high-resolution (or low-resolution) sprites for your character. |
16 | 0x00010
|
SF_NOSKID
|
noskid
|
The character does not display skid particles and play the skidding sound when braking or making sharp turns. |
32 | 0x00020
|
SF_NOSPEEDADJUST
|
nospeedadjust
|
The character's animations will not be automatically adjusted according to the player's speed, for example when Sonic's walking animation speeds up as he walks faster. Instead, the animations will use the default state durations as set in the player's states. |
64 | 0x00040
|
SF_RUNONWATER
|
runonwater
|
Allows the character to run on top of water and goop FOFs. |
128 | 0x00080
|
SF_NOJUMPSPIN
|
nojumpspin
|
The character will not curl up into a ball when jumping. They will use a falling state when going down, and their height will not be reduced. If the character does not have dedicated jump frames, then they will also use spring frames instead of rolling frames. Used by Fang and Amy in unmodified SRB2. |
256 | 0x00100
|
SF_NOJUMPDAMAGE
|
nojumpdamage
|
This character cannot damage enemies by jumping in them from any angle. Used by Fang and Amy in unmodified SRB2. |
512 | 0x00200
|
SF_STOMPDAMAGE
|
stompdamage
|
This character will always be able to damage enemies by landing on them, regardless of their vulnerability. |
768 | 0x00300
|
SF_MARIODAMAGE
|
mariodamage
|
This character cannot damage enemies from any angle, but they can still land on enemies. This is equivalent to combining SF_NOJUMPDAMAGE and SF_STOMPDAMAGE. |
1024 | 0x00400
|
SF_MACHINE
|
machine
|
This character is considered a "robot". While dying, they will spawn explosion effects. While underwater or in space, this character will get unique drowning numbers, sound effects, and electric short-out particle effects. Used by Metal Sonic in unmodified SRB2. |
2048 | 0x00800
|
SF_DASHMODE
|
dashmode
|
This character will have the "Boost Mode" ability, giving them increased top speed and jump height the longer they run without losing speed. When paired with SF_MACHINE, Boost Mode will also be able to damage enemies and destroy spikes. Used by Metal Sonic in unmodified SRB2. |
4096 | 0x01000
|
SF_FASTEDGE
|
fastedge
|
This character's edge teeter animation will play faster than usual. Used by Fang in unmodified SRB2. |
8192 | 0x02000
|
SF_MULTIABILITY
|
multiability
|
This character's primary ability can be used more than once per jump. Used by Metal Sonic in unmodified SRB2. |
16384 | 0x04000
|
SF_NONIGHTSROTATION
|
nonightsrotation
|
The character's NiGHTS Mode sprites will not use automatic sprite rotation. |
32768 | 0x08000
|
SF_NONIGHTSSUPER
|
nonightssuper
|
The character's NiGHTS Mode sprites will not use super color gradients. (The skin must also have SF_SUPER for this flag to work.)
|
65536 | 0x10000
|
SF_NOSUPERSPRITES
|
nosupersprites
|
The character will not use super sprites while super. |
131072 | 0x20000
|
SF_NOSUPERJUMPBOOST
|
nosuperjumpboost
|
The character will not receive a jump boost while super. Used by Knuckles in unmodified SRB2. |
262144 | 0x40000
|
SF_CANBUSTWALLS
|
canbustwalls
|
The character can naturally bust strong walls on contact. |
524288 | 0x80000
|
SF_NOSHIELDABILITY
|
noshieldability
|
The character will not be able to use shield abilities. This will also prevent the Attraction Shield's target indicator from appearing. |
Character abilities (CA_*
/CA2_*
)
Value | Name | Ability | Description |
---|---|---|---|
0 | CA_NONE
|
No ability | The character will not have a special ability. This is the default setting when this parameter is not supplied. |
1 | CA_THOK
|
Speed thok | Sonic's default ability, loosely based on Sonic's air dash attack from Sonic Adventure. Pressing jump a second time in mid-air will thrust the player forward at a speed determined by actionspd. |
2 | CA_FLY
|
Flying | Tails' default ability, based on Tails' flight ability from Sonic 3. Pressing jump a second time in mid-air will make the player start flying in mid-air – repeatedly pressing jump afterwards will allow the player to fly further upwards. However, the player can only fly for a limited amount of time (determined by TailsFlyTics in the MainCfg block, which is 8 seconds by default); afterwards, they will slowly descend to the ground. The speed at which the player moves upwards or downwards when flying is determined by actionspd.
Other notes about flying:
Sprite name FLY_ is used for the flying animation, sprite name SWIM is used when flying underwater, and sprite name TIRE is used when the character is tired and cannot fly anymore. If the player does not have a FLY_ sprite, SPNG is used instead. |
3 | CA_GLIDEANDCLIMB
|
Gliding and climbing | Knuckles' default ability, based on Knuckles' abilities (gliding, climbing and rock smashing) from Sonic & Knuckles. Pressing jump a second time in mid-air will make the player start a glide – the player will accelerate forward from a starting speed determined by actionspd for as long as the jump button is held down. However, the player will gradually lose height while doing so. The player will be able to damage all enemies by aiming their glide into them while using this ability. When landing on the ground from gliding, the player will skid to a halt in the glide animation. When releasing a glide, the player will lose momentum and go into a landing animation. As of 2.2.5, if the player is underwater, they will swim rather than glide. Swimming is slower than gliding but it provides more horizontal control.
If the player glides into a wall, they will latch onto it and can climb up, down or sideways on it, as well as climb over to adjacent walls. If the player is climbing, pressing jump will make them jump off and face away from the wall; pressing spin will make them jump off while still facing the wall. However, not all walls are climbable; some linedefs may have Flag [6] / Not Climbable checked, which prevents characters with this ability from climbing it. Any walls that are part of the sky will also not be climbable regardless of linedef flags. Additionally, characters with this ability will be able to destroy all types of bustable FOFs on touch, rather than needing to spin into them. Bustable FOFs that have the Sprite name GLID is used for the gliding animation, SWIM is used for swimming, sprite name CLNG is used for attaching to a wall without moving, sprite name CLMB is used for the climbing animation and sprite name LAND is used for the landing animation. If the player does not have a GLID or SWIM sprite, FLY_ (or if not that, SPNG) is used instead; SPIN replaces CLNG, CLMB, and LAND if the player does not have one of those sprites. |
4 | CA_HOMINGTHOK
|
Homing attack | A weakened version of the speed thok ability, but with the addition of a homing attack feature similar to that in Sonic Adventure and beyond – if an enemy, spring or monitor is close enough to the player when triggering the ability, an arrow will appear over the target Object and the player will home in towards it until they touch/destroy it. If the character fails to reach the Object within 3 seconds, the homing attack is automatically canceled. Unlike the thok, this ability does not keep the player in their spin state and instead switches to their FALL sprite unless they are performing a homing attack, again like in Sonic Adventure. |
5 | CA_SWIM
|
Swimming | Similar to the flying ability, except this ability will work only underwater; attempting to use this ability outside of water will do nothing. Unlike flight, however, the ability can be used indefinitely while underwater.
Sprite name SWIM is used while using this ability. If the player does not have a SWIM sprite, SPNG is used instead. |
6 | CA_DOUBLEJUMP
|
Double jump | Pressing jump a second time in mid-air will make the player perform a second jump. |
7 | CA_FLOAT
|
Hovering | Metal Sonic's default ability. Pressing jump a second time in mid-air and holding the button down will allow the player to hold their vertical position in mid-air continuously, but without spinning. While moving slowly, they will slowly fall over time. |
8 | CA_SLOWFALL
|
Hovering with slow descent | Pressing jump a second time in mid-air and holding the button down will cause the player to fall downwards at a slower rate than normal, again without spinning. This is similar to E-102 Gamma's booster powerup from Sonic Adventure. The falling speed is fixed and cannot be adjusted with the actionspd parameter. |
9 | CA_TELEKINESIS
|
Telekinesis | Pressing the jump button a second time in mid-air will push enemies and players within a radius of 384 fracunits around the player away; pressing the spin button in mid-air will pull them closer instead. The thrust of the pushing/pulling is determined by actionspd. |
10 | CA_FALLSWITCH
|
Fall switch | Reverses the player's vertical momentum when pressing jump a second time in mid-air, thrusting them in the opposite direction instead. |
11 | CA_JUMPBOOST
|
Jump boost | The player's jump strength increases with the player's running speed – the faster the player moves, the higher they can jump. actionspd is used as a multiplier for the jump boost given. Pressing the jump button in mid-air has no effect. |
12 | CA_AIRDRILL
|
Air drill | Pressing jump a second time in mid-air will initiate an air drill, thrusting the player forward and upward. The player will fly upwards in an arc, eventually finishing the drill when the player starts falling down to the ground. Holding the spin button while drilling will cause the player to descend more quickly. actionspd is used as an angular speed for the drill – the higher the value is, the steeper and quicker the player's ascent will be. |
13 | CA_JUMPTHOK
|
Jump-thok | A hybrid between the thok and the double jump, which thrusts the player both forward and upward. As with the regular thok, actionspd determines the horizontal thrust. |
14 | CA_BOUNCE
|
Tail bounce | Fang's default ability. Pressing jump a second time and holding it lets you bounce high off of enemies and on any hazards, similar to Scrooge McDuck's ability from DuckTales.
Uses sprite name BNCE while in the air, and sprite name LAND during the pause when hitting the ground. If the player does not have a BNCE sprite, FALL is used instead; if the player does not have a LAND sprite, SPIN is used instead. |
15 | CA_TWINSPIN
|
Spin attack | Amy's default ability. Lets you roll up temporarily, allowing you to damage enemies, get a boost from springs, and break spikes, by timing a second jump press. This ability will also occur when you press jump and spin without a shield. Bustable FOFs that have the FF_KNUXONLY flag set (aka the "Strong Characters Only" checkbox for bustable FOF linedefs in Zone Builder) can be destroyed by characters with this ability.
Uses sprite name TWIN for this ability; if the player does not have a TWIN sprite, SPIN is used. |
Value | Name | Ability | Description |
---|---|---|---|
0 | CA2_NONE
|
No ability | The player will not have a secondary special ability. |
1 | CA2_SPINDASH
|
Spindash | The default secondary ability, which is used by Sonic, Tails, Knuckles, and Metal Sonic. The player can use the Spin control to charge a spindash, or otherwise spin on the ground while moving. The player will also jump with the spinning animation (sprite prefix ROLL). |
2 | CA2_GUNSLINGER
|
Gunslinger | The secondary ability used by Fang. This character will get an arrow hovering over enemies and monitors. Pressing the Spin control while not moving will put the character in their firing animation and shoot their revitem toward the target. |
3 | CA2_MELEE
|
Melee attack | The secondary ability used by Amy. This character will do a small hop and damage any enemies from the front when they press the Spin control on the ground. Bustable FOFs that have the FF_KNUXONLY flag set can be destroyed by characters with this ability.The parameters |
Player states (PST_*
)
Value | Name | Description |
---|---|---|
0 | PST_LIVE
|
The player is playing |
1 | PST_DEAD
|
The player is dead and waiting to respawn |
2 | PST_REBORN
|
The player just respawned after being dead |
Skin sounds (SKS*
)
- See also: S_SKIN > Custom sounds
Value | Name | Description |
---|---|---|
0 | SKSSPIN
|
sfx_spin replacement sound
|
1 | SKSPUTPUT
|
sfx_putput replacement sound
|
2 | SKSPUDPUD
|
sfx_pudpud replacement sound
|
3 | SKSPLPAN1
|
sfx_altow1 replacement sound
|
4 | SKSPLPAN2
|
sfx_altow2 replacement sound
|
5 | SKSPLPAN3
|
sfx_altow3 replacement sound
|
6 | SKSPLPAN4
|
sfx_altow4 replacement sound
|
7 | SKSPLDET1
|
sfx_altdi1 replacement sound
|
8 | SKSPLDET2
|
sfx_altdi2 replacement sound
|
9 | SKSPLDET3
|
sfx_altdi3 replacement sound
|
10 | SKSPLDET4
|
sfx_altdi4 replacement sound
|
11 | SKSPLVCT1
|
sfx_victr1 replacement sound
|
12 | SKSPLVCT2
|
sfx_victr2 replacement sound
|
13 | SKSPLVCT3
|
sfx_victr3 replacement sound
|
14 | SKSPLVCT4
|
sfx_victr4 replacement sound
|
15 | SKSTHOK
|
sfx_thok replacement sound
|
16 | SKSSPNDSH
|
sfx_spndsh replacement sound
|
17 | SKSZOOM
|
sfx_zoom replacement sound
|
18 | SKSSKID
|
sfx_skid replacement sound
|
19 | SKSGASP
|
sfx_gasp replacement sound
|
20 | SKSJUMP
|
sfx_jump replacement sound
|
Internal player flags (PF_*
)
Decimal | Hexadecimal | Flag name | Description |
---|---|---|---|
1 | 0x1
|
PF_FLIPCAM
|
Enables third-person camera flipping in reverse gravity (controlled by the console variable flipcam ).
|
2 | 0x2
|
PF_ANALOGMODE
|
The player is using analog control. |
4 | 0x4
|
PF_DIRECTIONCHAR
|
The player has the Character Angle option set to "Movement". |
8 | 0x8
|
PF_AUTOBRAKE
|
The player has Automatic Braking enabled. |
16 | 0x10
|
PF_GODMODE
|
The player is invincible to everything, including instant kill hazards like bottomless pits and crushers (controlled by the console command god ).
|
32 | 0x20
|
PF_NOCLIP
|
Turns off the player's collision, allowing them to walk through solid walls, as well as immediately move on top of raised ground regardless of height (controlled by the console command noclip ).
|
64 | 0x40
|
PF_INVIS
|
Prevents enemies and bosses from noticing the player, except after the player has attacked them (controlled by the console command notarget ).
|
128 | 0x80
|
PF_ATTACKDOWN
|
The Ring Toss control button was pressed the previous tic. |
256 | 0x100
|
PF_SPINDOWN
|
The Spin control button was pressed the previous tic. |
512 | 0x200
|
PF_JUMPDOWN
|
The Jump control button was pressed the previous tic. |
1024 | 0x400
|
PF_WPNDOWN
|
The Next Weapon or Prev Weapon control buttons were pressed the previous tic. |
2048 | 0x800
|
PF_STASIS
|
The player is not allowed to move, except for jumping. This flag can be given if the player has a value set for pw_nocontrol , or the player has PF_GLIDING and is skidding; otherwise, the flag will automatically be removed the following tic.
|
4096 | 0x1000
|
PF_JUMPSTASIS
|
The player is not allowed to jump. This flag can be given if the 16th bit (1<<15 ) of pw_nocontrol is set, or the player has PF_GLIDING and is skidding; otherwise, the flag will automatically be removed the following tic.
|
6144 | 0x1800
|
PF_FULLSTASIS
|
The player is not allowed to move or jump (PF_STASIS and PF_JUMPSTASIS combined). This flag can be given if the player has a value set for pw_nocontrol , or the player has PF_GLIDING and is skidding; otherwise, the flag will automatically be removed the following tic.
|
8192 | 0x2000
|
PF_APPLYAUTOBRAKE
|
The player is slowing down due to automatic braking. |
16384 | 0x4000
|
PF_STARTJUMP
|
The player has started a jump and not yet cut their upwards momentum in half by releasing the jump button. |
32768 | 0x8000
|
PF_JUMPED
|
The player is jumping. |
65536 | 0x10000
|
PF_NOJUMPDAMAGE
|
The player's jump will not damage enemies. |
131072 | 0x20000
|
PF_SPINNING
|
The player is spinning. |
262144 | 0x40000
|
PF_STARTDASH
|
The player is charging up their spindash. |
524288 | 0x80000
|
PF_THOKKED
|
The player has used their character's ability. |
1048576 | 0x100000
|
PF_SHIELDABILITY
|
The player has used their Shield ability. |
2097152 | 0x200000
|
PF_GLIDING
|
The player is gliding. |
4194304 | 0x400000
|
PF_BOUNCING
|
The player is tail-bouncing. |
8388608 | 0x800000
|
PF_SLIDING
|
The player is in a slide, e.g., Deep Sea Zone's waterslides. |
16777216 | 0x1000000
|
PF_TRANSFERTOCLOSEST
|
NiGHTS Super Sonic is being transferred to the next axis. |
33554432 | 0x2000000
|
PF_DRILLING
|
NiGHTS Super Sonic is drilling. |
67108864 | 0x4000000
|
PF_GAMETYPEOVER
|
The player has received a Time Over in Race mode, or is has been tagged in Hide & Seek mode. |
134217728 | 0x8000000
|
PF_TAGIT
|
The player is "it" in Tag mode. |
268435456 | 0x10000000
|
PF_FORCESTRAFE
|
Forces the turn left/right controls to become strafing controls. Reserved for Lua scripting purposes. |
536870912 | 0x20000000
|
PF_CANCARRY
|
The player can carry another player as Tails with their flight. |
1073741824 | 0x40000000
|
PF_FINISHED
|
The player has finished the level. Separate from exiting , as it's for cases where players can move around while waiting for others to finish the level.
|
Player animations (PA_*
)
Value | Name | Description | Equivalent states |
---|---|---|---|
0 | PA_ETC
|
Animations that do not fit into the below | All states not listed below |
1 | PA_IDLE
|
Idle animations (standing, waiting) |
|
2 | PA_EDGE
|
Edge teetering animation |
|
3 | PA_WALK
|
Walking animations |
|
4 | PA_RUN
|
Running animations |
|
5 | PA_DASH
|
Dash Mode animation |
|
6 | PA_PAIN
|
Pain animations |
|
7 | PA_ROLL
|
Rolling animations |
|
8 | PA_JUMP
|
Jumping animation |
|
9 | PA_SPRING
|
Spring up animation |
|
10 | PA_FALL
|
Falling animations |
|
11 | PA_ABILITY
|
Character-specific main ability animations |
|
12 | PA_ABILITY2
|
Character-specific secondary ability animations |
|
13 | PA_RIDE
|
Riding/carried animation |
|
Shield types (SH_*
)
Decimal | Hexadecimal | Name | Description |
---|---|---|---|
0 | 0x0000
|
SH_NONE
|
No shield. |
1 | 0x0001
|
SH_PITY
|
Pity Shield |
2 | 0x0002
|
SH_WHIRLWIND
|
Whirlwind Shield |
3 | 0x0003
|
SH_ARMAGEDDON
|
Armageddon Shield |
4 | 0x0004
|
SH_PINK
|
Pink version of Pity Shield granted from Amy's ability. |
3073 | 0x0C01
|
SH_ELEMENTAL
|
Elemental Shield. Equivalent to combining SH_PITY|SH_PROTECTFIRE|SH_PROTECTWATER .
|
4097 | 0x1001
|
SH_ATTRACT
|
Attraction Shield. Equivalent to combining SH_PITY|SH_PROTECTELECTRIC .
|
1025 | 0x0401
|
SH_FLAMEAURA
|
S3K Flame Shield. Equivalent to combining SH_PITY|SH_PROTECTFIRE .
|
2049 | 0x0801
|
SH_BUBBLEWRAP
|
S3K Bubble Shield. Equivalent to combining SH_PITY|SH_PROTECTWATER .
|
4098 | 0x1002
|
SH_THUNDERCOIN
|
S3K Lightning Shield. Equivalent to combining SH_WHIRLWIND|SH_PROTECTELECTRIC .
|
256 | 0x0100
|
SH_FORCE
|
Force Shield flag. On its own this flag only gives one health point to the shield – the lower 8 bits can be used as extra health points, e.g. SH_FORCE|1 gives a force shield with 2 health points. Note: This cannot be combined with any of the values SH_PITY to SH_PINK .
In Lua scripts, use |
255 | 0x00FF
|
SH_FORCEHP
|
Max extra health points for the Force Shield.
In Lua scripts, if the player is known to have a Force Shield, use |
512 | 0x0200
|
SH_FIREFLOWER
|
Fire Flower shield flag. Note: This can be combined with any of the other shields.
In Lua scripts, use |
512 | 0x0200
|
SH_STACK
|
Mask for all shields that can be combined with others. Only includes Fire Flower currently.
In Lua scripts, use |
65023 | 0xFDFF
|
SH_NOSTACK
|
Inverse of SH_STACK , mask for all shields that cannot be combined with others. Equivalent to typing ~SH_STACK .
In Lua scripts, use |
1024 | 0x0400
|
SH_PROTECTFIRE
|
Flag for shields that protect the user from Fire damage. |
2048 | 0x0800
|
SH_PROTECTWATER
|
Flag for shields that protect the user from Water damage. |
4096 | 0x1000
|
SH_PROTECTELECTRIC
|
Flag for shields that protect the user from Electric damage. |
8192 | 0x2000
|
SH_PROTECTSPIKE
|
Flag for shields that protect the user from Spike damage. |
- See also: Shields
Carry types (CR_*
)
Value | Name | Description |
---|---|---|
0 | CR_NONE
|
Not being carried. |
1 | CR_GENERIC
|
Generic, default case for miscellaneous objects. |
2 | CR_PLAYER
|
Being carried by a flying Tails player. |
3 | CR_NIGHTSMODE
|
The player is currently in NiGHTS mode. |
4 | CR_NIGHTSFALL
|
The player has ran out of time in NiGHTS. |
5 | CR_BRAKGOOP
|
Stuck in old Brak Eggman's goop. |
6 | CR_ZOOMTUBE
|
Using a Zoom Tube. |
7 | CR_ROPEHANG
|
Using a Rope Hang. |
8 | CR_MACESPIN
|
Using a Mace swing. |
9 | CR_MINECART
|
Using a Minecart. |
10 | CR_ROLLOUT
|
Using a Rollout Rock. |
11 | CR_PTERABYTE
|
Being carried by a Pterabyte. |
12 | CR_DUSTDEVIL
|
Being carried by a Dust Devil. |
Player powers (pw_*
)
Value | Name | Description |
---|---|---|
0 | pw_invulnerability
|
Sets the Invincibility timer. |
1 | pw_sneakers
|
Sets the Super Sneakers timer. |
2 | pw_flashing
|
Sets the temporary invincibility timer (as if the player has just been hit). |
3 | pw_shield
|
Sets which shield(s) the player currently has. 1 |
4 | pw_carry
|
Sets what the player is being carried by. 2 |
5 | pw_tailsfly
|
Sets the amount of time left in the player's flight timer. |
6 | pw_underwater
|
Sets the player's drowning timer. |
7 | pw_spacetime
|
Sets the player's space timer. |
8 | pw_extralife
|
Sets how long the extra life music lasts. |
9 | pw_pushing
|
Timer for how recently this player pushed something. |
10 | pw_justsprung
|
Timer to prevent Springs from activating multiple times. |
11 | pw_noautobrake
|
Sets how long to disable autobrake. |
12 | pw_super
|
Sets whether the player is Super. The player must still meet the criteria for becoming Super. (Note that this is used internally as a timer for how long the player has been super, in tics.) |
13 | pw_gravityboots
|
Gives the player Gravity Boots for the given duration. |
14 | pw_infinityring
|
Sets the Infinity Ring ammo. |
15 | pw_automaticring
|
Sets the Automatic Ring ammo. |
16 | pw_bouncering
|
Sets the Bounce Ring ammo. |
17 | pw_scatterring
|
Sets the Scatter Ring ammo. |
18 | pw_grenadering
|
Sets the Grenade Ring ammo. |
19 | pw_explosionring
|
Sets the Explosion Ring ammo. |
20 | pw_railring
|
Sets the Rail Ring ammo. |
21 | pw_emeralds
|
Gives the player a specified number of multiplayer Chaos Emeralds. 3 |
22 | pw_nights_superloop
|
Sets the Super Paraloop power-up timer (NiGHTS only). |
23 | pw_nights_helper
|
Sets the Nightopian Helper power-up timer (NiGHTS only). |
24 | pw_nights_linkfreeze
|
Sets the Link Freeze power-up timer (NiGHTS only). |
25 | pw_nocontrol
|
Takes control away from the player. Adding 32768 to this value will allow the player to jump while affected. |
26 | pw_dye
|
Sets the player's color to this value, and sets player.mo.colorized to true .
|
27 | pw_justlaunched
|
Whether the player launched off a slope this tic, and what type of slope they've launched off of. 4 |
28 | pw_ignorelatch
|
While non-zero, prevents the player from latching to CR_GENERIC objects. Adding 32768 to this value will additionally prevent the player from latching to any object except for NiGHTS carrying objects. This does not prevent new attachments due to A_MixUp teleportation.
|
Emerald flags (EMERALDn
)
Value | Flag name | Emerald | Icon |
---|---|---|---|
1 | EMERALD1
|
Green Emerald | |
2 | EMERALD2
|
Purple Emerald | |
4 | EMERALD3
|
Blue Emerald | |
8 | EMERALD4
|
Light Blue Emerald | |
16 | EMERALD5
|
Orange Emerald | |
32 | EMERALD6
|
Red Emerald | |
64 | EMERALD7
|
Gray Emerald |
Button flags (BT_*
)
- See also: Controls > Configurable controls
Decimal | Hexadecimal | Flag name | Description |
---|---|---|---|
15 | 0x0F
|
BT_WEAPONMASK
|
Weapon slot buttons. When checking (player.cmd.buttons & BT_WEAPONMASK) , returns the value of the weapon slot button pressed, from 1 to 7.
|
16 | 0x10
|
BT_WEAPONNEXT
|
Next Weapon |
32 | 0x20
|
BT_WEAPONPREV
|
Previous Weapon |
64 | 0x40
|
BT_ATTACK
|
Ring Toss |
128 | 0x80
|
BT_SPIN
|
Spin |
256 | 0x100
|
BT_CAMLEFT
|
Rotate Camera L |
512 | 0x200
|
BT_CAMRIGHT
|
Rotate Camera R |
1024 | 0x400
|
BT_TOSSFLAG
|
Toss Flag |
2048 | 0x800
|
BT_JUMP
|
Jump |
4096 | 0x1000
|
BT_FIRENORMAL
|
Ring Toss Normal |
8196 | 0x2000
|
BT_CUSTOM1
|
Custom Action 1 |
16384 | 0x4000
|
BT_CUSTOM2
|
Custom Action 2 |
32768 | 0x8000
|
BT_CUSTOM3
|
Custom Action 3 |
Mouse button flags (MB_*
)
Decimal | Hexadecimal | Flag name | Description |
---|---|---|---|
1 | 0x1
|
MB_BUTTON1
|
Mouse Button 1 (Left Click) |
2 | 0x2
|
MB_BUTTON2
|
Mouse Button 2 (Right Click) |
4 | 0x4
|
MB_BUTTON3
|
Mouse Button 3 (Middle Click) |
8 | 0x8
|
MB_BUTTON4
|
Mouse Button 4 |
16 | 0x10
|
MB_BUTTON5
|
Mouse Button 5 |
32 | 0x20
|
MB_BUTTON6
|
Mouse Button 6 |
64 | 0x40
|
MB_BUTTON7
|
Mouse Button 7 |
128 | 0x80
|
MB_BUTTON8
|
Mouse Button 8 |
256 | 0x100
|
MB_SCROLLUP
|
Scroll Up |
512 | 0x200
|
MB_SCROLLDOWN
|
Scroll Down |
Current weapon (WEP_*
)
Value | Name | Description |
---|---|---|
1 | WEP_AUTO
|
Automatic Ring |
2 | WEP_BOUNCE
|
Bounce Ring |
3 | WEP_SCATTER
|
Scatter Ring |
4 | WEP_GRENADE
|
Grenade Ring |
5 | WEP_EXPLODE
|
Explosion Ring |
6 | WEP_RAIL
|
Rail Ring |
7 | NUM_WEAPONS
|
Total number of weapons |
Ring weapon flags (RW_*
)
Value | Flag name | Description |
---|---|---|
1 | RW_AUTO
|
Automatic Ring |
2 | RW_BOUNCE
|
Bounce Ring |
4 | RW_SCATTER
|
Scatter Ring |
8 | RW_GRENADE
|
Grenade Ring |
16 | RW_EXPLODE
|
Explosion Ring |
32 | RW_RAIL
|
Rail Ring |
P_FlashPal palettes (PAL_*
)
Palette number | Palette name | Description |
---|---|---|
0 | none | The default palette for SRB2. |
1 | PAL_WHITE
|
SRB2's palette with a 75% white tint, of RGB(255,255,255). The flash palette used for Attraction Shields shorting out in water and Ideya Capture defeat. |
2 | PAL_MIXUP
|
SRB2's palette with a 75% white tint, of RGB(255,255,255). The flash palette used for teleports and Teleport Monitors. |
3 | PAL_RECYCLE
|
SRB2's palette with a 75% white tint, of RGB(255,255,255). The flash palette used for Recycler Monitors. |
4 | PAL_NUKE
|
SRB2's palette tinted red. The flash palette used for Armageddon Shield explosions.
Note: This palette can be reproduced by tinting SRB2's palette 75% white as with the palettes above, but then changing the green/blue levels of all color indexes to 113. |
5–13 | n/a | Unused palettes, the first being SRB2's palette with the colors inverted and slightly darkened, the rest being SRB2's palette with a 75% white tint, of RGB(255,255,255). |
Gotflag flags (GF_*
)
Value | Name | Description |
---|---|---|
1 | GF_REDFLAG
|
Player is carrying the red CTF flag |
2 | GF_BLUEFLAG
|
Player is carrying the blue CTF flag |
Maps
TypeOfLevel flags (TOL_*
)
- See also: Level header > TypeOfLevel
Decimal | Hexadecimal | Flag name | Description |
---|---|---|---|
1 | 0x01
|
TOL_SP
|
Single Player |
2 | 0x02
|
TOL_COOP
|
Co-op |
4 | 0x04
|
TOL_COMPETITION
|
Competition |
8 | 0x08
|
TOL_RACE
|
Race |
16 | 0x10
|
TOL_MATCH
|
Match |
32 | 0x20
|
TOL_TAG
|
Tag |
64 | 0x40
|
TOL_CTF
|
Capture the Flag |
128 | 0x80
|
TOL_CUSTOM
|
Custom (Lua-scripted, etc.) |
256 | 0x100
|
TOL_2D
|
2D |
512 | 0x200
|
TOL_MARIO
|
Mario |
1024 | 0x400
|
TOL_NIGHTS
|
NiGHTS |
2048 | 0x800
|
TOL_ERZ3
|
ERZ3 |
4096 | 0x1000
|
TOL_XMAS
|
Christmas NiGHTS |
Gametypes (GT_*
)
Value | Name | Description |
---|---|---|
0 | GT_COOP
|
Single Player/Co-op |
1 | GT_COMPETITION
|
Competition |
2 | GT_RACE
|
Race |
3 | GT_MATCH
|
Match |
4 | GT_TEAMMATCH
|
Team Match |
5 | GT_TAG
|
Tag |
6 | GT_HIDEANDSEEK
|
Hide & Seek |
7 | GT_CTF
|
Capture the Flag |
Marathon Mode flags (MA_*
)
To do Elaborate. |
Value | Name | Description |
---|---|---|
1 | MA_RUNNING
|
Marathon Mode Run in Progress |
2 | MA_INIT
|
Marathon Mode Run Startup |
4 | MA_NOCUTSCENES
|
Disables Cutscenes for Marathon Mode |
8 | MA_INGAME
|
Player in Marathon Mode Run |
Weather types (PRECIP_*
)
Value | Name | Effect |
---|---|---|
0 | PRECIP_NONE |
None |
1 | PRECIP_STORM |
Storm (thunder, rain and lightning) |
2 | PRECIP_SNOW |
Snow |
3 | PRECIP_RAIN |
Rain |
4 | PRECIP_BLANK |
Preloaded precipitation |
5 | PRECIP_STORM_NORAIN |
Storm (no rain) |
6 | PRECIP_STORM_NOSTRIKES |
Storm (no lightning) |
Level flags (LF_*
)
Value | Flag | Parameter |
---|---|---|
1 | LF_SCRIPTISFILE |
ScriptIsFile
|
2 | LF_SPEEDMUSIC |
SpeedMusic
|
4 | LF_NOSSMUSIC |
NoSSMusic
|
8 | LF_NORELOAD |
NoReload
|
16 | LF_NOZONE |
NoZone
|
32 | LF_SAVEGAME |
SaveGame
|
64 | LF_MIXNIGHTSCOUNTDOWN |
MixNightsCountdown
|
128 | LF_WARNINGTITLE |
WarningTitle
|
256 | LF_NOTITLECARDFIRST |
The title card is not shown when the level is newly loaded; see ShowTitleCardFor .
|
512 | LF_NOTITLECARDRESPAWN |
The title card is not shown when the level is reloaded (e.g., after dying and respawning); see ShowTitleCardFor .
|
1024 | LF_NOTITLECARDRECORDATTACK |
The title card is not shown in Record Attack; see ShowTitleCardFor .
|
1792 | LF_NOTITLECARD |
NoTitleCard (combination of the above three)
|
Menu flags (LF2_*
)
Value | Flag | Parameter |
---|---|---|
1 | LF2_HIDEINMENU |
Hidden
|
2 | LF2_HIDEINSTATS |
HideInStats
|
4 | LF2_RECORDATTACK |
RecordAttack
|
8 | LF2_NIGHTSATTACK |
NightsAttack
|
16 | LF2_NOVISITNEEDED |
NoVisitNeeded
|
32 | LF2_WIDEICON |
WideIcon
|
NiGHTS grades (GRADE_*
)
- See also: Level header > GradesX
Value | Name | Description |
---|---|---|
0 | GRADE_F
|
F grade |
1 | GRADE_E
|
E grade |
2 | GRADE_D
|
D grade |
3 | GRADE_C
|
C grade |
4 | GRADE_B
|
B grade |
5 | GRADE_A
|
A grade |
6 | GRADE_S
|
Rainbow A grade |
Linedef flags (ML_*
)
Decimal | Hexadecimal | Editor name | Internal name | Description |
---|---|---|---|---|
1 | 0x0001
|
Impassable | ML_IMPASSIBLE
|
Makes the linedef impassable for the player and other Objects. |
2 | 0x0002
|
Block Enemies | ML_BLOCKMONSTERS
|
Prevents almost all moving enemies and bosses from crossing the linedef. Does not prevent enemies from detecting the player if the linedef is between them. |
4 | 0x0004
|
Double-Sided | ML_TWOSIDED
|
Indicates that a linedef has a back sidedef, i.e., that its back side does not face into empty space. This flag is normally set automatically by map editors. |
8 | 0x0008
|
Upper Unpegged | ML_DONTPEGTOP
|
(Two-sided linedefs only)
If this flag is set, the upper textures are attached to the higher of the two ceilings that border the linedef. Otherwise, they are attached to the lower of the two ceilings. See Pegging. In binary maps, this flag is also used to make timed linedef executors and to enable texture skewing on FOFs. |
16 | 0x0010
|
Lower Unpegged | ML_DONTPEGBOTTOM
|
(Two-sided linedefs only)
If this flag is set, the lower textures are attached to the lower of the two floors that border the linedef, and the middle textures are attached to the higher of the two floors. Otherwise, the lower textures are attached to the higher of the two floors, and the middle textures are attached to the lower of the two ceilings that border the linedef. See Pegging. |
32 | 0x0020
|
Slope Skew | ML_EFFECT1
|
(Two-sided linedefs only)
If any of the linedef's upper or lower textures are attached to a slope, setting this flag will cause them to be skewed to match the angle of the slope. See Slope > Texture skewing for further details. |
64 | 0x0040
|
Not Climbable | ML_NOCLIMB
|
Prevents climbing characters, e.g., Knuckles, from climbing walls on this linedef. |
128 | 0x0080
|
No Midtexture Skew | ML_EFFECT2
|
If the middle textures are attached to a slope, they will usually be skewed to match the angle of the slope. Setting this flag disables the skewing effect. See Slope > Texture skewing for further details. |
256 | 0x0100
|
Peg Midtexture | ML_EFFECT3
|
(Two-sided linedefs only)
Inverts the pegging behavior of the middle textures. If the middle textures would be attached to the ceiling otherwise, setting this flag will make them attach to the floor. If they would be attached to the floor otherwise, setting this flag will make them attach to the ceiling. |
512 | 0x0200
|
Solid Midtexture | ML_EFFECT4
|
(Two-sided linedefs only)
Makes the middle textures solid. |
1024 | 0x0400
|
Repeat Midtexture | ML_EFFECT5
|
(Two-sided linedefs only)
Tiles the middle textures so that they fill up the empty space between the upper and lower texture, rather than just being rendered once. In binary maps, the sidedef's X offset can be used to control how often the texture is tiled: For each extra copy of the texture, 4096 should be added to the X offset. For example, an offset of 8192 will cause the texture to be rendered three times. In UDMF maps, the number of repetitions is set via the sidedef's "texture repeats" field. |
2048 | 0x0800
|
Netgame Only | ML_NETONLY
|
Prevents a linedef action from having an effect in Single Player games. |
4096 | 0x1000
|
No Netgame | ML_NONET
|
Prevents a linedef action from having an effect in multiplayer games. |
8192 | 0x2000
|
Effect 6 | ML_EFFECT6
|
In binary maps, this flags is used for miscellaneous purposes by specific linedef types. In UDMF maps, it is unused and inaccessible. |
16384 | 0x4000
|
Bouncy Wall | ML_BOUNCY
|
Causes Objects to bounce off walls on this linedef. |
32768 | 0x8000
|
Transfer Line | ML_TFERLINE
|
Allows the attributes for each side of an FOF to be specified individually, rather than using the attributes of the control linedef for every side. The control sector must have at least the same number of linedefs as the target sector(s); each linedef of the target sector(s) is then controlled by one linedef of the control sector. Useful for making multi-property FOFs where each side has its own properties. |
Reserved linedef tags (LE_*
)
Tag | SOC/Lua Constant | Description |
---|---|---|
649 | LE_AXE
|
This tag is used in conjunction with the Axe. Upon being touched, the Axe searches for a FOF whose control sector has tag 649 and lowers it so that its floor height matches the next lowest floor height of any sector adjacent to the FOF's control sector. In v2.0, this effect was used in Mario Koopa Blast Zone Act 3 to lower the bridge that King Bowser stood on, which made him fall into the pit below. This tag can be used normally in maps that do not have the Axe in them. |
650 | LE_KOOPA
|
This tag is used in conjunction with King Bowser. Upon being destroyed, King Bowser searches for a sector with tag 650 and raises its ceiling to the highest ceiling height of any adjacent sector. In v2.0, this effect was used in Mario Koopa Blast Zone Act 3 to open the door to the exit after King Bowser was destroyed. This tag can be used normally in maps that do not have King Bowser in them. |
680 | LE_CAPSULE0
|
These tags are used for raising Egg Capsules from the ground after a boss is defeated (when the action A_BossDeath is used), and for opening an Egg Capsule when its button is pressed by a player. Specifically, tag 680 is used for the Egg Capsule's button parts, tag 681 is for the top half of the capsule's cage, and tag 682 for the bottom half. They can also be used to trigger other events like opening doors when a boss is defeated, although tags 65532 and 65533 are more appropriate for this. These tags can be used normally in maps that do not have bosses or Egg Capsules in them.
|
681 | LE_CAPSULE1
| |
682 | LE_CAPSULE2
| |
4200 | LE_BRAKPLATFORM
|
This tag is used in conjunction with Brak Eggman (Old). After six hits, the boss calls a trigger linedef with tag 4200, if such a linedef exists. In v2.0, this was used in Egg Rock Zone Act 3 to destroy the middle platform, but it can be used for other linedef executor effects in custom levels. This tag can be used normally in maps that do not have the old version of Brak Eggman in them. |
32000 | LE_TURRET
|
This tag is used in conjunction with Turrets. Upon being destroyed, a Turret calls a trigger linedef with tag 32000, if such a linedef exists. In v2.0, this was used in Castle Eggman Zone Act 2 to open a door, but it can be used for other linedef executor effects in custom levels. This tag can be used normally in maps that do not have Turrets in them. |
32001 upwards | n/a | Trigger linedefs with these tags will activate linedef executors whenever the player lands on a PolyObject of the corresponding ID. See PolyObject > Actions for details. Avoid using these tags for other purposes if your map contains PolyObjects. |
65530 (-6) | LE_BRAKVILEATACK
|
Trigger linedefs with this tag will activate linedef executors when Brak Eggman starts his line-of-sight attack. In v2.1, it was used in Egg Rock Core Zone to raise the crates that the player could hide behind. This tag can be used normally in maps that do not have Brak Eggman in them. |
65531 (-5) | LE_BOSS4DROP
|
Trigger linedefs with this tag will activate linedef executors whenever Eggscalibur drops his cage. It is used in Castle Eggman Zone Act 3 to create an earthquake effect and play a sound whenever the cage is dropped. This tag can be used normally in maps that do not have Eggscalibur in them. |
65532 (-4) | LE_BOSSDEAD
|
Trigger linedefs with this tag will activate linedef executors whenever a boss has been defeated. Note that for custom bosses, A_BossDeath is usually needed in order to call this tag; otherwise, it has to be added manually to the boss thinker if desired. Do not use this tag for other purposes if your map contains a boss.
|
65533 (-3) | LE_ALLBOSSESDEAD
|
Trigger linedefs with this tag will activate linedef executors when all bosses in the map have been defeated. Note that for custom bosses, A_BossDeath is usually needed in order to call this tag; otherwise, it has to be added manually to the boss thinker if desired. Do not use this tag for other purposes if your map contains a boss.
|
65534 (-2) | LE_PINCHPHASE
|
Trigger linedefs with this tag will activate linedef executors whenever a boss enters its pinch phase (usually after five hits for SRB2's official bosses). It can be used to dynamically change the boss arena for the pinch phase. Note that custom bosses will not automatically call this tag, it has to be added to the boss thinker manually if desired. Do not use this tag for other purposes if your map contains a boss. |
65535 (-1) | n/a | This tag is used to make a specific linedef special affect every sector in a map. Most commonly, it is used for a global colormap. In some map editors, it may also be written as -1, which will then be translated into 65535. Do not use this tag for any other purposes. |
-100 | LE_PARAMWIDTH
|
Not a true reserved tag, but when bosses have a non-zero Parameter, then the reserved tags that they normally execute will be modified by Parameter * -100 . This feature makes it possible for multiple boss fights to coexist in the same map.
|
FOF flags (FF_*
)
Flag name | Value (Hex) | Description |
---|---|---|
FF_EXISTS
|
1
|
The FOF exists. Without this flag, the FOF will not appear in-game at all – it will not be visible or tangible, and any special effects associated with it will not appear either. The flag can be added or removed at runtime via linedef type 445, which can be used to make FOFs appear or disappear dynamically. Every FOF should have this flag, unless it is not meant to appear immediately at level load because it will later be brought into existence at runtime. |
FF_BLOCKPLAYER
|
2
|
The FOF is solid to the player. |
FF_BLOCKOTHERS
|
4
|
The FOF is solid to the camera and all Objects besides the player. |
FF_SOLID
|
6
|
(FF_BLOCKPLAYER + FF_BLOCKOTHERS ) The FOF is solid to the player, all other Objects and the camera. Setting Flag [5] / Slope Skew / Effect 1 on the control linedef will remove FF_BLOCKOTHERS , while setting Flag [7] / No Midtexture Skew / Effect 2 will remove FF_BLOCKPLAYER .
|
FF_RENDERSIDES
|
8
|
The FOF's walls are rendered. |
FF_RENDERPLANES
|
10
|
The FOF's floor and ceiling are rendered. |
FF_RENDERALL
|
18
|
(FF_RENDERSIDES + FF_RENDERPLANES ) The FOF's walls, floor, and ceiling are all rendered.
|
FF_SWIMMABLE
|
20
|
The FOF is a water block. |
FF_NOSHADE
|
40
|
The FOF does not cast a shadow. Normally, the light level and colormap of the control sector affect the inside of the FOF and the area below it in the target sector. This flag disables that behavior. |
FF_CUTSOLIDS
|
80
|
Any "solid" walls that are directly adjacent to the FOF will not be drawn. A wall is considered "solid" for this purpose if it belongs to the upper or lower texture of a two-sided linedef, the middle texture of a two-sided linedef, or an FOF without FF_EXTRA . Middle textures of two-sided linedefs and PolyObject walls are not considered "solid".
|
FF_CUTEXTRA
|
100
|
Any walls belonging to an FOF with FF_EXTRA that are directly adjacent to this FOF will not be drawn. If this FOF also has FF_EXTRA , the following extra conditions apply: If one of the two FOFs has FF_SWIMMABLE , the other must also have it in order for the walls to be cut. Similarly, if one has FF_FOG , the other must also have it. This flag is commonly used to remove walls between adjacent fog or water FOFs.
|
FF_CUTLEVEL
|
180
|
(FF_CUTSOLIDS + FF_CUTEXTRAS ) Any walls that are directly adjacent to the FOF will not be drawn. Middle textures of two-sided linedefs and PolyObject walls are exempt from this. This flag should be set if the adjacent walls will never be visible anyway, to reduce the rendering effort. This is usually the case if the FOF is opaque and solid.
|
FF_CUTSPRITES
|
200
|
If a sprite is only partially inside the area illuminated by the FOF, the sprite is split vertically so that the light level and colormap are only applied to the affected part. This should generally be set for intangible or water FOFs that cast a shadow. |
FF_BOTHPLANES
|
400
|
Both the inner and outer sides of the FOF's floor and ceiling are rendered. Without this flag, only the outer sides are rendered. |
FF_EXTRA
|
800
|
The FOF can be obscured by other FOFs with the FF_CUTEXTRA flag set.
|
FF_TRANSLUCENT
|
1000
|
The FOF is translucent. Its alpha value is set in the front upper texture as a value between #000 (invisible) and #255 (opaque). If this value is omitted, it defaults to #128. |
FF_FOG
|
2000
|
The FOF acts like a fog block. |
FF_INVERTPLANES
|
4000
|
Only the inner sides of the FOF's floor and ceiling are rendered. |
FF_ALLSIDES
|
8000
|
Both the inner and outer sides of the FOF's walls are rendered. Without this flag, only the outer sides are rendered. |
FF_INVERTSIDES
|
10000
|
Only the inner sides of the FOF's walls are rendered. |
FF_DOUBLESHADOW
|
20000
|
The light level and colormap of the FOF's control sector only affect the inside of the FOF, but not the area below it. |
FF_FLOATBOB
|
40000
|
The FOF floats on water and bobs when stepped on. |
FF_NORETURN
|
80000
|
Used with FF_CRUMBLE to prevent the FOF from reappearing in its original location once it has crumbled.
|
FF_CRUMBLE
|
100000
|
The FOF will fall one second after being stepped on. Unless FF_NORETURN is set, it will reappear in its original location after 15 seconds.
|
FF_SHATTERBOTTOM
|
200000
|
If combined with FF_BUSTUP , the FOF will only shatter when hit from below. If combined with FF_SWIMMABLE , the FOF acts like goo water.
|
FF_MARIO
|
400000
|
The FOF behaves like a Mario item block. |
FF_BUSTUP
|
800000
|
The FOF behaves like a bustable block. It will shatter when touched in specific ways, such as being spindashed into from the side, being touched by Knuckles, being bounced on by Fang, or being hit by Amy's hammer. Flag [9] / Solid Midtexture / Effect 4 allows the FOF to be shattered by a pushable Object. Flag [10] / Repeat Midtexture / Effect 5 makes the FOF activate a linedef executor when it is shattered, using the control linedef's length to determine the tag of the linedef executor to activate. |
FF_QUICKSAND
|
1000000
|
The FOF behaves like a quicksand block. The player's sinking speed and movement reduction are determined by the linedef's X distance and Y distance, respectively. |
FF_PLATFORM
|
2000000
|
The FOF is intangible from below. |
FF_REVERSEPLATFORM
|
4000000
|
The FOF is intangible from above. |
FF_INTANGIBLEFLATS
|
6000000
|
(FF_PLATFORM + FF_REVERSEPLATFORM ) The FOF's floor and ceiling are intangible, but its walls are still solid (provided that FF_SOLID is set).
|
FF_SHATTER
|
8000000
|
Used with FF_BUSTUP . The FOF will shatter upon contact.
|
FF_SPINBUST
|
10000000
|
Used with FF_BUSTUP . In addition to the usual conditions, the FOF will shatter when being touched by a player in their spinning frames, either from jumping or from spindashing.
|
FF_STRONGBUST
|
20000000
|
Used with FF_BUSTUP . The FOF will shatter only when a "strong" ability is used on it. This includes a character with CA_GLIDEANDCLIMB touching it from the side, the CA_BOUNCE ability being used on it from the top, and the CA_TWINSPIN or CA_MELEE abilities being used on it from anywhere. FF_SHATTER takes precedence over this.
|
FF_RIPPLE
|
40000000
|
The FOF's floor and ceiling will have a "ripple" effect, distorting both their flats and – if visible – the view displayed behind them. Note that this visual effect is exclusive to the Software renderer; this flag does nothing in OpenGL. |
FF_COLORMAPONLY
|
80000000
|
The inside of the FOF and the area below it in the target sector are affected by the colormap of the FOF's control sector, but not the light level. |
Slope flags (SL_*
)
Value | Name | Description |
---|---|---|
1 | SL_NOPHYSICS
|
Slope physics are disabled for this slope. |
2 | SL_DYNAMIC
|
Slope is dynamic and can be moved during level runtime. |
PolyObject flags (POF_*
)
Decimal | Hexadecimal | Flag name | Description |
---|---|---|---|
1 | 0x1
|
POF_CLIPLINES
|
Test against lines for collision. |
2 | 0x2
|
POF_CLIPPLANES
|
Test against tops and bottoms for collision. |
3 | 0x3
|
POF_SOLID
|
Clips things. |
4 | 0x4
|
POF_TESTHEIGHT
|
Test line collision with heights. |
8 | 0x8
|
POF_RENDERSIDES
|
Renders the sides. |
16 | 0x10
|
POF_RENDERTOP
|
Renders the top. |
32 | 0x20
|
POF_RENDERBOTTOM
|
Renders the bottom. |
48 | 0x30
|
POF_RENDERPLANES
|
Renders top and bottom. |
56 | 0x38
|
POF_RENDERALL
|
Renders everything. |
64 | 0x40
|
POF_INVERT
|
Inverts collision (like a cage). |
128 | 0x80
|
POF_INVERTPLANES
|
Render inside planes. |
256 | 0x100
|
POF_INVERTPLANESONLY
|
Only render inside planes. |
512 | 0x200
|
POF_PUSHABLESTOP
|
Pushables will stop movement. |
1024 | 0x400
|
POF_LDEXEC
|
This PO triggers a linedef executor. |
2048 | 0x800
|
POF_ONESIDE
|
Only use the first side of the linedef. |
4096 | 0x1000
|
POF_NOSPECIALS
|
Don't apply sector specials. |
8192 | 0x2000
|
POF_SPLAT
|
Use splat flat renderer (treat cyan pixels as invisible). |
Other
Emblem flags (GE_*/ME_*
)
- See also: Custom unlockables and emblems
Value | Name | Description |
---|---|---|
1 | GE_NIGHTSPULL
|
|
2 | GE_NIGHTSITEM
|
|
1 | ME_ALLEMERALDS
|
|
2 | ME_ULTIMATE
|
|
4 | ME_PERFECT
|
Music slots (mus_*
)
Single Player levels
Name | Thumbnail | Title | Composers/Arrangers | Uses/Notes |
---|---|---|---|---|
TUTORL | Tutorial | clairebun, Arrow |
| |
GFZ1 | Greenflower Zone Act 1 | clairebun, Shane Strife, DrTapeworm, DemonTomatoDave |
| |
GFZ2 | Greenflower Zone Act 2 | clairebun, DemonTomatoDave |
| |
VSBOSS | VS Dr. Eggman | clairebun, Shane Strife, SeventhSentinel | Note: This is the music used for all regular boss fights.
| |
VSALT | Mystic Realm – Boss | clairebun, RedXVI | Note: This track is used for boss levels in Mystic Realm. | |
THZ1 | Techno Hill Zone Act 1 | clairebun, Shane Strife, Stuf |
| |
THZ2 | Techno Hill Zone Act 2 | clairebun, Shane Strife, Stuf |
| |
DSZ1 | Deep Sea Zone Act 1 | clairebun, Shane Strife, Arrow |
| |
DSZ2 | Deep Sea Zone Act 2 | clairebun, Shane Strife, Arrow |
| |
CEZ1 | Castle Eggman Zone Act 1 | clairebun, DrTapeworm, Arrow |
| |
CEZR | The Bridge Is Collapsing! | clairebun, Arrow |
| |
CEZ2 | Castle Eggman Zone Act 2 | clairebun, DrTapeworm, Arrow |
| |
ACZ1 | Arid Canyon Zone Act 1 | clairebun, Shane Strife, Nev3r, Spazzo |
| |
ACZ2 | Arid Canyon Zone Act 2 | clairebun, Shane Strife, DrTapeworm, Nev3r |
| |
VSFANG | VS Fang the Sniper | clairebun, Yayoi Wachi | Note: This track is based on the Fang theme from Sonic Triple Trouble.
| |
RVZ1 | Red Volcano Zone Act 1 | DrTapeworm, Arrow |
| |
RVZ2 | Red Volcano Zone Act 2 | DrTapeworm, clairebun, Arrow | Note: This track is planned to be used for Red Volcano Zone Act 2, which is not yet included in SRB2. The thumbnail used is of Infernal Cavern Zone, which can be considered the currently representative map for this track.
| |
RVZALT | Red Volcano Zone (Alternate) | clairebun, Arrow | Note: This track is a remix of the original Red Volcano Zone Act 2 theme. This track does not have a MIDI version. | |
DCZ | Dark City Zone | Arrow, SSNTails |
Note: This track was originally created for Dark City Zone, which is not yet included in SRB2. While it is now planned to make a new track for Dark City Zone, this track is still included as an additional music choice for custom maps. | |
ERZ1 | Egg Rock Zone Act 1 | clairebun, Shane Strife, Stuf |
| |
ERZ2 | Egg Rock Zone Act 2 | clairebun, Shane Strife, Big Wave Dave |
| |
DISCO | Earthworm Jim 3D – Disco Zombies | Ged Grimes, MIDI version by Monster Iestyn |
| |
BCZ1 | Race Against Metal Sonic | DrTapeworm |
| |
VSMETL | VS Metal Sonic | clairebun, DrTapeworm |
| |
BCZ2 | Anticipation | clairebun |
| |
VSBRAK | VS Black Eggman | clairebun, Shane Strife, Arrow |
|
Bonus levels
Name | Thumbnail | Title | Composers/Arrangers | Uses/Notes |
---|---|---|---|---|
FHZ | Frozen Hillside Zone | DrTapeworm |
| |
MARIO1 | Pipe Towers Zone (Overworld) | clairebun, Koji Kondo | Note: This is a remix of the Overworld theme from Super Mario Bros.
| |
MARIO2 | Pipe Towers Zone (Underground) | clairebun, Koji Kondo | Note: This is a remix of the Underground theme from Super Mario Bros.
| |
THZALT | Techno Hill Zone Act 2 (Old) | Stuf, Cyan Helkaraxe |
| |
HAUNTD | Haunted Heights Zone | DrTapeworm |
| |
AGZ | Aerial Garden Zone | clairebun, RedXVI |
| |
ATZ | Azure Temple Zone | Shane Strife, Arrow |
| |
CCZ | Christmas Chime Zone | Naofumi Hataya | Note: This is a remix of "Take the Snow Train" from NiGHTS into Dreams.
| |
DHZ | Dream Hill Zone | Fumie Kumatani | Note: This is a remix of "The Amazing Water" from NiGHTS into Dreams.
| |
APZ1 | Alpine Paradise Zone Act 1 | Tomoko Sasaki | Note: This is a remix of "Paternal Horn" from NiGHTS into Dreams.
| |
APZ2 | Alpine Paradise Zone Act 2 | Tomoko Sasaki | Note: This is a remix of "Suburban Museum" from NiGHTS into Dreams.
|
Special Stages
Name | Thumbnail | Title | Composers/Arrangers | Uses/Notes |
---|---|---|---|---|
SPEC1 | Floral Field Zone | clairebun, Arrow |
| |
SPEC2 | Toxic Plateau Zone | clairebun |
| |
SPEC3 | Flooded Cove Zone | clairebun |
| |
SPEC4 | Cavern Fortress Zone | clairebun |
| |
SPEC5 | Dusty Wasteland Zone | clairebun |
| |
SPEC6 | Magma Caves Zone | clairebun |
| |
SPEC7 | Egg Satellite Zone | clairebun |
| |
BHZ | Black Hole Zone | clairebun, RedXVI | Note: This track was originally created for Prismatic Angel Zone in Mystic Realm.
| |
SPEC8 | Extra Special Stage / Marathon Run | clairebun | Note: This track was originally created for Black Hole Zone.
| |
OSPEC | Special Stage (Old) | Arrow, Remastered by SSNTails | Note: This track was used for Special Stages between v1.01 and v2.0. | |
OSPEC2 | Special Stage 1 (Demo 4–4.35) | Arrow, Remastered by SSNTails | Note: This track was used for Special Stage 1 between Demo 4 and Demo 4.35. |
Multiplayer stages
Name | Thumbnail | Title | Composers/Arrangers | Uses/Notes |
---|---|---|---|---|
GFZALT | Lime Forest Zone | DrTapeworm, DemonTomatoDave | Note: This is an alternative remake of Greenflower Zone Act 1's music that was completed before the current version.
| |
AGZALT | Lost Palace Zone | clairebun, RedXVI | Note: This track was originally created for Aerial Garden Zone Act 3 in Mystic Realm.
| |
VSAGZ | Mystic Realm – Aerial Garden Zone Act 4 | clairebun | Note: This track was originally used for Aerial Garden Zone Act 4 in Mystic Realm. | |
MP_WTR | Silver Cascade Zone | SSNTails, Arrow | Note: This is a remix of "Cavernous" from Sonic: Emerald Quest.
| |
MP_ICE | Frost Columns Zone/Icicle Falls Zone | clairebun, Arrow | Note: This is a remix of "Ice Forest"/"Icy Tundra" from Sonic: Emerald Quest. It was later used for Midnight Freeze Zone in Mystic Realm.
| |
MP_RAI | Clockwork Towers Zone | clairebun, RedXVI |
Note: This track was originally created for Tempest Valley Zone in Mystic Realm.
| |
MP_AIR | Nimbus Ruins Zone/Diamond Blizzard Zone | clairebun, Arrow | Note: This is a remix of "Empyrean's Channel" from Sonic: Emerald Quest.
| |
MP_SUN | Jade Valley Zone | Arrow, Yayoi Wachi |
Note: This track originates from Sonic: Emerald Quest, where it was known as "Tails' House". It incorporates elements of Sunset Park Zone's music from Sonic Triple Trouble.
| |
MP_DES | Desolate Twilight Zone | SSNTails, Arrow | Note: This track originates from Sonic: Emerald Quest, where it was known as "Lazy Saturdays".
| |
MP_DOM | Orbital Hangar Zone/Doomship Zone | clairebun, Shane Strife, SSNTails | Note: This is a remix of a track that was originally created for Doomship Zone, SRB2's planned eighth zone, which has since been renamed to Grand Eggship Zone.
| |
MP_GHZ | Sapphire Falls Zone | clairebun, Masato Nakamura | Note: This is a remix of Green Hill Zone's music from Sonic 1.
| |
MP_MED | Meadow Match Zone | SSNTails, Arrow |
| |
MP_0RI | Zero Ring Zone | SSNTails, Arrow | Note: This track was originally used for Zero Ring Zone, a Match level that has since been scrapped. | |
MP_COA | Mystic Realm – Jade Coast Zone | clairebun, RedXVI | Note: This track is used for Jade Coast Zone in Mystic Realm. | |
MP_FIR | Mystic Realm – Flame Rift Zone | clairebun, RedXVI | Note: This track is used for Flame Rift Zone in Mystic Realm. | |
MP_FOR | Mystic Realm – Verdant Forest Zone | clairebun, RedXVI | Note: This track is used for Verdant Forest Zone in Mystic Realm. | |
MP_FR2 | Mystic Realm – Verdant Forest Zone (Old) | SSNTails, RedXVI | Note: This track was originally used for Verdant Forest Zone in Mystic Realm. | |
MP_GL2 | Arid Canyon Zone Act 1 (Pre-v2.0) | Arrow, Remastered by SSNTails | Note: This track was originally intended to be used for Arid Canyon Zone Act 1. | |
MP_GLZ | Arid Canyon Zone Act 2 (Pre-v2.0) | Arrow, Remastered by SSNTails | Note: This track was originally intended to be used for Arid Canyon Zone Act 2. | |
MP_MIN | Mine Maze Zone | clairebun, Arrow | Note: This is a remix of a track that was originally intended to be used for Mine Maze Zone, a scrapped zone that was incorporated into Arid Canyon Zone. | |
MP_MRZ | Mystic Realm – Mystic Realm Zone | clairebun, RedXVI | Note: This track is used for Mystic Realm Zone in Mystic Realm. | |
MP_WT2 | Mystic Realm – Sunken Plant Zone | clairebun, RedXVI |
Note: This track is used for Sunken Plant Zone in Mystic Realm. |
Special tunes
Name | Thumbnail | Title | Composers/Arrangers | Uses/Notes |
---|---|---|---|---|
_STJR | STJr intro | Instant Sonic, MIDI version by Monster Iestyn, modified by Shadow Hog |
| |
OINTRO | Introduction (Old) | DemonTomatoDave, Remastered by SSNTails |
Note: This track was used for the intro cutscene in SRB2 TGF. | |
_INTRO | Introduction | RedXVI, SSNTails |
| |
_ENDB | Ending (Bad) | DrTapeworm | *Ending (6 or less Chaos Emeralds) | |
_ENDG | Ending (Good) | DrTapeworm | *Ending (All 7 Chaos Emeralds) | |
_CREDS | Credits | clairebun |
| |
_TITLE | Title Screen | clairebun |
| |
_CHSEL | Character Select | clairebun |
| |
_RECAT | Record Attack | clairebun |
| |
_NITAT | NiGHTS Mode | clairebun, Arrow |
| |
_INTER | Multiplayer Intermission | clairebun, Masato Nakamura |
Note: This track is based on the multiplayer results music from Sonic 2.
| |
_INV | Invincible | clairebun, Arrow | ||
_MINV | Starman | clairebun, Koji Kondo | Note: This is a remix of the Starman theme from Super Mario Bros.. | |
_SHOES | Super Sneakers | clairebun | ||
_1UP | 1-Up | clairebun, SSNTails | ||
_SUPER | Super Sonic | clairebun, SSNTails | ||
_DROWN | Drowning | clairebun, Masato Nakamura | Note: This is a remix of the drowning theme from official Sonic games.
| |
_NTIME | Dream over... | Naofumi Hataya | Note: This is the "time up" jingle from NiGHTS into Dreams. This track does not have a MIDI version.
| |
_CLEAR | Act Clear | clairebun, SSNTails |
| |
_GOVER | Game Over | clairebun |
| |
_CONTI | Continue | clairebun |
|
Jingle types (JT_*
)
Value | Name | Description |
---|---|---|
0 | JT_NONE
|
Null state |
1 | JT_OTHER
|
Other state |
2 | JT_MASTER
|
Main level music |
3 | JT_1UP
|
Extra life |
4 | JT_SHOES
|
Speed shoes |
5 | JT_INV
|
Invincibility |
6 | JT_MINV
|
Mario Invincibility |
7 | JT_DROWN
|
Drowning |
8 | JT_SUPER
|
Super Sonic |
9 | JT_GOVER
|
Game Over |
10 | JT_NIGHTSTIMEOUT
|
NiGHTS Time Out (10 seconds) |
11 | JT_SSTIMEOUT
|
NiGHTS Special Stage Time Out (10 seconds) |
Console variable flags (CV_*
)
Value | Name | Description |
---|---|---|
1 | CV_SAVE
|
The console variable's value is saved to config.cfg when changed. Currently does not really work for custom Lua-defined console variables because they are erased from config.cfg if they are not defined (i.e., if the script that defines them is not loaded) when the game is launched.
|
2 | CV_CALL
|
A function is called when the variable is changed. |
4 | CV_NETVAR
|
The variable is synchronized for everyone in netgames; only the server or admin can modify it. |
8 | CV_NOINIT
|
If a function is called when the variable is changed (CV_CALL ), the function is not called when the variable is first registered.
|
16 | CV_FLOAT
|
The variable takes floating-point values, i.e., non-whole numbers such as 0.5 and 0.45 are accepted. These are then converted to a fixed-point integer value (e.g.: "0.5" becomes FRACUNIT/2 ).
|
32 | CV_NOTINNET
|
The variable cannot be changed in netgames. |
64 | CV_MODIFIED
|
This flag is set when the variable is modified. |
128 | CV_SHOWMODIF
|
The console displays a message when the variable is modified. |
256 | CV_SHOWMODIFONETIME
|
The console displays a message when the variable is modified, but only once. |
512 | CV_NOSHOWHELP
|
The variable is not shown in the list generated by the help console command.
|
1024 | CV_HIDDEN
|
The variable is not accessible by the console. |
2048 | CV_CHEAT
|
The variable is a cheat, and can be reset to its default value by using cheats off in the console.
|
4096 | CV_NOLUA
|
The variable cannot be set from Lua. |
Command flags (COM_*
)
- See also: Lua > Functions > COM_AddCommand
Value | Name | Description |
---|---|---|
1 | COM_ADMIN
|
The command is only available to server hosts or administrators. |
2 | COM_SPLITSCREEN
|
The command is only available in Splitscreen mode. |
4 | COM_LOCAL
|
The command is not synchronised over the network, and should only affect the client who executed the command. |
Video flags (V_*
)
HUD items (HUD_*
)
ID | HUD item name | Description | X |
Y |
F |
Graphic |
---|---|---|---|---|---|---|
0 | HUD_LIVES
|
The character icon, character name, and remaining amount of lives in Single Player and Co-op The character icon and name are still shown even in gametypes that don't have limited lives They are however not displayed in NiGHTS levels nor Multiplayer Special Stages |
16 | 176 | V_SNAPTOLEFT|V_SNAPTOBOTTOM
|
|
1 | HUD_RINGS
|
The yellow "RINGS" text beside the player's ring count in normal stages. Flashes red when the player has no rings | 16 | 42 | V_SNAPTOLEFT|V_SNAPTOTOP
|
|
2 | HUD_RINGSNUM
|
The amount of rings in the player's possession in normal stages Shown when Options > Video Options... > Heads-Up Display > Score/Time/Rings is not set to "Mania" |
96 | 42 | V_SNAPTOLEFT|V_SNAPTOTOP
|
|
3 | HUD_RINGSNUMTICS
|
The amount of rings in the player's possession in normal stages Shown when Options > Video Options... > Heads-Up Display > Score/Time/Rings is set to "Mania" |
120 | 42 | V_SNAPTOLEFT|V_SNAPTOTOP
| |
4 | HUD_SCORE
|
The yellow "SCORE" text in normal stages | 16 | 10 | V_SNAPTOLEFT|V_SNAPTOTOP
|
|
5 | HUD_SCORENUM
|
The player's current score in normal stages | 120 | 10 | V_SNAPTOLEFT|V_SNAPTOTOP
|
|
6 | HUD_TIME
|
The yellow "TIME" text beside the time display in normal stages | 16 | 26 | V_SNAPTOLEFT|V_SNAPTOTOP
|
|
7 | HUD_MINUTES
|
The time display's minute in normal stages Shown when Options > Video Options... > Heads-Up Display > Score/Time/Rings is not set to "Tics" Counts down if there is a time limit (e.g. in Match by default), otherwise counts up |
72 | 26 | V_SNAPTOLEFT|V_SNAPTOTOP
|
|
8 | HUD_TIMECOLON
|
The colon graphic between minutes and seconds in the time display in normal stages Shown when Options > Video Options... > Heads-Up Display > Score/Time/Rings is not set to "Tics" |
72 | 26 | V_SNAPTOLEFT|V_SNAPTOTOP
|
|
9 | HUD_SECONDS
|
The time display's second (or tic if Options > Video Options... > Heads-Up Display > Score/Time/Rings is set to "Tics") in normal stages Counts down if there is a time limit, otherwise counts up |
96 | 26 | V_SNAPTOLEFT|V_SNAPTOTOP
|
|
10 | HUD_TIMETICCOLON
|
The period graphic between seconds and centiseconds in the time display in normal stages Shown when Options > Video Options... > Heads-Up Display > Score/Time/Rings is set to "Centiseconds" or "Mania" |
96 | 26 | V_SNAPTOLEFT|V_SNAPTOTOP
|
|
11 | HUD_TICS
|
The time display's centisecond in normal stages Shown when Options > Video Options... > Heads-Up Display > Score/Time/Rings is set to "Centiseconds" or "Mania" Counts down if there is a time limit, otherwise counts up Note: Despite this HUD item's name, this is not used if that setting is set to "Tics" |
120 | 26 | V_SNAPTOLEFT|V_SNAPTOTOP
|
|
18 | HUD_HUNTPICS
|
The radar in Emerald Hunt levels and when the Emblem Radar unlockable is enabled Extends both left and right if there's more than one Emerald Hunt Location or Emblem in the level, so it's best to place this somewhere centred |
152 | 168 | 0 | |
19 | HUD_POWERUPS
|
The HUD icons for shields and other power-ups, displayed based on Options > Video Options... > Heads-Up Display > Show Powerups (which defaults to first-person only). Note that when the player has multiple powerups, this HUD item will stack leftwards, so it's best to place this on the right side of the screen | 288 | 176 | V_SNAPTORIGHT|V_SNAPTOBOTTOM
|
The ID value in the above table jumped from 11 to 18 for a reason; there are several leftover HUD item definitions from v2.1 which are unused in v2.2. You can still modify them, but doing so has no meaningful impact in-game. If you still wish to see their data (which isn't useful for v2.2), you can expand the below table to view it.
Kick reasons (KR_*
)
Value | Name | Description |
---|---|---|
1 | KR_KICK
|
Kicked intentionally by the server or an admin |
2 | KR_PINGLIMIT
|
Broke ping limit |
3 | KR_SYNCH
|
Synch failure |
4 | KR_TIMEOUT
|
Connection timeout |
5 | KR_BAN
|
Player was banned from the server |
6 | KR_LEAVE
|
Player quit |
Game states (GS_*
)
Value | Name | Description |
---|---|---|
0 | GS_NULL
|
None, Game Load |
1 | GS_LEVEL
|
Gameplay |
2 | GS_INTERMISSION
|
Intermission screen |
3 | GS_CONTINUING
|
Continue screen |
4 | GS_TITLESCREEN
|
Title screen |
5 | GS_TIMEATTACK
|
Record Attack/NiGHTS Mode menu |
6 | GS_CREDITS
|
Credits |
7 | GS_EVALUATION
|
Singleplayer/Marathon Run evaluation screen |
8 | GS_GAMEEND
|
Game End Screen |
9 | GS_INTRO
|
Intro cutscene |
10 | GS_ENDING
|
Ending |
11 | GS_CUTSCENE
|
Cutscene |
12 | GS_DEDICATEDSERVER
|
Dedicated server |
13 | GS_WAITINGPLAYERS
|
Waiting For Players in Multiplayer |
Game controls (GC_*
)
Value | Name | Description |
---|---|---|
0 | GC_NULL
|
Unmapped |
1 | GC_FORWARD
|
Move Forward |
2 | GC_BACKWARD
|
Move Backward |
3 | GC_STRAFELEFT
|
Move Left |
4 | GC_STRAFERIGHT
|
Move Right |
5 | GC_TURNLEFT
|
Look Left |
6 | GC_TURNRIGHT
|
Look Right |
7 | GC_WEAPONNEXT
|
Next Weapon |
8 | GC_WEAPONPREV
|
Prev Weapon |
9 | GC_WEPSLOT1
|
Normal/Infinity |
10 | GC_WEPSLOT2
|
Automatic |
11 | GC_WEPSLOT3
|
Bounce |
12 | GC_WEPSLOT4
|
Scatter |
13 | GC_WEPSLOT5
|
Grenade |
14 | GC_WEPSLOT6
|
Explosion |
15 | GC_WEPSLOT7
|
Rail |
16 | GC_WEPSLOT8
|
Weapon Slot 8 |
17 | GC_WEPSLOT9
|
Weapon Slot 9 |
18 | GC_WEPSLOT10
|
Weapon Slot 10 |
19 | GC_FIRE
|
Fire |
20 | GC_FIRENORMAL
|
Fire Normal |
21 | GC_TOSSFLAG
|
Toss Flag |
22 | GC_SPIN
|
Spin |
23 | GC_CAMTOGGLE
|
Toggle Third-Person |
24 | GC_CAMRESET
|
Reset Camera |
25 | GC_LOOKUP
|
Look Up |
26 | GC_LOOKDOWN
|
Look Down |
27 | GC_CENTERVIEW
|
Center View |
28 | GC_MOUSEAIMING
|
Toggle Mouselook |
29 | GC_TALKKEY
|
Talk |
30 | GC_TEAMKEY
|
Talk (Team only) |
31 | GC_SCORES
|
Game Status |
32 | GC_JUMP
|
Jump |
33 | GC_CONSOLE
|
Console |
34 | GC_PAUSE
|
Pause/Run Retry |
35 | GC_SYSTEMMENU
|
Open/Close Menu (ESC) |
36 | GC_SCREENSHOT
|
Screenshot |
37 | GC_RECORDGIF
|
Toggle GIF Recording |
38 | GC_VIEWPOINT
|
Change Viewpoint |
39 | GC_CUSTOM1
|
Custom Action 1 |
40 | GC_CUSTOM2
|
Custom Action 2 |
41 | GC_CUSTOM3
|
Custom Action 3 |
42 | NUM_GAMECONTROLS
|
Total number of game controls |
Joystick axes (JA_*
)
Value | Name | Description |
---|---|---|
0 | JA_NONE
|
Null axis |
1 | JA_TURN
|
Turn axis |
2 | JA_MOVE
|
Move axis |
3 | JA_LOOK
|
Vertical look axis |
4 | JA_STRAFE
|
Side-step axis |
5 | JA_DIGITAL
|
All axes below are digital rather than analog. |
5 | JA_JUMP
|
Jump axis |
6 | JA_SPIN
|
Spin axis |
7 | JA_FIRE
|
Fire axis |
8 | JA_FIRENORMAL
|
Normal fire axis |
Lua | [view] | |
Language features | Syntax • Metatables | |
SRB2 data | Actions • Constants • Functions • Global variables • Hooks • Userdata structures | |
SRB2Kart data | Kart Userdata structures • Kart Functions • Kart Hooks • Kart Global Variables and Constants | |
Tutorials | Freeslots and Object resources • Custom player ability |
SOC | [view] | |
General | Clear • MainCfg
| |
Objects | Object • State • Sound • Sprite2 • SpriteInfo • Sprite2Info • Freeslot
| |
Unlockable content | Emblem • ExtraEmblem • Unlockable • ConditionSet
| |
Miscellaneous | Wipes • Character • Level • Cutscene / Scene • Prompt • Menu • HudItem
| |
Related links | Actions • Constants • Custom Object tutorial |