- | Object Listing File, which defines Object descriptions, setting data, and in-editor graphic displays | |
- | Graphic file containing some of the global Object graphics | |
- | Graphic file containing some of the Object graphics for Green Hill Zone | |
- | Graphic file containing some of the Object graphics for Marble Zone | |
- | Graphic file containing more Object graphics for Marble Zone | |
- | Graphic file containing some of the Object graphics for Spring Yard Zone | |
- | Sonic 1 Special Stage Object Listing File, which defines Map "Object" descriptions and in-editor graphic displays | |
- | Graphic file containing the Sonic 1 Special Stage Map "Object" graphics |
- | Ending GHZ Scene (Good) | |
- | Ending GHZ Scene (Bad) | |
- | Final Zone | |
- | Green Hill Zone Act 1 | |
- | Green Hill Zone Act 2 | |
- | Green Hill Zone Act 3 | |
- | Labyrinth Zone Act 1 | |
- | Labyrinth Zone Act 2 | |
- | Labyrinth Zone Act 3 | |
- | Marble Zone Act 1 | |
- | Marble Zone Act 2 | |
- | Marble Zone Act 3 | |
- | Scrap Brain Zone Act 1 | |
- | Scrap Brain Zone Act 2 | |
- | Scrap Brain Zone Act 3 | |
- | Star Light Zone Act 1 | |
- | Star Light Zone Act 2 | |
- | Star Light Zone Act 3 | |
- | Special Stage 1 | |
- | Special Stage 2 | |
- | Special Stage 3 | |
- | Special Stage 4 | |
- | Special Stage 5 | |
- | Special Stage 6 | |
- | Spring Yard Zone Act 1 | |
- | Spring Yard Zone Act 2 | |
- | Spring Yard Zone Act 3 |
- | This program is used to correct the size and checksum header information after Injection | |
- | This is the "Injector File" that contains modifiable information for setting up the "Title Cards" that provide Zone names | |
- | This is the "Batch File" that is used to initiate Injection | |
- | This is the "Injector File" that contains the information for placing the modified data back into the game file | |
- | This is the "Injector File" that contains various modifiable options for the game | |
- | This is the "Batch File" that is used to split data from the game file |
WORD 4, XStart, XEnd, YStart, YEnd, $60
- | This entry is unused, but required | |
- | The leftmost world position that the screen is allowed to scroll to within the level. This value is only overridden by Boss Arenas. | |
- | The rightmost world position that the screen is allowed to scroll to within the level. This value is only overridden by Boss Arenas. | |
- | The uppermost world position that the screen is allowed to scroll to within the level. This value is generally overridden throughout gameplay by dynamic screen relocation. | |
- | The lowermost world position that the screen is allowed to scroll to within the level. This value is generally overridden throughout gameplay by dynamic screen relocation. | |
- | This entry is unused, but required |
BYTE Loop1+LoopFlag, Loop2+LoopFlag, Tunnel1, Tunnel2
- | The ID number of a Chunk to define as a "Loop". This can only be a standard Loop, not a "P"-shaped Loop. | |
- | The ID number of a Chunk to define as a "Loop". This can be a standard loop, or a "P"-shaped Loop (as seen in Star Light Zone). | |
- | This is the ID number of a Chunk to define as a "Spin Tunnel". | |
- | This is the ID number of a Chunk to define as a "Spin Tunnel". |
BYTE YOff, MWidth?? + MHeight??, 0, TCTilePos_?, XOff
- | The Y offset from the TitleCard's position at which this letter should be placed. Generally, this should remain "$F8". | |
- | Add together the names of the Width and Height "Defines" that describe the pixel size of the desired letter. | |
- | This value should remain "0". | |
- | The name of the "Define" that corresponds with the desired letter. | |
- | The X offset from the TitleCard's position at which this letter should be placed. |