User:Unmatched Bracket/AllTheConstants

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This article or section is outdated and has not been fully updated to reflect the current version of SRB2.

Please help the Wiki by correcting or removing any misinformation, as well as adding any new information to the page.

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_*)

Name Angle (degrees) Hexadecimal Decimal
Actual SOC/Lua
ANG1 0x00B60B61 11930465
ANG2 0x016C16C1 23860929
ANG10 10º 0x071C71C7 119304647
ANG15 15º 0x0AAAAAAB 178956971
ANG20 20º 0x0E38E38E 238609294
ANG30 30º 0x15555555 357913941
ANG60 60º 0x2AAAAAAB 715827883
ANG64h 64.5º 0x2DDDDDDE 769514974
ANG105 105º 0x4AAAAAAB 1252698795
ANG210 210º 0x95555555 2505397589 -1789569707
ANG255 255º 0xB5555555 3042268501 -1252698795
ANG340 340º 0xF1C71C72 4056358002 -238609294
ANG350 350º 0xF8E38E39 4175662649 -119304647
Name Angle (degrees) Hexadecimal Decimal
Actual SOC/Lua
ANGLE_11hh 11.25º 0x08000000 134217728
ANGLE_22h 22.5º 0x10000000 268435456
ANGLE_45 45º 0x20000000 536870912
ANGLE_67h 67.5º 0x30000000 805306368
ANGLE_90 90º 0x40000000 1073741824
ANGLE_112h 112.5º 0x50000000 1342177280
ANGLE_135 135º 0x60000000 1610612736
ANGLE_157h 157.5º 0x70000000 1879048192
ANGLE_180 180º 0x80000000 2147483648 -2147483648
ANGLE_202h 202.5º 0x90000000 2415919104 -1879048192
ANGLE_225 225º 0xA0000000 2684354560 -1610612736
ANGLE_247h 247.5º 0xB0000000 2952790016 -1342177280
ANGLE_270 270º 0xC0000000 3221225472 -1073741824
ANGLE_292h 292.5º 0xD0000000 3489660928 -805306368
ANGLE_315 315º 0xE0000000 3758096384 -536870912
ANGLE_337h 337.5º 0xF0000000 4026531840 -268435456
ANGLE_MAX ~360º 0xFFFFFFFF 4294967295 -1

Miscellaneous constants

Name Value Description
FRACUNIT

FU

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 FRACBITS in either direction is equivalent to multiplication or division by FRACUNIT – i.e., x<<FRACBITS is the same as x*FRACUNIT, and x>>FRACBITS is the same as x/FRACUNIT.

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 MF2_OBJECTFLIP when checked. Exceptions to this include the following Thing types:

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 MF2_AMBUSH when checked. Exceptions to this include the following Thing types:

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.
Value Name Description
1 tr_trans10 10% translucent (90% opaque)
2 tr_trans20 20% translucent (80% opaque)
3 tr_trans30 30% translucent (70% opaque)
4 tr_trans40 40% translucent (60% opaque)
5 tr_trans50 50% translucent (50% opaque)
6 tr_trans60 60% translucent (40% opaque)
7 tr_trans70 70% translucent (30% opaque)
8 tr_trans80 80% translucent (20% opaque)
9 tr_trans90 90% translucent (10% opaque)
10 NUMTRANSMAPS Number of translucency maps
Value Name Description
65536 TR_TRANS10 tr_trans10 for SOCs (tr_trans10<<FF_TRANSSHIFT)
131072 TR_TRANS20 tr_trans20 for SOCs (tr_trans20<<FF_TRANSSHIFT)
196608 TR_TRANS30 tr_trans30 for SOCs (tr_trans30<<FF_TRANSSHIFT)
262144 TR_TRANS40 tr_trans40 for SOCs (tr_trans40<<FF_TRANSSHIFT)
327680 TR_TRANS50 tr_trans50 for SOCs (tr_trans50<<FF_TRANSSHIFT)
393216 TR_TRANS60 tr_trans60 for SOCs (tr_trans60<<FF_TRANSSHIFT)
458752 TR_TRANS70 tr_trans70 for SOCs (tr_trans70<<FF_TRANSSHIFT)
524288 TR_TRANS80 tr_trans80 for SOCs (tr_trans80<<FF_TRANSSHIFT)
589824 TR_TRANS90 tr_trans90 for SOCs (tr_trans90<<FF_TRANSSHIFT)

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_NONE1 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:

  • The player's top speed is reduced when flying, but acceleration is increased to compensate.
  • The spin button can be used to descend more quickly if necessary.
  • The player will be unable to inflict damage to enemies, except by flying into them from below.

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 FF_KNUXONLY flag set can be destroyed by characters with this ability.

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 mindash and maxdash control the vertical and horizontal thrust of the hop, respectively.

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)
  • S_PLAY_STND
  • S_PLAY_WAIT
  • S_PLAY_NIGHTS_STAND
2 PA_EDGE Edge teetering animation
  • S_PLAY_EDGE
3 PA_WALK Walking animations
  • S_PLAY_WALK
  • S_PLAY_SKID
  • S_PLAY_FLOAT
4 PA_RUN Running animations
  • S_PLAY_RUN
  • S_PLAY_FLOAT_RUN
5 PA_DASH Dash Mode animation
  • S_PLAY_DASH
6 PA_PAIN Pain animations
  • S_PLAY_PAIN
  • S_PLAY_STUN
7 PA_ROLL Rolling animations
  • S_PLAY_ROLL
  • S_PLAY_NIGHTS_ATTACK
8 PA_JUMP Jumping animation
  • S_PLAY_JUMP
9 PA_SPRING Spring up animation
  • S_PLAY_SPRING
10 PA_FALL Falling animations
  • S_PLAY_FALL
  • S_PLAY_NIGHTS_FLOAT
11 PA_ABILITY Character-specific main ability animations
  • S_PLAY_FLY
  • S_PLAY_FLY_TIRED
  • S_PLAY_SWIM
  • S_PLAY_GLIDE
  • S_PLAY_BOUNCE
  • S_PLAY_BOUNCE_LANDING
  • S_PLAY_TWINSPIN
12 PA_ABILITY2 Character-specific secondary ability animations
  • S_PLAY_SPINDASH
  • S_PLAY_FIRE
  • S_PLAY_FIRE_FINISH
  • S_PLAY_MELEE
  • S_PLAY_MELEE_FINISH
  • S_PLAY_MELEE_LANDING
13 PA_RIDE Riding/carried animation
  • S_PLAY_RIDE

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 (player.powers[pw_shield] & SH_FORCE) to check if a player has the Force Shield.

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 (player.powers[pw_shield] & SH_FORCEHP) to check if the shield has extra health points.

512 0x0200 SH_FIREFLOWER Fire Flower shield flag. Note: This can be combined with any of the other shields.

In Lua scripts, use (player.powers[pw_shield] & SH_FIREFLOWER) to check if the player has the Fire Flower power-up.

512 0x0200 SH_STACK Mask for all shields that can be combined with others. Only includes Fire Flower currently.

In Lua scripts, use (player.powers[pw_shield] & SH_STACK) to get all shields that can be stacked with others.

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 (player.powers[pw_shield] & SH_NOSTACK) to return everything except for shields that can be stacked with others.

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

FF_GOOWATER

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
  • Sonic Team Jr. intro
OINTRO Introduction (Old) DemonTomatoDave, Remastered by SSNTails

Note: This track was used for the intro cutscene in SRB2 TGF.

_INTRO Introduction RedXVI, SSNTails
  • Intro cutscene
_ENDB Ending (Bad) DrTapeworm *Ending (6 or less Chaos Emeralds)
_ENDG Ending (Good) DrTapeworm *Ending (All 7 Chaos Emeralds)
_CREDS Credits clairebun
  • Credits
_TITLE Title Screen clairebun
  • Title screen
_CHSEL Character Select clairebun
  • Character select screen
_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.

  • Multiplayer intermission
_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.
  • Drowning countdown
  • Race timer countdown
  • Special Stage timer countdown
_NTIME Dream over... Naofumi Hataya Note: This is the "time up" jingle from NiGHTS into Dreams. This track does not have a MIDI version.
  • NiGHTS timer countdown
_CLEAR Act Clear clairebun, SSNTails
  • Single Player/Coop score tally
_GOVER Game Over clairebun
  • Game over screen
_CONTI Continue clairebun
  • Continue screen

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

CV_HIDEN

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_*)

Main article: Video flags

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 SyntaxMetatables
SRB2 data ActionsConstantsFunctionsGlobal variablesHooksUserdata structures
SRB2Kart data Kart Userdata structuresKart FunctionsKart HooksKart Global Variables and Constants
Tutorials Freeslots and Object resourcesCustom player ability
  SOC [view]
General ClearMainCfg
Objects ObjectStateSoundSprite2SpriteInfoSprite2InfoFreeslot
Unlockable content EmblemExtraEmblemUnlockableConditionSet
Miscellaneous WipesCharacterLevelCutscene / ScenePromptMenuHudItem
Related links ActionsConstantsCustom Object tutorial