2.1:List of states
Jump to navigation
Jump to search
This is a full list of states that are available in SRB2 v2.1. There are 1963 states, as well as 4096 freeslots that are not occupied in an unmodified game.
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 |
12–13 | S_PLAY_TAP1–S_PLAY_TAP2 | Boredom |
14–21 | S_PLAY_RUN1–S_PLAY_RUN8 | Walking |
22–25 | S_PLAY_SPD1–S_PLAY_SPD4 | Running |
26–29 | S_PLAY_ATK1–S_PLAY_ATK4 | Jumping/spinning |
30 | S_PLAY_SPRING | Bouncing off a spring |
31–32 | S_PLAY_FALL1–S_PLAY_FALL2 | Falling |
33–34 | S_PLAY_ABL1–S_PLAY_ABL2 | Double-jump ability (thok/fly/glide etc.) |
35–38 | S_PLAY_SPC1–S_PLAY_SPC4 | Additional abilities |
39–43 | S_PLAY_CLIMB1–S_PLAY_CLIMB5 | Climbing |
44 | S_PLAY_GASP | Gasping for air |
45 | S_PLAY_PAIN | Hurt |
46 | S_PLAY_DIE | Dying |
47–48 | S_PLAY_TEETER1–S_PLAY_TEETER2 | Teetering on an edge |
49 | S_PLAY_CARRY | Being carried |
50 | S_PLAY_SUPERSTAND | Super form standing |
51–52 | S_PLAY_SUPERWALK1–S_PLAY_SUPERWALK2 | Super form walking |
53–54 | S_PLAY_SUPERFLY1–S_PLAY_SUPERFLY2 | Super form running |
55 | S_PLAY_SUPERTEETER | Super form teetering on an edge |
56 | S_PLAY_SUPERHIT | Super form hurt |
57–65 | S_PLAY_SUPERTRANS1–S_PLAY_SUPERTRANS9 | Super form transformation |
66 | S_OBJPLACE_DUMMY | Dummy state for Object placement mode |
67–68 | S_PLAY_BOX1–S_PLAY_BOX2 | Face for Extra Life Monitor |
69–71 | S_PLAY_ICON1–S_PLAY_ICON3 | Face for Extra Life Monitor icon |
72 | S_PLAY_SIGN | Face for Level End Sign |
Enemies | ||
73 | S_POSS_STND | Blue Crawla standing |
74–79 | S_POSS_RUN1–S_POSS_RUN6 | Blue Crawla movement |
80 | S_SPOS_STND | Red Crawla standing |
81–86 | S_SPOS_RUN1–S_SPOS_RUN6 | Red Crawla movement |
87–90 | S_FISH1–S_FISH4 | SDURF jumping |
91–92 | S_BUZZLOOK1–S_BUZZLOOK2 | Golden Buzz idle |
93–94 | S_BUZZFLY1–S_BUZZFLY2 | Golden Buzz movement |
95–96 | S_RBUZZLOOK1–S_RBUZZLOOK2 | Red Buzz idle |
97–98 | S_RBUZZFLY1–S_RBUZZFLY2 | Red Buzz movement |
99–100 | S_BBUZZFLY1–S_BBUZZFLY2 | AquaBuzz movement |
101–102 | S_JETBLOOK1–S_JETBLOOK2 | Jetty-Syn Bomber idle |
103–104 | S_JETBZOOM1–S_JETBZOOM2 | Jetty-Syn Bomber movement |
105–106 | S_JETGLOOK1–S_JETGLOOK2 | Jetty-Syn Gunner idle |
107–108 | S_JETGZOOM1–S_JETGZOOM2 | Jetty-Syn Gunner movement |
109–110 | S_JETGSHOOT1–S_JETGSHOOT2 | Jetty-Syn Gunner shooting |
111–112 | S_CCOMMAND1–S_CCOMMAND2 | Crawla Commander movement |
113–114 | S_CCOMMAND3–S_CCOMMAND4 | Crawla Commander bouncing |
115 | S_DETON1 | Deton idle |
116–129 | S_DETON2–S_DETON15 | Deton movement |
130 | S_DETON16 | Deton death |
131–132 | S_SKIM1–S_SKIM2 | Skim movement |
133–134 | S_SKIM3–S_SKIM4 | Skim dropping mine |
135 | S_TURRET | Turret charging |
136 | S_TURRETFIRE | Turret firing |
137–145 | S_TURRETSHOCK1–S_TURRETSHOCK9 | Turret death |
146 | S_TURRETLOOK | Pop-up Turret idle |
147 | S_TURRETSEE | Pop-up Turret spotting a player |
148–155 | S_TURRETPOPUP1–S_TURRETPOPUP8 | Pop-up Turret popping up |
156 | S_TURRETSHOOT | Pop-up Turret shooting |
157–164 | S_TURRETPOPDOWN1–S_TURRETPOPDOWN8 | Pop-up Turret popping down |
165 | S_SHARP_ROAM1 | Sharp standing |
166 | S_SHARP_ROAM2 | Sharp movement |
167–170 | S_SHARP_AIM1–S_SHARP_AIM4 | Sharp changing color |
171 | S_SHARP_SPIN | Sharp spinning |
172–179 | S_JETJAW_ROAM1–S_JETJAW_ROAM8 | Jet Jaw roaming |
180–195 | S_JETJAW_CHOMP1–S_JETJAW_CHOMP16 | Jet Jaw chomping |
196 | S_SNAILER1 | Snailer movement |
197 | S_VULTURE_STND | BASH idle |
198–201 | S_VULTURE_VTOL1–S_VULTURE_VTOL4 | BASH aiming |
202–206 | S_VULTURE_ZOOM1–S_VULTURE_ZOOM5 | BASH attacking |
207 | S_POINTY1 | Pointy movement |
208 | S_POINTYBALL1 | Pointy spikeball |
209 | S_ROBOHOOD_LOOK | Robo-Hood idle |
210 | S_ROBOHOOD_STND | Robo-Hood checking target proximity |
211 | S_ROBOHOOD_SHOOT | Robo-Hood shooting |
212–213 | S_ROBOHOOD_JUMP–S_ROBOHOOD_JUMP2 | Robo-Hood jumping |
214 | S_ROBOHOOD_FALL | Robo-Hood falling |
215–220 | S_FACESTABBER_STND1–S_FACESTABBER_STND6 | CastleBot FaceStabber movement |
221–224 | S_FACESTABBER_CHARGE1–S_FACESTABBER_CHARGE4 | CastleBot FaceStabber attacking |
225 | S_EGGGUARD_STND | Egg Guard standing |
226–229 | S_EGGGUARD_WALK1–S_EGGGUARD_WALK4 | Egg Guard walking |
230–232 | S_EGGGUARD_MAD1–S_EGGGUARD_MAD3 | Egg Guard losing shield |
233–236 | S_EGGGUARD_RUN1–S_EGGGUARD_RUN4 | Egg Guard running |
237 | S_EGGSHIELD | Egg Guard shield |
238 | S_GSNAPPER_STND | Green Snapper standing |
239–242 | S_GSNAPPER1–S_GSNAPPER4 | Green Snapper movement |
243 | S_MINUS_STND | Minus idle |
244 | S_MINUS_DIGGING | Minus digging |
245 | S_MINUS_POPUP | Minus popping up |
246–253 | S_MINUS_UPWARD1–S_MINUS_UPWARD1 | Minus ascending |
254–261 | S_MINUS_DOWNWARD1–S_MINUS_DOWNWARD8 | Minus descending |
262 | S_SSHELL_STND | Green Spring Shell idle |
263–266 | S_SSHELL_RUN1–S_SSHELL_RUN4 | Green Spring Shell movement |
267–270 | S_SSHELL_SPRING1–S_SSHELL_SPRING4 | Green Spring Shell being bounced off |
271 | S_YSHELL_STND | Yellow Spring Shell idle |
272–275 | S_YSHELL_RUN1–S_YSHELL_RUN4 | Yellow Spring Shell movement |
276–279 | S_YSHELL_SPRING1–S_YSHELL_SPRING4 | Yellow Spring Shell being bounced off |
280 | S_UNIDUS_STND | Unidus idle |
281 | S_UNIDUS_RUN | Unidus movement |
282 | S_UNIDUS_BALL | Unidus spikeball |
Bosses | ||
283–289 | S_BPLD1–S_BPLD7 | Boss explosion |
290–295 | S_SONIC3KBOSSEXPLOSION1–S_SONIC3KBOSSEXPLOSION6 | S3&K boss explosion |
296–297 | S_JETFUME1–S_JETFUME2 | Jet fume |
298 | S_EGGMOBILE_STND | Egg Mobile idle |
299–308 | S_EGGMOBILE_LATK1–S_EGGMOBILE_LATK10 | Egg Mobile laser attack from left side |
309–318 | S_EGGMOBILE_RATK1–S_EGGMOBILE_RATK10 | Egg Mobile laser attack from right side |
319–328 | S_EGGMOBILE_PANIC1–S_EGGMOBILE_PANIC10 | Egg Mobile dashing away from the player |
329–330 | S_EGGMOBILE_PAIN–S_EGGMOBILE_PAIN2 | Egg Mobile hurt |
331–344 | S_EGGMOBILE_DIE1–S_EGGMOBILE_DIE14 | Egg Mobile dying |
345–346 | S_EGGMOBILE_FLEE1–S_EGGMOBILE_FLEE2 | Egg Mobile fleeing |
347 | S_EGGMOBILE_BALL | Egg Mobile spikeball |
348 | S_EGGMOBILE_TARGET | Egg Mobile target helper |
349 | S_EGGMOBILE2_STND | Egg Slimer movement |
350–356 | S_EGGMOBILE2_POGO1–S_EGGMOBILE2_POGO7 | Egg Slimer bouncing |
357–358 | S_EGGMOBILE2_PAIN–S_EGGMOBILE2_PAIN2 | Egg Slimer hurt |
360–372 | S_EGGMOBILE2_DIE1–S_EGGMOBILE2_DIE14 | Egg Slimer dying |
373–374 | S_EGGMOBILE2_FLEE1–S_EGGMOBILE2_FLEE2 | Egg Slimer fleeing |
375 | S_BOSSTANK1 | Egg Slimer tank 1 |
376 | S_BOSSTANK2 | Egg Slimer tank 2 |
377 | S_BOSSSPIGOT | Egg Slimer spigot |
378–380 | S_GOOP1–S_GOOP3 | Egg Slimer goop |
381 | S_EGGMOBILE3_STND | Sea Egg movement |
382–389 | S_EGGMOBILE3_ATK1–S_EGGMOBILE3_ATK3A–S_EGGMOBILE3_ATK3D–S_EGGMOBILE3_ATK5 | Sea Egg firing torpedos |
390–409 | S_EGGMOBILE3_LAUGH1–S_EGGMOBILE3_LAUGH20 | Sea Egg laughing |
410–411 | S_EGGMOBILE3_PAIN–S_EGGMOBILE3_PAIN2 | Sea Egg hurt |
412–425 | S_EGGMOBILE3_DIE1–S_EGGMOBILE3_DIE14 | Sea Egg dying |
426–427 | S_EGGMOBILE3_FLEE1–S_EGGMOBILE3_FLEE2 | Sea Egg fleeing |
428–434 | S_PROPELLER1–S_PROPELLER7 | Sea Egg propeller |
435 | S_FAKEMOBILE_INIT | Sea Egg decoy initialization |
436 | S_FAKEMOBILE | Sea Egg decoy movement |
437–444 | S_FAKEMOBILE_ATK1–S_FAKEMOBILE_ATK3A–S_FAKEMOBILE_ATK3D–S_FAKEMOBILE_ATK5 | Sea Egg decoy firing torpedos |
445 | S_EGGMOBILE4_STND | Eggscalibur idle |
446–451 | S_EGGMOBILE4_LATK1–S_EGGMOBILE4_LATK6 | Eggscalibur attack from left side |
452–457 | S_EGGMOBILE4_RATK1–S_EGGMOBILE4_RATK6 | Eggscalibur attack from right side |
458–467 | S_EGGMOBILE4_RAISE1–S_EGGMOBILE4_RAISE10 | Eggscalibur raising cage |
468 | S_EGGMOBILE4_PAIN | Eggscalibur hurt |
469–482 | S_EGGMOBILE4_DIE1–S_EGGMOBILE4_DIE14 | Eggscalibur dying |
483–484 | S_EGGMOBILE4_FLEE1–S_EGGMOBILE4_FLEE2 | Eggscalibur fleeing |
485 | S_EGGMOBILE4_MACE | Eggscalibur mace |
486–487 | S_JETFLAME1–S_JETFLAME2 | Eggscalibur jet flame |
488–489 | S_BLACKEGG_STND–S_BLACKEGG_STND2 | Brak Eggman (Old) standing |
490–495 | S_BLACKEGG_WALK1–S_BLACKEGG_WALK6 | Brak Eggman (Old) walking |
496–497 | S_BLACKEGG_SHOOT1–S_BLACKEGG_SHOOT2 | Brak Eggman (Old) firing goop |
498–532 | S_BLACKEGG_PAIN1–S_BLACKEGG_PAIN35 | Brak Eggman (Old) hurt |
534–536 | S_BLACKEGG_HITFACE1–S_BLACKEGG_HITFACE4 | Brak Eggman (Old) hitting his head |
537–541 | S_BLACKEGG_DIE1–S_BLACKEGG_DIE5 | Brak Eggman (Old) dying |
542–544 | S_BLACKEGG_MISSILE1–S_BLACKEGG_MISSILE3 | Brak Eggman (Old) firing missiles |
545 | S_BLACKEGG_GOOP | Brak Eggman (Old) firing cannonballs |
546–547 | S_BLACKEGG_JUMP1–S_BLACKEGG_JUMP2 | Brak Eggman (Old) jumping |
548–550 | S_BLACKEGG_DESTROYPLAT1–S_BLACKEGG_DESTROYPLAT3 | Brak Eggman (Old) destroying the middle platform |
551 | S_BLACKEGG_HELPER | Brak Eggman (Old) collision helper |
552–558 | S_BLACKEGG_GOOP1–S_BLACKEGG_GOOP7 | Brak Eggman (Old) goop |
559 | S_BLACKEGG_MISSILE | Brak Eggman (Old) missile |
560 | S_CYBRAKDEMON_IDLE | Brak Eggman idle |
561–566 | S_CYBRAKDEMON_WALK1–S_CYBRAKDEMON_WALK6 | Brak Eggman walking |
567 | S_CYBRAKDEMON_CHOOSE_ATTACK1 | Brak Eggman choosing between missile and flamethrower attack |
568–573 | S_CYBRAKDEMON_MISSILE_ATTACK1–S_CYBRAKDEMON_MISSILE_ATTACK6 | Brak Eggman missile attack |
574–577 | S_CYBRAKDEMON_FLAME_ATTACK1–S_CYBRAKDEMON_FLAME_ATTACK4 | Brak Eggman flamethrower attack |
578 | S_CYBRAKDEMON_CHOOSE_ATTACK2 | Brak Eggman choosing between line-of-sight and napalm attack |
579–584 | S_CYBRAKDEMON_VILE_ATTACK1–S_CYBRAKDEMON_VILE_ATTACK6 | Brak Eggman line-of-sight attack |
585–587 | S_CYBRAKDEMON_NAPALM_ATTACK1–S_CYBRAKDEMON_NAPALM_ATTACK3 | Brak Eggman napalm attack |
588–589 | S_CYBRAKDEMON_FINISH_ATTACK1–S_CYBRAKDEMON_FINISH_ATTACK2 | Brak Eggman finishing an attack (remove MF2_FRET if just hit and force a delay before next attack)
|
590–592 | S_CYBRAKDEMON_PAIN1–S_CYBRAKDEMON_PAIN3 | Brak Eggman hurt |
593–600 | S_CYBRAKDEMON_DIE1–S_CYBRAKDEMON_DIE8 | Brak Eggman dying |
601 | S_CYBRAKDEMON_DEINVINCIBLERIZE | Brak Eggman making itself vulnerable |
602 | S_CYBRAKDEMON_INVINCIBLERIZE | Brak Eggman making itself invulnerable |
603 | S_CYBRAKDEMONMISSILE | Brak Eggman rocket |
604–606 | S_CYBRAKDEMONMISSILE_EXPLODE1–S_CYBRAKDEMONMISSILE_EXPLODE3 | Brak Eggman rocket exploding |
607–609 | S_CYBRAKDEMONFLAMESHOT_FLY1–S_CYBRAKDEMONFLAMESHOT_FLY3 | Brak Eggman flame flying through the air |
610 | S_CYBRAKDEMONFLAMESHOT_DIE | Brak Eggman flame hitting an object/wall/floor |
611 | S_CYBRAKDEMONFLAMEREST | Brak Eggman flame resting on the ground |
612–613 | S_CYBRAKDEMONELECTRICBARRIER_INIT1–S_CYBRAKDEMONELECTRICBARRIER_INIT2 | Brak Eggman electric barrier initialization |
614 | S_CYBRAKDEMONELECTRICBARRIER_PLAYSOUND | Brak Eggman electric barrier playing sound |
615–638 | S_CYBRAKDEMONELECTRICBARRIER1–S_CYBRAKDEMONELECTRICBARRIER24 | Brak Eggman electric barrier animation |
639–641 | S_CYBRAKDEMONELECTRICBARRIER_DIE1–S_CYBRAKDEMONELECTRICBARRIER_DIE3 | Brak Eggman electric barrier shorting out |
642 | S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMCHECK | Brak Eggman electric barrier determining whether to spark |
643 | S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMSUCCESS | Brak Eggman electric barrier deciding to spark |
644 | S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMCHOOSE | Brak Eggman electric barrier choosing frame to display |
645–656 | S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM1–S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM12 | Brak Eggman electric barrier sparking |
657 | S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMFAIL | Brak Eggman electric barrier deciding not to spark |
658 | S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMLOOP | Brak Eggman electric barrier loop state |
659–661 | S_CYBRAKDEMONELECTRICBARRIER_REVIVE1–S_CYBRAKDEMONELECTRICBARRIER_REVIVE3 | Brak Eggman electric barrier respawning |
662–675 | S_CYBRAKDEMONTARGETRETICULE1–S_CYBRAKDEMONTARGETRETICULE14 | Brak Eggman target reticule animation |
676 | S_CYBRAKDEMONTARGETDOT | Brak Eggman target dot |
677–680 | S_CYBRAKDEMONNAPALMBOMBLARGE_FLY1–S_CYBRAKDEMONNAPALMBOMBLARGE_FLY4 | Brak Eggman napalm bomb flying through the air |
681–684 | S_CYBRAKDEMONNAPALMBOMBLARGE_DIE1–S_CYBRAKDEMONNAPALMBOMBLARGE_DIE4 | Brak Eggman napalm bomb hitting an object |
685 | S_CYBRAKDEMONNAPALMBOMBSMALL | Brak Eggman napalm bomb (small) flying through the air |
686–690 | S_CYBRAKDEMONNAPALMBOMBSMALL_DIE1–S_CYBRAKDEMONNAPALMBOMBSMALL_DIE5 | Brak Eggman napalm bomb (small) hitting an object/wall/floor |
691–696 | S_CYBRAKDEMONNAPALMFLAME_FLY1–S_CYBRAKDEMONNAPALMFLAME_FLY6 | Brak Eggman napalm bomb flame flying through the air |
697 | S_CYBRAKDEMONNAPALMFLAME_DIE | Brak Eggman napalm bomb flame hitting an object/wall/floor |
698–700 | S_CYBRAKDEMONVILEEXPLOSION1–S_CYBRAKDEMONVILEEXPLOSION3 | Brak Eggman line-of-sight attack explosion |
701 | S_METALSONIC_STAND | Metal Sonic (Race) standing |
702–703 | S_METALSONIC_WAIT1–S_METALSONIC_WAIT2 | Metal Sonic (Race) waiting |
704–711 | S_METALSONIC_WALK1–S_METALSONIC_WALK8 | Metal Sonic (Race) walking |
712–715 | S_METALSONIC_RUN1–S_METALSONIC_RUN4 | Metal Sonic (Race) running |
716 | S_METALSONIC_FLOAT | Metal Sonic (Battle) hovering |
717 | S_METALSONIC_VECTOR | Metal Sonic (Battle) dodging an attack |
718 | S_METALSONIC_STUN | Metal Sonic (Battle) stunned after dodging an attack |
719 | S_METALSONIC_BLOCK | Metal Sonic (Battle) blocking (unused?) |
720 | S_METALSONIC_RAISE | Metal Sonic (Battle) raising into the air to charge an attack |
721 | S_METALSONIC_GATHER | Metal Sonic (Battle) gathering energy for an attack |
722 | S_METALSONIC_DASH | Metal Sonic (Battle) dashing attack |
723 | S_METALSONIC_BOUNCE | Metal Sonic (Battle) bouncing off walls during dashing attack |
724 | S_METALSONIC_SHOOT | Metal Sonic (Battle) shooting energy balls |
725 | S_METALSONIC_PAIN | Metal Sonic (Battle) hurt |
726 | S_METALSONIC_DEATH | Metal Sonic (Battle) dying |
727–730 | S_METALSONIC_FLEE1–S_METALSONIC_FLEE4 | Metal Sonic (Battle) fleeing |
731–742 | S_MSSHIELD_F1–S_MSSHIELD_F12 | Metal Sonic shield |
Collectibles | ||
743 | S_RING | Ring |
744 | S_BLUEBALL | Blue sphere (for Special Stages) |
745 | S_BLUEBALLSPARK | Blue sphere pickup spark |
746–748 | S_GRAVWELLGREEN–S_GRAVWELLGREEN3 | Green gravity well (unused) |
749–751 | S_GRAVWELLRED–S_GRAVWELLRED3 | Red gravity well (unused) |
752 | S_TEAMRING | CTF Team Ring (red and blue) |
753 | S_EMMY | Special Stage Token |
754 | S_TOKEN | Special Stage Token (non-collectible part), static version |
755 | S_MOVINGTOKEN | Special Stage Token (non-collectible part), movable version |
756 | S_REDFLAG | CTF Red Flag |
757 | S_BLUEFLAG | CTF Blue Flag |
758–783 | S_EMBLEM1–S_EMBLEM26 | Emblem |
784 | S_CEMG1 | Chaos Emerald 1 (Green) |
785 | S_CEMG2 | Chaos Emerald 2 (Purple) |
786 | S_CEMG3 | Chaos Emerald 3 (Blue) |
787 | S_CEMG4 | Chaos Emerald 4 (Light Blue) |
788 | S_CEMG5 | Chaos Emerald 5 (Orange) |
789 | S_CEMG6 | Chaos Emerald 6 (Red) |
790 | S_CEMG7 | Chaos Emerald 7 (Gray) |
791 | S_EMER1 | Emerald Hunt Location |
Interactive Objects | ||
792–796 | S_FAN–S_FAN5 | Fan |
797–798 | S_BUBBLES1–S_BUBBLES2 | Air Bubble Patch |
799–849 | S_SIGN1–S_SIGN51 | Level End Sign spinning |
850 | S_SIGN52 | Eggman Level End Sign |
851 | S_SIGN53 | "CLEAR!" Level End Sign |
852–859 | S_STEAM1–S_STEAM8 | Gas Jet |
860–867 | S_SPIKEBALL1–S_SPIKEBALL8 | Spikeball |
868–873 | S_SPINFIRE1–S_SPINFIRE6 | Elemental Shield fire trail |
874–879 | S_SPIKE1–S_SPIKE6 | Spike |
880–881 | S_SPIKED1–S_SPIKED2 | Spike fragments (when destroyed by Metal Sonic (Race)) |
882 | S_STARPOST_IDLE | Star Post idle |
883 | S_STARPOST_FLASH | Star Post flashing |
884 | S_STARPOST_SPIN | Star Post spinning |
885–892 | S_BIGMINE1–S_BIGMINE8 | Big Floating Mine and Big Floating Mine (Air) |
893–895 | S_CANNONLAUNCHER1–S_CANNONLAUNCHER3 | Cannonball Launcher |
Monitors | ||
896 | S_SUPERRINGBOX | Super Ring Monitor (10 Rings) displaying icon |
897 | S_SUPERRINGBOX1 | Super Ring Monitor (10 Rings) displaying static |
898–902 | S_SUPERRINGBOX2–S_SUPERRINGBOX6 | Super Ring Monitor (10 Rings) icon floating |
903 | S_REDRINGBOX | CTF Team Ring Box (Red) displaying icon |
904 | S_REDRINGBOX1 | CTF Team Ring Box (Red) displaying static |
905 | S_BLUERINGBOX | CTF Team Ring Box (Blue) displaying icon |
906 | S_BLUERINGBOX1 | CTF Team Ring Box (Blue) displaying static |
907 | S_SHTV | Super Sneakers Monitor displaying icon |
908 | S_SHTV1 | Super Sneakers Monitor displaying static |
909–913 | S_SHTV2–S_SHTV6 | Super Sneakers Monitor icon floating |
914 | S_PINV | Invincibility Monitor displaying icon |
915 | S_PINV1 | Invincibility Monitor displaying static |
916–920 | S_PINV2–S_PINV6 | Invincibility Monitor icon floating |
921 | S_PRUP | Extra Life Monitor displaying icon |
922 | S_PRUP1 | Extra Life Monitor displaying static |
923–927 | S_PRUP2–S_PRUP6 | Extra Life Monitor icon floating |
928 | S_YLTV | Attraction Shield Monitor displaying icon |
929 | S_YLTV1 | Attraction Shield Monitor displaying static |
930–934 | S_YLTV2–S_YLTV6 | Attraction Shield Monitor icon floating |
935 | S_BLTV1 | Force Shield Monitor displaying icon |
936 | S_BLTV2 | Force Shield Monitor displaying static |
937–941 | S_BLTV3–S_BLTV7 | Force Shield Monitor icon floating |
942 | S_BKTV1 | Armageddon Shield Monitor displaying icon |
943 | S_BKTV2 | Armageddon Shield Monitor displaying static |
944–948 | S_BKTV3–S_BKTV7 | Armageddon Shield Monitor icon floating |
949 | S_WHTV1 | Whirlwind Shield Monitor displaying icon |
950 | S_WHTV2 | Whirlwind Shield Monitor displaying static |
951–955 | S_WHTV3–S_WHTV7 | Whirlwind Shield Monitor icon floating |
956 | S_GRTV | Elemental Shield Monitor displaying icon |
957 | S_GRTV1 | Elemental Shield Monitor displaying static |
958–962 | S_GRTV2–S_GRTV6 | Elemental Shield Monitor icon floating |
963 | S_PITV1 | Pity Shield Monitor displaying icon |
964 | S_PITV2 | Pity Shield Monitor displaying static |
965–969 | S_PITV3–S_PITV7 | Pity Shield Monitor icon floating |
970 | S_EGGTV1 | Eggman Monitor displaying icon |
971 | S_EGGTV2 | Eggman Monitor displaying static |
972–976 | S_EGGTV3–S_EGGTV7 | Eggman Monitor icon floating |
977 | S_MIXUPBOX1 | Teleporter Monitor displaying icon |
978 | S_MIXUPBOX2 | Teleporter Monitor displaying static |
979–983 | S_MIXUPBOX3–S_MIXUPBOX7 | Teleporter Monitor icon floating |
984 | S_RECYCLETV1 | Recycler Monitor displaying icon |
985 | S_RECYCLETV2 | Recycler Monitor displaying static |
986–990 | S_RECYCLETV3–S_RECYCLETV7 | Recycler Monitor icon floating |
991 | S_RANDOMBOX1 | Random Monitor displaying icon |
992 | S_RANDOMBOX2 | Random Monitor displaying static |
993 | S_RANDOMBOX3 | Random Monitor choosing a powerup |
994 | S_GBTV1 | Gravity Boots Monitor displaying icon |
995 | S_GBTV2 | Gravity Boots Monitor displaying static |
996–1000 | S_GBTV3–S_GBTV7 | Gravity Boots Monitor icon floating |
1001 | S_SCORETVA1 | Score Monitor (1,000 Points) displaying icon |
1002 | S_SCORETVA2 | Score Monitor (1,000 Points) displaying static |
1003–1007 | S_SCORETVA3–S_SCORETVA7 | Score Monitor (1,000 Points) icon floating |
1008 | S_SCORETVB1 | Score Monitor (10,000 Points) displaying icon |
1009 | S_SCORETVB2 | Score Monitor (10,000 Points) displaying static |
1010–1014 | S_SCORETVB3–S_SCORETVB7 | Score Monitor (10,000 Points) icon floating |
1015–1016 | S_MONITOREXPLOSION1–S_MONITOREXPLOSION2 | Monitor explosion |
1017–1018 | S_REDMONITOREXPLOSION1–S_REDMONITOREXPLOSION2 | CTF Team Ring Box (Red) explosion |
1019–1020 | S_BLUEMONITOREXPLOSION1–S_BLUEMONITOREXPLOSION2 | CTF Team Ring Box (Blue) explosion |
Projectiles | ||
1021 | S_ROCKET | Snailer Rocket |
1022 | S_LASER | Egg Mobile Laser |
1023 | S_TORPEDO | Sea Egg Torpedo |
1024–1025 | S_ENERGYBALL1–S_ENERGYBALL2 | Metal Sonic (Battle) Energy ball |
1026 | S_MINE1 | Jetty-Syn Bomber/Skim Mine falling |
1027–1030 | S_MINE_BOOM1–S_MINE_BOOM4 | Jetty-Syn Bomber/Skim Mine exploding |
1031–1032 | S_JETBULLET1–S_JETBULLET2 | Jetty-Syn Gunner Bullet |
1033 | S_TURRETLASER | Turret Laser |
1034–1035 | S_TURRETLASEREXPLODE1–S_TURRETLASEREXPLODE2 | Turret Laser exploding |
1036 | S_CANNONBALL1 | Launched/Decorative Cannonball |
1037 | S_ARROW | Robo-Hood Arrow |
1038 | S_ARROWUP | Robo-Hood Arrow pointing upwards |
1039 | S_ARROWDOWN | Robo-Hood Arrow pointing downwards |
1040–1045 | S_DEMONFIRE1–S_DEMONFIRE6 | Trapgoyle Fireball |
Greenflower Zone scenery | ||
1046–1047 | S_GFZFLOWERA–S_GFZFLOWERA2 | GFZ Flower |
1048–1049 | S_GFZFLOWERB1–S_GFZFLOWERB2 | Sunflower |
1050 | S_GFZFLOWERC1 | Budding Flower |
1051 | S_BERRYBUSH | Berry Bush |
1052 | S_BUSH | Bush |
Techno Hill Zone scenery | ||
1053–1056 | S_THZPLANT1–S_THZPLANT4 | THZ Flower |
1057 | S_ALARM1 | Alarm |
Deep Sea Zone scenery | ||
1058 | S_GARGOYLE | Gargoyle |
1059 | S_SEAWEED1 | Seaweed |
1060–1064 | S_SEAWEED2–S_SEAWEED6 | Seaweed animation (unused) |
1065–1068 | S_DRIPA1–S_DRIPA4 | Dripping Water Source |
1069 | S_DRIPB1 | Dripping Water falling |
1070–1071 | S_DRIPC1–S_DRIPC2 | Dripping Water disappearing |
1072 | S_CORAL1 | Coral (Green) |
1073 | S_CORAL2 | Coral (Red) |
1074 | S_CORAL3 | Coral (Orange) |
1075 | S_BLUECRYSTAL1 | Blue Crystal |
Castle Eggman Zone scenery | ||
1076 | S_CEZCHAIN | Chain |
1077–1080 | S_FLAME1–S_FLAME4 | Torch |
1081 | S_EGGSTATUE1 | Eggman Statue |
1082–1083 | S_SLING1–S_SLING2 | Hidden Sling |
1084 | S_SMALLMACECHAIN | Small Mace Chain |
1085 | S_BIGMACECHAIN | Big Mace Chain |
1086 | S_SMALLMACE | Small Mace |
1087 | S_BIGMACE | Big Mace |
1088 | S_CEZFLOWER1 | CEZ Flower |
Arid Canyon Zone scenery | ||
1089 | S_BIGTUMBLEWEED | Tumbleweed (Big) idle |
1090–1097 | S_BIGTUMBLEWEED_ROLL1–S_BIGTUMBLEWEED_ROLL8 | Tumbleweed (Big) bouncing |
1098 | S_LITTLETUMBLEWEED | Tumbleweed (Small) idle |
1099–1106 | S_LITTLETUMBLEWEED_ROLL1–S_LITTLETUMBLEWEED_ROLL8 | Tumbleweed (Small) bouncing |
1107 | S_CACTI1 | Cactus with Brown Flower |
1108 | S_CACTI2 | Cactus with Brown Flower (Tall) |
1109 | S_CACTI3 | Cactus with Blue Flower |
1110 | S_CACTI4 | Cactus with Blue Flower (Tall) |
Red Volcano Zone scenery | ||
1111 | S_FLAMEJETSTND | Flame Jet idle |
1112 | S_FLAMEJETSTART | Flame Jet turning on |
1113 | S_FLAMEJETSTOP | Flame Jet turning off |
1114–1116 | S_FLAMEJETFLAME1–S_FLAMEJETFLAME3 | Flame Jet Flame |
1117–1125 | S_FJSPINAXISA1–S_FJSPINAXISA9 | Spinning Flame Jet (Counter-Clockwise) |
1126–1128 | S_FJSPINHELPERA1–S_FJSPINHELPERA3 | Spinning Flame Jet (Counter-Clockwise) helper |
1129–1137 | S_FJSPINAXISB1–S_FJSPINAXISB9 | Spinning Flame Jet (Clockwise) |
1138–1140 | S_FJSPINHELPERB1–S_FJSPINHELPERB3 | Spinning Flame Jet (Clockwise) helper |
1141–1146 | S_FLAMEJETFLAMEB1–S_FLAMEJETFLAMEB6 | Spinning Flame Jet Flame |
Azure Temple Zone scenery | ||
1147 | S_TRAPGOYLE | Trapgoyle |
1148 | S_TRAPGOYLE_CHECK | Trapgoyle preparing to shoot |
1149–1151 | S_TRAPGOYLE_FIRE1–S_TRAPGOYLE_FIRE3 | Trapgoyle shooting fireballs |
1152 | S_TRAPGOYLEUP | Trapgoyle (Up) |
1153 | S_TRAPGOYLEUP_CHECK | Trapgoyle (Up) preparing to shoot |
1154–1156 | S_TRAPGOYLEUP_FIRE1–S_TRAPGOYLEUP_FIRE3 | Trapgoyle (Up) shooting fireballs |
1157 | S_TRAPGOYLEDOWN | Trapgoyle (Down) |
1158 | S_TRAPGOYLEDOWN_CHECK | Trapgoyle (Down) preparing to shoot |
1159–1161 | S_TRAPGOYLEDOWN_FIRE1–S_TRAPGOYLEDOWN_FIRE3 | Trapgoyle (Down) shooting fireballs |
1162 | S_TRAPGOYLELONG | Trapgoyle (Long) |
1163 | S_TRAPGOYLELONG_CHECK | Trapgoyle (Long) preparing to shoot |
1164–1168 | S_TRAPGOYLELONG_FIRE1–S_TRAPGOYLELONG_FIRE5 | Trapgoyle (Long) shooting fireballs |
1169 | S_TARGET_IDLE | ATZ Target idle |
1170–1171 | S_TARGET_HIT1–S_TARGET_HIT2 | ATZ Target lit up by projectile |
1172 | S_TARGET_RESPAWN | ATZ Target respawning |
1173 | S_TARGET_ALLDONE | ATZ Target lit up when all targets have been triggered |
Stalagmites | ||
1174 | S_STG0 | Brown Stalagmite (Tall) |
1175 | S_STG1 | Brown Stalagmite |
1176 | S_STG2 | Orange Stalagmite (Tall) |
1177 | S_STG3 | Orange Stalagmite |
1178 | S_STG4 | Red Stalagmite (Tall) |
1179 | S_STG5 | Red Stalagmite |
1180 | S_STG6 | Gray Stalagmite (Tall) |
1181 | S_STG7 | Gray Stalagmite |
1182 | S_STG8 | Blue Stalagmite (Tall) |
1183 | S_STG9 | Blue Stalagmite |
Christmas scenery | ||
1184 | S_XMASPOLE | Christmas Pole |
1185 | S_CANDYCANE | Candy Cane |
1186 | S_SNOWMAN | Snowman |
Botanic Serenity scenery | ||
1187 | S_BSZTALLFLOWER_RED | Tall Flower (Red) |
1188 | S_BSZTALLFLOWER_PURPLE | Tall Flower (Purple) |
1189 | S_BSZTALLFLOWER_BLUE | Tall Flower (Blue) |
1190 | S_BSZTALLFLOWER_CYAN | Tall Flower (Cyan) |
1191 | S_BSZTALLFLOWER_YELLOW | Tall Flower (Yellow) |
1192 | S_BSZTALLFLOWER_ORANGE | Tall Flower (Orange) |
1193 | S_BSZFLOWER_RED | Medium Flower (Red) |
1194 | S_BSZFLOWER_PURPLE | Medium Flower (Purple) |
1195 | S_BSZFLOWER_BLUE | Medium Flower (Blue) |
1196 | S_BSZFLOWER_CYAN | Medium Flower (Cyan) |
1197 | S_BSZFLOWER_YELLOW | Medium Flower (Yellow) |
1198 | S_BSZFLOWER_ORANGE | Medium Flower (Orange) |
1199 | S_BSZSHORTFLOWER_RED | Short Flower (Red) |
1200 | S_BSZSHORTFLOWER_PURPLE | Short Flower (Purple) |
1201 | S_BSZSHORTFLOWER_BLUE | Short Flower (Blue) |
1202 | S_BSZSHORTFLOWER_CYAN | Short Flower (Cyan) |
1203 | S_BSZSHORTFLOWER_YELLOW | Short Flower (Yellow) |
1204 | S_BSZSHORTFLOWER_ORANGE | Short Flower (Orange) |
1205 | S_BSZTULIP_RED | Tulip (Red) |
1206 | S_BSZTULIP_PURPLE | Tulip (Purple) |
1207 | S_BSZTULIP_BLUE | Tulip (Blue) |
1208 | S_BSZTULIP_CYAN | Tulip (Cyan) |
1209 | S_BSZTULIP_YELLOW | Tulip (Yellow) |
1210 | S_BSZTULIP_ORANGE | Tulip (Orange) |
1211 | S_BSZCLUSTER_RED | Cluster (Red) |
1212 | S_BSZCLUSTER_PURPLE | Cluster (Purple) |
1213 | S_BSZCLUSTER_BLUE | Cluster (Blue) |
1214 | S_BSZCLUSTER_CYAN | Cluster (Cyan) |
1215 | S_BSZCLUSTER_YELLOW | Cluster (Yellow) |
1216 | S_BSZCLUSTER_ORANGE | Cluster (Orange) |
1217 | S_BSZBUSH_RED | Bush (Red) |
1218 | S_BSZBUSH_PURPLE | Bush (Purple) |
1219 | S_BSZBUSH_BLUE | Bush (Blue) |
1220 | S_BSZBUSH_CYAN | Bush (Cyan) |
1221 | S_BSZBUSH_YELLOW | Bush (Yellow) |
1222 | S_BSZBUSH_ORANGE | Bush (Orange) |
1223 | S_BSZVINE_RED | Vine (Red) |
1224 | S_BSZVINE_PURPLE | Vine (Purple) |
1225 | S_BSZVINE_BLUE | Vine (Blue) |
1226 | S_BSZVINE_CYAN | Vine (Cyan) |
1227 | S_BSZVINE_YELLOW | Vine (Yellow) |
1228 | S_BSZVINE_ORANGE | Vine (Orange) |
1229 | S_BSZSHRUB | BSZ Shrub |
1230 | S_BSZCLOVER | BSZ Clover |
1231 | S_BSZFISH | BSZ Fish |
1232 | S_BSZSUNFLOWER | BSZ Sunflower |
Disco scenery | ||
1233–1238 | S_DBALL1–S_DBALL6 | Disco Ball |
1239 | S_EGGSTATUE2 | Eggman Disco Statue |
Power-up indicators | ||
1240–1255 | S_ARMA1–S_ARMA16 | Armageddon Shield Orb middle layer |
1256–1271 | S_ARMF1–S_ARMF16 | Armageddon Shield Orb front layer |
1272–1287 | S_ARMB1–S_ARMB16 | Armageddon Shield Orb back layer |
1288–1295 | S_WIND1–S_WIND8 | Whirlwind Shield Orb |
1296–1307 | S_MAGN1–S_MAGN12 | Attraction Shield Orb |
1308–1317 | S_FORC1–S_FORC10 | Force Shield Orb |
1318–1327 | S_FORC11–S_FORC20 | Force Shield Orb 1 HP left |
1328–1339 | S_ELEM1–S_ELEM12 | Elemental Shield Orb main |
1340–1347 | S_ELEMF1–S_ELEMF8 | Elemental Shield Orb flame |
1348–1357 | S_PITY1–S_PITY10 | Pity Shield Orb |
1358 | S_IVSP | Invincibility Sparkles |
1359–1363 | S_SSPK1–S_SSPK5 | Super Sonic Spark |
Flickies | ||
1364 | S_BIRD1 | Bird idle |
1365–1366 | S_BIRD2–S_BIRD3 | Bird flying |
1367–1368 | S_BUNNY1–S_BUNNY2 | Bunny idle |
1369–1376 | S_BUNNY3–S_BUNNY10 | Bunny hopping |
1377–1378 | S_MOUSE1–S_MOUSE2 | Mouse |
1379 | S_CHICKEN1 | Chicken idle |
1380 | S_CHICKENHOP | Chicken hopping |
1381–1382 | S_CHICKENFLY1–S_CHICKENFLY2 | Chicken falling |
1383–1386 | S_COW1–S_COW4 | Cow |
1387 | S_RBIRD1 | Red bird idle |
1388–1389 | S_RBIRD2–S_RBIRD3 | Red bird flying |
Springs | ||
1390 | S_YELLOWSPRING | Yellow Spring idle |
1391–1394 | S_YELLOWSPRING2–S_YELLOWSPRING5 | Yellow Spring launching |
1395 | S_REDSPRING | Red Spring idle |
1396–1399 | S_REDSPRING2–S_REDSPRING5 | Red Spring launching |
1400 | S_BLUESPRING | Blue Spring idle |
1401–1404 | S_BLUESPRING2–S_BLUESPRING5 | Blue Spring launching |
1405 | S_YDIAG1 | Diagonal Yellow Spring Idle |
1406–1412 | S_YDIAG2–S_YDIAG8 | Diagonal Yellow Spring launching |
1413 | S_RDIAG1 | Diagonal Red Spring Idle |
1414–1420 | S_RDIAG2–S_RDIAG8 | Diagonal Red Spring launching |
Environmental effects | ||
1421–1422 | S_RAIN1–S_RAINRETURN | Precipitation falling |
1423 | S_SNOW1 | Snowflake 1 |
1424 | S_SNOW2 | Snowflake 2 |
1425 | S_SNOW3 | Snowflake 3 |
1426–1434 | S_SPLISH1–S_SPLISH9 | Water splish |
1435–1437 | S_SPLASH1–S_SPLASH3 | Precipitation water splash |
1438–1442 | S_SMOKE1–S_SMOKE5 | Smoke |
1443–1444 | S_SMALLBUBBLE–S_SMALLBUBBLE1 | Small Bubble |
1445–1446 | S_MEDIUMBUBBLE–S_MEDIUMBUBBLE1 | Medium Bubble |
1447 | S_LARGEBUBBLE | Large Bubble |
1448 | S_EXTRALARGEBUBBLE | Extra Large (breathable) Bubble |
1449 | S_POP1 | Extra Large Bubble popping |
1450–1463 | S_FOG1–S_FOG14 | Chaos mode enemy entrance fog |
1464 | S_SEED | Sonic CD mode seed |
1465 | S_PARTICLE | Fan Particle |
1466 | S_PARTICLEGEN | Fan Particle Generator |
Game indicators | ||
1467 | S_SCRA | 100 point marker |
1468 | S_SCRB | 200 point marker |
1469 | S_SCRC | 500 point marker |
1470 | S_SCRD | 1000 point marker |
1471 | S_SCRE | 10000 point marker |
1472 | S_SCRF | Mario 400 point marker |
1473 | S_SCRG | Mario 800 point marker |
1474 | S_SCRH | Mario 2000 point marker |
1475 | S_SCRI | Mario 4000 point marker |
1476 | S_SCRJ | Mario 8000 point marker |
1477 | S_SCRK | Mario 1-up point marker |
1478 | S_ZERO1 | Drowning Countdown "0" |
1479 | S_ONE1 | Drowning Countdown "1" |
1480 | S_TWO1 | Drowning Countdown "2" |
1481 | S_THREE1 | Drowning Countdown "3" |
1482 | S_FOUR1 | Drowning Countdown "4" |
1483 | S_FIVE1 | Drowning Countdown "5" |
1484 | S_TTAG1 | Tag "IT" sign |
1485–1486 | S_GOTFLAG1–S_GOTFLAG2 | CTF "GOT FLAG!" sign (Red) |
1487–1488 | S_GOTFLAG3–S_GOTFLAG4 | CTF "GOT FLAG!" sign (Blue) |
Weapon rings | ||
1489–1495 | S_RRNG1–S_RRNG7 | Thrown Red Ring |
1496 | S_BOUNCERINGAMMO | Bounce Ring ammo pickup |
1497 | S_RAILRINGAMMO | Rail Ring ammo pickup |
1498 | S_INFINITYRINGAMMO | Infinity Ring ammo pickup |
1499 | S_AUTOMATICRINGAMMO | Automatic Ring ammo pickup |
1500 | S_EXPLOSIONRINGAMMO | Explosion Ring ammo pickup |
1501 | S_SCATTERRINGAMMO | Scatter Ring ammo pickup |
1502 | S_GRENADERINGAMMO | Grenade Ring ammo pickup |
1503 | S_BOUNCEPICKUP | Bounce Ring Panel |
1504–1511 | S_BOUNCEPICKUPFADE1–S_BOUNCEPICKUPFADE8 | Bounce Ring Panel fading |
1512 | S_RAILPICKUP | Rail Ring Panel |
1513–1520 | S_RAILPICKUPFADE1–S_RAILPICKUPFADE8 | Rail Ring Panel fading |
1521 | S_AUTOPICKUP | Automatic Ring Panel |
1522–1529 | S_AUTOPICKUPFADE1–S_AUTOPICKUPFADE8 | Automatic Ring Panel fading |
1530 | S_EXPLODEPICKUP | Explosion Ring Panel |
1531–1538 | S_EXPLODEPICKUPFADE1–S_EXPLODEPICKUPFADE8 | Explosion Ring Panel fading |
1539 | S_SCATTERPICKUP | Scatter Ring Panel |
1540–1547 | S_SCATTERPICKUPFADE1–S_SCATTERPICKUPFADE8 | Scatter Ring Panel fading |
1548 | S_GRENADEPICKUP | Grenade Ring Panel |
1549–1556 | S_GRENADEPICKUPFADE1–S_GRENADEPICKUPFADE8 | Grenade Ring Panel fading |
1557–1563 | S_THROWNBOUNCE1–S_THROWNBOUNCE7 | Thrown Bounce Ring |
1564–1570 | S_THROWNINFINITY1–S_THROWNINFINITY7 | Thrown Infinity Ring |
1571–1577 | S_THROWNAUTOMATIC1–S_THROWNAUTOMATIC7 | Thrown Automatic Ring |
1578–1584 | S_THROWNEXPLOSION1–S_THROWNEXPLOSION7 | Thrown Explosion Ring |
1585–1602 | S_THROWNGRENADE1–S_THROWNGRENADE18 | Thrown Grenade Ring |
1603 | S_THROWNSCATTER | Thrown Scatter Ring |
1604 | S_RINGEXPLODE | Thrown Explosion Ring exploding |
Mario | ||
1605–1607 | S_COIN1–S_COIN3 | Coin |
1608–1611 | S_COINSPARKLE1–S_COINSPARKLE4 | Coin pickup spark |
1612–1613 | S_GOOMBA1–S_GOOMBA1B | Goomba idle |
1614–1621 | S_GOOMBA2–S_GOOMBA9 | Goomba movement |
1622 | S_GOOMBA_DEAD | Goomba death |
1623–1624 | S_BLUEGOOMBA1–S_BLUEGOOMBA1B | Goomba (Blue) idle |
1625–1632 | S_BLUEGOOMBA2–S_BLUEGOOMBA9 | Goomba (Blue) movement |
1633 | S_BLUEGOOMBA_DEAD | Goomba (Blue) death |
1634–1637 | S_FIREFLOWER1–S_FIREFLOWER4 | Fire Flower |
1638–1641 | S_FIREBALL1–S_FIREBALL4 | Fire Flower Fireball |
1642–1644 | S_FIREBALLEXP1–S_FIREBALLEXP3 | Fire Flower Fireball disappearing |
1645 | S_SHELL | Koopa Shell idle |
1646–1649 | S_SHELL1–S_SHELL4 | Koopa Shell bouncing |
1650–1655 | S_PUMA1–S_PUMA6 | Puma |
1656–1659 | S_HAMMER1–S_HAMMER4 | King Bowser's hammer |
1660–1661 | S_KOOPA1–S_KOOPA2 | King Bowser |
1662–1664 | S_KOOPAFLAME1–S_KOOPAFLAME3 | King Bowser's flame |
1665–1667 | S_AXE1–S_AXE3 | Axe |
1668 | S_MARIOBUSH1 | Mario Bush (Short) |
1669 | S_MARIOBUSH2 | Mario Bush (Tall) |
1670 | S_TOAD | Toad |
NiGHTS | ||
1671–1672 | S_NIGHTSDRONE1–S_NIGHTSDRONE2 | Ideya Drone |
1673–1688 | S_NIGHTSDRONE_SPARKLING1–S_NIGHTSDRONE_SPARKLING16 | Ideya Drone sparkling |
1689–1692 | S_NIGHTSGOAL1–S_NIGHTSGOAL4 | NiGHTS Goal sign |
1693–1694 | S_NIGHTSFLY1A–S_NIGHTSFLY1B | NiGHTS Super Sonic flying (facing directly sideways) |
1695–1698 | S_NIGHTSDRILL1A–S_NIGHTSDRILL1D | NiGHTS Super Sonic drilling (facing directly sideways) |
1699–1700 | S_NIGHTSFLY2A–S_NIGHTSFLY2B | NiGHTS Super Sonic flying (facing 22.5° upwards) |
1701–1704 | S_NIGHTSDRILL2A–S_NIGHTSDRILL2D | NiGHTS Super Sonic drilling (facing 22.5° upwards) |
1705–1706 | S_NIGHTSFLY3A–S_NIGHTSFLY3B | NiGHTS Super Sonic flying (facing 45° upwards) |
1707–1710 | S_NIGHTSDRILL3A–S_NIGHTSDRILL3D | NiGHTS Super Sonic drilling (facing 45° upwards) |
1711–1712 | S_NIGHTSFLY4A–S_NIGHTSFLY4B | NiGHTS Super Sonic flying (facing 67.5° upwards) |
1713–1716 | S_NIGHTSDRILL4A–S_NIGHTSDRILL4D | NiGHTS Super Sonic drilling (facing 67.5° upwards) |
1717–1718 | S_NIGHTSFLY5A–S_NIGHTSFLY5B | NiGHTS Super Sonic flying (facing directly upwards) |
1719–1722 | S_NIGHTSDRILL5A–S_NIGHTSDRILL5D | NiGHTS Super Sonic drilling (facing directly upwards) |
1723–1724 | S_NIGHTSFLY6A–S_NIGHTSFLY6B | NiGHTS Super Sonic flying (facing 22.5° downwards) |
1725–1728 | S_NIGHTSDRILL6A–S_NIGHTSDRILL6D | NiGHTS Super Sonic drilling (facing 22.5° downwards) |
1729–1730 | S_NIGHTSFLY7A–S_NIGHTSFLY7B | NiGHTS Super Sonic flying (facing 45° downwards) |
1731–1734 | S_NIGHTSDRILL7A–S_NIGHTSDRILL7D | NiGHTS Super Sonic drilling (facing 45° downwards) |
1735–1736 | S_NIGHTSFLY8A–S_NIGHTSFLY8B | NiGHTS Super Sonic flying (facing 67.5° downwards) |
1737–1740 | S_NIGHTSDRILL8A–S_NIGHTSDRILL8D | NiGHTS Super Sonic drilling (facing 67.5° downwards) |
1741–1742 | S_NIGHTSFLY9A–S_NIGHTSFLY9B | NiGHTS Super Sonic flying (facing directly downwards) |
1743–1746 | S_NIGHTSDRILL9A–S_NIGHTSDRILL9D | NiGHTS Super Sonic drilling (facing directly downwards) |
1747–1778 | S_NIGHTSHURT1–S_NIGHTSHURT32 | NiGHTS Super Sonic hurt |
1779–1782 | S_NIGHTSPARKLE1–S_NIGHTSPARKLE4 | NiGHTS Sparkle |
1783–1786 | S_NIGHTSPARKLESUPER1–S_NIGHTSPARKLESUPER4 | NiGHTS Sparkle (Super Paraloop) |
1787 | S_NIGHTSLOOPHELPER | NiGHTS paraloop helper |
1788–1799 | S_NIGHTSBUMPER1–S_NIGHTSBUMPER12 | NiGHTS Bumper |
1800 | S_HOOP | Hoop |
1801 | S_HOOP_XMASA | Hoop (Xmas NiGHTS – type 1) |
1802 | S_HOOP_XMASB | Hoop (Xmas NiGHTS – type 2) |
1803 | S_NIGHTSCORE10 | NiGHTS 10 point marker |
1804 | S_NIGHTSCORE20 | NiGHTS 20 point marker |
1805 | S_NIGHTSCORE30 | NiGHTS 30 point marker |
1806 | S_NIGHTSCORE40 | NiGHTS 40 point marker |
1807 | S_NIGHTSCORE50 | NiGHTS 50 point marker |
1808 | S_NIGHTSCORE60 | NiGHTS 60 point marker |
1809 | S_NIGHTSCORE70 | NiGHTS 70 point marker |
1810 | S_NIGHTSCORE80 | NiGHTS 80 point marker |
1811 | S_NIGHTSCORE90 | NiGHTS 90 point marker |
1812 | S_NIGHTSCORE100 | NiGHTS 100 point marker |
1813 | S_NIGHTSCORE10_2 | NiGHTS 10×2 point marker |
1814 | S_NIGHTSCORE20_2 | NiGHTS 20×2 point marker |
1815 | S_NIGHTSCORE30_2 | NiGHTS 30×2 point marker |
1816 | S_NIGHTSCORE40_2 | NiGHTS 40×2 point marker |
1817 | S_NIGHTSCORE50_2 | NiGHTS 50×2 point marker |
1818 | S_NIGHTSCORE60_2 | NiGHTS 60×2 point marker |
1819 | S_NIGHTSCORE70_2 | NiGHTS 70×2 point marker |
1820 | S_NIGHTSCORE80_2 | NiGHTS 80×2 point marker |
1821 | S_NIGHTSCORE90_2 | NiGHTS 90×2 point marker |
1822 | S_NIGHTSCORE100_2 | NiGHTS 100×2 point marker |
1823 | S_NIGHTSWING | Wing Logo |
1824 | S_NIGHTSWING_XMAS | Wing Logo (Xmas NiGHTS) |
1825–1826 | S_NIGHTSPOWERUP1–S_NIGHTSPOWERUP2 | Super Paraloop power-up |
1827–1828 | S_NIGHTSPOWERUP3–S_NIGHTSPOWERUP4 | Drill Refill power-up |
1829–1830 | S_NIGHTSPOWERUP5–S_NIGHTSPOWERUP6 | Nightopian Helper power-up |
1831–1832 | S_NIGHTSPOWERUP7–S_NIGHTSPOWERUP8 | Extra Time power-up |
1833–1834 | S_NIGHTSPOWERUP9–S_NIGHTSPOWERUP10 | Link Freeze power-up |
1835 | S_EGGCAPSULE | Ideya Capture |
1836–1851 | S_ORBITEM1–S_ORBITEM16 | Orbiting Chaos Emeralds |
1852–1859 | S_NIGHTOPIANHELPER1–S_NIGHTOPIANHELPER8 | Nightopian Helper Flicky |
Debris / Miscellaneous | ||
1860–1861 | S_CRUMBLE1–S_CRUMBLE2 | Sound generator for crumbling platforms |
1862–1870 | S_SUPERTRANS1–S_SUPERTRANS9 | NiGHTS Super Sonic transformation |
1871–1886 | S_SPRK1–S_SPRK16 | Pickup spark |
1887–1890 | S_XPLD1–S_XPLD4 | Robot Explosion |
1891–1896 | S_WPLD1–S_WPLD6 | Underwater Explosion |
1897 | S_ROCKSPAWN | Rock Spawner |
1898 | S_ROCKCRUMBLEA | Bustable Block Sprite Parameter (ROIA) |
1899 | S_ROCKCRUMBLEB | Bustable Block Sprite Parameter (ROIB) |
1900 | S_ROCKCRUMBLEC | Bustable Block Sprite Parameter (ROIC) |
1901 | S_ROCKCRUMBLED | Bustable Block Sprite Parameter (ROID) |
1902 | S_ROCKCRUMBLEE | Bustable Block Sprite Parameter (ROIE) |
1903 | S_ROCKCRUMBLEF | Bustable Block Sprite Parameter (ROIF) |
1904 | S_ROCKCRUMBLEG | Bustable Block Sprite Parameter (ROIG) |
1905 | S_ROCKCRUMBLEH | Bustable Block Sprite Parameter (ROIH) |
1906 | S_ROCKCRUMBLEI | Bustable Block Sprite Parameter (ROII) |
1907 | S_ROCKCRUMBLEJ | Bustable Block Sprite Parameter (ROIJ) |
1908 | S_ROCKCRUMBLEK | Bustable Block Sprite Parameter (ROIK) |
1909 | S_ROCKCRUMBLEL | Bustable Block Sprite Parameter (ROIL) |
1910 | S_ROCKCRUMBLEM | Bustable Block Sprite Parameter (ROIM) |
1911 | S_ROCKCRUMBLEN | Bustable Block Sprite Parameter (ROIN) |
1912 | S_ROCKCRUMBLEO | Bustable Block Sprite Parameter (ROIO) |
1913 | S_ROCKCRUMBLEP | Bustable Block Sprite Parameter (ROIP) |
SRB1 | ||
1914 | S_SRB1_CRAWLA1 | SRB1 Crawla standing |
1915–1917 | S_SRB1_CRAWLA2–S_SRB1_CRAWLA4 | SRB1 Crawla movement |
1918–1919 | S_SRB1_BAT1–S_SRB1_BAT2 | GuardRobo idle |
1920–1921 | S_SRB1_BAT3–S_SRB1_BAT4 | GuardRobo movement |
1922 | S_SRB1_ROBOFISH1 | Pyrin idle |
1923–1924 | S_SRB1_ROBOFISH2–S_SRB1_ROBOFISH3 | Pyrin movement |
1925 | S_SRB1_VOLCANOGUY1 | HotRobo idle |
1926 | S_SRB1_VOLCANOGUY2 | HotRobo movement |
1927–1928 | S_SRB1_HOPPY1–S_SRB1_HOPPY2 | Pogminz bouncing |
1929–1930 | S_SRB1_HOPPYWATER1–S_SRB1_HOPPYWATER2 | Pogminz (Water) bouncing |
1931 | S_SRB1_HOPPYSKYLAB1 | Pog-GX2 bouncing |
1932–1936 | S_SRB1_MMZFLYING1–S_SRB1_MMZFLYING5 | Pyrex movement |
1937–1938 | S_SRB1_UFO1–S_SRB1_UFO2 | SRB1 Turret movement |
1939–1944 | S_SRB1_GRAYBOT1–S_SRB1_GRAYBOT6 | SWAT Bot movement |
1945–1946 | S_SRB1_ROBOTOPOLIS1–S_SRB1_ROBOTOPOLIS2 | SpyBot 2000 movement |
1947–1948 | S_SRB1_RBZBUZZ1–S_SRB1_RBZBUZZ2 | Buzz Bomber movement |
1949 | S_SRB1_RBZSPIKES1 | RBZ Spike ascending |
1950 | S_SRB1_RBZSPIKES2 | RBZ Spike descending |
1951–1953 | S_SRB1_METALSONIC1–S_SRB1_METALSONIC3 | Dumb Metal Sonic animation |
1954–1959 | S_SRB1_GOLDBOT1–S_SRB1_GOLDBOT6 | Super SWAT Bot movement |
1960 | S_SRB1_GENREX1 | Genrex idle |
1961 | S_SRB1_GENREX2 | Genrex movement |
Miscellaneous | ||
1962 | S_NAMECHECK | Seenames helper |
1963–6058 | n/a | Freeslots |