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	<updated>2026-05-24T14:46:28Z</updated>
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		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1399</id>
		<title>Player State IDs</title>
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		<updated>2026-03-18T03:27:18Z</updated>

		<summary type="html">&lt;p&gt;FenTheOtter: I believe Blast Jump is used for the Purple Gem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Player State IDs&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] define a character&#039;s current state. Each is mapped to a specific implementation which may itself transition to other states in the state machine. Many states are shared between player implementations, and all states, regardless of if they only used by a specific player are given a unique ID.&lt;br /&gt;
&lt;br /&gt;
The maps used by each player context is outlined in [[Player State Maps]].&lt;br /&gt;
&lt;br /&gt;
== Player State IDs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;29&amp;quot; |Common&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|Only used by Amy and Blaze.&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|Occurs when jumping upon contact with water surfaces.&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|Push states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|Hanging. Edge states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|Falling from edge hang.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|Jumping from edge hang.&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|Tripping on a ledge, stopping the player in place.&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|Unlike a regular spring, it is possible to perform air actions out of this spring type (for example, homing attack). &lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|Unused, stops the player in place for a set amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|Used for swinging ropes in Tropical Jungle.&lt;br /&gt;
|-&lt;br /&gt;
|Princess&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|Used for the bungee setpiece in Tropical Jungle.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Common&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|Used for Rouge&#039;s Blast Jump and Sonic&#039;s Purple Gem.&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Silver Spring&lt;br /&gt;
|0x27&lt;br /&gt;
|Unused spring type for Boss Silver&#039;s Homing Catch.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|Called &amp;quot;piyori&amp;quot; in animations.&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|Used for whale in Wave Ocean and the horn on the Egg Wyvern.&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|Used for the balls in Aquatic Base.&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Common&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|Used for all first person attacks; Dummy Rings bombs, Rouge&#039;s bombs, and the Sky Gem.&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|Used for when an Amigo character is following the player around.&lt;br /&gt;
|-&lt;br /&gt;
|Super&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|Used for swapping characters in the final boss fight.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Silver&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Princess&lt;br /&gt;
|Water Walk&lt;br /&gt;
|0x35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Silver&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|Activates the ESP triggers in Silver&#039;s stages.&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Common&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Sonic&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Sonic&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Omega&lt;br /&gt;
|Hover&lt;br /&gt;
|0x4E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Omega Launcher&lt;br /&gt;
|0x4F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; |Shadow&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|Used for spin kicking while stationary.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|Used for spin kicking while moving.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Amy&lt;br /&gt;
|Stealth Start&lt;br /&gt;
|0x5C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Blaze&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Knuckles&lt;br /&gt;
|Heat Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Rouge&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Super&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |0x6B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Shadow&lt;br /&gt;
|Vehicle Enter&lt;br /&gt;
|0x6D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|Used for spawning inside a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Boss State IDs ==&lt;br /&gt;
Reactive player-based bosses (v.s. Sonic, Shadow, and Silver) also use a similar state system.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Common&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sonic &amp;amp; Shadow&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Silver&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Sonic &amp;amp; Shadow&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Shadow&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special State IDs ==&lt;br /&gt;
&lt;br /&gt;
=== Snowboard States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|Prepare Jump&lt;br /&gt;
|0x2&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x3&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x4&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x5&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x6&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x7&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x8&lt;br /&gt;
|-&lt;br /&gt;
|Grind Brake&lt;br /&gt;
|0x9&lt;br /&gt;
|-&lt;br /&gt;
|Grind Prepare Jump&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|Run Against&lt;br /&gt;
|0xB&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0xC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mach Speed States ===&lt;br /&gt;
State ID 0x7 is skipped.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|0x0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x2&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x3&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x4&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x5&lt;br /&gt;
|-&lt;br /&gt;
|Dramatic Jump&lt;br /&gt;
|0x6&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x9&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0xB&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0xC&lt;br /&gt;
|-&lt;br /&gt;
|Chain Fall&lt;br /&gt;
|0xD&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0xE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Context State IDs ==&lt;br /&gt;
&lt;br /&gt;
=== Common State ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Easy State ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Title States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Title Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|-&lt;br /&gt;
|Title Selected&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FenTheOtter</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1398</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1398"/>
		<updated>2026-03-18T03:22:24Z</updated>

		<summary type="html">&lt;p&gt;FenTheOtter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Player State IDs&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] define a character&#039;s current state. Each is mapped to a specific implementation which may itself transition to other states in the state machine. Many states are shared between player implementations, and all states, regardless of if they only used by a specific player are given a unique ID.&lt;br /&gt;
&lt;br /&gt;
The maps used by each player context is outlined in [[Player State Maps]].&lt;br /&gt;
&lt;br /&gt;
== Player State IDs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;29&amp;quot; |Common&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|Only used by Amy and Blaze.&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|Occurs when jumping upon contact with water surfaces.&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|Push states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|Hanging. Edge states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|Falling from edge hang.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|Jumping from edge hang.&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|Tripping on a ledge, stopping the player in place.&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|Unlike a regular spring, it is possible to perform air actions out of this spring type (for example, homing attack). &lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|Unused, stops the player in place for a set amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|Used for swinging ropes in Tropical Jungle.&lt;br /&gt;
|-&lt;br /&gt;
|Princess&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|Used for the bungee setpiece in Tropical Jungle.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Common&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Silver Spring&lt;br /&gt;
|0x27&lt;br /&gt;
|Unused spring type for Boss Silver&#039;s Homing Catch.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|Called &amp;quot;piyori&amp;quot; in animations.&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|Used for whale in Wave Ocean.&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Common&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|Used for all first person attacks; dummy rings bombs, rouge&#039;s bombs, and the sky gem.&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|Used for when an Amigo character is following the player around.&lt;br /&gt;
|-&lt;br /&gt;
|Super&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|Used for swapping characters in the final boss fight.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Silver&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Princess&lt;br /&gt;
|Water Walk&lt;br /&gt;
|0x35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Silver&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|Activates the ESP triggers in Silver&#039;s stages.&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Common&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Sonic&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Sonic&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Omega&lt;br /&gt;
|Hover&lt;br /&gt;
|0x4E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Omega Launcher&lt;br /&gt;
|0x4F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; |Shadow&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|Used for spin kicking while stationary.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|Used for spin kicking while moving.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Amy&lt;br /&gt;
|Stealth Start&lt;br /&gt;
|0x5C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Blaze&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Knuckles&lt;br /&gt;
|Heat Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Rouge&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Super&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |0x6B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Shadow&lt;br /&gt;
|Vehicle Enter&lt;br /&gt;
|0x6D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Boss State IDs ==&lt;br /&gt;
Reactive player-based bosses (v.s. Sonic, Shadow, and Silver) also use a similar state system.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Common&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sonic &amp;amp; Shadow&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Silver&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Sonic &amp;amp; Shadow&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Shadow&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special State IDs ==&lt;br /&gt;
&lt;br /&gt;
=== Snowboard States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|Prepare Jump&lt;br /&gt;
|0x2&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x3&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x4&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x5&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x6&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x7&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x8&lt;br /&gt;
|-&lt;br /&gt;
|Grind Brake&lt;br /&gt;
|0x9&lt;br /&gt;
|-&lt;br /&gt;
|Grind Prepare Jump&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|Run Against&lt;br /&gt;
|0xB&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0xC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mach Speed States ===&lt;br /&gt;
State ID 0x7 is skipped.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|0x0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x2&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x3&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x4&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x5&lt;br /&gt;
|-&lt;br /&gt;
|Dramatic Jump&lt;br /&gt;
|0x6&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x9&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0xB&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0xC&lt;br /&gt;
|-&lt;br /&gt;
|Chain Fall&lt;br /&gt;
|0xD&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0xE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Context State IDs ==&lt;br /&gt;
&lt;br /&gt;
=== Common State ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Easy State ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Title States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Title Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|-&lt;br /&gt;
|Title Selected&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FenTheOtter</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Section_IDs&amp;diff=1316</id>
		<title>Section IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Section_IDs&amp;diff=1316"/>
		<updated>2025-12-03T03:38:12Z</updated>

		<summary type="html">&lt;p&gt;FenTheOtter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Section IDs&#039;&#039;&#039;&#039;&#039; are an identifier used throughout [[Sonic the Hedgehog (2006)]] to indicate what map, event, or boss a resource belongs to.&lt;br /&gt;
&lt;br /&gt;
Stage maps tend to follow a three-letter shorthand, followed by the section letter, boss maps simply state the boss and number, and event maps follow an eXXXX format, with &amp;quot;XXXX&amp;quot; standing for the event number.&lt;br /&gt;
&lt;br /&gt;
== Wave Ocean ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|wvo_a&lt;br /&gt;
|Beach-side section.&lt;br /&gt;
|-&lt;br /&gt;
|wvo_b&lt;br /&gt;
|Mach speed section.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dusty Desert ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|dtd_a&lt;br /&gt;
|Ruins exterior.&lt;br /&gt;
|-&lt;br /&gt;
|dtd_b&lt;br /&gt;
|Ruins interior.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;dtd_c&amp;lt;/code&amp;gt; is referenced in the game&#039;s files, but it unused and has no terrain.&lt;br /&gt;
&lt;br /&gt;
== White Acropolis ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|wap_a&lt;br /&gt;
|Snowboard section.&lt;br /&gt;
|-&lt;br /&gt;
|wap_b&lt;br /&gt;
|Eggman&#039;s base.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;wap_c&amp;lt;/code&amp;gt; is referenced in the game&#039;s files, but it unused and has no terrain or SET files.&lt;br /&gt;
&lt;br /&gt;
== Crisis City ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|csc_a&lt;br /&gt;
|Snowboarding section.&lt;br /&gt;
|-&lt;br /&gt;
|csc_b&lt;br /&gt;
|Buildings section.&lt;br /&gt;
|-&lt;br /&gt;
|csc_c&lt;br /&gt;
|Flying objects section.&lt;br /&gt;
|-&lt;br /&gt;
|csc_e&lt;br /&gt;
|Mach speed section.&lt;br /&gt;
|-&lt;br /&gt;
|csc_f&lt;br /&gt;
|Shadow&#039;s final section.&lt;br /&gt;
(For Silver, this section is split into csc_f1 and csc_f2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;csc_d&amp;lt;/code&amp;gt; is referenced in the game&#039;s files, but it unused and has no terrain.&lt;br /&gt;
&lt;br /&gt;
== Flame Core ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|flc_a&lt;br /&gt;
|Volcano exterior.&lt;br /&gt;
|-&lt;br /&gt;
|flc_b&lt;br /&gt;
|Volcano interior.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Radical Train ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|rct_a&lt;br /&gt;
|Mines section.&lt;br /&gt;
|-&lt;br /&gt;
|rct_b&lt;br /&gt;
|Mach speed section.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Tropical Jungle ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|tpj_a&lt;br /&gt;
|Jungle section.&lt;br /&gt;
|-&lt;br /&gt;
|tpj_b&lt;br /&gt;
|Swamp section.&lt;br /&gt;
|-&lt;br /&gt;
|tpj_c&lt;br /&gt;
|Ruins section.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Kingdom Valley ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|kdv_a&lt;br /&gt;
|Opening section.&lt;br /&gt;
|-&lt;br /&gt;
|kdv_b&lt;br /&gt;
|Castles section.&lt;br /&gt;
|-&lt;br /&gt;
|kdv_c&lt;br /&gt;
|Mach speed section.&lt;br /&gt;
|-&lt;br /&gt;
|kdv_d&lt;br /&gt;
|Lakeside section.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Aquatic Base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|aqa_a&lt;br /&gt;
|First section.&lt;br /&gt;
|-&lt;br /&gt;
|aqa_b&lt;br /&gt;
|Second section.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Soleanna ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|twn_a&lt;br /&gt;
|Castle Town&amp;lt;br&amp;gt;(Also used for the Sonic vs Silver boss fight)&lt;br /&gt;
|-&lt;br /&gt;
|twn_b&lt;br /&gt;
|New City&lt;br /&gt;
|-&lt;br /&gt;
|twn_c&lt;br /&gt;
|Forest&lt;br /&gt;
|-&lt;br /&gt;
|twn_d&lt;br /&gt;
|Circuit/Highway&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== End of the World ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Base Stage&lt;br /&gt;
!Section&lt;br /&gt;
!Character&lt;br /&gt;
|-&lt;br /&gt;
|end_a&lt;br /&gt;
|Crisis City&lt;br /&gt;
|F&lt;br /&gt;
|Tails&lt;br /&gt;
|-&lt;br /&gt;
|end_b&lt;br /&gt;
|Flame Core&lt;br /&gt;
|A&lt;br /&gt;
|Omega&lt;br /&gt;
|-&lt;br /&gt;
|end_c&lt;br /&gt;
|Tropical Jungle&lt;br /&gt;
|C&lt;br /&gt;
|Knuckles&lt;br /&gt;
|-&lt;br /&gt;
|end_d&lt;br /&gt;
|Dusty Desert&lt;br /&gt;
|A&lt;br /&gt;
|Silver&lt;br /&gt;
|-&lt;br /&gt;
|end_e&lt;br /&gt;
|Wave Ocean&lt;br /&gt;
|A&lt;br /&gt;
|Rouge&lt;br /&gt;
|-&lt;br /&gt;
|end_f&lt;br /&gt;
|White Acropolis&lt;br /&gt;
|B&lt;br /&gt;
|Amy&lt;br /&gt;
|-&lt;br /&gt;
|end_g&lt;br /&gt;
|Kingdom Valley&lt;br /&gt;
|A&lt;br /&gt;
|Shadow&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Boss Maps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Boss(es)&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|boss_dr1_dtd&lt;br /&gt;
|Sonic&#039;s Egg Cerberus&lt;br /&gt;
|Dusty Desert boss arena.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |boss_dr1_wap&lt;br /&gt;
|Shadow&#039;s Egg Cerberus&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |White Acropolis boss arena.&lt;br /&gt;
|-&lt;br /&gt;
|Silver&#039;s Egg Genesis&lt;br /&gt;
|-&lt;br /&gt;
|boss_dr2&lt;br /&gt;
|Sonic&#039;s Egg Genesis&lt;br /&gt;
|Soleanna Forest boss arena.&lt;br /&gt;
|-&lt;br /&gt;
|boss_dr3&lt;br /&gt;
|Sonic&#039;s Egg Wyvern&lt;br /&gt;
|Aquatic Base/Egg Carrier boss arena.&lt;br /&gt;
|-&lt;br /&gt;
|csc_iblis01&lt;br /&gt;
|Iblis 1&lt;br /&gt;
|Crisis City boss arena.&lt;br /&gt;
|-&lt;br /&gt;
|boss_iblis02&lt;br /&gt;
|Iblis 2&lt;br /&gt;
|Flame Core interior boss arena.&lt;br /&gt;
|-&lt;br /&gt;
|boss_iblis03&lt;br /&gt;
|Iblis 3&lt;br /&gt;
|Flame Core exterior boss arena.&lt;br /&gt;
|-&lt;br /&gt;
|boss_mefi01&lt;br /&gt;
|Mephiles 1&lt;br /&gt;
|Flame Core interior boss arena.&lt;br /&gt;
|-&lt;br /&gt;
|boss_mefi02&lt;br /&gt;
|Mephiles 2&lt;br /&gt;
|Dusty Desert interior boss arena.&lt;br /&gt;
|-&lt;br /&gt;
|boss_rct&lt;br /&gt;
|Shadow vs Silver&lt;br /&gt;
|Radical Train boss arena.&lt;br /&gt;
|-&lt;br /&gt;
|boss_solaris&lt;br /&gt;
|Solaris 1 and 2&lt;br /&gt;
|End of the World boss arena.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Event Maps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section ID&lt;br /&gt;
!Cutscene(s)&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|e0003&lt;br /&gt;
|Sonic Rescues Elise&lt;br /&gt;
|Dusty Desert cell.&lt;br /&gt;
|-&lt;br /&gt;
|e0009&lt;br /&gt;
|Eggman sends Sonic to the future&lt;br /&gt;
|White Acropolis time machine room.&lt;br /&gt;
|-&lt;br /&gt;
|e0010&lt;br /&gt;
|Shadow and Rouge&lt;br /&gt;
|White Acropolis time machine room in the future.&lt;br /&gt;
|-&lt;br /&gt;
|e0012&lt;br /&gt;
|The death of Elise?!&lt;br /&gt;
|Crisis City database room for Sonic.&lt;br /&gt;
|-&lt;br /&gt;
|e0021&lt;br /&gt;
|Elise goes alone&lt;br /&gt;
|Castle Town with the Castle Balcony.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |e0022&lt;br /&gt;
|Eggman’s plot&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Egg Carrier cockpit and bridge.&lt;br /&gt;
|-&lt;br /&gt;
|Out of control (e0024)&lt;br /&gt;
|-&lt;br /&gt;
|e0023&lt;br /&gt;
|Things have changed&lt;br /&gt;
|Kingdom Valley pathway.&lt;br /&gt;
|-&lt;br /&gt;
|e0026&lt;br /&gt;
|Battleship explosion&lt;br /&gt;
|Kingdom Valley unknown area.&lt;br /&gt;
|-&lt;br /&gt;
|e0028&lt;br /&gt;
|Sonic boards the battleship&lt;br /&gt;
|Aquatic Base launch bridge.&lt;br /&gt;
|-&lt;br /&gt;
|e0031&lt;br /&gt;
|The Chaos Emeralds entrusted&lt;br /&gt;
|Soleanna Castle Town at night for Sonic.&lt;br /&gt;
|-&lt;br /&gt;
|e0104&lt;br /&gt;
|The resurrection of Mephiles&lt;br /&gt;
|Kingdom Valley E3 2005 Castle.&lt;br /&gt;
|-&lt;br /&gt;
|e0105&lt;br /&gt;
|The destroyed World&lt;br /&gt;
|Crisis City interior building.&lt;br /&gt;
|-&lt;br /&gt;
|e0106&lt;br /&gt;
|Confirming the future&lt;br /&gt;
|Crisis City database room for Shadow.&lt;br /&gt;
|-&lt;br /&gt;
|e0120&lt;br /&gt;
|Who is Mephiles?&lt;br /&gt;
|Radical Train, inside Eggman&#039;s train&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |e0125&lt;br /&gt;
|Leaving the Scepter of Darkness&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Kingdom Valley, past, in front of the castle&lt;br /&gt;
|-&lt;br /&gt;
|The Talisman (e0222)&lt;br /&gt;
|-&lt;br /&gt;
|e0206&lt;br /&gt;
|Meeting Amy&lt;br /&gt;
|Castle Town at night for Silver&lt;br /&gt;
|-&lt;br /&gt;
|e0214&lt;br /&gt;
|Amy meets Elise&lt;br /&gt;
|White Acropolis interior hallways&lt;br /&gt;
|-&lt;br /&gt;
|e0216&lt;br /&gt;
|Eggman attacks&lt;br /&gt;
|Soleanna Castle courtyard&lt;br /&gt;
|-&lt;br /&gt;
|e0221&lt;br /&gt;
|Iblis&#039; Seal&lt;br /&gt;
|Aquatic Base, past&lt;br /&gt;
|-&lt;br /&gt;
|e0304&lt;br /&gt;
|The time-space rift&lt;br /&gt;
|End of the World, Castle Town altar ruins&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FenTheOtter</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=784</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=784"/>
		<updated>2025-07-24T04:13:17Z</updated>

		<summary type="html">&lt;p&gt;FenTheOtter: Some of these might not have the correct interior names, and I might be missing some, apologies. I&amp;#039;ll put these in proper tables later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of player State IDs for most characters in the game.&amp;lt;ref&amp;gt;Compiled by GordonRamsay and some by FenTheOtter.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enums ==&lt;br /&gt;
&lt;br /&gt;
*   WAIT = 0,&lt;br /&gt;
*   WALK = 1,&lt;br /&gt;
*   RUN = 2,&lt;br /&gt;
*   FALL = 3,&lt;br /&gt;
*   JUMP = 4,&lt;br /&gt;
*   JUMP_WATER = 5,&lt;br /&gt;
*   STOP = 6,&lt;br /&gt;
*   QUICK_TURN = 7,&lt;br /&gt;
*   DEAD = 8,&lt;br /&gt;
*   DAMAGE_LIGHT = 9,&lt;br /&gt;
*   PUSH = 10/0xA,&lt;br /&gt;
*   BONK = 11/0xB,&lt;br /&gt;
*   GRIND = 12/0xC,&lt;br /&gt;
*   COMMON EDGE GRAB = 13/0xD -- Hanging&lt;br /&gt;
*   COMMON EDGE TYPE A = 14/0xE -- Unknown Hanging State&lt;br /&gt;
*   COMMON EDGE TYPE B = 15/0xF -- Jumping from Hang&lt;br /&gt;
*   OTTOTTO = 16/0x10,&lt;br /&gt;
*   SPRING = 17/0x11,&lt;br /&gt;
*   WIDESPRING/ROPE = 18/0x12,&lt;br /&gt;
*   SPRING_2 = 19/0x13, -- Unknown&lt;br /&gt;
*   DASH_PANEL = 20/0x14,&lt;br /&gt;
*   JUMP_PANEL = 21/0x15,&lt;br /&gt;
*   GOAL = 22/0x16,&lt;br /&gt;
*   GOAL_LOOP = 23/0x17,&lt;br /&gt;
*   WIND = 24/0x18,&lt;br /&gt;
*   LANDING = 25/0x19,&lt;br /&gt;
*   DONT_MOVE = 26/0x1A,&lt;br /&gt;
*   UP_DOWN_REEL = 27/0x1B,&lt;br /&gt;
*   TARZAN = 28/0x1C,&lt;br /&gt;
*   BUNGEE = 29/0x1D,&lt;br /&gt;
*   POLL = 30/0x1E,&lt;br /&gt;
*   CHAINJUMP_LAND = 31/0x1F,&lt;br /&gt;
*   RAINBOW_RING = 32/0x20,&lt;br /&gt;
*   WALL_WAIT = 33/0x21,&lt;br /&gt;
*   ROPE_LAND = 34/0x22,&lt;br /&gt;
*   CLIMB = 35/0x23,&lt;br /&gt;
*   GEM_PURPLE = 36/0x24,&lt;br /&gt;
*   TALK = 37/0x25,&lt;br /&gt;
*   HOLD = 38/0x26,&lt;br /&gt;
*    -- 39/0x27 (sets to last gimmick speed, potential automation/Unused Silver attack, throws Sonic in the spring animation)&lt;br /&gt;
*   STUN = 40/0x28, -- Piyori&lt;br /&gt;
*   RODEO = 41/0x29,&lt;br /&gt;
*   BALANCER = 42/0x2A,&lt;br /&gt;
*   WATER_SLIDE = 43/0x2B,&lt;br /&gt;
*   GLIDE = 44/0x2C,&lt;br /&gt;
*   GLIDE_END = 45/0x2D,&lt;br /&gt;
*   BOMB_SEARCH_TAP = 46/0x2E,&lt;br /&gt;
*   BOMB_SEARCH_HOLD = 47/0x2F,&lt;br /&gt;
*   AMIGO_SWAP = 48/0x30,&lt;br /&gt;
*   AMIGO CHASE (?) -- 49/0x31,&lt;br /&gt;
*   SUPER SONIC AMIGO CHANGE -- 50/0x32,&lt;br /&gt;
*   TELEPORT_DASH = 51/0x33,&lt;br /&gt;
*   FLOAT = 52/0x34,&lt;br /&gt;
*   WATER_WALK = 53/0x35,&lt;br /&gt;
*   -- 54/0x36&lt;br /&gt;
*   -- 55/0x37&lt;br /&gt;
*   LIFT = 56/0x38,&lt;br /&gt;
*   ESP_MARK = 57/0x39,&lt;br /&gt;
*   GROUND_THROW = 58/0x3A,&lt;br /&gt;
*   AIR_THROW = 59/0x3B,&lt;br /&gt;
*   GRAB ALL -- 60/0x3C&lt;br /&gt;
*   PSYCHOSHOCK = 61/0x3D,&lt;br /&gt;
*   STUN_SLAP_GROUND = 62/0x3E,&lt;br /&gt;
*   STUN_SLAP_AIR = 63/0x3F,&lt;br /&gt;
*   -- 64/0x40, (activates aura, locks movement and animation, resets speed and gives invincibility)&lt;br /&gt;
*   HOMING_CHARGE = 65/0x41,&lt;br /&gt;
*   HOMING_RELEASE = 66/0x42,&lt;br /&gt;
*   HOMING_AFTER = 67/0x43,&lt;br /&gt;
*   SLIDING = 68/0x44,&lt;br /&gt;
*   EDGE_ATTACK = 69/0x45,&lt;br /&gt;
*   SPIN_DASH = 70/0x46,&lt;br /&gt;
*   BOUNCE = 71/0x47,&lt;br /&gt;
*   LIGHT_DASH = 72/0x48,&lt;br /&gt;
*   GEM_BLUE = 73/0x49,&lt;br /&gt;
*   GEM_GREEN = 74/0x4A,&lt;br /&gt;
*   GEM_GREEN_AIR = 75/0x4B,&lt;br /&gt;
*   -- 76/0x4C?&lt;br /&gt;
*   GEM_RAINBOW = 77/0x4D,&lt;br /&gt;
*   HOVER = 78/0x4E,&lt;br /&gt;
*   OMEGA LAUNCHER -- 79/0x4F&lt;br /&gt;
*   LOCK ON LASER -- 80/0x50&lt;br /&gt;
*   OVERDRIVE = 81/0x51,&lt;br /&gt;
*   CHAOS_SPEAR = 82/0x52,&lt;br /&gt;
*   CHAOS_SPEAR_AFTER = 83/0x53,&lt;br /&gt;
*   CHAOS_BLAST = 84/0x54,&lt;br /&gt;
*   CHAOS_SMASH_WAIT = 85/0x55,&lt;br /&gt;
*   CHAOS_SMASH = 86/0x56,&lt;br /&gt;
*   CHAOS_ATTACK = 87/0x57,&lt;br /&gt;
*   CHAOS_SNAP = 88/0x58,&lt;br /&gt;
*   TORNADO_KICK = 89/0x59,&lt;br /&gt;
*   SHADOW_ATTACK = 90/0x5A,&lt;br /&gt;
*   --91/0x5B&lt;br /&gt;
*   -- Amy states&lt;br /&gt;
*   STEALTH_START = 92/0x5C,&lt;br /&gt;
*   STEALTH_END = 93/0x5D,&lt;br /&gt;
*   DOUBLE_JUMP_PRE = 94/0x5E,&lt;br /&gt;
*   DOUBLE_JUMP = 95/0x5F,&lt;br /&gt;
*   HAMMER_ATTACK = 96/0x60,&lt;br /&gt;
*   -- Blaze states&lt;br /&gt;
*   ACCEL_TORNADO = 97/0x61,&lt;br /&gt;
*   SPINNING_CLAW = 98/0x62,&lt;br /&gt;
*   FIRE_CLAW = 99/0x63,&lt;br /&gt;
*   -- Knuckles states&lt;br /&gt;
*   HEAT_KNUCKLE = 100/0x64,&lt;br /&gt;
*   SCREWDRIVER -- 101/0x65&lt;br /&gt;
*   SCREWDRIVER AFTER -- 102/0x66&lt;br /&gt;
*   SCREW_DIVE = 103/0x67,&lt;br /&gt;
*   -- Rouge states&lt;br /&gt;
*   BOMB_AIR = 104/0x68,&lt;br /&gt;
*   MULTI AIR BOMB --105/0x69&lt;br /&gt;
*   HEART MINE --106/0x6A&lt;br /&gt;
*   SUPER SONIC/SHADOW ATTACK --107/0x6B&lt;br /&gt;
*   SUPER SILVER ATTACK --108/0x6C&lt;br /&gt;
*   -- Vehicle states&lt;br /&gt;
*   VEHICLE_ENTER = 109/0x6D,&lt;br /&gt;
*   AUTOTAKE  -- 110/0x6E (activates when spawning into a vehicle)&lt;br /&gt;
*   BIKE_RIDE = 111/0x6F,&lt;br /&gt;
*   JEEP_RIDE = 112/0x70,&lt;br /&gt;
*   HOVER_RIDE = 113/0x71,&lt;br /&gt;
*   GLIDER_RIDE = 114/0x72,&lt;br /&gt;
*   VEHICLE EXIT -- 115/0x73&lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
&lt;br /&gt;
* 82B15D5B - Wait&lt;br /&gt;
* 82B15D63 - Walk&lt;br /&gt;
* 82B15D6B - Run&lt;br /&gt;
* 82B15D73 - Fall&lt;br /&gt;
* 82B15D7B - Jump&lt;br /&gt;
* 82B15D83 - Jump Water&lt;br /&gt;
* 82B15D8B - Stop&lt;br /&gt;
* 82B15D93 - Quick Turn&lt;br /&gt;
* 82B15D9B - Dead&lt;br /&gt;
* 82B15DA3 - Damage Light&lt;br /&gt;
* 82B15DAB - Push&lt;br /&gt;
* 82B15DB3 - Bonk&lt;br /&gt;
* 82B15DBB - Grind&lt;br /&gt;
* 82B15DC3 - Common Edge Grab&lt;br /&gt;
* 82B15DCB - Common Edge (Unknown)&lt;br /&gt;
* 82B15DD3 - Common Edge Jump&lt;br /&gt;
* 82B15DDB - Ottotto/Balancing&lt;br /&gt;
* 82B15DE3 - Spring&lt;br /&gt;
* 82B15DEB - Wide Spring/Rope&lt;br /&gt;
* 82B15DF3 - Dash Panel&lt;br /&gt;
* 82B15DFB - Spring 2/Unknown 19&lt;br /&gt;
* 82B15E03 - Jump Panel&lt;br /&gt;
* 82B15E0B - Goal&lt;br /&gt;
* 82B15E13 - Goal Loop&lt;br /&gt;
* 82B15E1B - Wind&lt;br /&gt;
* 82B15E23 - Landing&lt;br /&gt;
* 82B15E2B - Don&#039;t Move&lt;br /&gt;
* 82B15E33 - Updown Reel&lt;br /&gt;
* 82B15E3B - Pole&lt;br /&gt;
* 82B15E43 - Chainjump Land&lt;br /&gt;
* 82B15E4B - Rainbow Ring&lt;br /&gt;
* 82B15E53 - Wall Wait&lt;br /&gt;
* 82B15E5B - Rope Land&lt;br /&gt;
* 82B15E63 - Talk&lt;br /&gt;
* 82B15E6B - Hold&lt;br /&gt;
* 82B15E73 - Unknown 39&lt;br /&gt;
* 82B15E7B - Piyori/Stun&lt;br /&gt;
* 82B15E83 - Rodeo/Egg Cerb &amp;amp; Wyvern&lt;br /&gt;
* 82B15E8B - Balancer/AQA Ball&lt;br /&gt;
* 82B15E93 - Water Slide&lt;br /&gt;
* 82B15E9B - Amigo Swap&lt;br /&gt;
* 82B15EA3 - Amigo Chase (?)&lt;br /&gt;
* 82B15EAB - Purple Gem&lt;br /&gt;
* 82B15EB3 - Bomb Search Tap/Sky Gem Toss&lt;br /&gt;
* 82B15EBB - Bomb Search Hold/Sky Gem FPS&lt;br /&gt;
* 82B15EC3 - Homing Charge&lt;br /&gt;
* 82B15ECB - Homing Release&lt;br /&gt;
* 82B15ED3 - Homing After&lt;br /&gt;
* 82B15EDB - Sliding&lt;br /&gt;
* 82B15EE3 - Edge Attack (Spinkick?)&lt;br /&gt;
* 82B15EEB - Spindash&lt;br /&gt;
* 82B15EF3 - Bounce&lt;br /&gt;
* 82B15EFB - Light Dash&lt;br /&gt;
* 82B15F03 - Blue Gem&lt;br /&gt;
* 82B15F0B - Green Gem&lt;br /&gt;
* 82B15F13 - Green Gem (Air)&lt;br /&gt;
* 82B15F1B - Rainbow Gem&lt;br /&gt;
&lt;br /&gt;
== Silver ==&lt;br /&gt;
&lt;br /&gt;
* 82B15F23 - Wait&lt;br /&gt;
* 82B15F2B - Walk&lt;br /&gt;
* 82B15F33 - Run&lt;br /&gt;
* 82B15F3B - Fall&lt;br /&gt;
* 82B15F43 - Jump&lt;br /&gt;
* 82B15F53 - Stop&lt;br /&gt;
* 82B15F5B - Quick Turn&lt;br /&gt;
* 82B15F63 - Dead&lt;br /&gt;
* 82B15F6B - Damage Light&lt;br /&gt;
* 82B15F73 - Push&lt;br /&gt;
* 82B15F7B - Grind&lt;br /&gt;
* 82B15F83 - Common Edge Grab&lt;br /&gt;
* 82B15F8B - Common Edge (Unknown)&lt;br /&gt;
* 82B15F93 - Common Edge Jump&lt;br /&gt;
* 82B15F9B - Spring&lt;br /&gt;
* 82B15FA3 - Wide Spring/Rope&lt;br /&gt;
* 82B15FAB - Dash Panel&lt;br /&gt;
* 82B15FB3 - Spring 2/Unknown 19&lt;br /&gt;
* 82B15FBB - Jump Panel&lt;br /&gt;
* 82B15FC3 - Goal&lt;br /&gt;
* 82B15FCB - Goal Loop&lt;br /&gt;
* 82B15FD3 - Wind&lt;br /&gt;
* 82B15FDB - Landing&lt;br /&gt;
* 82B15FE3 - Don&#039;t Move&lt;br /&gt;
* 82B15FEB - Updown Reel&lt;br /&gt;
* 82B15FF3 - Pole&lt;br /&gt;
* 82B15FFB - Chainjump Land&lt;br /&gt;
* 82B16003 - Rainbow Ring&lt;br /&gt;
* 82B1600B - Talk&lt;br /&gt;
* 82B16013 - Piyori/Stun&lt;br /&gt;
* 82B1601B - Tarzan&lt;br /&gt;
* 82B16023 - Amigo Swap&lt;br /&gt;
* 82B1602B - Amigo Chase (?)&lt;br /&gt;
* 82B16033 - Rodeo&lt;br /&gt;
* 82B1603B - Balancer/AQA Ball&lt;br /&gt;
* 82B16043 - Teleport Dash&lt;br /&gt;
* 82B1604B - Float&lt;br /&gt;
* 82B16053 - Lift&lt;br /&gt;
* 82B1605B - ESP Mark&lt;br /&gt;
* 82B16063 - Grab All&lt;br /&gt;
* 82B1606B - Psychoshock&lt;br /&gt;
* 82B16073 - Stun Slap (Ground)&lt;br /&gt;
* 82B1607B - Stun Slap (Air)&lt;br /&gt;
* 82B16083 - Throw (Ground)&lt;br /&gt;
* 82B1608B - Throw (Air)&lt;br /&gt;
* 82B16093 - Unknown 64&lt;br /&gt;
&lt;br /&gt;
== Princess ==&lt;br /&gt;
&lt;br /&gt;
* 82B1609B - Wait&lt;br /&gt;
* 82B160A3 - Walk&lt;br /&gt;
* 82B160AB - Run&lt;br /&gt;
* 82B160B3 - Fall&lt;br /&gt;
* 82B160BB - Jump&lt;br /&gt;
* 82B160C3 - Jump Water&lt;br /&gt;
* 82B160CB - Stop&lt;br /&gt;
* 82B160D3 - Quick Turn&lt;br /&gt;
* 82B160DB - Dead&lt;br /&gt;
* 82B160E3 - Damage Light&lt;br /&gt;
* 82B160EB - Bonk&lt;br /&gt;
* 82B160F3 - Grind&lt;br /&gt;
* 82B160FB - Common Edge Grab&lt;br /&gt;
* 82B16103 - Common Edge (Unknown)&lt;br /&gt;
* 82B1610B - Common Edge Jump&lt;br /&gt;
* 82B16113 - Ottotto/Balancing&lt;br /&gt;
* 82B1611B - Spring&lt;br /&gt;
* 82B16123 - Wide Spring/Rope&lt;br /&gt;
* 82B1612B - Dash Panel&lt;br /&gt;
* 82B16133 - Spring 2/Unknown 19&lt;br /&gt;
* 82B1613B - Jump Panel&lt;br /&gt;
* 82B16143 - Goal&lt;br /&gt;
* 82B1614B - Goal Loop&lt;br /&gt;
* 82B16153 - Wind&lt;br /&gt;
* 82B1615B - Landing&lt;br /&gt;
* 82B16163 - Don&#039;t Move&lt;br /&gt;
* 82B1616B - Pole&lt;br /&gt;
* 82B16173 - Chainjump Landing&lt;br /&gt;
* 82B1617B - Rainbow Ring&lt;br /&gt;
* 82B16183 - Wall Wait&lt;br /&gt;
* 82B1618B - Rope Land&lt;br /&gt;
* 82B16193 - Tarzan&lt;br /&gt;
* 82B1619B - Bungee&lt;br /&gt;
* 82B161A3 - Amigo Swap&lt;br /&gt;
* 82B161AB - Amigo Chase (?)&lt;br /&gt;
* 82B161B3 - Talk&lt;br /&gt;
* 82B161BB - Homing Charge&lt;br /&gt;
* 82B161C3 - Homing Release&lt;br /&gt;
* 82B161CB - Homing After&lt;br /&gt;
* 82B161D3 - Sliding&lt;br /&gt;
* 82B161DB - Light Dash&lt;br /&gt;
* 82B161E3 - Updown Reel&lt;br /&gt;
* 82B161EB - Water Walk&lt;br /&gt;
&lt;br /&gt;
== Shadow ==&lt;br /&gt;
&lt;br /&gt;
* 82B161F3 - Wait&lt;br /&gt;
* 82B161FB - Walk&lt;br /&gt;
* 82B16203 - Run&lt;br /&gt;
* 82B1620B - Fall&lt;br /&gt;
* 2B16213 - Jump&lt;br /&gt;
* 82B1621B - Jump Water&lt;br /&gt;
* 82B16223 - Stop&lt;br /&gt;
* 82B1622B - Quick Turn&lt;br /&gt;
* 82B16233 - Dead&lt;br /&gt;
* 82B1623B - Damage Light&lt;br /&gt;
* 82B16243 - Push&lt;br /&gt;
* 82B1624B - Bonk&lt;br /&gt;
* 82B16253 - Grind&lt;br /&gt;
* 82B1625B - Common Edge Grab&lt;br /&gt;
* 82B16263 - Common Edge (Unknown)&lt;br /&gt;
* 82B1626B - Common Edge Jump&lt;br /&gt;
* 82B16273 - Ottotto/Balancing&lt;br /&gt;
* 82B1627B - Spring&lt;br /&gt;
* 82B16283 - Wide Spring/Rope&lt;br /&gt;
* 82B1628B - Dash Panel&lt;br /&gt;
* 82B16293 - Spring 2/Unknown 19&lt;br /&gt;
* 82B1629B - Jump Panel&lt;br /&gt;
* 82B162A3 - Goal&lt;br /&gt;
* 82B162AB - Goal Loop&lt;br /&gt;
* 82B162B3 - Wind&lt;br /&gt;
* 82B162BB - Landing&lt;br /&gt;
* 82B162C3 - Don&#039;t Move&lt;br /&gt;
* 82B162CB - Updown Reel&lt;br /&gt;
* 82B162D3 - Pole&lt;br /&gt;
* 82B162DB - Chainjump Land&lt;br /&gt;
* 82B162E3 - Rainbow Ring&lt;br /&gt;
* 82B162EB - Talk&lt;br /&gt;
* 82B162F3 - Hold&lt;br /&gt;
* 82B162FB - Piyori/Stun&lt;br /&gt;
* 82B16303 - Rodeo&lt;br /&gt;
* 82B1630B - Balancer/AQA Ball&lt;br /&gt;
* 82B16313 - Amigo Swap&lt;br /&gt;
* 82B1631B - Amigo Chase (?)&lt;br /&gt;
* 82B16323 - Light Dash&lt;br /&gt;
* 82B1632B - Homing Release&lt;br /&gt;
* 82B16333 - Homing After&lt;br /&gt;
* 82B1633B - Overdrive&lt;br /&gt;
* 82B16343 - Chaos Spear&lt;br /&gt;
* 82B1634B - Chaos Spear After&lt;br /&gt;
* 82B16353 - Chaos Blast&lt;br /&gt;
* 82B1635B - Chaos Smash Wait&lt;br /&gt;
* 82B16363 - Chaos Smash&lt;br /&gt;
* 82B1636B - Chaos Attack&lt;br /&gt;
* 82B16373 - Chaos Snap&lt;br /&gt;
* 82B1637B - Tornado Kick&lt;br /&gt;
* 82B16383 - Shadow Attack (Edge Attack?)&lt;br /&gt;
* 82B1638B - Vehicle Enter&lt;br /&gt;
* 82B16393 - Autotake&lt;br /&gt;
* 82B1639B - Hover Ride&lt;br /&gt;
* 82B163A3 - Bike Ride&lt;br /&gt;
* 82B163AB - Glider Ride&lt;br /&gt;
* 82B163B3 - Jeep Ride&lt;br /&gt;
* 82B163BB - Exit Vehicle&lt;br /&gt;
&lt;br /&gt;
== Omega ==&lt;br /&gt;
&lt;br /&gt;
* 82B168B3 - Wait&lt;br /&gt;
* 82B168BB - Walk&lt;br /&gt;
* 82B168C3 - Run&lt;br /&gt;
* 82B168CB - Fall&lt;br /&gt;
* 82B168D3 - Jump&lt;br /&gt;
* 82B168DB - Jump Water&lt;br /&gt;
* 82B168E3 - Stop&lt;br /&gt;
* 82B168EB - Quick Turn&lt;br /&gt;
* 82B168F3 - Dead&lt;br /&gt;
* 82B168FB - Damage Light&lt;br /&gt;
* 82B16903 - Push&lt;br /&gt;
* 82B1690B - Bonk&lt;br /&gt;
* 82B16913 - Grind&lt;br /&gt;
* 82B1691B - Common Edge Grab&lt;br /&gt;
* 82B16923 - Common Edge (Unknown)&lt;br /&gt;
* 82B1692B - Common Edge Jump&lt;br /&gt;
* 82B16933 - Spring&lt;br /&gt;
* 82B1693B - Wide Spring/Rope&lt;br /&gt;
* 82B16943 - Dash Panel&lt;br /&gt;
* 82B1694B - Spring 2/Unknown 13&lt;br /&gt;
* 82B16953 - Jump Panel&lt;br /&gt;
* 82B1695B - Goal&lt;br /&gt;
* 2B16963 - Goal Loop&lt;br /&gt;
* 82B1696B - Wind&lt;br /&gt;
* 82B16973 - Landing&lt;br /&gt;
* 82B1697B - Don&#039;t Move&lt;br /&gt;
* 82B16983 - Updown Reel&lt;br /&gt;
* 82B1698B - Pole&lt;br /&gt;
* 82B16993 - Chainjump Land&lt;br /&gt;
* 82B1699B - Rainbow Ring&lt;br /&gt;
* 82B169A3 - Talk&lt;br /&gt;
* 82B169AB - Hover&lt;br /&gt;
* 82B169B3 - Omega Launcher&lt;br /&gt;
* 82B169BB - Lock On Laser&lt;br /&gt;
* 82B169C3 - Amigo Swap&lt;br /&gt;
* 82B169CB - Amigo Chase (?)&lt;br /&gt;
* 82B169D3 - Hold&lt;br /&gt;
&lt;br /&gt;
== Amy ==&lt;br /&gt;
&lt;br /&gt;
* 82B169DB - Wait&lt;br /&gt;
* 82B169E3 - Walk&lt;br /&gt;
* 82B169EB - Run&lt;br /&gt;
* 82B169F3 - Fall&lt;br /&gt;
* 82B169FB - Jump&lt;br /&gt;
* 82B16A03 - Jump Water&lt;br /&gt;
* 82B16A0B - Stop&lt;br /&gt;
* 82B16A13 - Quick Turn&lt;br /&gt;
* 82B16A1B - Dead&lt;br /&gt;
* 82B16A23 - Damage Light&lt;br /&gt;
* 82B16A2B - Push&lt;br /&gt;
* 82B16A33 - Bonk&lt;br /&gt;
* 82B16A3B - Grind&lt;br /&gt;
* 82B16A43 - Common Edge Grab&lt;br /&gt;
* 82B16A4B - Common Edge (Unknown)&lt;br /&gt;
* 82B16A53 - Common Edge Jump&lt;br /&gt;
* 82B16A5B - Ottotto/Balancing&lt;br /&gt;
* 82B16A63 - Spring&lt;br /&gt;
* 82B16A6B - Wide Spring/Rope&lt;br /&gt;
* 82B16A73 - Dash Panel&lt;br /&gt;
* 82B16A7B - Spring 2/Unknown 19&lt;br /&gt;
* 82B16A83 - Jump Panel&lt;br /&gt;
* 82B16A8B - Goal&lt;br /&gt;
* 82B16A93 - Goal Loop&lt;br /&gt;
* 82B16A9B - Wind&lt;br /&gt;
* 82B16AA3 - Landing&lt;br /&gt;
* 82B16AAB - Don&#039;t Move&lt;br /&gt;
* 82B16AB3 - Updown Reel&lt;br /&gt;
* 82B16ABB - Pole&lt;br /&gt;
* 82B16AC3 - Chainjump Land&lt;br /&gt;
* 82B16ACB - Rainbow Ring&lt;br /&gt;
* 82B16AD3 - Wall Wait&lt;br /&gt;
* 82B16ADB - Rope Land&lt;br /&gt;
* 82B16AE3 - Amigo Swap&lt;br /&gt;
* 82B16AEB - Amigo Chase (?)&lt;br /&gt;
* 82B16AF3 - Hold&lt;br /&gt;
* 82B16AFB - Talk&lt;br /&gt;
* 82B16B03 - Pray/Stealth Start&lt;br /&gt;
* 82B16B0B - Surprised/Stealth End&lt;br /&gt;
* 82B16B13 - Jump Double 0 (Charge)&lt;br /&gt;
* 82B16B1B - Hammer Attack&lt;br /&gt;
* 82B16B23 - Jump Double 1 (Release)&lt;br /&gt;
&lt;br /&gt;
== Blaze ==&lt;br /&gt;
&lt;br /&gt;
* 82B16B2B - Wait&lt;br /&gt;
* 82B16B33 - Walk&lt;br /&gt;
* 82B16B3B - Run&lt;br /&gt;
* 82B16B43 - Fall&lt;br /&gt;
* 82B16B4B - Jump&lt;br /&gt;
* 82B16B53 - Jump Water&lt;br /&gt;
* 82B16B5B - Stop&lt;br /&gt;
* 82B16B63 - Quick Turn&lt;br /&gt;
* 82B16B6B - Dead&lt;br /&gt;
* 82B16B73 - Damage Light&lt;br /&gt;
* 82B16B7B - Push&lt;br /&gt;
* 82B16B83 - Bonk&lt;br /&gt;
* 82B16B8B - Grind&lt;br /&gt;
* 82B16B93 - Common Edge Grab&lt;br /&gt;
* 82B16B9B - Common Edge (Unknown)&lt;br /&gt;
* 82B16BA3 - Common Edge Jump&lt;br /&gt;
* 82B16BAB - Ottotto/Balancing&lt;br /&gt;
* 82B16BB3 - Spring&lt;br /&gt;
* 82B16BBB - Wide Spring/Rope&lt;br /&gt;
* 82B16BC3 - Dash Panel&lt;br /&gt;
* 82B16BCB - Spring 2/Unknown 19&lt;br /&gt;
* 82B16BD3 - Jump Panel&lt;br /&gt;
* 82B16BDB - Goal&lt;br /&gt;
* 82B16BE3 - Goal Loop&lt;br /&gt;
* 82B16BEB - Wind&lt;br /&gt;
* 82B16BF3 - Landing&lt;br /&gt;
* 82B16BFB - Don&#039;t Move&lt;br /&gt;
* 82B16C03 - Updown Reel&lt;br /&gt;
* 82B16C0B - Pole&lt;br /&gt;
* 82B16C13 - Chainjump Land&lt;br /&gt;
* 82B16C1B - Rainbow Ring&lt;br /&gt;
* 82B16C23 - Wall Wait&lt;br /&gt;
* 82B16C2B - Rope Land&lt;br /&gt;
* 82B16C33 - Amigo Swap&lt;br /&gt;
* 82B16C3B - Amigo Chase (?)&lt;br /&gt;
* 82B16C43 - Hold&lt;br /&gt;
* 82B16C4B - Talk&lt;br /&gt;
* 82B16C53 - Accel Tornado&lt;br /&gt;
* 82B16C5B - Spinning Claw&lt;br /&gt;
* 82B16C63 - Fire Claw&lt;br /&gt;
* 82B16C6B - Homing After&lt;br /&gt;
&lt;br /&gt;
== Knuckles ==&lt;br /&gt;
&lt;br /&gt;
* 82B16C73 - Wait&lt;br /&gt;
* 82B16C7B - Walk&lt;br /&gt;
* 82B16C83 - Run&lt;br /&gt;
* 82B16C8B - Fall&lt;br /&gt;
* 82B16C93 - Jump&lt;br /&gt;
* 82B16C9B - Jump Water&lt;br /&gt;
* 82B16CA3 - Stop&lt;br /&gt;
* 82B16CAB - Quick Turn&lt;br /&gt;
* 82B16CB3 - Dead&lt;br /&gt;
* 82B16CBB - Damage Light&lt;br /&gt;
* 82B16CC3 - Push&lt;br /&gt;
* 82B16CCB - Bonk&lt;br /&gt;
* 82B16CD3 - Grind&lt;br /&gt;
* 82B16CDB - Common Edge Grab&lt;br /&gt;
* 82B16CE3 - Common Edge (Unknown)&lt;br /&gt;
* 82B16CEB - Common Edge Jump&lt;br /&gt;
* 82B16CF3 - Spring&lt;br /&gt;
* 82B16CFB - Wide Spring/Rope&lt;br /&gt;
* 82B16D03 - Dash Panel&lt;br /&gt;
* 82B16D0B - Spring 2/Unknown 19&lt;br /&gt;
* 82B16D13 - Jump Panel&lt;br /&gt;
* 82B16D1B - Goal&lt;br /&gt;
* 82B16D23 - Goal Loop&lt;br /&gt;
* 82B16D2B - Wind&lt;br /&gt;
* 82B16D33 - Landing&lt;br /&gt;
* 82B16D3B - Don&#039;t Move&lt;br /&gt;
* 82B16D43 - Chainjump Land&lt;br /&gt;
* 82B16D4B - Rainbow Ring&lt;br /&gt;
* 82B16D53 - Wall Wait&lt;br /&gt;
* 82B16D5B - Rope Land&lt;br /&gt;
* 82B16D63 - Climb&lt;br /&gt;
* 82B16D6B - Glide&lt;br /&gt;
* 82B16D73 - Glide End&lt;br /&gt;
* 82B16D7B - Updown Reel&lt;br /&gt;
* 82B16D83 - Amigo Swap&lt;br /&gt;
* 82B16D8B - Amigo Chase (?)&lt;br /&gt;
* 82B16D93 - Hold&lt;br /&gt;
* 82B16D9B - Talk&lt;br /&gt;
* 82B16DA3 - Heat Knuckle&lt;br /&gt;
* 82B16DAB - Screwdriver&lt;br /&gt;
* 82B16DB3 - Screwdriver After&lt;br /&gt;
* 82B16DBB - Screw Dive/Groundshaker&lt;br /&gt;
&lt;br /&gt;
== Rouge ==&lt;br /&gt;
&lt;br /&gt;
* 82B16DC3 - Wait&lt;br /&gt;
* 82B16DCB - Walk&lt;br /&gt;
* 82B16DD3 - Run&lt;br /&gt;
* 82B16DDB - Fall&lt;br /&gt;
* 82B16DE3 - Jump&lt;br /&gt;
* 82B16DEB - Jump Water&lt;br /&gt;
* 82B16DF3 - Stop&lt;br /&gt;
* 82B16DFB - Quick Turn&lt;br /&gt;
* 82B16E03 - Dead&lt;br /&gt;
* 82B16E0B - Damage Light&lt;br /&gt;
* 82B16E13 - Push&lt;br /&gt;
* 82B16E1B - Bonk&lt;br /&gt;
* 82B16E23 - Grind&lt;br /&gt;
* 82B16E2B - Common Edge Grab&lt;br /&gt;
* 82B16E33 - Common Edge (Unknown)&lt;br /&gt;
* 82B16E3B - Common Edge Jump&lt;br /&gt;
* 82B16E43 - Spring&lt;br /&gt;
* 82B16E4B - Wide Spring/Rope&lt;br /&gt;
* 82B16E53 - Dash Panel&lt;br /&gt;
* 82B16E5B - Spring 2/Unknown 19&lt;br /&gt;
* 82B16E63 - Jump Panel&lt;br /&gt;
* 82B16E6B - Goal&lt;br /&gt;
* 82B16E73 - Goal Loop&lt;br /&gt;
* 82B16E7B - Wind&lt;br /&gt;
* 82B16E83 - Landing&lt;br /&gt;
* 82B16E8B - Don&#039;t Move&lt;br /&gt;
* 82B16E93 - Chainjump Landing&lt;br /&gt;
* 82B16E9B - Rainbow Ring&lt;br /&gt;
* 82B16EA3 - Wall Wait&lt;br /&gt;
* 82B16EAB - Rope Land&lt;br /&gt;
* 82B16EB3 - Climb&lt;br /&gt;
* 82B16EBB - Glide&lt;br /&gt;
* 82B16EC3 - Glide End&lt;br /&gt;
* 82B16ECB - Bomb Search Tap&lt;br /&gt;
* 82B16ED3 - Bomb Search Hold&lt;br /&gt;
* 82B16EDB - Tarzan&lt;br /&gt;
* 82B16EE3 - Amigo Swap&lt;br /&gt;
* 82B16EEB - Amigo Chase (?)&lt;br /&gt;
* 82B16EF3 - Hold&lt;br /&gt;
* 82B16EFB - Talk&lt;br /&gt;
* 82B16F03 - Purple Gem (used for Blast Jump)&lt;br /&gt;
* 82B16F0B - Air Bomb&lt;br /&gt;
* 82B16F13 - Multi Air Bomb&lt;br /&gt;
* 82B16F1B - Heart Mine&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
&lt;br /&gt;
* 82B16F23 - Wait&lt;br /&gt;
* 82B16F2B - Walk&lt;br /&gt;
* 82B16F33 - Run&lt;br /&gt;
* 82B16F3B - Fall&lt;br /&gt;
* 82B16F43 - Jump&lt;br /&gt;
* 82B16F4B - Jump Water&lt;br /&gt;
* 82B16F53 - Stop&lt;br /&gt;
* 82B16F5B - Quick Turn&lt;br /&gt;
* 82B16F63 - Dead&lt;br /&gt;
* 82B16F6B - Damage Light&lt;br /&gt;
* 82B16F73 - Grind&lt;br /&gt;
* 82B16F7B - Spring&lt;br /&gt;
* 82B16FD3 - Wide Spring/Rope&lt;br /&gt;
* 82B16F8B - Dash Panel&lt;br /&gt;
* 82B16F93 - Spring 2/Unknown 19&lt;br /&gt;
* 82B16F9B - Jump Panel&lt;br /&gt;
* 82B16FA3 - Goal&lt;br /&gt;
* 82B16FAB - Goal Loop&lt;br /&gt;
* 82B16FB3 - Wind&lt;br /&gt;
* 82B16FBB - Landing&lt;br /&gt;
* 82B16FC3 - Don&#039;t Move&lt;br /&gt;
* 82B16FCB - Updown Reel&lt;br /&gt;
* 82B16FD3 - Pole&lt;br /&gt;
* 82B16FDB - Chainjump Landing&lt;br /&gt;
* 82B16FE3 - Rainbow Ring&lt;br /&gt;
* 82B16FEB - Rope Land&lt;br /&gt;
* 82B16FF3 - Glide (used for Flying)&lt;br /&gt;
* 82B16FFB - Bomb Search Tap&lt;br /&gt;
* 82B17003 - Bomb Search Hold&lt;br /&gt;
* 82B1700B - Amigo Swap&lt;br /&gt;
* 82B17013 - Amigo Chase (?)&lt;br /&gt;
* 82B1701B - Hold&lt;br /&gt;
* 82B17023 - Talk&lt;br /&gt;
&lt;br /&gt;
== Super Sonic ==&lt;br /&gt;
&lt;br /&gt;
* 82B17028 - Wait&lt;br /&gt;
* 82B17033 - Super Amigo Swap&lt;br /&gt;
* 82B1703B - Pole&lt;br /&gt;
* 82B17043 - Damage Light&lt;br /&gt;
* 82B1704B - Dead&lt;br /&gt;
* 82B17053 - Super Sonic/Shadow Attack&lt;br /&gt;
* 82B1705B - Goal&lt;br /&gt;
&lt;br /&gt;
== Super Shadow ==&lt;br /&gt;
&lt;br /&gt;
* 82B17063 - Wait&lt;br /&gt;
* 82B1706B - Super Amigo Change&lt;br /&gt;
* 82B17073 - Amigo Swap&lt;br /&gt;
* 82B1707B - Damage Light&lt;br /&gt;
* 82B17083 - Dead&lt;br /&gt;
* 82B1708B - Super Sonic/Shadow Attack&lt;br /&gt;
* 82B17093 - Goal&lt;br /&gt;
&lt;br /&gt;
== Super Silver ==&lt;br /&gt;
&lt;br /&gt;
* 82B1709B - Wait&lt;br /&gt;
* 82B170A3 - Super Amigo Change&lt;br /&gt;
* 82B170AB - Amigo Swap&lt;br /&gt;
* 82B170B3 - Damage Light&lt;br /&gt;
* 82B170BB - Dead&lt;br /&gt;
* 82B170C3 - Super Silver Attack&lt;br /&gt;
* 82B170CB - Goal&lt;/div&gt;</summary>
		<author><name>FenTheOtter</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Section_IDs&amp;diff=783</id>
		<title>Section IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Section_IDs&amp;diff=783"/>
		<updated>2025-07-24T03:40:45Z</updated>

		<summary type="html">&lt;p&gt;FenTheOtter: Created page with &amp;quot;This page contains the section IDs for Sonic the Hedgehog (2006).  Stage maps tend to follow a three-letter shorthand, followed by the section letter, boss maps simply state the boss and number, and event maps follow an eXXXX format, with &amp;quot;XXXX&amp;quot; standing for the event number.  == Wave Ocean == {| class=&amp;quot;wikitable&amp;quot; |+ !Section id !Area in-game |- |wvo_a |Beachside section |- |wvo_b |Mach speed section |}  == Dusty Desert == {| class=&amp;quot;wikitable&amp;quot; |+ !Section id !Area in-gam...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains the section IDs for Sonic the Hedgehog (2006).&lt;br /&gt;
&lt;br /&gt;
Stage maps tend to follow a three-letter shorthand, followed by the section letter, boss maps simply state the boss and number, and event maps follow an eXXXX format, with &amp;quot;XXXX&amp;quot; standing for the event number.&lt;br /&gt;
&lt;br /&gt;
== Wave Ocean ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|wvo_a&lt;br /&gt;
|Beachside section&lt;br /&gt;
|-&lt;br /&gt;
|wvo_b&lt;br /&gt;
|Mach speed section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dusty Desert ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|dtd_a&lt;br /&gt;
|Ruins exterior&lt;br /&gt;
|-&lt;br /&gt;
|dtd_b&lt;br /&gt;
|Ruins interior&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
dtd_c is referenced in the game&#039;s files, but it unused and has no terrain.&lt;br /&gt;
&lt;br /&gt;
== White Acropolis ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|wap_a&lt;br /&gt;
|Snowboard section&lt;br /&gt;
|-&lt;br /&gt;
|wap_b&lt;br /&gt;
|Eggman&#039;s base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
wap_c is referenced in the game&#039;s files, but it unused and has no terrain or SET files.&lt;br /&gt;
&lt;br /&gt;
== Crisis City ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|csc_a&lt;br /&gt;
|Snowboarding section&lt;br /&gt;
|-&lt;br /&gt;
|csc_b&lt;br /&gt;
|Buildings section&lt;br /&gt;
|-&lt;br /&gt;
|csc_c&lt;br /&gt;
|Flying objects section&lt;br /&gt;
|-&lt;br /&gt;
|csc_e&lt;br /&gt;
|Mach speed section&lt;br /&gt;
|-&lt;br /&gt;
|csc_f&lt;br /&gt;
|Shadow&#039;s final section &amp;lt;br&amp;gt; For Silver, this section is split into csc_f1 and csc_f2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
csc_d is referenced in the game&#039;s files, but it unused and has no terrain.&lt;br /&gt;
&lt;br /&gt;
== Flame Core ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|flc_a&lt;br /&gt;
|Volcano exterior&lt;br /&gt;
|-&lt;br /&gt;
|flc_b&lt;br /&gt;
|Volcano interior&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Radical Train ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|rct_a&lt;br /&gt;
|Mines section&lt;br /&gt;
|-&lt;br /&gt;
|rct_b&lt;br /&gt;
|Mach speed section&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Tropical Jungle ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|tpj_a&lt;br /&gt;
|Jungle section&lt;br /&gt;
|-&lt;br /&gt;
|tpj_b&lt;br /&gt;
|Swamp section&lt;br /&gt;
|-&lt;br /&gt;
|tpj_c&lt;br /&gt;
|Ruins section&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Kingdom Valley ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|kdv_a&lt;br /&gt;
|Opening section&lt;br /&gt;
|-&lt;br /&gt;
|kdv_b&lt;br /&gt;
|Castles section&lt;br /&gt;
|-&lt;br /&gt;
|kdv_c&lt;br /&gt;
|Mach speed section&lt;br /&gt;
|-&lt;br /&gt;
|kdv_d&lt;br /&gt;
|Lakeside section&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Aquatic Base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|aqa_a&lt;br /&gt;
|First section&lt;br /&gt;
|-&lt;br /&gt;
|aqa_b&lt;br /&gt;
|Second section&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Soleanna ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|twn_a&lt;br /&gt;
|Castle Town &amp;lt;br&amp;gt; Also used for the Sonic vs Silver boss fight&lt;br /&gt;
|-&lt;br /&gt;
|twn_b&lt;br /&gt;
|New City&lt;br /&gt;
|-&lt;br /&gt;
|twn_c&lt;br /&gt;
|Forest&lt;br /&gt;
|-&lt;br /&gt;
|twn_d&lt;br /&gt;
|Circuit/Highway&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== End of the World ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|end_a&lt;br /&gt;
|Crisis City, section F, Tails&lt;br /&gt;
|-&lt;br /&gt;
|end_b&lt;br /&gt;
|Flame Core, section B, Omega&lt;br /&gt;
|-&lt;br /&gt;
|end_c&lt;br /&gt;
|Tropical Jungle, section C, Knuckles&lt;br /&gt;
|-&lt;br /&gt;
|end_d&lt;br /&gt;
|Dusty Desert, section A, Silver&lt;br /&gt;
|-&lt;br /&gt;
|end_e&lt;br /&gt;
|Wave Ocean, section A, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|end_f&lt;br /&gt;
|White Acropolis, section B, Amy&lt;br /&gt;
|-&lt;br /&gt;
|end_g&lt;br /&gt;
|Kingdom Valley, section A, Shadow&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Boss maps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game&lt;br /&gt;
|-&lt;br /&gt;
|boss_dr1_dtd&lt;br /&gt;
|Dusty Desert boss arena &amp;lt;br&amp;gt; Sonic&#039;s Egg Cerberus&lt;br /&gt;
|-&lt;br /&gt;
|boss_dr1_wap&lt;br /&gt;
|White Acropolis boss arena &amp;lt;br&amp;gt; Shadow&#039;s Egg Cerberus, Silver&#039;s Egg Genesis&lt;br /&gt;
|-&lt;br /&gt;
|boss_dr2&lt;br /&gt;
|Soleanna Forest boss arena &amp;lt;br&amp;gt; Sonic&#039;s Egg Genesis&lt;br /&gt;
|-&lt;br /&gt;
|boss_dr3&lt;br /&gt;
|Aquatic Base/Egg Carrier boss arena &amp;lt;br&amp;gt; Sonic&#039;s Egg Wyvern&lt;br /&gt;
|-&lt;br /&gt;
|csc_iblis01&lt;br /&gt;
|Crisis city boss arena &amp;lt;br&amp;gt; Silver&#039;s Iblis 1&lt;br /&gt;
|-&lt;br /&gt;
|boss_iblis02&lt;br /&gt;
|Flame Core interior boss arena &amp;lt;br&amp;gt; Sonic and Shadow&#039;s Iblis 2&lt;br /&gt;
|-&lt;br /&gt;
|boss_iblis03&lt;br /&gt;
|Flame Core exterior boss arena &amp;lt;br&amp;gt; Silver&#039;s Iblis 3&lt;br /&gt;
|-&lt;br /&gt;
|boss_mefi01&lt;br /&gt;
|Flame Core interior boss arena &amp;lt;br&amp;gt; Shadow and Omega&#039;s Mephiles 1&lt;br /&gt;
|-&lt;br /&gt;
|boss_mefi02&lt;br /&gt;
|Dusty Desert interior boss arena &amp;lt;br&amp;gt; Shadow&#039;s Mephiles 2&lt;br /&gt;
|-&lt;br /&gt;
|boss_rct&lt;br /&gt;
|Radical Train boss arena &amp;lt;br&amp;gt; Shadow vs Silver&lt;br /&gt;
|-&lt;br /&gt;
|boss_solaris&lt;br /&gt;
|End of the World boss arena &amp;lt;br&amp;gt; Solaris 1 and 2&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Event maps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Section id&lt;br /&gt;
!Area in-game and cutscene(s)&lt;br /&gt;
|-&lt;br /&gt;
|e0003&lt;br /&gt;
|Dusty Desert cell &amp;lt;br&amp;gt; Sonic Rescues Elise&lt;br /&gt;
|-&lt;br /&gt;
|e0009&lt;br /&gt;
|White Acropolis time machine room &amp;lt;br&amp;gt; Eggman sends Sonic to the future&lt;br /&gt;
|-&lt;br /&gt;
|e0010&lt;br /&gt;
|White Acropolis time machine room in the future &amp;lt;br&amp;gt; Shadow and Rouge&lt;br /&gt;
|-&lt;br /&gt;
|e0012&lt;br /&gt;
|Crisis City database room for Sonic &amp;lt;br&amp;gt; The death of Elise?!&lt;br /&gt;
|-&lt;br /&gt;
|e0021&lt;br /&gt;
|Castle Town with the Castle Balcony &amp;lt;br&amp;gt; Elise goes alone&lt;br /&gt;
|-&lt;br /&gt;
|e0022&lt;br /&gt;
|Egg Carrier cockpit and bridge &amp;lt;br&amp;gt; Eggman’s plot and Out of control&lt;br /&gt;
|-&lt;br /&gt;
|e0023&lt;br /&gt;
|Kingdom Valley pathway &amp;lt;br&amp;gt; Things have changed&lt;br /&gt;
|-&lt;br /&gt;
|e0026&lt;br /&gt;
|Kingdom Valley unknown area &amp;lt;br&amp;gt; Battleship explosion&lt;br /&gt;
|-&lt;br /&gt;
|e0028&lt;br /&gt;
|Aquatic Base launch bridge &amp;lt;br&amp;gt; Sonic boards the battleship&lt;br /&gt;
|-&lt;br /&gt;
|e0031&lt;br /&gt;
|Soleanna Castle Town at night for Sonic &amp;lt;br&amp;gt; The Chaos Emeralds entrusted&lt;br /&gt;
|-&lt;br /&gt;
|e0104&lt;br /&gt;
|Kingdom Valley E3 2005 Castle &amp;lt;br&amp;gt; The resurrection of Mephiles&lt;br /&gt;
|-&lt;br /&gt;
|e0105&lt;br /&gt;
|Crisis City interior building &amp;lt;br&amp;gt; The destroyed World&lt;br /&gt;
|-&lt;br /&gt;
|e0106&lt;br /&gt;
|Crisis City database room for Shadow&lt;br /&gt;
|-&lt;br /&gt;
|e0120&lt;br /&gt;
|Radical Train, inside Eggman&#039;s train&lt;br /&gt;
|-&lt;br /&gt;
|e0125&lt;br /&gt;
|Kingdom Valley, past, in front of the castle&lt;br /&gt;
|-&lt;br /&gt;
|e0206&lt;br /&gt;
|Castle Town at night for Silver&lt;br /&gt;
|-&lt;br /&gt;
|e0214&lt;br /&gt;
|White Acropolis interior hallways&lt;br /&gt;
|-&lt;br /&gt;
|e0216&lt;br /&gt;
|Soleanna Castle courtyard&lt;br /&gt;
|-&lt;br /&gt;
|e0221&lt;br /&gt;
|Aquatic Base, past&lt;br /&gt;
|-&lt;br /&gt;
|e0304&lt;br /&gt;
|End of the World, Castle Town altar ruins&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FenTheOtter</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)&amp;diff=782</id>
		<title>Sonic the Hedgehog (2006)</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)&amp;diff=782"/>
		<updated>2025-07-24T02:52:15Z</updated>

		<summary type="html">&lt;p&gt;FenTheOtter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Guides ==&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[How To Use Sonic GLvl with Sonic &#039;06|Sonic GLvl]]&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
* [[Section IDs]]&lt;br /&gt;
* [[Player State IDs]]&lt;br /&gt;
&lt;br /&gt;
== Discoveries ==&lt;br /&gt;
N/A&lt;/div&gt;</summary>
		<author><name>FenTheOtter</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)&amp;diff=781</id>
		<title>Sonic the Hedgehog (2006)</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)&amp;diff=781"/>
		<updated>2025-07-24T02:30:27Z</updated>

		<summary type="html">&lt;p&gt;FenTheOtter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Guides ==&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[How To Use Sonic GLvl with Sonic &#039;06|Sonic GLvl]]&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
* [[Stage IDs]]&lt;br /&gt;
* [[Player State IDs]]&lt;br /&gt;
&lt;br /&gt;
== Discoveries ==&lt;br /&gt;
N/A&lt;/div&gt;</summary>
		<author><name>FenTheOtter</name></author>
	</entry>
</feed>