<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://hedgedocs.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=IsaacMarovitz</id>
	<title>HedgeDocs - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://hedgedocs.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=IsaacMarovitz"/>
	<link rel="alternate" type="text/html" href="https://hedgedocs.com/wiki/Special:Contributions/IsaacMarovitz"/>
	<updated>2026-11-11T13:28:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1599</id>
		<title>Sonic the Hedgehog (2006) Shaders</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1599"/>
		<updated>2026-10-28T18:56:12Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Shaders&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] are compiled GPU programs that control the appearance of objects and effects. Most shaders have several different variants with different feature support. Multiplayer shaders may have additional optimisations, like replacing real-time planar reflections with cubemaps.&lt;br /&gt;
&lt;br /&gt;
In the Xbox 360 version of the game, shaders are stored in the following [[U8 Archive|archives]]:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Singleplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Multiplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader_lt.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Within the archives, shaders variants are stored in a number of sub-folders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Folder&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt;&lt;br /&gt;
|Replaces CSM with baked lightmaps and shadows.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Same as &amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt; without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;morph&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;morph_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Morph targets (only affects vertex shaders)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skin_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Skined meshes (only affects vertex shaders)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many of the shaders within the sub-folders are exact duplicates of the standard variant.&lt;br /&gt;
&lt;br /&gt;
Each of the shaders listed below are in the &amp;lt;code&amp;gt;.fxo&amp;lt;/code&amp;gt; format in the 360 version of the game. Each shader can contain multiple techniques, which hold the respective vertex and fragment shaders.&lt;br /&gt;
&lt;br /&gt;
The shader and specific technique used are defined per mesh set in [[NN Chunk Format|XNO files]]. Some shaders are not referenced in XNO files, either because they are used internally or because they are unused altogether.&lt;br /&gt;
&lt;br /&gt;
== Shader Inputs ==&lt;br /&gt;
All shaders used for rendering 3D objects use a common input block format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Registers&lt;br /&gt;
!Parameter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Material&amp;lt;/code&amp;gt;&lt;br /&gt;
|NinjaNext material parameters. Not always used as described.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c4&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Misc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c5&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c6&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OffsetUV&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c8&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OLS&amp;lt;/code&amp;gt;&lt;br /&gt;
|[https://renderwonk.com/publications/gdm-2002/GDM_August_2002.pdf Hoffman–Preetham] scattering parameters. Most shaders evaluate phase at constant &amp;lt;code&amp;gt;cos(θ) = 0.5&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c14&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_RTDimensions&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c15&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_ClipInfo&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c16&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_KhronosParam&amp;lt;/code&amp;gt;&lt;br /&gt;
|Time&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c28&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_LightMisc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c31&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c34&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_DirectionalLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c39&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c44&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_PointLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c64&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c66&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatW&amp;lt;/code&amp;gt;&lt;br /&gt;
|World matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c68&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c70&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWV&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c72&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c75&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c76&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c78&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatV&amp;lt;/code&amp;gt;&lt;br /&gt;
|View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c80&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c82&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVI&amp;lt;/code&amp;gt;&lt;br /&gt;
|Inverse View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c84&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c87&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c88&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c91&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c92&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c95&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_mtxCSMViewProj&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c96&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c191&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_BoneMtx[32]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c192&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Morph&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c193&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MorphFlags&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c194&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_SystemLightMapWork&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c210&amp;lt;/code&amp;gt;+&lt;br /&gt;
|Shader-specific constants&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b0&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;code&amp;gt;CharacterMaterial&amp;lt;/code&amp;gt; only&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bCubeReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;s3&amp;lt;/code&amp;gt;&lt;br /&gt;
|Material textures&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|Static environment cube map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s9&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDepth0&amp;lt;/code&amp;gt;&lt;br /&gt;
|Packed linear depth, used by &amp;lt;code&amp;gt;Fog00&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DepthOfFieldFilter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s10&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDynamicEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|Planar reflection, used by &amp;lt;code&amp;gt;CscGlass02&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MefiressSpecific&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TpjWater00&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Water03&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s11&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpCSM&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM array&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpFB&amp;lt;/code&amp;gt;&lt;br /&gt;
|Resolved framebuffer, used by &amp;lt;code&amp;gt;OpticalCamouflage&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shader List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Shader&lt;br /&gt;
!Notes&lt;br /&gt;
!Morph/Skin&lt;br /&gt;
!Used in XNOs&lt;br /&gt;
|-&lt;br /&gt;
| AcrobataPrimitive&lt;br /&gt;
| Used in rendering of Acroarts particle effects.&lt;br /&gt;
|-&lt;br /&gt;
| Air00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal00&lt;br /&gt;
| Used for Kingdom Valley eagle.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Animal02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aqua00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Artifact00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BackGround&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| balloonicon&lt;br /&gt;
| Used for rendering quest &amp;quot;balloons&amp;quot; in hub worlds.&lt;br /&gt;
|-&lt;br /&gt;
| Billboard00&lt;br /&gt;
| No lighting, CSM sampling or point lights support.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard01&lt;br /&gt;
| Vertex lighting and point lights, no CSM sampling.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard02&lt;br /&gt;
| By far the most used shader. Vertex lighting with no CSM sampling or point lights support.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard03&lt;br /&gt;
| Vertex lighting, CSM sampling and point lights.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard04&lt;br /&gt;
| Pixel lighting, CSM sampling, no point lights.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard05&lt;br /&gt;
| Pixel lighting, no CSM sampling or point lights.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard06&lt;br /&gt;
| Pixel lighting and point lights, no CSM sampling.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard07&lt;br /&gt;
| Unused. Pixel lighting, CSM sampling and point lights.&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BloomFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| bod_light&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| bod_metal&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BurnoutBlurFilter&lt;br /&gt;
| Responsible for the radial &amp;quot;motion&amp;quot; blur seen in the final game. Likely named after the Burnout racing series.&lt;br /&gt;
|-&lt;br /&gt;
| ChaosDrive&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CharacterMaterial&lt;br /&gt;
| Responsible for rendering playable characters, NPCs, and many random hub world objects. By far the densest shader in the game, including many unused techniques.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ColorCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorCorrectionFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorOutFilter&lt;br /&gt;
| Outputs a solid colour. Used for bright areas of spotlights in White Acropolis stealth sections.&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| conditional_rendering&lt;br /&gt;
| Used in rendering of lens flare effect.&lt;br /&gt;
|-&lt;br /&gt;
| CopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| core_circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| csd&lt;br /&gt;
| Used in rendering of CSD (UI) scenes.&lt;br /&gt;
|-&lt;br /&gt;
| csd3D&lt;br /&gt;
| Used for world-space UI like enemy health gauges.&lt;br /&gt;
|-&lt;br /&gt;
| csdBG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| cyl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DepthOfFieldFilter&lt;br /&gt;
| Unused in the final game. Likely a depth of field effect similar to the one in Sonic Unleashed.&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ecb_light&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ecb_metal&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Effect00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_light&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_metal&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_slight&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_light&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_metal&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_bullet&lt;br /&gt;
|Used by &amp;lt;code&amp;gt;en_cmn_bullet00&amp;lt;/code&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| en_lava&lt;br /&gt;
|Used by various Iblis enemies, and Solaris.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_light&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_lightani&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_metal&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_plating&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| EndSky00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FBTex_NrmMap&lt;br /&gt;
| Used by &amp;lt;code&amp;gt;esp_ripple&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;esp_Sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcCore00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fluff00&lt;br /&gt;
|Used by Tropical Jungle plant grind rails.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fog00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| font&lt;br /&gt;
| Used in font rendering for CSD.&lt;br /&gt;
|-&lt;br /&gt;
| fsol_armor&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| fsol_eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| fsol_fluid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget_Glider&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| gindows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_rock&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_eye&lt;br /&gt;
| Unused, &amp;lt;code&amp;gt;iblis02.xno&amp;lt;/code&amp;gt; uses &amp;lt;code&amp;gt;iblis01_eye&amp;lt;/code&amp;gt;. They seem more or less identical.&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Item_Board&lt;br /&gt;
| Crisis City snowboard. Separate from White Acropolis board.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemGlass00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemMetal00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvMist00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvRope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvWindRoad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kyozoress&lt;br /&gt;
| Likely referring to &amp;quot;巨像&amp;quot;, the large monsters in Mephiles&#039; final boss fight.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Laser01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| lensflare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightCore&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous02&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous03&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous04&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous05&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout_pt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mantle00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle02&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MarathonSpeedTree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| MaskCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mefiress&lt;br /&gt;
|Mephiles-specific CharacterMaterial variant.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific&lt;br /&gt;
|Used for Flame Core Mephiles boss floor to draw his &amp;quot;shadow&amp;quot;.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific2&lt;br /&gt;
|Used for goopy Dusty Desert Mephiles boss floor.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mercury&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Metal00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MotionBlurFilter&lt;br /&gt;
| BurnoutBlurFilter is used in retail rather than this shader.&lt;br /&gt;
|-&lt;br /&gt;
| movie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieARGB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieYUV420&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| no_shader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| OpticalCamouflage&lt;br /&gt;
| Used for rendering camouflaged enemies.&lt;br /&gt;
|-&lt;br /&gt;
| pe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PhaseShiftFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| physicsviewer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| player_homing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| primitive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| psi_effect&lt;br /&gt;
| Used for rendering Silver&#039;s psychokinesis effects.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ring&lt;br /&gt;
|Goal rings, hint rings, regular rings, and keys. &lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| rt_clear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rt_restoration&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Rust00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| SampleFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scr_metal&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| simple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sky00&lt;br /&gt;
| Used for Egg Wyvern fight and E0026 skybox.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky01&lt;br /&gt;
| Used for Egg Wyvern fight skybox.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky02&lt;br /&gt;
| Used for every other skybox not previously mentioned.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone03&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain00&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;kdv_obj_D_bridge01&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain01&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;tpj_obj_oldtree&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain02&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;csc_obj_groundA&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;csc_obj_groundB&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain04&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;e0125_map02_nos_&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_mapA_roadlm&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain05&lt;br /&gt;
| Used extensively (91 times).&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Spec_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater00&lt;br /&gt;
|Tropical Jungle specific variant similar to Water03.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater01&lt;br /&gt;
|Tropical Jungle specific variant similar to Water04.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnFence00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGate&lt;br /&gt;
| Used for warp gates.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlass00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlideWire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| vout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| WapScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water01&lt;br /&gt;
|Used by translucent waterfalls and splash effects.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water03&lt;br /&gt;
|Used for planar-reflection enabled liquids, water in Kingdom Valley and mercury pools in Aquatic Base. &lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water04&lt;br /&gt;
|Used for static environment-mapped liquids.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Waterrise&lt;br /&gt;
| Unused Kingdom Valley object. Some kind of rippling water/mist.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Zakoress&lt;br /&gt;
| Referring to &amp;quot;雑魚&amp;quot; small-fry crowd of NPCs, the tiny shadow minions in Mephiles&#039; boss fight. &lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ZakoressBillboard&lt;br /&gt;
| Billboarded approximation for distant Zakoress.&lt;br /&gt;
|-&lt;br /&gt;
| zout_pt&lt;br /&gt;
| Used for rendering depth pre-pass for punchthrough.&lt;br /&gt;
|-&lt;br /&gt;
| zout&lt;br /&gt;
| Used for rendering depth pre-pass.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1598</id>
		<title>Sonic the Hedgehog (2006) Shaders</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1598"/>
		<updated>2026-10-28T18:55:52Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Shaders&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] are compiled GPU programs that control the appearance of objects and effects. Most shaders have several different variants with different feature support. Multiplayer shaders may have additional optimisations, like replacing real-time planar reflections with cubemaps.&lt;br /&gt;
&lt;br /&gt;
In the Xbox 360 version of the game, shaders are stored in the following [[U8 Archive|archives]]:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Singleplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Multiplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader_lt.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Within the archives, shaders variants are stored in a number of sub-folders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Folder&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt;&lt;br /&gt;
|Replaces CSM with baked lightmaps and shadows.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Same as &amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt; without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;morph&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;morph_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Morph targets (only affects vertex shaders)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skin_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Skined meshes (only affects vertex shaders)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many of the shaders within the sub-folders are exact duplicates of the standard variant.&lt;br /&gt;
&lt;br /&gt;
Each of the shaders listed below are in the &amp;lt;code&amp;gt;.fxo&amp;lt;/code&amp;gt; format in the 360 version of the game. Each shader can contain multiple techniques, which hold the respective vertex and fragment shaders.&lt;br /&gt;
&lt;br /&gt;
The shader and specific technique used are defined per mesh set in [[NN Chunk Format|XNO files]]. Some shaders are not referenced in XNO files, either because they are used internally or because they are unused altogether.&lt;br /&gt;
&lt;br /&gt;
== Shader Inputs ==&lt;br /&gt;
All shaders used for rendering 3D objects use a common input block format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Registers&lt;br /&gt;
!Parameter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Material&amp;lt;/code&amp;gt;&lt;br /&gt;
|NinjaNext material parameters. Not always used as described.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c4&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Misc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c5&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c6&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OffsetUV&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c8&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OLS&amp;lt;/code&amp;gt;&lt;br /&gt;
|[https://renderwonk.com/publications/gdm-2002/GDM_August_2002.pdf Hoffman–Preetham] scattering parameters. Most shaders evaluate phase at constant &amp;lt;code&amp;gt;cos(θ) = 0.5&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c14&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_RTDimensions&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c15&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_ClipInfo&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c16&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_KhronosParam&amp;lt;/code&amp;gt;&lt;br /&gt;
|Time&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c28&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_LightMisc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c31&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c34&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_DirectionalLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c39&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c44&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_PointLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c64&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c66&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatW&amp;lt;/code&amp;gt;&lt;br /&gt;
|World matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c68&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c70&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWV&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c72&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c75&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c76&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c78&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatV&amp;lt;/code&amp;gt;&lt;br /&gt;
|View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c80&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c82&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVI&amp;lt;/code&amp;gt;&lt;br /&gt;
|Inverse View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c84&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c87&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c88&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c91&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c92&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c95&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_mtxCSMViewProj&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c96&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c191&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_BoneMtx[32]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c192&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Morph&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c193&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MorphFlags&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c194&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_SystemLightMapWork&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c210&amp;lt;/code&amp;gt;+&lt;br /&gt;
|Shader-specific constants&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b0&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;code&amp;gt;CharacterMaterial&amp;lt;/code&amp;gt; only&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bCubeReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;s3&amp;lt;/code&amp;gt;&lt;br /&gt;
|Material textures&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|Static environment cube map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s9&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDepth0&amp;lt;/code&amp;gt;&lt;br /&gt;
|Packed linear depth, used by &amp;lt;code&amp;gt;Fog00&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DepthOfFieldFilter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s10&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDynamicEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|Planar reflection, used by &amp;lt;code&amp;gt;CscGlass02&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MefiressSpecific&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TpjWater00&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Water03&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s11&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpCSM&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM array&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpFB&amp;lt;/code&amp;gt;&lt;br /&gt;
|Resolved framebuffer, used by &amp;lt;code&amp;gt;OpticalCamouflage&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shader List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Shader&lt;br /&gt;
!Notes&lt;br /&gt;
!Morph/Skin&lt;br /&gt;
!Used in XNOs&lt;br /&gt;
|-&lt;br /&gt;
| AcrobataPrimitive&lt;br /&gt;
| Used in rendering of Acroarts particle effects.&lt;br /&gt;
|-&lt;br /&gt;
| Air00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal00&lt;br /&gt;
| Used for Kingdom Valley eagle.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Animal02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aqua00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Artifact00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BackGround&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| balloonicon&lt;br /&gt;
| Used for rendering quest &amp;quot;balloons&amp;quot; in hub worlds.&lt;br /&gt;
|-&lt;br /&gt;
| Billboard00&lt;br /&gt;
| No lighting, CSM sampling or point lights support.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard01&lt;br /&gt;
| Vertex lighting and point lights, no CSM sampling.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard02&lt;br /&gt;
| By far the most used shader. Vertex lighting with no CSM sampling or point lights support.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard03&lt;br /&gt;
| Vertex lighting, CSM sampling and point lights.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard04&lt;br /&gt;
| Pixel lighting, CSM sampling, no point lights.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard05&lt;br /&gt;
| Pixel lighting, no CSM sampling or point lights.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard06&lt;br /&gt;
| Pixel lighting and point lights, no CSM sampling.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard07&lt;br /&gt;
| Unused. Pixel lighting, CSM sampling and point lights.&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BloomFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| bod_light&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| bod_metal&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BurnoutBlurFilter&lt;br /&gt;
| Responsible for the radial &amp;quot;motion&amp;quot; blur seen in the final game. Likely named after the Burnout racing series.&lt;br /&gt;
|-&lt;br /&gt;
| ChaosDrive&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CharacterMaterial&lt;br /&gt;
| Responsible for rendering playable characters, NPCs, and many random hub world objects. By far the densest shader in the game, including many unused techniques.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ColorCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorCorrectionFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorOutFilter&lt;br /&gt;
| Outputs a solid colour. Used for bright areas of spotlights in White Acropolis stealth sections.&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| conditional_rendering&lt;br /&gt;
| Used in rendering of lens flare effect.&lt;br /&gt;
|-&lt;br /&gt;
| CopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| core_circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| csd&lt;br /&gt;
| Used in rendering of CSD (UI) scenes.&lt;br /&gt;
|-&lt;br /&gt;
| csd3D&lt;br /&gt;
| Used for world-space UI like enemy health gauges.&lt;br /&gt;
|-&lt;br /&gt;
| csdBG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| cyl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DepthOfFieldFilter&lt;br /&gt;
| Unused in the final game. Likely a depth of field effect similar to the one in Sonic Unleashed.&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ecb_light&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ecb_metal&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Effect00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_light&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_metal&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_slight&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_light&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_metal&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_bullet&lt;br /&gt;
|Used by &amp;lt;code&amp;gt;en_cmn_bullet00&amp;lt;/code&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| en_lava&lt;br /&gt;
|Used by various Iblis enemies, and Solaris.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_light&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_lightani&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_metal&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_plating&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| EndSky00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FBTex_NrmMap&lt;br /&gt;
| Used by &amp;lt;code&amp;gt;esp_ripple&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;esp_Sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcCore00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fluff00&lt;br /&gt;
|Used by Tropical Jungle plant grind rails.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fog00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| font&lt;br /&gt;
| Used in font rendering for CSD.&lt;br /&gt;
|-&lt;br /&gt;
| fsol_armor&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| fsol_eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| fsol_fluid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget_Glider&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| gindows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_rock&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_eye&lt;br /&gt;
| Unused, &amp;lt;code&amp;gt;iblis02.xno&amp;lt;/code&amp;gt; uses &amp;lt;code&amp;gt;iblis01_eye&amp;lt;/code&amp;gt;. They seem more or less identical.&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Item_Board&lt;br /&gt;
| Crisis City snowboard. Separate from White Acropolis board.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemGlass00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemMetal00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvMist00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvRope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvWindRoad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kyozoress&lt;br /&gt;
| Likely referring to &amp;quot;巨像&amp;quot;, the large monsters in Mephiles&#039; final boss fight.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Laser01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| lensflare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightCore&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous02&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous03&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous04&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous05&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout_pt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mantle00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle02&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MarathonSpeedTree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| MaskCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mefiress&lt;br /&gt;
|Mephiles-specific CharacterMaterial variant.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific&lt;br /&gt;
|Used for Flame Core Mephiles boss floor to draw his &amp;quot;shadow&amp;quot;.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific2&lt;br /&gt;
|Used for goopy Dusty Desert Mephiless boss floor.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mercury&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Metal00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MotionBlurFilter&lt;br /&gt;
| BurnoutBlurFilter is used in retail rather than this shader.&lt;br /&gt;
|-&lt;br /&gt;
| movie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieARGB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieYUV420&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| no_shader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| OpticalCamouflage&lt;br /&gt;
| Used for rendering camouflaged enemies.&lt;br /&gt;
|-&lt;br /&gt;
| pe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PhaseShiftFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| physicsviewer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| player_homing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| primitive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| psi_effect&lt;br /&gt;
| Used for rendering Silver&#039;s psychokinesis effects.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ring&lt;br /&gt;
|Goal rings, hint rings, regular rings, and keys. &lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| rt_clear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rt_restoration&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Rust00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| SampleFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scr_metal&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| simple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sky00&lt;br /&gt;
| Used for Egg Wyvern fight and E0026 skybox.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky01&lt;br /&gt;
| Used for Egg Wyvern fight skybox.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky02&lt;br /&gt;
| Used for every other skybox not previously mentioned.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone03&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain00&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;kdv_obj_D_bridge01&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain01&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;tpj_obj_oldtree&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain02&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;csc_obj_groundA&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;csc_obj_groundB&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain04&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;e0125_map02_nos_&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_mapA_roadlm&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain05&lt;br /&gt;
| Used extensively (91 times).&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Spec_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater00&lt;br /&gt;
|Tropical Jungle specific variant similar to Water03.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater01&lt;br /&gt;
|Tropical Jungle specific variant similar to Water04.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnFence00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGate&lt;br /&gt;
| Used for warp gates.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlass00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlideWire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| vout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| WapScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water01&lt;br /&gt;
|Used by translucent waterfalls and splash effects.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water03&lt;br /&gt;
|Used for planar-reflection enabled liquids, water in Kingdom Valley and mercury pools in Aquatic Base. &lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water04&lt;br /&gt;
|Used for static environment-mapped liquids.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Waterrise&lt;br /&gt;
| Unused Kingdom Valley object. Some kind of rippling water/mist.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Zakoress&lt;br /&gt;
| Referring to &amp;quot;雑魚&amp;quot; small-fry crowd of NPCs, the tiny shadow minions in Mephiles&#039; boss fight. &lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ZakoressBillboard&lt;br /&gt;
| Billboarded approximation for distant Zakoress.&lt;br /&gt;
|-&lt;br /&gt;
| zout_pt&lt;br /&gt;
| Used for rendering depth pre-pass for punchthrough.&lt;br /&gt;
|-&lt;br /&gt;
| zout&lt;br /&gt;
| Used for rendering depth pre-pass.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1597</id>
		<title>Sonic the Hedgehog (2006) Shaders</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1597"/>
		<updated>2026-10-27T23:56:25Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Shaders&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] are compiled GPU programs that control the appearance of objects and effects. Most shaders have several different variants with different feature support. Multiplayer shaders may have additional optimisations, like replacing real-time planar reflections with cubemaps.&lt;br /&gt;
&lt;br /&gt;
In the Xbox 360 version of the game, shaders are stored in the following [[U8 Archive|archives]]:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Singleplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Multiplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader_lt.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Within the archives, shaders variants are stored in a number of sub-folders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Folder&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt;&lt;br /&gt;
|Replaces CSM with baked lightmaps and shadows.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Same as &amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt; without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;morph&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;morph_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Morph targets (only affects vertex shaders)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skin_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Skined meshes (only affects vertex shaders)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many of the shaders within the sub-folders are exact duplicates of the standard variant.&lt;br /&gt;
&lt;br /&gt;
Each of the shaders listed below are in the &amp;lt;code&amp;gt;.fxo&amp;lt;/code&amp;gt; format in the 360 version of the game. Each shader can contain multiple techniques, which hold the respective vertex and fragment shaders.&lt;br /&gt;
&lt;br /&gt;
The shader and specific technique used are defined per mesh set in [[NN Chunk Format|XNO files]]. Some shaders are not referenced in XNO files, either because they are used internally or because they are unused altogether.&lt;br /&gt;
&lt;br /&gt;
== Shader Inputs ==&lt;br /&gt;
All shaders used for rendering 3D objects use a common input block format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Registers&lt;br /&gt;
!Parameter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Material&amp;lt;/code&amp;gt;&lt;br /&gt;
|NinjaNext material parameters. Not always used as described.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c4&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Misc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c5&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c6&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OffsetUV&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c8&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OLS&amp;lt;/code&amp;gt;&lt;br /&gt;
|[https://renderwonk.com/publications/gdm-2002/GDM_August_2002.pdf Hoffman–Preetham] scattering parameters. Most shaders evaluate phase at constant &amp;lt;code&amp;gt;cos(θ) = 0.5&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c14&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_RTDimensions&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c15&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_ClipInfo&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c16&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_KhronosParam&amp;lt;/code&amp;gt;&lt;br /&gt;
|Time&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c28&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_LightMisc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c31&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c34&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_DirectionalLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c39&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c44&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_PointLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c64&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c66&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatW&amp;lt;/code&amp;gt;&lt;br /&gt;
|World matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c68&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c70&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWV&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c72&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c75&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c76&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c78&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatV&amp;lt;/code&amp;gt;&lt;br /&gt;
|View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c80&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c82&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVI&amp;lt;/code&amp;gt;&lt;br /&gt;
|Inverse View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c84&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c87&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c88&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c91&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c92&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c95&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_mtxCSMViewProj&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c96&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c191&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_BoneMtx[32]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c192&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Morph&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c193&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MorphFlags&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c194&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_SystemLightMapWork&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c210&amp;lt;/code&amp;gt;+&lt;br /&gt;
|Shader-specific constants&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b0&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;code&amp;gt;CharacterMaterial&amp;lt;/code&amp;gt; only&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bCubeReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;s3&amp;lt;/code&amp;gt;&lt;br /&gt;
|Material textures&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|Static environment cube map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s9&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDepth0&amp;lt;/code&amp;gt;&lt;br /&gt;
|Packed linear depth, used by &amp;lt;code&amp;gt;Fog00&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DepthOfFieldFilter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s10&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDynamicEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|Planar reflection, used by &amp;lt;code&amp;gt;CscGlass02&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MefiressSpecific&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TpjWater00&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Water03&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s11&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpCSM&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM array&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpFB&amp;lt;/code&amp;gt;&lt;br /&gt;
|Resolved framebuffer, used by &amp;lt;code&amp;gt;OpticalCamouflage&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shader List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Shader&lt;br /&gt;
!Notes&lt;br /&gt;
!Morph/Skin&lt;br /&gt;
!Used in XNOs&lt;br /&gt;
|-&lt;br /&gt;
| AcrobataPrimitive&lt;br /&gt;
| Used in rendering of Acroarts particle effects.&lt;br /&gt;
|-&lt;br /&gt;
| Air00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal00&lt;br /&gt;
| Used for Kingdom Valley eagle.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Animal02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aqua00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Artifact00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BackGround&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| balloonicon&lt;br /&gt;
| Used for rendering quest &amp;quot;balloons&amp;quot; in hub worlds.&lt;br /&gt;
|-&lt;br /&gt;
| Billboard00&lt;br /&gt;
| No lighting, CSM sampling or point lights support.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard01&lt;br /&gt;
| Vertex lighting and point lights, no CSM sampling.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard02&lt;br /&gt;
| By far the most used shader. Vertex lighting with no CSM sampling or point lights support.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard03&lt;br /&gt;
| Vertex lighting, CSM sampling and point lights.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard04&lt;br /&gt;
| Pixel lighting, CSM sampling, no point lights.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard05&lt;br /&gt;
| Pixel lighting, no CSM sampling or point lights.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard06&lt;br /&gt;
| Pixel lighting and point lights, no CSM sampling.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard07&lt;br /&gt;
| Unused. Pixel lighting, CSM sampling and point lights.&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BloomFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| bod_light&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| bod_metal&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BurnoutBlurFilter&lt;br /&gt;
| Responsible for the radial &amp;quot;motion&amp;quot; blur seen in the final game. Likely named after the Burnout racing series.&lt;br /&gt;
|-&lt;br /&gt;
| ChaosDrive&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CharacterMaterial&lt;br /&gt;
| Responsible for rendering playable characters, NPCs, and many random hub world objects. By far the densest shader in the game, including many unused techniques.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ColorCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorCorrectionFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorOutFilter&lt;br /&gt;
| Outputs a solid colour. Used for bright areas of spotlights in White Acropolis stealth sections.&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| conditional_rendering&lt;br /&gt;
| Used in rendering of lens flare effect.&lt;br /&gt;
|-&lt;br /&gt;
| CopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| core_circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| csd&lt;br /&gt;
| Used in rendering of CSD (UI) scenes.&lt;br /&gt;
|-&lt;br /&gt;
| csd3D&lt;br /&gt;
| Used for world-space UI like enemy health gauges.&lt;br /&gt;
|-&lt;br /&gt;
| csdBG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| cyl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DepthOfFieldFilter&lt;br /&gt;
| Unused in the final game. Likely a depth of field effect similar to the one in Sonic Unleashed.&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ecb_light&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ecb_metal&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Effect00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_light&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_metal&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_slight&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_light&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_metal&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_bullet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| en_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_light&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_lightani&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_metal&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_plating&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| EndSky00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FBTex_NrmMap&lt;br /&gt;
| Used by &amp;lt;code&amp;gt;esp_ripple&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;esp_Sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcCore00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fluff00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fog00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| font&lt;br /&gt;
| Used in font rendering for CSD.&lt;br /&gt;
|-&lt;br /&gt;
| fsol_armor&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| fsol_eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| fsol_fluid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget_Glider&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| gindows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_rock&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_eye&lt;br /&gt;
| Unused, &amp;lt;code&amp;gt;iblis02.xno&amp;lt;/code&amp;gt; uses &amp;lt;code&amp;gt;iblis01_eye&amp;lt;/code&amp;gt;. They seem more or less identical.&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Item_Board&lt;br /&gt;
| Crisis City snowboard. Separate from White Acropolis board.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemGlass00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemMetal00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvMist00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvRope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvWindRoad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kyozoress&lt;br /&gt;
| Likely referring to &amp;quot;巨像&amp;quot;, the large monsters in Mephiles&#039; final boss fight.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Laser01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| lensflare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightCore&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous02&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous03&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous04&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous05&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout_pt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mantle00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle02&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MarathonSpeedTree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| MaskCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mefiress&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mercury&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Metal00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MotionBlurFilter&lt;br /&gt;
| BurnoutBlurFilter is used in retail rather than this shader.&lt;br /&gt;
|-&lt;br /&gt;
| movie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieARGB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieYUV420&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| no_shader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| OpticalCamouflage&lt;br /&gt;
| Used for rendering camouflaged enemies.&lt;br /&gt;
|-&lt;br /&gt;
| pe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PhaseShiftFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| physicsviewer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| player_homing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| primitive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| psi_effect&lt;br /&gt;
| Used for rendering Silver&#039;s psychokinesis effects.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ring&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| rt_clear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rt_restoration&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Rust00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| SampleFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scr_metal&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| simple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sky00&lt;br /&gt;
| Used for Egg Wyvern fight and E0026 skybox.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky01&lt;br /&gt;
| Used for Egg Wyvern fight skybox.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky02&lt;br /&gt;
| Used for every other skybox not previously mentioned.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone03&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain00&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;kdv_obj_D_bridge01&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain01&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;tpj_obj_oldtree&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain02&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;csc_obj_groundA&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;csc_obj_groundB&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain04&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;e0125_map02_nos_&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_mapA_roadlm&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain05&lt;br /&gt;
| Used extensively (91 times).&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Spec_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnFence00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGate&lt;br /&gt;
| Used for warp gates.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlass00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlideWire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| vout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| WapScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Waterrise&lt;br /&gt;
| Unused Kingdom Valley object. Some kind of rippling water/mist.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Zakoress&lt;br /&gt;
| Referring to &amp;quot;雑魚&amp;quot; small-fry crowd of NPCs, the tiny shadow minions in Mephiles&#039; boss fight. &lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ZakoressBillboard&lt;br /&gt;
| Billboarded approximation for distant Zakoress.&lt;br /&gt;
|-&lt;br /&gt;
| zout_pt&lt;br /&gt;
| Used for rendering depth pre-pass for punchthrough.&lt;br /&gt;
|-&lt;br /&gt;
| zout&lt;br /&gt;
| Used for rendering depth pre-pass.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1596</id>
		<title>Sonic the Hedgehog (2006) Shaders</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1596"/>
		<updated>2026-10-27T23:48:06Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Shaders&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] are compiled GPU programs that control the appearance of objects and effects. Most shaders have several different variants with different feature support. Multiplayer shaders may have additional optimisations, like replacing real-time planar reflections with cubemaps.&lt;br /&gt;
&lt;br /&gt;
In the Xbox 360 version of the game, shaders are stored in the following [[U8 Archive|archives]]:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Singleplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Multiplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader_lt.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Within the archives, shaders variants are stored in a number of sub-folders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Folder&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt;&lt;br /&gt;
|Replaces CSM with baked lightmaps and shadows.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Same as &amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt; without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;morph&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;morph_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Morph targets (only affects vertex shaders)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skin_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Skined meshes (only affects vertex shaders)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many of the shaders within the sub-folders are exact duplicates of the standard variant.&lt;br /&gt;
&lt;br /&gt;
Each of the shaders listed below are in the &amp;lt;code&amp;gt;.fxo&amp;lt;/code&amp;gt; format in the 360 version of the game. Each shader can contain multiple techniques, which hold the respective vertex and fragment shaders.&lt;br /&gt;
&lt;br /&gt;
The shader and specific technique used are defined per mesh set in [[NN Chunk Format|XNO files]]. Some shaders are not referenced in XNO files, either because they are used internally or because they are unused altogether.&lt;br /&gt;
&lt;br /&gt;
== Shader Inputs ==&lt;br /&gt;
All shaders used for rendering 3D objects use a common input block format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Registers&lt;br /&gt;
!Parameter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Material&amp;lt;/code&amp;gt;&lt;br /&gt;
|NinjaNext material parameters. Not always used as described.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c4&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Misc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c5&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c6&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OffsetUV&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c8&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OLS&amp;lt;/code&amp;gt;&lt;br /&gt;
|[https://renderwonk.com/publications/gdm-2002/GDM_August_2002.pdf Hoffman–Preetham] scattering parameters. Most shaders evaluate phase at constant &amp;lt;code&amp;gt;cos(θ) = 0.5&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c14&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_RTDimensions&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c15&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_ClipInfo&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c16&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_KhronosParam&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c28&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_LightMisc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c31&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c34&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_DirectionalLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c39&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c44&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_PointLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c64&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c66&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatW&amp;lt;/code&amp;gt;&lt;br /&gt;
|World matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c68&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c70&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWV&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c72&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c75&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c76&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c78&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatV&amp;lt;/code&amp;gt;&lt;br /&gt;
|View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c80&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c82&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVI&amp;lt;/code&amp;gt;&lt;br /&gt;
|Inverse View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c84&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c87&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c88&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c91&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c92&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c95&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_mtxCSMViewProj&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c96&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c191&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_BoneMtx[32]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c192&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Morph&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c193&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MorphFlags&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c194&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_SystemLightMapWork&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c210&amp;lt;/code&amp;gt;+&lt;br /&gt;
|Shader-specific constants&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b0&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;code&amp;gt;CharacterMaterial&amp;lt;/code&amp;gt; only&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bCubeReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;s3&amp;lt;/code&amp;gt;&lt;br /&gt;
|Material textures&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s9&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDepth0&amp;lt;/code&amp;gt;&lt;br /&gt;
|Packed linear depth&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s10&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDynamicEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|Planar reflection&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s11&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpCSM&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM array&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpFB&amp;lt;/code&amp;gt;&lt;br /&gt;
|Resolved framebuffer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shader List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Shader&lt;br /&gt;
!Notes&lt;br /&gt;
!Morph/Skin&lt;br /&gt;
!Used in XNOs&lt;br /&gt;
|-&lt;br /&gt;
| AcrobataPrimitive&lt;br /&gt;
| Used in rendering of Acroarts particle effects.&lt;br /&gt;
|-&lt;br /&gt;
| Air00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal00&lt;br /&gt;
| Used for Kingdom Valley eagle.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Animal02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aqua00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Artifact00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BackGround&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| balloonicon&lt;br /&gt;
| Used for rendering quest &amp;quot;balloons&amp;quot; in hub worlds.&lt;br /&gt;
|-&lt;br /&gt;
| Billboard00&lt;br /&gt;
| No lighting, CSM sampling or point lights support.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard01&lt;br /&gt;
| Vertex lighting and point lights, no CSM sampling.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard02&lt;br /&gt;
| By far the most used shader. Vertex lighting with no CSM sampling or point lights support.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard03&lt;br /&gt;
| Vertex lighting, CSM sampling and point lights.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard04&lt;br /&gt;
| Pixel lighting, CSM sampling, no point lights.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard05&lt;br /&gt;
| Pixel lighting, no CSM sampling or point lights.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard06&lt;br /&gt;
| Pixel lighting and point lights, no CSM sampling.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard07&lt;br /&gt;
| Unused. Pixel lighting, CSM sampling and point lights.&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BloomFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| bod_light&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| bod_metal&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BurnoutBlurFilter&lt;br /&gt;
| Responsible for the radial &amp;quot;motion&amp;quot; blur seen in the final game. Likely named after the Burnout racing series.&lt;br /&gt;
|-&lt;br /&gt;
| ChaosDrive&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CharacterMaterial&lt;br /&gt;
| Responsible for rendering playable characters, NPCs, and many random hub world objects. By far the densest shader in the game, including many unused techniques.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ColorCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorCorrectionFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorOutFilter&lt;br /&gt;
| Outputs a solid colour. Used for bright areas of spotlights in White Acropolis stealth sections.&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| conditional_rendering&lt;br /&gt;
| Used in rendering of lens flare effect.&lt;br /&gt;
|-&lt;br /&gt;
| CopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| core_circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| csd&lt;br /&gt;
| Used in rendering of CSD (UI) scenes.&lt;br /&gt;
|-&lt;br /&gt;
| csd3D&lt;br /&gt;
| Used for world-space UI like enemy health gauges.&lt;br /&gt;
|-&lt;br /&gt;
| csdBG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| cyl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DepthOfFieldFilter&lt;br /&gt;
| Unused in the final game. Likely a depth of field effect similar to the one in Sonic Unleashed.&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ecb_light&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ecb_metal&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Effect00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_light&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_metal&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_slight&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_light&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_metal&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_bullet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| en_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_light&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_lightani&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_metal&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_plating&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| EndSky00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FBTex_NrmMap&lt;br /&gt;
| Used by &amp;lt;code&amp;gt;esp_ripple&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;esp_Sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcCore00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fluff00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fog00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| font&lt;br /&gt;
| Used in font rendering for CSD.&lt;br /&gt;
|-&lt;br /&gt;
| fsol_armor&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| fsol_eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| fsol_fluid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget_Glider&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| gindows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_rock&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_eye&lt;br /&gt;
| Unused, &amp;lt;code&amp;gt;iblis02.xno&amp;lt;/code&amp;gt; uses &amp;lt;code&amp;gt;iblis01_eye&amp;lt;/code&amp;gt;. They seem more or less identical.&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Item_Board&lt;br /&gt;
| Crisis City snowboard. Separate from White Acropolis board.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemGlass00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemMetal00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvMist00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvRope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvWindRoad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kyozoress&lt;br /&gt;
| Likely referring to &amp;quot;巨像&amp;quot;, the large monsters in Mephiles&#039; final boss fight.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Laser01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| lensflare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightCore&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous02&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous03&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous04&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous05&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout_pt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mantle00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle02&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MarathonSpeedTree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| MaskCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mefiress&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mercury&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Metal00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MotionBlurFilter&lt;br /&gt;
| BurnoutBlurFilter is used in retail rather than this shader.&lt;br /&gt;
|-&lt;br /&gt;
| movie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieARGB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieYUV420&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| no_shader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| OpticalCamouflage&lt;br /&gt;
| Used for rendering camouflaged enemies.&lt;br /&gt;
|-&lt;br /&gt;
| pe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PhaseShiftFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| physicsviewer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| player_homing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| primitive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| psi_effect&lt;br /&gt;
| Used for rendering Silver&#039;s psychokinesis effects.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ring&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| rt_clear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rt_restoration&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Rust00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| SampleFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scr_metal&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| simple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sky00&lt;br /&gt;
| Used for Egg Wyvern fight and E0026 skybox.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky01&lt;br /&gt;
| Used for Egg Wyvern fight skybox.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky02&lt;br /&gt;
| Used for every other skybox not previously mentioned.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone03&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain00&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;kdv_obj_D_bridge01&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain01&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;tpj_obj_oldtree&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain02&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;csc_obj_groundA&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;csc_obj_groundB&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain04&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;e0125_map02_nos_&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_mapA_roadlm&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain05&lt;br /&gt;
| Used extensively (91 times).&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Spec_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnFence00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGate&lt;br /&gt;
| Used for warp gates.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlass00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlideWire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| vout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| WapScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Waterrise&lt;br /&gt;
| Unused Kingdom Valley object. Some kind of rippling water/mist.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Zakoress&lt;br /&gt;
| Referring to &amp;quot;雑魚&amp;quot; small-fry crowd of NPCs, the tiny shadow minions in Mephiles&#039; boss fight. &lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ZakoressBillboard&lt;br /&gt;
| Billboarded approximation for distant Zakoress.&lt;br /&gt;
|-&lt;br /&gt;
| zout_pt&lt;br /&gt;
| Used for rendering depth pre-pass for punchthrough.&lt;br /&gt;
|-&lt;br /&gt;
| zout&lt;br /&gt;
| Used for rendering depth pre-pass.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1595</id>
		<title>Sonic the Hedgehog (2006) Shaders</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1595"/>
		<updated>2026-10-27T23:40:53Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: Cell cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Shaders&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] are compiled GPU programs that control the appearance of objects and effects. Most shaders have several different variants with different feature support. Multiplayer shaders may have additional optimisations, like replacing real-time planar reflections with cubemaps.&lt;br /&gt;
&lt;br /&gt;
In the Xbox 360 version of the game, shaders are stored in the following [[U8 Archive|archives]]:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Singleplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Multiplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader_lt.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Within the archives, shaders variants are stored in a number of sub-folders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Folder&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt;&lt;br /&gt;
|Replaces CSM with baked lightmaps and shadows.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Same as &amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt; without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;morph&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;morph_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Morph targets (only affects vertex shaders)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skin_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Skined meshes (only affects vertex shaders)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many of the shaders within the sub-folders are exact duplicates of the standard variant.&lt;br /&gt;
&lt;br /&gt;
Each of the shaders listed below are in the &amp;lt;code&amp;gt;.fxo&amp;lt;/code&amp;gt; format in the 360 version of the game. Each shader can contain multiple techniques, which hold the respective vertex and fragment shaders.&lt;br /&gt;
&lt;br /&gt;
The shader and specific technique used are defined per mesh set in [[NN Chunk Format|XNO files]]. Some shaders are not referenced in XNO files, either because they are used internally or because they are unused altogether.&lt;br /&gt;
&lt;br /&gt;
== Shader Inputs ==&lt;br /&gt;
All shaders used for rendering 3D objects use a common input block format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Registers&lt;br /&gt;
!Parameter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Material&amp;lt;/code&amp;gt;&lt;br /&gt;
|NinjaNext material parameters. Not always used as described.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c4&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Misc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c5&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c6&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OffsetUV&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c8&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OLS&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c14&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_RTDimensions&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c15&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_ClipInfo&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c16&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_KhronosParam&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c28&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_LightMisc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c31&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c34&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_DirectionalLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c39&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c44&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_PointLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c64&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c66&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatW&amp;lt;/code&amp;gt;&lt;br /&gt;
|World matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c68&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c70&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWV&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c72&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c75&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c76&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c78&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatV&amp;lt;/code&amp;gt;&lt;br /&gt;
|View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c80&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c82&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVI&amp;lt;/code&amp;gt;&lt;br /&gt;
|Inverse View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c84&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c87&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c88&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c91&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c92&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c95&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_mtxCSMViewProj&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c96&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c191&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_BoneMtx[32]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c192&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Morph&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c193&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MorphFlags&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c194&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_SystemLightMapWork&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c210&amp;lt;/code&amp;gt;+&lt;br /&gt;
|Shader-specific constants&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b0&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;code&amp;gt;CharacterMaterial&amp;lt;/code&amp;gt; only&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bCubeReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;s3&amp;lt;/code&amp;gt;&lt;br /&gt;
|Material textures&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s9&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDepth0&amp;lt;/code&amp;gt;&lt;br /&gt;
|Packed linear depth&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s10&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDynamicEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|Planar reflection&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s11&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpCSM&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM array&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpFB&amp;lt;/code&amp;gt;&lt;br /&gt;
|Resolved framebuffer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shader List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Shader&lt;br /&gt;
!Notes&lt;br /&gt;
!Morph/Skin&lt;br /&gt;
!Used in XNOs&lt;br /&gt;
|-&lt;br /&gt;
| AcrobataPrimitive&lt;br /&gt;
| Used in rendering of Acroarts particle effects.&lt;br /&gt;
|-&lt;br /&gt;
| Air00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal00&lt;br /&gt;
| Used for Kingdom Valley eagle.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Animal02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aqua00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Artifact00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BackGround&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| balloonicon&lt;br /&gt;
| Used for rendering quest &amp;quot;balloons&amp;quot; in hub worlds.&lt;br /&gt;
|-&lt;br /&gt;
| Billboard00&lt;br /&gt;
| No lighting, CSM sampling or point lights support.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard01&lt;br /&gt;
| Vertex lighting and point lights, no CSM sampling.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard02&lt;br /&gt;
| By far the most used shader. Vertex lighting with no CSM sampling or point lights support.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard03&lt;br /&gt;
| Vertex lighting, CSM sampling and point lights.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard04&lt;br /&gt;
| Pixel lighting, CSM sampling, no point lights.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard05&lt;br /&gt;
| Pixel lighting, no CSM sampling or point lights.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard06&lt;br /&gt;
| Pixel lighting and point lights, no CSM sampling.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard07&lt;br /&gt;
| Unused. Pixel lighting, CSM sampling and point lights.&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BloomFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| bod_light&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| bod_metal&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BurnoutBlurFilter&lt;br /&gt;
| Responsible for the radial &amp;quot;motion&amp;quot; blur seen in the final game. Likely named after the Burnout racing series.&lt;br /&gt;
|-&lt;br /&gt;
| ChaosDrive&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CharacterMaterial&lt;br /&gt;
| Responsible for rendering playable characters, NPCs, and many random hub world objects. By far the densest shader in the game, including many unused techniques.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ColorCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorCorrectionFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorOutFilter&lt;br /&gt;
| Outputs a solid colour. Used for bright areas of spotlights in White Acropolis stealth sections.&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| conditional_rendering&lt;br /&gt;
| Used in rendering of lens flare effect.&lt;br /&gt;
|-&lt;br /&gt;
| CopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| core_circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| csd&lt;br /&gt;
| Used in rendering of CSD (UI) scenes.&lt;br /&gt;
|-&lt;br /&gt;
| csd3D&lt;br /&gt;
| Used for world-space UI like enemy health gauges.&lt;br /&gt;
|-&lt;br /&gt;
| csdBG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| cyl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DepthOfFieldFilter&lt;br /&gt;
| Unused in the final game. Likely a depth of field effect similar to the one in Sonic Unleashed.&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ecb_light&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ecb_metal&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Effect00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_light&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_metal&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_slight&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_light&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_metal&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_bullet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| en_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_light&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_lightani&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_metal&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_plating&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| EndSky00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FBTex_NrmMap&lt;br /&gt;
| Used by &amp;lt;code&amp;gt;esp_ripple&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;esp_Sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcCore00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fluff00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fog00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| font&lt;br /&gt;
| Used in font rendering for CSD.&lt;br /&gt;
|-&lt;br /&gt;
| fsol_armor&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| fsol_eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| fsol_fluid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget_Glider&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| gindows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_rock&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_eye&lt;br /&gt;
| Unused, &amp;lt;code&amp;gt;iblis02.xno&amp;lt;/code&amp;gt; uses &amp;lt;code&amp;gt;iblis01_eye&amp;lt;/code&amp;gt;. They seem more or less identical.&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Item_Board&lt;br /&gt;
| Crisis City snowboard. Separate from White Acropolis board.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemGlass00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemMetal00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvMist00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvRope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvWindRoad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kyozoress&lt;br /&gt;
| Likely referring to &amp;quot;巨像&amp;quot;, the large monsters in Mephiles&#039; final boss fight.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Laser01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| lensflare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightCore&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous02&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous03&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous04&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous05&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout_pt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mantle00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle02&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MarathonSpeedTree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| MaskCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mefiress&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mercury&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Metal00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MotionBlurFilter&lt;br /&gt;
| BurnoutBlurFilter is used in retail rather than this shader.&lt;br /&gt;
|-&lt;br /&gt;
| movie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieARGB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieYUV420&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| no_shader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| OpticalCamouflage&lt;br /&gt;
| Used for rendering camouflaged enemies.&lt;br /&gt;
|-&lt;br /&gt;
| pe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PhaseShiftFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| physicsviewer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| player_homing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| primitive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| psi_effect&lt;br /&gt;
| Used for rendering Silver&#039;s psychokinesis effects.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ring&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| rt_clear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rt_restoration&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Rust00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| SampleFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scr_metal&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| simple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sky00&lt;br /&gt;
| Used for Egg Wyvern fight and E0026 skybox.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky01&lt;br /&gt;
| Used for Egg Wyvern fight skybox.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky02&lt;br /&gt;
| Used for every other skybox not previously mentioned.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone03&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain00&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;kdv_obj_D_bridge01&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain01&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;tpj_obj_oldtree&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain02&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;csc_obj_groundA&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;csc_obj_groundB&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain04&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;e0125_map02_nos_&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_mapA_roadlm&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain05&lt;br /&gt;
| Used extensively (91 times).&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Spec_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnFence00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGate&lt;br /&gt;
| Used for warp gates.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlass00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlideWire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| vout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| WapScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Waterrise&lt;br /&gt;
| Unused Kingdom Valley object. Some kind of rippling water/mist.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Zakoress&lt;br /&gt;
| Referring to &amp;quot;雑魚&amp;quot; small-fry crowd of NPCs, the tiny shadow minions in Mephiles&#039; boss fight. &lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ZakoressBillboard&lt;br /&gt;
| Billboarded approximation for distant Zakoress.&lt;br /&gt;
|-&lt;br /&gt;
| zout_pt&lt;br /&gt;
| Used for rendering depth pre-pass for punchthrough.&lt;br /&gt;
|-&lt;br /&gt;
| zout&lt;br /&gt;
| Used for rendering depth pre-pass.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1594</id>
		<title>Sonic the Hedgehog (2006) Shaders</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1594"/>
		<updated>2026-10-27T23:39:48Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: Document morph/skin shaders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Shaders&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] are compiled GPU programs that control the appearance of objects and effects. Most shaders have several different variants with different feature support. Multiplayer shaders may have additional optimisations, like replacing real-time planar reflections with cubemaps.&lt;br /&gt;
&lt;br /&gt;
In the Xbox 360 version of the game, shaders are stored in the following [[U8 Archive|archives]]:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Singleplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Multiplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader_lt.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Within the archives, shaders variants are stored in a number of sub-folders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Folder&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt;&lt;br /&gt;
|Replaces CSM with baked lightmaps and shadows.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Same as &amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt; without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;morph&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;morph_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Morph targets (only affects vertex shaders)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skin_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Skined meshes (only affects vertex shaders)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many of the shaders within the sub-folders are exact duplicates of the standard variant.&lt;br /&gt;
&lt;br /&gt;
Each of the shaders listed below are in the &amp;lt;code&amp;gt;.fxo&amp;lt;/code&amp;gt; format in the 360 version of the game. Each shader can contain multiple techniques, which hold the respective vertex and fragment shaders.&lt;br /&gt;
&lt;br /&gt;
The shader and specific technique used are defined per mesh set in [[NN Chunk Format|XNO files]]. Some shaders are not referenced in XNO files, either because they are used internally or because they are unused altogether.&lt;br /&gt;
&lt;br /&gt;
== Shader Inputs ==&lt;br /&gt;
All shaders used for rendering 3D objects use a common input block format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Registers&lt;br /&gt;
!Parameter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Material&amp;lt;/code&amp;gt;&lt;br /&gt;
|NinjaNext material parameters. Not always used as described.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c4&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Misc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c5&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c6&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OffsetUV&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c8&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OLS&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c14&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_RTDimensions&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c15&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_ClipInfo&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c16&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_KhronosParam&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c28&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_LightMisc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c31&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c34&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_DirectionalLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c39&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c44&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_PointLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c64&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c66&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatW&amp;lt;/code&amp;gt;&lt;br /&gt;
|World matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c68&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c70&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWV&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c72&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c75&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c76&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c78&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatV&amp;lt;/code&amp;gt;&lt;br /&gt;
|View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c80&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c82&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVI&amp;lt;/code&amp;gt;&lt;br /&gt;
|Inverse View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c84&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c87&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c88&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c91&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c92&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c95&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_mtxCSMViewProj&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c96&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c191&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_BoneMtx[32]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c192&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Morph&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c193&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MorphFlags&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c194&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_SystemLightMapWork&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c210&amp;lt;/code&amp;gt;+&lt;br /&gt;
|Shader-specific constants&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b0&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;code&amp;gt;CharacterMaterial&amp;lt;/code&amp;gt; only&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bCubeReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;s3&amp;lt;/code&amp;gt;&lt;br /&gt;
|Material textures&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s9&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDepth0&amp;lt;/code&amp;gt;&lt;br /&gt;
|Packed linear depth&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s10&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDynamicEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|Planar reflection&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s11&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpCSM&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM array&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpFB&amp;lt;/code&amp;gt;&lt;br /&gt;
|Resolved framebuffer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shader List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Shader&lt;br /&gt;
!Notes&lt;br /&gt;
!Morph/Skin&lt;br /&gt;
!Used in XNOs&lt;br /&gt;
|-&lt;br /&gt;
| AcrobataPrimitive&lt;br /&gt;
| Used in rendering of Acroarts particle effects.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Air00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal00&lt;br /&gt;
| Used for Kingdom Valley eagle.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Animal02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aqua00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Artifact00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact07&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BackGround&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| balloonicon&lt;br /&gt;
| Used for rendering quest &amp;quot;balloons&amp;quot; in hub worlds.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Billboard00&lt;br /&gt;
| No lighting, CSM sampling or point lights support.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard01&lt;br /&gt;
| Vertex lighting and point lights, no CSM sampling.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard02&lt;br /&gt;
| By far the most used shader. Vertex lighting with no CSM sampling or point lights support.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard03&lt;br /&gt;
| Vertex lighting, CSM sampling and point lights.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard04&lt;br /&gt;
| Pixel lighting, CSM sampling, no point lights.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard05&lt;br /&gt;
| Pixel lighting, no CSM sampling or point lights.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard06&lt;br /&gt;
| Pixel lighting and point lights, no CSM sampling.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard07&lt;br /&gt;
| Unused. Pixel lighting, CSM sampling and point lights.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BloomFilter&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| bod_light&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| bod_metal&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BurnoutBlurFilter&lt;br /&gt;
| Responsible for the radial &amp;quot;motion&amp;quot; blur seen in the final game. Likely named after the Burnout racing series.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ChaosDrive&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CharacterMaterial&lt;br /&gt;
| Responsible for rendering playable characters, NPCs, and many random hub world objects. By far the densest shader in the game, including many unused techniques.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ColorCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorCorrectionFilter&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorOutFilter&lt;br /&gt;
| Outputs a solid colour. Used for bright areas of spotlights in White Acropolis stealth sections.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| conditional_rendering&lt;br /&gt;
| Used in rendering of lens flare effect.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CopyFilter&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| core_circle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscScene03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| csd&lt;br /&gt;
| Used in rendering of CSD (UI) scenes.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| csd3D&lt;br /&gt;
| Used for world-space UI like enemy health gauges.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| csdBG&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| cyl&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DepthOfFieldFilter&lt;br /&gt;
| Unused in the final game. Likely a depth of field effect similar to the one in Sonic Unleashed.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene05&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ecb_light&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ecb_metal&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Effect00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_light&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_metal&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_slight&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_light&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_metal&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_bullet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_laser00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| en_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_light&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_lightani&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_metal&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_plating&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| EndSky00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FBTex_NrmMap&lt;br /&gt;
| Used by &amp;lt;code&amp;gt;esp_ripple&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;esp_Sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcCore00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fluff00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fog00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| font&lt;br /&gt;
| Used in font rendering for CSD.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| fsol_armor&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| fsol_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
| fsol_fluid&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
| Gadget_Glider&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| gindows&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_rock&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_eye&lt;br /&gt;
| Unused, &amp;lt;code&amp;gt;iblis02.xno&amp;lt;/code&amp;gt; uses &amp;lt;code&amp;gt;iblis01_eye&amp;lt;/code&amp;gt;. They seem more or less identical.&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_eye&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_lava&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_rock&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Item_Board&lt;br /&gt;
| Crisis City snowboard. Separate from White Acropolis board.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemGlass00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemMetal00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvMist00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvRope&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvWindRoad&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kyozoress&lt;br /&gt;
| Likely referring to &amp;quot;巨像&amp;quot;, the large monsters in Mephiles&#039; final boss fight.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Laser00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Laser01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| lensflare&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightCore&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous02&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous03&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous04&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous05&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous07&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout_pt&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
| lzout&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle02&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MarathonSpeedTree&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| MaskCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mefiress&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mercury&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Metal00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MotionBlurFilter&lt;br /&gt;
| BurnoutBlurFilter is used in retail rather than this shader.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movie&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieARGB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieYUV420&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| no_shader&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
| OpticalCamouflage&lt;br /&gt;
| Used for rendering camouflaged enemies.&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
| pe&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PhaseShiftFilter&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| physicsviewer&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| player_homing&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| primitive&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| psi_effect&lt;br /&gt;
| Used for rendering Silver&#039;s psychokinesis effects.&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ring&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| rt_clear&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rt_restoration&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Rust00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| SampleFilter&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scr_metal&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| simple&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky00&lt;br /&gt;
| Used for Egg Wyvern fight and E0026 skybox.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky01&lt;br /&gt;
| Used for Egg Wyvern fight skybox.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky02&lt;br /&gt;
| Used for every other skybox not previously mentioned.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone01&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone03&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain00&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;kdv_obj_D_bridge01&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain01&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;tpj_obj_oldtree&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain02&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;csc_obj_groundA&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;csc_obj_groundB&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain04&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;e0125_map02_nos_&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_mapA_roadlm&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain05&lt;br /&gt;
| Used extensively (91 times).&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain07&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Phone&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Spec_Phone&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnFence00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGate&lt;br /&gt;
| Used for warp gates.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlass00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlideWire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| vout&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| WapScene01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water05&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Waterrise&lt;br /&gt;
| Unused Kingdom Valley object. Some kind of rippling water/mist.&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood00&lt;br /&gt;
|&lt;br /&gt;
|✓&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Zakoress&lt;br /&gt;
| Referring to &amp;quot;雑魚&amp;quot; small-fry crowd of NPCs, the tiny shadow minions in Mephiles&#039; boss fight. &lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ZakoressBillboard&lt;br /&gt;
| Billboarded approximation for distant Zakoress.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| zout_pt&lt;br /&gt;
| Used for rendering depth pre-pass for punchthrough.&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
| zout&lt;br /&gt;
| Used for rendering depth pre-pass.&lt;br /&gt;
|✓&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1593</id>
		<title>Sonic the Hedgehog (2006) Shaders</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1593"/>
		<updated>2026-10-27T23:32:57Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Shaders&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] are compiled GPU programs that control the appearance of objects and effects. Most shaders have several different variants with different feature support. Multiplayer shaders may have additional optimisations, like replacing real-time planar reflections with cubemaps.&lt;br /&gt;
&lt;br /&gt;
In the Xbox 360 version of the game, shaders are stored in the following [[U8 Archive|archives]]:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Singleplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Multiplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader_lt.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Within the archives, shaders variants are stored in a number of sub-folders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Folder&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt;&lt;br /&gt;
|Replaces CSM with baked lightmaps and shadows.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Same as &amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt; without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;morph&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;morph_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Morph targets (only affects vertex shaders)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skin_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Skined meshes (only affects vertex shaders)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many of the shaders within the sub-folders are exact duplicates of the standard variant.&lt;br /&gt;
&lt;br /&gt;
Each of the shaders listed below are in the &amp;lt;code&amp;gt;.fxo&amp;lt;/code&amp;gt; format in the 360 version of the game. Each shader can contain multiple techniques, which hold the respective vertex and fragment shaders.&lt;br /&gt;
&lt;br /&gt;
The shader and specific technique used are defined per mesh set in [[NN Chunk Format|XNO files]]. Some shaders are not referenced in XNO files, either because they are used internally or because they are unused altogether.&lt;br /&gt;
&lt;br /&gt;
== Shader Inputs ==&lt;br /&gt;
All shaders used for rendering 3D objects use a common input block format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Registers&lt;br /&gt;
!Parameter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Material&amp;lt;/code&amp;gt;&lt;br /&gt;
|NinjaNext material parameters. Not always used as described.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c4&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Misc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c5&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c6&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OffsetUV&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c8&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OLS&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c14&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_RTDimensions&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c15&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_ClipInfo&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c16&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_KhronosParam&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c28&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_LightMisc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c31&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c34&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_DirectionalLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c39&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c44&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_PointLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c64&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c66&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatW&amp;lt;/code&amp;gt;&lt;br /&gt;
|World matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c68&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c70&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWV&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c72&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c75&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c76&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c78&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatV&amp;lt;/code&amp;gt;&lt;br /&gt;
|View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c80&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c82&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVI&amp;lt;/code&amp;gt;&lt;br /&gt;
|Inverse View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c84&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c87&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c88&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c91&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c92&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c95&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_mtxCSMViewProj&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c96&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c191&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_BoneMtx[32]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c192&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Morph&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c193&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MorphFlags&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c194&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_SystemLightMapWork&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c210&amp;lt;/code&amp;gt;+&lt;br /&gt;
|Shader-specific constants&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b0&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;code&amp;gt;CharacterMaterial&amp;lt;/code&amp;gt; only&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bCubeReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;s3&amp;lt;/code&amp;gt;&lt;br /&gt;
|Material textures&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s9&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDepth0&amp;lt;/code&amp;gt;&lt;br /&gt;
|Packed linear depth&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s10&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDynamicEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|Planar reflection&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s11&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpCSM&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM array&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpFB&amp;lt;/code&amp;gt;&lt;br /&gt;
|Resolved framebuffer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shader List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Shader&lt;br /&gt;
!Notes&lt;br /&gt;
!Used in XNOs&lt;br /&gt;
|-&lt;br /&gt;
| AcrobataPrimitive&lt;br /&gt;
| Used in rendering of Acroarts particle effects.&lt;br /&gt;
|-&lt;br /&gt;
| Air00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal00&lt;br /&gt;
| Used for Kingdom Valley eagle.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Animal02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aqua00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Artifact00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BackGround&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| balloonicon&lt;br /&gt;
| Used for rendering quest &amp;quot;balloons&amp;quot; in hub worlds.&lt;br /&gt;
|-&lt;br /&gt;
| Billboard00&lt;br /&gt;
| No lighting, CSM sampling or point lights support.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard01&lt;br /&gt;
| Vertex lighting and point lights, no CSM sampling.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard02&lt;br /&gt;
| By far the most used shader. Vertex lighting with no CSM sampling or point lights support.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard03&lt;br /&gt;
| Vertex lighting, CSM sampling and point lights.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard04&lt;br /&gt;
| Pixel lighting, CSM sampling, no point lights.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard05&lt;br /&gt;
| Pixel lighting, no CSM sampling or point lights.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard06&lt;br /&gt;
| Pixel lighting and point lights, no CSM sampling.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard07&lt;br /&gt;
| Unused. Pixel lighting, CSM sampling and point lights.&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BloomFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| bod_light&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| bod_metal&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BurnoutBlurFilter&lt;br /&gt;
| Responsible for the radial &amp;quot;motion&amp;quot; blur seen in the final game. Likely named after the Burnout racing series.&lt;br /&gt;
|-&lt;br /&gt;
| ChaosDrive&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CharacterMaterial&lt;br /&gt;
| Responsible for rendering playable characters, NPCs, and many random hub world objects. By far the densest shader in the game, including many unused techniques.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ColorCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorCorrectionFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorOutFilter&lt;br /&gt;
| Outputs a solid colour. Used for bright areas of spotlights in White Acropolis stealth sections.&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| conditional_rendering&lt;br /&gt;
| Used in rendering of lens flare effect.&lt;br /&gt;
|-&lt;br /&gt;
| CopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| core_circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| csd&lt;br /&gt;
| Used in rendering of CSD (UI) scenes.&lt;br /&gt;
|-&lt;br /&gt;
| csd3D&lt;br /&gt;
| Used for world-space UI like enemy health gauges.&lt;br /&gt;
|-&lt;br /&gt;
| csdBG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| cyl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DepthOfFieldFilter&lt;br /&gt;
| Unused in the final game. Likely a depth of field effect similar to the one in Sonic Unleashed.&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene03&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene04&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ecb_light&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ecb_metal&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Effect00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_light&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_metal&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_slight&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_light&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_metal&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_bullet&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| en_lava&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_light&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_lightani&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_metal&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_plating&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_rock&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| EndSky00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FBTex_NrmMap&lt;br /&gt;
| Used by &amp;lt;code&amp;gt;esp_ripple&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;esp_Sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcCore00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fluff00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fog00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| font&lt;br /&gt;
| Used in font rendering for CSD.&lt;br /&gt;
|-&lt;br /&gt;
| fsol_armor&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| fsol_eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| fsol_fluid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget_Glider&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| gindows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_eye&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_lava&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_rock&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_eye&lt;br /&gt;
| Unused, &amp;lt;code&amp;gt;iblis02.xno&amp;lt;/code&amp;gt; uses &amp;lt;code&amp;gt;iblis01_eye&amp;lt;/code&amp;gt;. They seem more or less identical.&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_lava&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_rock&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_eye&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_lava&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_rock&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Item_Board&lt;br /&gt;
| Crisis City snowboard. Separate from White Acropolis board.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemGlass00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemMetal00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvMist00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvRope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvWindRoad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kyozoress&lt;br /&gt;
| Likely referring to &amp;quot;巨像&amp;quot;, the large monsters in Mephiles&#039; final boss fight.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Laser01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| lensflare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightCore&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp04&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous03&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous04&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous05&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous06&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout_pt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mantle00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MarathonSpeedTree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| MaskCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mefiress&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific2&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mercury&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Metal00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MotionBlurFilter&lt;br /&gt;
| BurnoutBlurFilter is used in retail rather than this shader.&lt;br /&gt;
|-&lt;br /&gt;
| movie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieARGB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieYUV420&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| no_shader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| OpticalCamouflage&lt;br /&gt;
| Used for rendering camouflaged enemies.&lt;br /&gt;
|-&lt;br /&gt;
| pe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PhaseShiftFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| physicsviewer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| player_homing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| primitive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| psi_effect&lt;br /&gt;
| Used for rendering Silver&#039;s psychokinesis effects.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ring&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| rt_clear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rt_restoration&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Rust00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| SampleFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scr_metal&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| simple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sky00&lt;br /&gt;
| Used for Egg Wyvern fight and E0026 skybox.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky01&lt;br /&gt;
| Used for Egg Wyvern fight skybox.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky02&lt;br /&gt;
| Used for every other skybox not previously mentioned.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone03&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain00&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;kdv_obj_D_bridge01&amp;lt;/code&amp;gt;&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain01&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;tpj_obj_oldtree&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain02&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;csc_obj_groundA&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;csc_obj_groundB&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain04&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;e0125_map02_nos_&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_mapA_roadlm&amp;lt;/code&amp;gt;&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain05&lt;br /&gt;
| Used extensively (91 times).&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Spec_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnFence00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGate&lt;br /&gt;
| Used for warp gates.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlass00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlideWire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| vout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| WapScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water03&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water04&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Waterrise&lt;br /&gt;
| Unused Kingdom Valley object. Some kind of rippling water/mist.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Zakoress&lt;br /&gt;
| Referring to &amp;quot;雑魚&amp;quot; small-fry crowd of NPCs, the tiny shadow minions in Mephiles&#039; boss fight. &lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ZakoressBillboard&lt;br /&gt;
| Billboarded approximation for distant Zakoress.&lt;br /&gt;
|-&lt;br /&gt;
| zout_pt&lt;br /&gt;
| Used for rendering depth pre-pass for punchthrough.&lt;br /&gt;
|-&lt;br /&gt;
| zout&lt;br /&gt;
| Used for rendering depth pre-pass.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1592</id>
		<title>Sonic the Hedgehog (2006) Shaders</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)_Shaders&amp;diff=1592"/>
		<updated>2026-10-27T23:31:19Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: Initial shader io map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Shaders&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] are compiled GPU programs that control the appearance of objects and effects. Most shaders have several different variants with different feature support. Multiplayer shaders may have additional optimisations, like replacing real-time planar reflections with cubemaps.&lt;br /&gt;
&lt;br /&gt;
In the Xbox 360 version of the game, shaders are stored in the following [[U8 Archive|archives]]:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Singleplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Multiplayer&lt;br /&gt;
|&amp;lt;code&amp;gt;/game/xenon/archives/shader_lt.arc&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Within the archives, shaders variants are stored in a number of sub-folders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Folder&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Standard without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt;&lt;br /&gt;
|Replaces CSM with baked lightmaps and shadows.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lm_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Same as &amp;lt;code&amp;gt;lm&amp;lt;/code&amp;gt; without point lights&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;morph&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;morph_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Morph targets (only affects vertex shaders)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skin_np&amp;lt;/code&amp;gt;&lt;br /&gt;
|Skined meshes (only affects vertex shaders)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many of the shaders within the sub-folders are exact duplicates of the standard variant.&lt;br /&gt;
&lt;br /&gt;
Each of the shaders listed below are in the &amp;lt;code&amp;gt;.fxo&amp;lt;/code&amp;gt; format in the 360 version of the game. Each shader can contain multiple techniques, which hold the respective vertex and fragment shaders.&lt;br /&gt;
&lt;br /&gt;
The shader and specific technique used are defined per mesh set in [[NN Chunk Format|XNO files]]. Some shaders are not referenced in XNO files, either because they are used internally or because they are unused altogether.&lt;br /&gt;
&lt;br /&gt;
== Shader Inputs ==&lt;br /&gt;
All shaders used for rendering 3D objects use a common input block format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Registers&lt;br /&gt;
!Parameter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Material&amp;lt;/code&amp;gt;&lt;br /&gt;
|NinjaNext material parameters. Not always used as described.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c4&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Misc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c5&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c6&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OffsetUV&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c8&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_OLS&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c14&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_RTDimensions&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c15&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_ClipInfo&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c16&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_KhronosParam&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c28&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c30&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_LightMisc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c31&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c34&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_DirectionalLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c39&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c44&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_PointLights[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c64&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c66&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatW&amp;lt;/code&amp;gt;&lt;br /&gt;
|World matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c68&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c70&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWV&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c72&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c75&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatWVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|World * View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c76&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c78&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatV&amp;lt;/code&amp;gt;&lt;br /&gt;
|View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c80&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c82&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVI&amp;lt;/code&amp;gt;&lt;br /&gt;
|Inverse View matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c84&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c87&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c88&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c91&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MatVP&amp;lt;/code&amp;gt;&lt;br /&gt;
|View * Projection matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c92&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c95&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_mtxCSMViewProj&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM View * Project matrix&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c96&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;c191&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_BoneMtx[32]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c192&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_Morph&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c193&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_MorphFlags&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c194&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_SystemLightMapWork&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c210&amp;lt;/code&amp;gt;+&lt;br /&gt;
|Shader-specific constants&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b0&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;code&amp;gt;CharacterMaterial&amp;lt;/code&amp;gt; only&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;b1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bCubeReflection&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s0&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;s3&amp;lt;/code&amp;gt;&lt;br /&gt;
|Material textures&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s9&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDepth0&amp;lt;/code&amp;gt;&lt;br /&gt;
|Packed linear depth&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s10&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpDynamicEnvMap&amp;lt;/code&amp;gt;&lt;br /&gt;
|Planar reflection&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s11&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpCSM&amp;lt;/code&amp;gt;&lt;br /&gt;
|CSM array&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;s13&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;g_smpFB&amp;lt;/code&amp;gt;&lt;br /&gt;
|Resolved framebuffer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shader List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Shader&lt;br /&gt;
!Notes&lt;br /&gt;
!Used in XNOs&lt;br /&gt;
|-&lt;br /&gt;
| AcrobataPrimitive&lt;br /&gt;
| Used in rendering of Acroarts particle effects.&lt;br /&gt;
|-&lt;br /&gt;
| Air00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal00&lt;br /&gt;
| Used for Kingdom Valley eagle.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Animal01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Animal02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AqaScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aqua00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Artifact00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Artifact07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BackGround&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| balloonicon&lt;br /&gt;
| Used for rendering quest &amp;quot;balloons&amp;quot; in hub worlds.&lt;br /&gt;
|-&lt;br /&gt;
| Billboard00&lt;br /&gt;
| No lighting, CSM sampling or point lights support.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard01&lt;br /&gt;
| Vertex lighting and point lights, no CSM sampling.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard02&lt;br /&gt;
| By far the most used shader. Vertex lighting with no CSM sampling or point lights support.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard03&lt;br /&gt;
| Vertex lighting, CSM sampling and point lights.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard04&lt;br /&gt;
| Pixel lighting, CSM sampling, no point lights.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard05&lt;br /&gt;
| Pixel lighting, no CSM sampling or point lights.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard06&lt;br /&gt;
| Pixel lighting and point lights, no CSM sampling.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Billboard07&lt;br /&gt;
| Unused. Pixel lighting, CSM sampling and point lights.&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BillboardSp02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BloomFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| bod_light&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| bod_metal&lt;br /&gt;
| Used by &amp;quot;Book of Darkness&amp;quot; aka Scepter of Darkness.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| BurnoutBlurFilter&lt;br /&gt;
| Responsible for the radial &amp;quot;motion&amp;quot; blur seen in the final game. Likely named after the Burnout racing series.&lt;br /&gt;
|-&lt;br /&gt;
| ChaosDrive&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CharacterMaterial&lt;br /&gt;
| Responsible for rendering playable characters, NPCs, and many random hub world objects. By far the densest shader in the game, including many unused techniques.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ColorCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorCorrectionFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ColorOutFilter&lt;br /&gt;
| Outputs a solid colour. Used for bright areas of spotlights in White Acropolis stealth sections.&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| conditional_rendering&lt;br /&gt;
| Used in rendering of lens flare effect.&lt;br /&gt;
|-&lt;br /&gt;
| CopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| core_circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscGlass02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| CscScene02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CscScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| csd&lt;br /&gt;
| Used in rendering of CSD (UI) scenes.&lt;br /&gt;
|-&lt;br /&gt;
| csd3D&lt;br /&gt;
| Used for world-space UI like enemy health gauges.&lt;br /&gt;
|-&lt;br /&gt;
| csdBG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| cyl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DepthOfFieldFilter&lt;br /&gt;
| Unused in the final game. Likely a depth of field effect similar to the one in Sonic Unleashed.&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdSand04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene03&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene04&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| DtdScene05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ecb_light&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ecb_metal&lt;br /&gt;
| Used for Egg Cerberus.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Effect00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_light&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_metal&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| egen_slight&lt;br /&gt;
| Used for Egg Genesis.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_light&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| emob_metal&lt;br /&gt;
| Used for Egg Mobile.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_bullet&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| en_lava&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_light&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_lightani&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_metal&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_plating&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| en_rock&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| EndSky00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FBTex_NrmMap&lt;br /&gt;
| Used by &amp;lt;code&amp;gt;esp_ripple&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;esp_Sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fence01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcCore00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| FlcScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fluff00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Fog00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| font&lt;br /&gt;
| Used in font rendering for CSD.&lt;br /&gt;
|-&lt;br /&gt;
| fsol_armor&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| fsol_eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| fsol_fluid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget_Glider&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gadget&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| gindows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Glass02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_eye&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_lava&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis01_rock&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_eye&lt;br /&gt;
| Unused, &amp;lt;code&amp;gt;iblis02.xno&amp;lt;/code&amp;gt; uses &amp;lt;code&amp;gt;iblis01_eye&amp;lt;/code&amp;gt;. They seem more or less identical.&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_lava&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis02_rock&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_eye&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_lava&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| iblis03_rock&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ice03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Item_Board&lt;br /&gt;
| Crisis City snowboard. Separate from White Acropolis board.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemGlass00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ItemMetal00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvAqua01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvMist00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| KdvRope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KdvWindRoad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kyozoress&lt;br /&gt;
| Likely referring to &amp;quot;巨像&amp;quot;, the large monsters in Mephiles&#039; final boss fight.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Laser00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Laser01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Leaf01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| lensflare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightCore&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Lightmap01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LightmapSp04&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous03&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous04&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous05&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous06&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Luminous07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout_pt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| lzout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mantle00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mantle02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MarathonSpeedTree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| MaskCopyFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mefiress&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MefiressSpecific2&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Mercury&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Metal00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Metal02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| MotionBlurFilter&lt;br /&gt;
| BurnoutBlurFilter is used in retail rather than this shader.&lt;br /&gt;
|-&lt;br /&gt;
| movie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieARGB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| movieYUV420&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| no_shader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| OpticalCamouflage&lt;br /&gt;
| Used for rendering camouflaged enemies.&lt;br /&gt;
|-&lt;br /&gt;
| pe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PhaseShiftFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| physicsviewer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| player_homing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| primitive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| psi_effect&lt;br /&gt;
| Used for rendering Silver&#039;s psychokinesis effects.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Ring&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| rt_clear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rt_restoration&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Rust00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| SampleFilter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scr_metal&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| simple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sky00&lt;br /&gt;
| Used for Egg Wyvern fight and E0026 skybox.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky01&lt;br /&gt;
| Used for Egg Wyvern fight skybox.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Sky02&lt;br /&gt;
| Used for every other skybox not previously mentioned.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Snow02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone03&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Stone04&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain00&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;kdv_obj_D_bridge01&amp;lt;/code&amp;gt;&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain01&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;tpj_obj_oldtree&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain02&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;csc_obj_groundA&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;csc_obj_groundB&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;tpj_obj_sphere&amp;lt;/code&amp;gt;&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain04&lt;br /&gt;
| Only used by &amp;lt;code&amp;gt;e0125_map02_nos_&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tpj_mapA_roadlm&amp;lt;/code&amp;gt;&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain05&lt;br /&gt;
| Used extensively (91 times).&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Terrain06&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Terrain07&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tex_Spec_Phone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TpjWater01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnFence00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGate&lt;br /&gt;
| Used for warp gates.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlass00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnGlideWire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| TwnScene03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| vout&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| WapScene01&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WapScene02&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water02&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Water03&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water04&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Water05&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Waterrise&lt;br /&gt;
| Unused Kingdom Valley object. Some kind of rippling water/mist.&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood00&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Wood01&lt;br /&gt;
|&lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| Zakoress&lt;br /&gt;
| Referring to &amp;quot;雑魚&amp;quot; small-fry crowd of NPCs, the tiny shadow minions in Mephiles&#039; boss fight. &lt;br /&gt;
| ✓&lt;br /&gt;
|-&lt;br /&gt;
| ZakoressBillboard&lt;br /&gt;
| Billboarded approximation for distant Zakoress.&lt;br /&gt;
|-&lt;br /&gt;
| zout_pt&lt;br /&gt;
| Used for rendering depth pre-pass for punchthrough.&lt;br /&gt;
|-&lt;br /&gt;
| zout&lt;br /&gt;
| Used for rendering depth pre-pass.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Games&amp;diff=1393</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Games&amp;diff=1393"/>
		<updated>2026-03-02T19:32:04Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: Fix sonic origins plus release year&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section lists Sonic games by their engine, alongside their internal name. In this page, you&#039;re also able to access the game&#039;s own HedgeDocs page, which contains game specific guides, tools, and documentation.&lt;br /&gt;
&lt;br /&gt;
== Hedgehog Engine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game Name&lt;br /&gt;
!Internal Name&lt;br /&gt;
!Year&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Unleashed|Sonic Unleashed (Sonic World Adventure)]]&lt;br /&gt;
|SWA&lt;br /&gt;
|2008&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Colors]]&lt;br /&gt;
|sonic2010&lt;br /&gt;
|2010&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Generations]]&lt;br /&gt;
|BlueBlur&lt;br /&gt;
|2011&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Lost World]]&lt;br /&gt;
|sonic2013&lt;br /&gt;
|2013&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Colors: Ultimate*&lt;br /&gt;
|Rainbow&lt;br /&gt;
|2021&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Generations (SONIC X SHADOW GENERATIONS)&lt;br /&gt;
|miller_g&lt;br /&gt;
|2024&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;* Sonic Colors: Ultimate also makes use of a forked version of Godot 3.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hedgehog Engine 2 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game Name&lt;br /&gt;
!Internal Name&lt;br /&gt;
!Year&lt;br /&gt;
|-&lt;br /&gt;
|[[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games]]&lt;br /&gt;
|unison&lt;br /&gt;
|2016&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Forces]]&lt;br /&gt;
|wars&lt;br /&gt;
|2017&lt;br /&gt;
|-&lt;br /&gt;
|Olympic Games Tokyo 2020 - The Official Video Game&lt;br /&gt;
|musashi&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |2019&lt;br /&gt;
|-&lt;br /&gt;
|Mario &amp;amp; Sonic at the Tokyo 2020 Olympic Games&lt;br /&gt;
|rings&lt;br /&gt;
|-&lt;br /&gt;
|(New) Sakura Wars&lt;br /&gt;
|arukas&lt;br /&gt;
|-&lt;br /&gt;
|Puyo Puyo Tetris 2&lt;br /&gt;
|tenpex&lt;br /&gt;
|2020&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Origins]]*&lt;br /&gt;
|hite&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |2022&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Frontiers]]&lt;br /&gt;
|rangers&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Frontiers: Digital Art Book with Mini Digital Soundtrack&lt;br /&gt;
|rangers_artbook&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Origins|Sonic Origins Plus]]*&lt;br /&gt;
|hiteplus&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |2023&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Superstars - Digital Artbook and mini-OST&lt;br /&gt;
|orion_artbook&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Generations]] / SONIC X SHADOW GENERATIONS&lt;br /&gt;
|miller&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |2024&lt;br /&gt;
|-&lt;br /&gt;
|SONIC X SHADOW GENERATIONS: Art Book with Mini Soundtrack&lt;br /&gt;
|miller_das&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;* Sonic Origins (Plus) also makes use of Retro Engine v5U.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== SEGA NN ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game Name&lt;br /&gt;
!Engine Name&lt;br /&gt;
!Internal Name&lt;br /&gt;
!Year&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic the Hedgehog (2006)|Sonic the Hedgehog (2006)]]&lt;br /&gt;
|SoX&lt;br /&gt;
|marathon&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |2006&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Riders&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bleach: Shattered Blade&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Super Monkey Ball: Banana Blitz&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic and the Secret Rings&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2007&lt;br /&gt;
|-&lt;br /&gt;
|Rambo (Sega Lindbergh)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2008&lt;br /&gt;
|-&lt;br /&gt;
|Sonic and the Black Knight&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2009&lt;br /&gt;
|-&lt;br /&gt;
|Sonic the Hedgehog 4: Episode I&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2010&lt;br /&gt;
|-&lt;br /&gt;
|Sonic the Hedgehog 4: Episode II&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2012&lt;br /&gt;
|-&lt;br /&gt;
|Transformers: Human Alliance&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2013&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Games&amp;diff=1392</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Games&amp;diff=1392"/>
		<updated>2026-03-02T19:29:21Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section lists Sonic games by their engine, alongside their internal name. In this page, you&#039;re also able to access the game&#039;s own HedgeDocs page, which contains game specific guides, tools, and documentation.&lt;br /&gt;
&lt;br /&gt;
== Hedgehog Engine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game Name&lt;br /&gt;
!Internal Name&lt;br /&gt;
!Year&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Unleashed|Sonic Unleashed (Sonic World Adventure)]]&lt;br /&gt;
|SWA&lt;br /&gt;
|2008&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Colors]]&lt;br /&gt;
|sonic2010&lt;br /&gt;
|2010&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Generations]]&lt;br /&gt;
|BlueBlur&lt;br /&gt;
|2011&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Lost World]]&lt;br /&gt;
|sonic2013&lt;br /&gt;
|2013&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Colors: Ultimate*&lt;br /&gt;
|Rainbow&lt;br /&gt;
|2021&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Generations (SONIC X SHADOW GENERATIONS)&lt;br /&gt;
|miller_g&lt;br /&gt;
|2024&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;* Sonic Colors: Ultimate also makes use of a forked version of Godot 3.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hedgehog Engine 2 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game Name&lt;br /&gt;
!Internal Name&lt;br /&gt;
!Year&lt;br /&gt;
|-&lt;br /&gt;
|[[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games]]&lt;br /&gt;
|unison&lt;br /&gt;
|2016&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Forces]]&lt;br /&gt;
|wars&lt;br /&gt;
|2017&lt;br /&gt;
|-&lt;br /&gt;
|Olympic Games Tokyo 2020 - The Official Video Game&lt;br /&gt;
|musashi&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |2019&lt;br /&gt;
|-&lt;br /&gt;
|Mario &amp;amp; Sonic at the Tokyo 2020 Olympic Games&lt;br /&gt;
|rings&lt;br /&gt;
|-&lt;br /&gt;
|(New) Sakura Wars&lt;br /&gt;
|arukas&lt;br /&gt;
|-&lt;br /&gt;
|Puyo Puyo Tetris 2&lt;br /&gt;
|tenpex&lt;br /&gt;
|2020&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Origins]]*&lt;br /&gt;
|hite&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |2022&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Frontiers]]&lt;br /&gt;
|rangers&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Frontiers: Digital Art Book with Mini Digital Soundtrack&lt;br /&gt;
|rangers_artbook&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Origins|Sonic Origins Plus]]*&lt;br /&gt;
|hiteplus&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Superstars - Digital Artbook and mini-OST&lt;br /&gt;
|orion_artbook&lt;br /&gt;
|2023&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Generations]] / SONIC X SHADOW GENERATIONS&lt;br /&gt;
|miller&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |2024&lt;br /&gt;
|-&lt;br /&gt;
|SONIC X SHADOW GENERATIONS: Art Book with Mini Soundtrack&lt;br /&gt;
|miller_das&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;* Sonic Origins (Plus) also makes use of Retro Engine v5U.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== SEGA NN ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game Name&lt;br /&gt;
!Engine Name&lt;br /&gt;
!Internal Name&lt;br /&gt;
!Year&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic the Hedgehog (2006)|Sonic the Hedgehog (2006)]]&lt;br /&gt;
|SoX&lt;br /&gt;
|marathon&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |2006&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Riders&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bleach: Shattered Blade&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Super Monkey Ball: Banana Blitz&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic and the Secret Rings&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2007&lt;br /&gt;
|-&lt;br /&gt;
|Rambo (Sega Lindbergh)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2008&lt;br /&gt;
|-&lt;br /&gt;
|Sonic and the Black Knight&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2009&lt;br /&gt;
|-&lt;br /&gt;
|Sonic the Hedgehog 4: Episode I&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2010&lt;br /&gt;
|-&lt;br /&gt;
|Sonic the Hedgehog 4: Episode II&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2012&lt;br /&gt;
|-&lt;br /&gt;
|Transformers: Human Alliance&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2013&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Games&amp;diff=1391</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Games&amp;diff=1391"/>
		<updated>2026-03-02T19:28:14Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: Add some other NN games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section lists Sonic games by their engine, alongside their internal name. In this page, you&#039;re also able to access the game&#039;s own HedgeDocs page, which contains game specific guides, tools, and documentation.&lt;br /&gt;
&lt;br /&gt;
== Hedgehog Engine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game Name&lt;br /&gt;
!Internal Name&lt;br /&gt;
!Year&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Unleashed|Sonic Unleashed (Sonic World Adventure)]]&lt;br /&gt;
|SWA&lt;br /&gt;
|2008&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Colors]]&lt;br /&gt;
|sonic2010&lt;br /&gt;
|2010&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Generations]]&lt;br /&gt;
|BlueBlur&lt;br /&gt;
|2011&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Lost World]]&lt;br /&gt;
|sonic2013&lt;br /&gt;
|2013&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Colors: Ultimate*&lt;br /&gt;
|Rainbow&lt;br /&gt;
|2021&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Generations (SONIC X SHADOW GENERATIONS)&lt;br /&gt;
|miller_g&lt;br /&gt;
|2024&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;* Sonic Colors: Ultimate also makes use of a forked version of Godot 3.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hedgehog Engine 2 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game Name&lt;br /&gt;
!Internal Name&lt;br /&gt;
!Year&lt;br /&gt;
|-&lt;br /&gt;
|[[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games]]&lt;br /&gt;
|unison&lt;br /&gt;
|2016&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Forces]]&lt;br /&gt;
|wars&lt;br /&gt;
|2017&lt;br /&gt;
|-&lt;br /&gt;
|Olympic Games Tokyo 2020 - The Official Video Game&lt;br /&gt;
|musashi&lt;br /&gt;
|2019&lt;br /&gt;
|-&lt;br /&gt;
|Mario &amp;amp; Sonic at the Tokyo 2020 Olympic Games&lt;br /&gt;
|rings&lt;br /&gt;
|2019&lt;br /&gt;
|-&lt;br /&gt;
|(New) Sakura Wars&lt;br /&gt;
|arukas&lt;br /&gt;
|2019&lt;br /&gt;
|-&lt;br /&gt;
|Puyo Puyo Tetris 2&lt;br /&gt;
|tenpex&lt;br /&gt;
|2020&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Origins]]*&lt;br /&gt;
|hite&lt;br /&gt;
|2022&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Frontiers]]&lt;br /&gt;
|rangers&lt;br /&gt;
|2022&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Frontiers: Digital Art Book with Mini Digital Soundtrack&lt;br /&gt;
|rangers_artbook&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Origins|Sonic Origins Plus]]*&lt;br /&gt;
|hiteplus&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Superstars - Digital Artbook and mini-OST&lt;br /&gt;
|orion_artbook&lt;br /&gt;
|2023&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Generations]] / SONIC X SHADOW GENERATIONS&lt;br /&gt;
|miller&lt;br /&gt;
|2024&lt;br /&gt;
|-&lt;br /&gt;
|SONIC X SHADOW GENERATIONS: Art Book with Mini Soundtrack&lt;br /&gt;
|miller_das&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;* Sonic Origins (Plus) also makes use of Retro Engine v5U.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== SEGA NN ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game Name&lt;br /&gt;
!Engine Name&lt;br /&gt;
!Internal Name&lt;br /&gt;
!Year&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic the Hedgehog (2006)|Sonic the Hedgehog (2006)]]&lt;br /&gt;
|SoX&lt;br /&gt;
|marathon&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Riders&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|Bleach: Shattered Blade&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|Super Monkey Ball: Banana Blitz&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|Sonic and the Secret Rings&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2007&lt;br /&gt;
|-&lt;br /&gt;
|Rambo (Sega Lindbergh)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2008&lt;br /&gt;
|-&lt;br /&gt;
|Sonic and the Black Knight&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2009&lt;br /&gt;
|-&lt;br /&gt;
|Sonic the Hedgehog 4: Episode I&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2010&lt;br /&gt;
|-&lt;br /&gt;
|Sonic the Hedgehog 4: Episode II&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2012&lt;br /&gt;
|-&lt;br /&gt;
|Transformers: Human Alliance&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2013&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Games&amp;diff=1390</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Games&amp;diff=1390"/>
		<updated>2026-03-02T19:24:56Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: Add release year to games list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section lists Sonic games by their engine, alongside their internal name. In this page, you&#039;re also able to access the game&#039;s own HedgeDocs page, which contains game specific guides, tools, and documentation.&lt;br /&gt;
&lt;br /&gt;
== Hedgehog Engine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game Name&lt;br /&gt;
!Internal Name&lt;br /&gt;
!Year&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Unleashed|Sonic Unleashed (Sonic World Adventure)]]&lt;br /&gt;
|SWA&lt;br /&gt;
|2008&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Colors]]&lt;br /&gt;
|sonic2010&lt;br /&gt;
|2010&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Generations]]&lt;br /&gt;
|BlueBlur&lt;br /&gt;
|2011&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Lost World]]&lt;br /&gt;
|sonic2013&lt;br /&gt;
|2013&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Colors: Ultimate*&lt;br /&gt;
|Rainbow&lt;br /&gt;
|2021&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Generations (SONIC X SHADOW GENERATIONS)&lt;br /&gt;
|miller_g&lt;br /&gt;
|2024&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;* Sonic Colors: Ultimate also makes use of a forked version of Godot 3.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hedgehog Engine 2 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game Name&lt;br /&gt;
!Internal Name&lt;br /&gt;
!Year&lt;br /&gt;
|-&lt;br /&gt;
|[[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games]]&lt;br /&gt;
|unison&lt;br /&gt;
|2016&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Forces]]&lt;br /&gt;
|wars&lt;br /&gt;
|2017&lt;br /&gt;
|-&lt;br /&gt;
|Olympic Games Tokyo 2020 - The Official Video Game&lt;br /&gt;
|musashi&lt;br /&gt;
|2019&lt;br /&gt;
|-&lt;br /&gt;
|Mario &amp;amp; Sonic at the Tokyo 2020 Olympic Games&lt;br /&gt;
|rings&lt;br /&gt;
|2019&lt;br /&gt;
|-&lt;br /&gt;
|(New) Sakura Wars&lt;br /&gt;
|arukas&lt;br /&gt;
|2019&lt;br /&gt;
|-&lt;br /&gt;
|Puyo Puyo Tetris 2&lt;br /&gt;
|tenpex&lt;br /&gt;
|2020&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Origins]]*&lt;br /&gt;
|hite&lt;br /&gt;
|2022&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Frontiers]]&lt;br /&gt;
|rangers&lt;br /&gt;
|2022&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Frontiers: Digital Art Book with Mini Digital Soundtrack&lt;br /&gt;
|rangers_artbook&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic Origins|Sonic Origins Plus]]*&lt;br /&gt;
|hiteplus&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Superstars - Digital Artbook and mini-OST&lt;br /&gt;
|orion_artbook&lt;br /&gt;
|2023&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Generations]] / SONIC X SHADOW GENERATIONS&lt;br /&gt;
|miller&lt;br /&gt;
|2024&lt;br /&gt;
|-&lt;br /&gt;
|SONIC X SHADOW GENERATIONS: Art Book with Mini Soundtrack&lt;br /&gt;
|miller_das&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;* Sonic Origins (Plus) also makes use of Retro Engine v5U.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== SEGA NN ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game Name&lt;br /&gt;
!Engine Name&lt;br /&gt;
!Internal Name&lt;br /&gt;
!Year&lt;br /&gt;
|-&lt;br /&gt;
|[[Sonic the Hedgehog (2006)|Sonic the Hedgehog (2006)]]&lt;br /&gt;
|SoX&lt;br /&gt;
|marathon&lt;br /&gt;
|2006&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)&amp;diff=1363</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=1363"/>
		<updated>2025-12-04T01:50:27Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
* [[Player State Maps]]&lt;br /&gt;
* [[Texture Tags]]&lt;br /&gt;
* [[Sonic the Hedgehog (2006) Shaders|Shaders]]&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* [[Scene Parameters]]&lt;br /&gt;
* [[Mission Parameters]]&lt;br /&gt;
* [[Player Parameters]]&lt;br /&gt;
&lt;br /&gt;
== Formats ==&lt;br /&gt;
=== Archive ===&lt;br /&gt;
* [[U8 Archive]]&lt;br /&gt;
&lt;br /&gt;
=== Event ===&lt;br /&gt;
&lt;br /&gt;
* [[Event Playbook]]&lt;br /&gt;
&lt;br /&gt;
=== Ninja ===&lt;br /&gt;
* [[NN Chunk Format]]&lt;br /&gt;
&lt;br /&gt;
=== Text ===&lt;br /&gt;
&lt;br /&gt;
* [[Text Book]]&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Scene_Parameters&amp;diff=1362</id>
		<title>Scene Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Scene_Parameters&amp;diff=1362"/>
		<updated>2025-12-04T01:50:16Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Scene Parameters&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; in Sonic the Hedgehog (2006) are variables defined in Lua scripting that affect scene behaviour.  == Direction_3dsmax == {| class=&amp;quot;wikitable&amp;quot; |+ !Name !Type !Description |- |&amp;lt;code&amp;gt;Position&amp;lt;/code&amp;gt; | rowspan=&amp;quot;2&amp;quot; |Vector3 | |- |&amp;lt;code&amp;gt;Target&amp;lt;/code&amp;gt; | |}  == Directional Light == {| class=&amp;quot;wikitable&amp;quot; |+ !Name !Type !Description |- |&amp;lt;code&amp;gt;Color&amp;lt;/code&amp;gt; |Vector4 | |- |&amp;lt;code&amp;gt;Direction_3dsmax&amp;lt;/code&amp;gt; |Direction_3dsmax | |}  == Ambient Light == {| class...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Scene Parameters&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] are variables defined in Lua scripting that affect scene behaviour.&lt;br /&gt;
&lt;br /&gt;
== Direction_3dsmax ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Position&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Vector3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Target&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Directional Light ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Color&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Direction_3dsmax&amp;lt;/code&amp;gt;&lt;br /&gt;
|Direction_3dsmax&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ambient Light ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Color&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector4&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== OLS ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;SunColor&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Vector4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;BRay&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;BMie&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;G&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Ambient&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ambient Light&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Main&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Directional Light&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Sub&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bloom ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;MinThreshold&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;MaxThreshold&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Scale&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ShadowMap ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;BaseSize&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;CenterOffset&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1361</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1361"/>
		<updated>2025-12-04T00:45:56Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Player Parameters&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] are variables defined in Lua scripting that affect player and object behaviour.&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_method&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_mario64 = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_sonic_v1 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision Shape ==&lt;br /&gt;
There are several possible collision shapes, each with their own specific parameters. The shared &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; parameter must be set to one of the following, and the associated variables filled.&lt;br /&gt;
&lt;br /&gt;
=== Shared Parameters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_sphere = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_box = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cylinder = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_convex_box = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_capsule = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_frustum = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_none = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_priority_and_distance = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_distance = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lockon&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lockon = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_homing = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lightdash = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_psi = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_chase = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_sphere&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_cylinder&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_convex_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_x&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_capsule&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Unused in vanilla scripts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_frustum&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;fov&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== PostureControl ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_inertia_move&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_ottoto&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_edge&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_edge_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== PostureControlSnowBoard ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== Input Listener ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_input_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AmyContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_double_count&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_pray&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_limit&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_countdown&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_double_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BlazeContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_spinning_claw_min&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_spinning_claw_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BossShadowContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_piyori_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BossSilverContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_post&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BossSonicContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_piyori_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_smash_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)&amp;diff=1360</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=1360"/>
		<updated>2025-12-04T00:40:32Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
* [[Player State Maps]]&lt;br /&gt;
* [[Texture Tags]]&lt;br /&gt;
* [[Sonic the Hedgehog (2006) Shaders|Shaders]]&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* [[Mission Parameters]]&lt;br /&gt;
* [[Player Parameters]]&lt;br /&gt;
&lt;br /&gt;
== Formats ==&lt;br /&gt;
=== Archive ===&lt;br /&gt;
* [[U8 Archive]]&lt;br /&gt;
&lt;br /&gt;
=== Event ===&lt;br /&gt;
&lt;br /&gt;
* [[Event Playbook]]&lt;br /&gt;
&lt;br /&gt;
=== Ninja ===&lt;br /&gt;
* [[NN Chunk Format]]&lt;br /&gt;
&lt;br /&gt;
=== Text ===&lt;br /&gt;
&lt;br /&gt;
* [[Text Book]]&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Mission_Parameters&amp;diff=1359</id>
		<title>Mission Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Mission_Parameters&amp;diff=1359"/>
		<updated>2025-12-04T00:40:13Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Mission Parameters&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; in Sonic the Hedgehog (2006) are variables defined in Lua scripting that affect mission behaviour.  == Mission Information == {| class=&amp;quot;wikitable&amp;quot; |+ !Name !Type !Description |- |&amp;lt;code&amp;gt;mission_string&amp;lt;/code&amp;gt; | rowspan=&amp;quot;11&amp;quot; |String | |- |&amp;lt;code&amp;gt;mission_area&amp;lt;/code&amp;gt; | |- |&amp;lt;code&amp;gt;mission_terrain&amp;lt;/code&amp;gt; | |- |&amp;lt;code&amp;gt;mission_set_default&amp;lt;/code&amp;gt; | |- |&amp;lt;code&amp;gt;mission_path_default&amp;lt;/code&amp;gt; | |- |&amp;lt;code&amp;gt;mission_movie_start&amp;lt;/code&amp;gt; | |- |&amp;lt;code&amp;gt;mission_event_s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Mission Parameters&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] are variables defined in Lua scripting that affect mission behaviour.&lt;br /&gt;
&lt;br /&gt;
== Mission Information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_string&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |String&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_area&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_terrain&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_set_default&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_path_default&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_movie_start&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_event_start&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_startup&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_bgm&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_scene_param&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_text&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_is_battle&amp;lt;/code&amp;gt;&lt;br /&gt;
|Bool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_userule&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |String&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_kynapse_default&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_disappear_people&amp;lt;/code&amp;gt;&lt;br /&gt;
|Bool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_area_text&amp;lt;/code&amp;gt;&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mission_progress&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Result ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;stagename&amp;lt;/code&amp;gt;&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;timebonus_base&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;timebonus_rate&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;ringbonus_rate&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rank_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rank_a&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rank_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rank_c&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rank_d&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;ringbonus_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;ringbonus_a&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;ringbonus_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;ringbonus_c&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;ringbonus_d&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;finish&amp;lt;/code&amp;gt;&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1353</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1353"/>
		<updated>2025-12-03T07:24:39Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
|&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;
|&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;
|&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.&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;
|&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Super&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|&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>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1352</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1352"/>
		<updated>2025-12-03T07:23:12Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
|&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;
|&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;
|&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.&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Common&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Super&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|&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>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1351</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1351"/>
		<updated>2025-12-03T07:22:10Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
|&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;
|&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;
|&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.&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Common&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Super&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|&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;7&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;
|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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Common&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>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1350</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1350"/>
		<updated>2025-12-03T07:19:25Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
|&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;
|&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;
|&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.&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Common&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Super&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|&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;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Description&lt;br /&gt;
|-&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;
|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;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|Unused.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&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;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&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;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&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>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1349</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1349"/>
		<updated>2025-12-03T07:18:58Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
&lt;br /&gt;
=== Common States ===&lt;br /&gt;
All states listed here have their exact implementation used by multiple characters. Some states not listed here are implemented in a similar way, with the same ID, but the actual implementation (function pointer used) is different.&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;
|&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;
|&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;
|&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.&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Common&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Super&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|&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;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Description&lt;br /&gt;
|-&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;
|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;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|Unused.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&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;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&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;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&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>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1348</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1348"/>
		<updated>2025-12-03T07:18:31Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
&lt;br /&gt;
=== Common States ===&lt;br /&gt;
All states listed here have their exact implementation used by multiple characters. Some states not listed here are implemented in a similar way, with the same ID, but the actual implementation (function pointer used) is different.&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;
|&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;
|&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;
|&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.&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Common&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Super&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|&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;2&amp;quot; |Super&lt;br /&gt;
|Super Sonic/Shadow Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Super 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;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Description&lt;br /&gt;
|-&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;
|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;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|Unused.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&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;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&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;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&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>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1347</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1347"/>
		<updated>2025-12-03T07:16:07Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
&lt;br /&gt;
=== Common States ===&lt;br /&gt;
All states listed here have their exact implementation used by multiple characters. Some states not listed here are implemented in a similar way, with the same ID, but the actual implementation (function pointer used) is different.&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;
|&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;
|&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;
|&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.&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Common&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;
|&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;
|&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;
|&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|&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;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;
=== Super States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |0x6B&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&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;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Description&lt;br /&gt;
|-&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;
|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;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|Unused.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&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;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&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;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&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>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_Maps&amp;diff=1346</id>
		<title>Player State Maps</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_Maps&amp;diff=1346"/>
		<updated>2025-12-03T07:03:47Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Player State Maps&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] define possible character states for each player context. These each have a unique identifier, and are loaded in scripting by &amp;lt;code&amp;gt;OpenState()&amp;lt;/code&amp;gt; calls. All possible states, description of their behaviors, and implementation locations are outlined in [[Player State IDs]].&lt;br /&gt;
&lt;br /&gt;
== Player State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B15D58&lt;br /&gt;
|0x821B5BB8&lt;br /&gt;
|57&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x8219FE58&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x8219FED0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x8219FF48&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x8219FFC0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A0038&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A0840&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Silver Spring&lt;br /&gt;
|0x27&lt;br /&gt;
|0x821A1438&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|0x821A14B0&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|0x821A15D0&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x821A16E8&lt;br /&gt;
|-&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x821A1880&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821A1FE8&lt;br /&gt;
|-&lt;br /&gt;
|Gem Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821A2228&lt;br /&gt;
|-&lt;br /&gt;
|Gem Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821A2370&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|0x821A26E0&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A2758&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A27D0&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|0x821A2848&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|0x821A28C0&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|0x821A2AC8&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|0x821A2B40&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A2BB8&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|0x821A2D68&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x821A2F98&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x821A3118&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x821A32A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Princess ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16098&lt;br /&gt;
|0x821B6098&lt;br /&gt;
|43&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x8219FE58&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x8219FED0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x8219FF48&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A4788&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A4940&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A0840&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A0A20&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x821A4CB0&lt;br /&gt;
|-&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x821A4D28&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|0x821A26E0&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A4DA8&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A4F60&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|0x821A2848&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A2BB8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Water Walk&lt;br /&gt;
|0x35&lt;br /&gt;
|0x821A5118&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B161F0&lt;br /&gt;
|0x821B5C88&lt;br /&gt;
|58&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A5388&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A5690&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A5958&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A5C20&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A5E20&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A6130&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|0x821A14B0&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|0x821A15D0&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x821A16E8&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A6360&lt;br /&gt;
|-&lt;br /&gt;
|Homing Release&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A64D0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A6548&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|0x821A68F0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|0x821A6B40&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|0x821A6DA0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|0x821A6E50&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|0x821A7028&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|0x821A71E8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|0x821A7260&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|0x821A7480&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|0x821A7728&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x821A7960&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Take&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x821A7A10&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x821A7C60&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|0x821A7D70&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x821A7F48&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|0x821A8148&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|0x821A82E0&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|0x821A84A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B15F20&lt;br /&gt;
|0x821B5C20&lt;br /&gt;
|47&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A3348&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A3460&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A3570&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A3680&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A3790&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A38B0&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A39C0&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|0x821A14B0&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x821A4CB0&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|0x821A15D0&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x821A16E8&lt;br /&gt;
|-&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|0x821A3F50&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|0x821A4078&lt;br /&gt;
|-&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|0x821A40F8&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|0x821A4168&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x821A41E8&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x821A4278&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x821A4478&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x821A4568&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x821A45F8&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x821A4688&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|0x821A4718&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Omega ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B168B0&lt;br /&gt;
|0x821B5DC0&lt;br /&gt;
|37&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A9470&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A9680&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A9890&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A9AA0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A9D10&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A9FB0&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Hovering&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x821AA250&lt;br /&gt;
|-&lt;br /&gt;
|Shot&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x821AA5E0&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|0x821AA830&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B169D8&lt;br /&gt;
|0x821B5E28&lt;br /&gt;
|42&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AA9C8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AAB70&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AAD18&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AAEC0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AAF38&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AB0D8&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Start&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x821AB278&lt;br /&gt;
|-&lt;br /&gt;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x821AB3C8&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x821AB470&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|0x821AB620&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x821AB760&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blaze ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16B28&lt;br /&gt;
|0x821B5E90&lt;br /&gt;
|41&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AB818&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ABA68&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ABC78&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AAEC0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821ABE88&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AC0C0&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|0x821AC250&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|0x821AC3D0&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|0x821AC660&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821AC8C8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Knuckles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16C70&lt;br /&gt;
|0x821B5EF8&lt;br /&gt;
|42&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AC9F8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ACBB0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ACD18&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821ACE80&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AD080&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grind&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AD2F0&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AD4B8&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AD6A0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821ADA08&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Head Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|0x821ADC60&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|0x821ADF00&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|0x821AE1C8&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|0x821AE300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rouge ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16DC0&lt;br /&gt;
|0x821B5F60&lt;br /&gt;
|44&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AE558&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AE7F8&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AEA98&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AED38&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AF020&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AF2A8&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AF4E8&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AF5E0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821AF748&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821AF8E8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821AFAC8&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x821A4CB0&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821AF2A8 (Same as Wide Spring)&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|0x821AFC90&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|0x821AFE38&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x821AFFF0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tails ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16F20&lt;br /&gt;
|0x821B5FC8&lt;br /&gt;
|33&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0158&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B01D8&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B0258&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B02D8&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B0480&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B0658&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B0800&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821B09A8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821B0CD0&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821B0DE0&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17028&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0F58&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|0x821B1290&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821B1388&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B1488&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B1668&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|0x821B1720&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17060&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function AddressFunction Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0F58&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|0x821B1290&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821B1388&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B1488&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B1668&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|0x821B1978&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17098&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0F58&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|0x821B1290&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821B1388&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B1488&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B1668&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x821B1B10&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Boss State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17180&lt;br /&gt;
|0x821B6168&lt;br /&gt;
|9&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B47C0&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B49C0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B4B10&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B4E90&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B5030&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B50A0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B5298&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B5310&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821B56A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B170D0&lt;br /&gt;
|0x821B61D0&lt;br /&gt;
|11&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B1CE8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B1FB8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B2140&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B21D0&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B22A8&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B23D0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B2530&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B2788&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B2AB8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B2C48&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821B3110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17128&lt;br /&gt;
|0x821B6100&lt;br /&gt;
|11&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B32D8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B3668&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B3868&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B3B68&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B3C50&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B3CE8&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821B3EC0&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B4018&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821B41F8&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821B4430&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821B4640&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Snowboard ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B163C8&lt;br /&gt;
|0x821B5CF0&lt;br /&gt;
|13&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8668&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A86E0&lt;br /&gt;
|-&lt;br /&gt;
|Prepare Jump&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8758&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A87D0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8848&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A88C0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A8938&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x7&lt;br /&gt;
|0x821A89B0&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A8A28&lt;br /&gt;
|-&lt;br /&gt;
|Grind Brake&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A8AA0&lt;br /&gt;
|-&lt;br /&gt;
|Grind Prepare Jump&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A8B18&lt;br /&gt;
|-&lt;br /&gt;
|Run Against&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A8B90&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A8C08&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mach Speed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B165B8&lt;br /&gt;
|0x821B5D58&lt;br /&gt;
|14&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8C80&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A8DF0&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8E68&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A8EE0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A8FC8&lt;br /&gt;
|-&lt;br /&gt;
|Dramatic Jump&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A9040&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A90B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A9130&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A91A8&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A9220&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A9298&lt;br /&gt;
|-&lt;br /&gt;
|Chain Fall&lt;br /&gt;
|0xD&lt;br /&gt;
|0x821A9310&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0xE&lt;br /&gt;
|0x821A9388&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Context State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B163C0&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|1&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8540&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B1688C&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|1&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A9400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B171C8&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|2&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Title Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821B59B8&lt;br /&gt;
|-&lt;br /&gt;
|Title Selected&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821B5A90&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_Maps&amp;diff=1345</id>
		<title>Player State Maps</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_Maps&amp;diff=1345"/>
		<updated>2025-12-03T07:02:14Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Player State Maps&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] define possible character states for each player context. These each have a unique identifier, and are loaded in scripting by &amp;lt;code&amp;gt;OpenState()&amp;lt;/code&amp;gt; calls. All possible states, description of their behaviors, and implementation locations are outlined in [[Player State IDs]].&lt;br /&gt;
&lt;br /&gt;
== Player State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B15D58&lt;br /&gt;
|0x821B5BB8&lt;br /&gt;
|57&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x8219FE58&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x8219FED0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x8219FF48&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x8219FFC0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A0038&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A0840&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Silver Spring&lt;br /&gt;
|0x27&lt;br /&gt;
|0x821A1438&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|0x821A14B0&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|0x821A15D0&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x821A16E8&lt;br /&gt;
|-&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x821A1880&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821A1FE8&lt;br /&gt;
|-&lt;br /&gt;
|Gem Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821A2228&lt;br /&gt;
|-&lt;br /&gt;
|Gem Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821A2370&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|0x821A26E0&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A2758&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A27D0&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|0x821A2848&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|0x821A28C0&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|0x821A2AC8&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|0x821A2B40&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A2BB8&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|0x821A2D68&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x821A2F98&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x821A3118&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x821A32A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Princess ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16098&lt;br /&gt;
|0x821B6098&lt;br /&gt;
|43&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x8219FE58&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x8219FED0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x8219FF48&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A4788&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A4940&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A0840&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A0A20&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x821A4CB0&lt;br /&gt;
|-&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x821A4D28&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|0x821A26E0&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A4DA8&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A4F60&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|0x821A2848&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A2BB8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Water Walk&lt;br /&gt;
|0x35&lt;br /&gt;
|0x821A5118&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B161F0&lt;br /&gt;
|0x821B5C88&lt;br /&gt;
|58&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A5388&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A5690&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A5958&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A5C20&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A5E20&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A6130&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|0x821A14B0&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|0x821A15D0&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x821A16E8&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A6360&lt;br /&gt;
|-&lt;br /&gt;
|Homing Release&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A64D0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A6548&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|0x821A68F0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|0x821A6B40&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|0x821A6DA0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|0x821A6E50&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|0x821A7028&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|0x821A71E8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|0x821A7260&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|0x821A7480&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|0x821A7728&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x821A7960&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Take&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x821A7A10&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x821A7C60&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|0x821A7D70&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x821A7F48&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|0x821A8148&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|0x821A82E0&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|0x821A84A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B15F20&lt;br /&gt;
|0x821B5C20&lt;br /&gt;
|47&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A3348&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A3460&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A3570&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A3680&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A3790&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A38B0&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A39C0&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|0x821A14B0&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x821A4CB0&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|0x821A15D0&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x821A16E8&lt;br /&gt;
|-&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|0x821A3F50&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|0x821A4078&lt;br /&gt;
|-&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|0x821A40F8&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|0x821A4168&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x821A41E8&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x821A4278&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x821A4478&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x821A4568&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x821A45F8&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x821A4688&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|0x821A4718&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Omega ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B168B0&lt;br /&gt;
|0x821B5DC0&lt;br /&gt;
|37&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A9470&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A9680&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A9890&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A9AA0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A9D10&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A9FB0&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Hovering&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x821AA250&lt;br /&gt;
|-&lt;br /&gt;
|Shot&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x821AA5E0&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|0x821AA830&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B169D8&lt;br /&gt;
|0x821B5E28&lt;br /&gt;
|42&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AA9C8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AAB70&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AAD18&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AAEC0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AAF38&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AB0D8&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Start&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x821AB278&lt;br /&gt;
|-&lt;br /&gt;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x821AB3C8&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x821AB470&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|0x821AB620&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x821AB760&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blaze ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16B28&lt;br /&gt;
|0x821B5E90&lt;br /&gt;
|41&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AB818&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ABA68&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ABC78&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AAEC0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821ABE88&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AC0C0&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|0x821AC250&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|0x821AC3D0&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|0x821AC660&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821AC8C8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Knuckles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16C70&lt;br /&gt;
|0x821B5EF8&lt;br /&gt;
|42&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AC9F8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ACBB0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ACD18&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821ACE80&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AD080&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grind&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AD2F0&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AD4B8&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AD6A0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821ADA08&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Head Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|0x821ADC60&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|0x821ADF00&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|0x821AE1C8&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|0x821AE300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rouge ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16DC0&lt;br /&gt;
|0x821B5F60&lt;br /&gt;
|44&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AE558&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AE7F8&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AEA98&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AED38&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AF020&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AF2A8&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AF4E8&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AF5E0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821AF748&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821AF8E8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821AFAC8&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x821A4CB0&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821AF2A8 (Same as Wide Spring)&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|0x821AFC90&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|0x821AFE38&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x821AFFF0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tails ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16F20&lt;br /&gt;
|0x821B5FC8&lt;br /&gt;
|33&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0158&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B01D8&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B0258&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B02D8&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B0480&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B0658&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B0800&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821B09A8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821B0CD0&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821B0DE0&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17028&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0F58&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|0x821B1290&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821B1388&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B1488&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B1668&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|0x821B1720&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17060&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function AddressFunction Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0F58&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|0x821B1290&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821B1388&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B1488&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B1668&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|0x821B1978&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17098&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0F58&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|0x821B1290&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821B1388&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B1488&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B1668&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x821B1B10&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Boss State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17180&lt;br /&gt;
|0x821B6168&lt;br /&gt;
|9&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B47C0&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B49C0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B4B10&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B4E90&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B5030&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B50A0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B5298&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B5310&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821B56A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B170D0&lt;br /&gt;
|0x821B61D0&lt;br /&gt;
|11&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B1CE8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B1FB8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B2140&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B21D0&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B22A8&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B23D0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B2530&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B2788&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B2AB8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B2C48&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821B3110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17128&lt;br /&gt;
|0x821B6100&lt;br /&gt;
|11&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B32D8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B3668&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B3868&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B3B68&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B3C50&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B3CE8&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821B3EC0&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B4018&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821B41F8&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821B4430&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821B4640&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Snowboard ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B163C8&lt;br /&gt;
|0x821B5CF0&lt;br /&gt;
|13&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8668&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A86E0&lt;br /&gt;
|-&lt;br /&gt;
|Prepare Jump&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8758&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A87D0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8848&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A88C0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A8938&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x7&lt;br /&gt;
|0x821A89B0&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A8A28&lt;br /&gt;
|-&lt;br /&gt;
|Grind Brake&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A8AA0&lt;br /&gt;
|-&lt;br /&gt;
|Grind Prepare Jump&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A8B18&lt;br /&gt;
|-&lt;br /&gt;
|Run Against&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A8B90&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A8C08&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mach Speed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B165B8&lt;br /&gt;
|0x821B5D58&lt;br /&gt;
|14&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8C80&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A8DF0&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8E68&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A8EE0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A8FC8&lt;br /&gt;
|-&lt;br /&gt;
|Dramatic Jump&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A9040&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A90B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A9130&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A91A8&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A9220&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A9298&lt;br /&gt;
|-&lt;br /&gt;
|Chain Fall&lt;br /&gt;
|0xD&lt;br /&gt;
|0x821A9310&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0xE&lt;br /&gt;
|0x821A9388&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Context State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B163C0&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|1&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8540&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B1688C&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|1&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A9400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B171C8&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|2&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Title Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821B59B8&lt;br /&gt;
|-&lt;br /&gt;
|Title Selected&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821B5A90&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1344</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1344"/>
		<updated>2025-12-03T06:02:16Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
&lt;br /&gt;
=== Common States ===&lt;br /&gt;
All states listed here have their exact implementation used by multiple characters. Some states not listed here are implemented in a similar way, with the same ID, but the actual implementation (function pointer used) is different.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AAEC0&lt;br /&gt;
|Only used by Amy and Blaze.&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|Push states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|Hanging. Edge states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0X0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|Falling from edge hang.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|Jumping from edge hang.&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x821A4CB0&lt;br /&gt;
|Used for swinging ropes in Tropical Jungle.&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|0x821A14B0&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;
|0x821A15D0&lt;br /&gt;
|Used for whale in Wave Ocean.&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x821A16E8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sonic States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x8219FE58&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x8219FED0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x8219FF48&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x8219FFC0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A0038&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A0840&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A0A20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821A1FE8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Silver Spring&lt;br /&gt;
|0x27&lt;br /&gt;
|0x821A1438&lt;br /&gt;
|Unused spring type for Boss Silver&#039;s Homing Catch.&lt;br /&gt;
|-&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x821A1880&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gem Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821A2228&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gem Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821A2370&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|0x821A26E0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A2758&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A27D0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|0x821A2848&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|0x821A28C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|0x821A2AC8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|0x821A2B40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A2BB8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|0x821A2D68&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x821A2F98&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x821A3118&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x821A32A8&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Princess States ===&lt;br /&gt;
Princess, being a variant of Sonic shares some of his implementations previously listed, as well as a couple new implementations. This table only lists the states wholly unique to Princess.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A4788&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A4940&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A4AF8&lt;br /&gt;
|-&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x821A4D28&lt;br /&gt;
|-&lt;br /&gt;
|Water Walk&lt;br /&gt;
|0x35&lt;br /&gt;
|0x821A5118&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A4DA8&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A4F60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shadow States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A5388&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A5690&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A5958&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A5C20&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A5E20&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A6130&lt;br /&gt;
|-&lt;br /&gt;
|Homing Release&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A64D0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A6548&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A6360&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|0x821A68F0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|0x821A6B40&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|0x821A6DA0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|0x821A6E50&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|0x821A7028&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|0x821A71E8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|0x821A7260&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|0x821A7480&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|0x821A7728&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x821A7960&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Enter&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x821A7A10&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x821A7C60&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x821A7F48&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|0x821A82E0&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|0x821A7D70&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|0x821A8148&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|0x821A84A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silver States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A3348&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A3460&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A3570&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A3680&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A3790&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A38B0&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A39C0&lt;br /&gt;
|-&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|0x821A3F50&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|0x821A4078&lt;br /&gt;
|-&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|0x821A40F8&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|0x821A4168&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x821A45F8&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x821A4688&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x821A41E8&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x821A4278&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x821A4478&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x821A4568&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|0x821A4718&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Omega States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A9470&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A9680&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A9890&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A9AA0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A9D10&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A9FB0&lt;br /&gt;
|-&lt;br /&gt;
|Hover&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x821AA250&lt;br /&gt;
|-&lt;br /&gt;
|Omega Launcher&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x821AA5E0&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|0x821AA830&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AA9C8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AAB70&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AAD18&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AAF38&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AB0D8&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Start&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x821AB278&lt;br /&gt;
|-&lt;br /&gt;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x821AB3C8&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x821AB470&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x821AB760&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|0x821AB620&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blaze States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AB818&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ABA68&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ABC78&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821ABE88&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AC0C0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821AC8C8&lt;br /&gt;
|-&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|0x821AC250&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|0x821AC3D0&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|0x821AC660&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Knuckles States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AC9F8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ACBB0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ACD18&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821ACE80&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AD080&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AD2F0&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AD4B8&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AD6A0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821ADA08&lt;br /&gt;
|-&lt;br /&gt;
|Heat Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|0x821ADC60&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|0x821ADF00&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|0x821AE1C8&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|0x821AE300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rouge States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AE558&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AE7F8&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AEA98&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AED38&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AF020&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AF2A8&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AF4E8&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821AF2A8 (Same as Wide Spring)&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AF5E0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821AF748&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821AF8E8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821AFAC8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|0x821AFC90&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|0x821AFE38&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x821AFFF0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tails States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0158&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B01D8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B0258&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B02D8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B0480&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B0658&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B0800&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821B09A8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821B0CD0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821B0DE0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B1668&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B1488&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821B1388&lt;br /&gt;
|-&lt;br /&gt;
|Super Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|0x821B1290&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |0x6B&lt;br /&gt;
|0x821B1720&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|0x821B1978&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x821B1B10&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;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B47C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B49C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B4B10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B4E90&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B5030&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B50A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B5298&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B5310&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821B56A8&lt;br /&gt;
|Unused.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B1CE8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B1FB8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B2140&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B21D0&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B22A8&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B23D0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B2530&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B2788&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B2AB8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B2C48&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821B3110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B32D8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B3668&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B3868&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B3B68&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B3C50&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B3CE8&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B4018&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821B3EC0&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821B41F8&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821B4430&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821B4640&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8668&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A86E0&lt;br /&gt;
|-&lt;br /&gt;
|Prepare Jump&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8758&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A87D0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8848&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A88C0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A8938&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x7&lt;br /&gt;
|0x821A89B0&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A8A28&lt;br /&gt;
|-&lt;br /&gt;
|Grind Brake&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A8AA0&lt;br /&gt;
|-&lt;br /&gt;
|Grind Prepare Jump&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A8B18&lt;br /&gt;
|-&lt;br /&gt;
|Run Against&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A8B90&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A8C08&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8C80&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A8DF0&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8E68&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A8EE0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A8FC8&lt;br /&gt;
|-&lt;br /&gt;
|Dramatic Jump&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A9040&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A90B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A9130&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A91A8&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A9220&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A9298&lt;br /&gt;
|-&lt;br /&gt;
|Chain Fall&lt;br /&gt;
|0xD&lt;br /&gt;
|0x821A9310&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0xE&lt;br /&gt;
|0x821A9388&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8540&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A9400&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Title Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821B59B8&lt;br /&gt;
|-&lt;br /&gt;
|Title Selected&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821B5A90&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1343</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1343"/>
		<updated>2025-12-03T06:01:05Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
&lt;br /&gt;
=== Common States ===&lt;br /&gt;
All states listed here have their exact implementation used by multiple characters. Some states not listed here are implemented in a similar way, with the same ID, but the actual implementation (function pointer used) is different.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AAEC0&lt;br /&gt;
|Only used by Amy and Blaze.&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|Push states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|Hanging. Edge states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0X0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|Unknown hanging state.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|Jumping from hang.&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x821A4CB0&lt;br /&gt;
|Used for swinging ropes in Tropical Jungle.&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|0x821A14B0&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;
|0x821A15D0&lt;br /&gt;
|Used for whale in Wave Ocean.&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x821A16E8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sonic States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x8219FE58&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x8219FED0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x8219FF48&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x8219FFC0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A0038&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A0840&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A0A20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821A1FE8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Silver Spring&lt;br /&gt;
|0x27&lt;br /&gt;
|0x821A1438&lt;br /&gt;
|Unused spring type for Boss Silver&#039;s Homing Catch.&lt;br /&gt;
|-&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x821A1880&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gem Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821A2228&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gem Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821A2370&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|0x821A26E0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A2758&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A27D0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|0x821A2848&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|0x821A28C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|0x821A2AC8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|0x821A2B40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A2BB8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|0x821A2D68&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x821A2F98&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x821A3118&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x821A32A8&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Princess States ===&lt;br /&gt;
Princess, being a variant of Sonic shares some of his implementations previously listed, as well as a couple new implementations. This table only lists the states wholly unique to Princess.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A4788&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A4940&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A4AF8&lt;br /&gt;
|-&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x821A4D28&lt;br /&gt;
|-&lt;br /&gt;
|Water Walk&lt;br /&gt;
|0x35&lt;br /&gt;
|0x821A5118&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A4DA8&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A4F60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shadow States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A5388&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A5690&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A5958&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A5C20&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A5E20&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A6130&lt;br /&gt;
|-&lt;br /&gt;
|Homing Release&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A64D0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A6548&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A6360&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|0x821A68F0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|0x821A6B40&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|0x821A6DA0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|0x821A6E50&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|0x821A7028&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|0x821A71E8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|0x821A7260&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|0x821A7480&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|0x821A7728&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x821A7960&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Enter&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x821A7A10&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x821A7C60&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x821A7F48&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|0x821A82E0&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|0x821A7D70&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|0x821A8148&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|0x821A84A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silver States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A3348&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A3460&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A3570&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A3680&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A3790&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A38B0&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A39C0&lt;br /&gt;
|-&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|0x821A3F50&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|0x821A4078&lt;br /&gt;
|-&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|0x821A40F8&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|0x821A4168&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x821A45F8&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x821A4688&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x821A41E8&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x821A4278&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x821A4478&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x821A4568&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|0x821A4718&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Omega States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A9470&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A9680&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A9890&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A9AA0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A9D10&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A9FB0&lt;br /&gt;
|-&lt;br /&gt;
|Hover&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x821AA250&lt;br /&gt;
|-&lt;br /&gt;
|Omega Launcher&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x821AA5E0&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|0x821AA830&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AA9C8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AAB70&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AAD18&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AAF38&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AB0D8&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Start&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x821AB278&lt;br /&gt;
|-&lt;br /&gt;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x821AB3C8&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x821AB470&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x821AB760&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|0x821AB620&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blaze States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AB818&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ABA68&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ABC78&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821ABE88&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AC0C0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821AC8C8&lt;br /&gt;
|-&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|0x821AC250&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|0x821AC3D0&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|0x821AC660&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Knuckles States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AC9F8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ACBB0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ACD18&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821ACE80&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AD080&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AD2F0&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AD4B8&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AD6A0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821ADA08&lt;br /&gt;
|-&lt;br /&gt;
|Heat Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|0x821ADC60&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|0x821ADF00&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|0x821AE1C8&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|0x821AE300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rouge States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AE558&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AE7F8&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AEA98&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AED38&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AF020&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AF2A8&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AF4E8&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821AF2A8 (Same as Wide Spring)&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AF5E0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821AF748&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821AF8E8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821AFAC8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|0x821AFC90&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|0x821AFE38&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x821AFFF0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tails States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0158&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B01D8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B0258&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B02D8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B0480&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B0658&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B0800&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821B09A8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821B0CD0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821B0DE0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B1668&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B1488&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821B1388&lt;br /&gt;
|-&lt;br /&gt;
|Super Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|0x821B1290&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |0x6B&lt;br /&gt;
|0x821B1720&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|0x821B1978&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x821B1B10&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;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B47C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B49C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B4B10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B4E90&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B5030&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B50A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B5298&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B5310&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821B56A8&lt;br /&gt;
|Unused.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B1CE8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B1FB8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B2140&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B21D0&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B22A8&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B23D0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B2530&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B2788&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B2AB8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B2C48&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821B3110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B32D8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B3668&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B3868&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B3B68&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B3C50&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B3CE8&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B4018&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821B3EC0&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821B41F8&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821B4430&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821B4640&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8668&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A86E0&lt;br /&gt;
|-&lt;br /&gt;
|Prepare Jump&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8758&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A87D0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8848&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A88C0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A8938&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x7&lt;br /&gt;
|0x821A89B0&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A8A28&lt;br /&gt;
|-&lt;br /&gt;
|Grind Brake&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A8AA0&lt;br /&gt;
|-&lt;br /&gt;
|Grind Prepare Jump&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A8B18&lt;br /&gt;
|-&lt;br /&gt;
|Run Against&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A8B90&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A8C08&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8C80&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A8DF0&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8E68&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A8EE0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A8FC8&lt;br /&gt;
|-&lt;br /&gt;
|Dramatic Jump&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A9040&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A90B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A9130&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A91A8&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A9220&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A9298&lt;br /&gt;
|-&lt;br /&gt;
|Chain Fall&lt;br /&gt;
|0xD&lt;br /&gt;
|0x821A9310&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0xE&lt;br /&gt;
|0x821A9388&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8540&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A9400&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Title Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821B59B8&lt;br /&gt;
|-&lt;br /&gt;
|Title Selected&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821B5A90&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_Maps&amp;diff=1342</id>
		<title>Player State Maps</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_Maps&amp;diff=1342"/>
		<updated>2025-12-03T06:00:31Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Player State Maps&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] define possible character states for each player context. These each have a unique identifier, and are loaded in scripting by &amp;lt;code&amp;gt;OpenState()&amp;lt;/code&amp;gt; calls. All possible states, description of their behaviors, and implementation locations are outlined in [[Player State IDs]].&lt;br /&gt;
&lt;br /&gt;
== Player State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B15D58&lt;br /&gt;
|0x821B5BB8&lt;br /&gt;
|57&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Sonic&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Silver Spring&lt;br /&gt;
|0x27&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Common&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; |Sonic&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|-&lt;br /&gt;
|Gem Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|-&lt;br /&gt;
|Gem Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Princess ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16098&lt;br /&gt;
|0x821B6098&lt;br /&gt;
|43&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sonic&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Princess&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Princess&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; |Common&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|-&lt;br /&gt;
|Princess&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Princess&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sonic&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&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;
=== Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B161F0&lt;br /&gt;
|0x821B5C88&lt;br /&gt;
|58&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Shadow&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Shadow&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;19&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; |Shadow&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|-&lt;br /&gt;
|Homing Release&lt;br /&gt;
|0x42&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Take&lt;br /&gt;
|0x6D&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B15F20&lt;br /&gt;
|0x821B5C20&lt;br /&gt;
|47&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Silver&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Silver&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;19&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Silver&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|-&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Omega ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B168B0&lt;br /&gt;
|0x821B5DC0&lt;br /&gt;
|37&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Omega&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Omega&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Omega&lt;br /&gt;
|Hovering&lt;br /&gt;
|0x4E&lt;br /&gt;
|-&lt;br /&gt;
|Shot&lt;br /&gt;
|0x4F&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B169D8&lt;br /&gt;
|0x821B5E28&lt;br /&gt;
|42&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Amy&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Amy&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Amy&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&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;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blaze ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16B28&lt;br /&gt;
|0x821B5E90&lt;br /&gt;
|41&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Blaze&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Blaze&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Blaze&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Blaze&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Knuckles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16C70&lt;br /&gt;
|0x821B5EF8&lt;br /&gt;
|42&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Knuckles&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grind&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Knuckles&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Knuckles&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Common&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Knuckles&lt;br /&gt;
|Head Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rouge ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16DC0&lt;br /&gt;
|0x821B5F60&lt;br /&gt;
|44&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Rouge&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Rouge&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Rouge&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Common&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Rouge&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tails ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16F20&lt;br /&gt;
|0x821B5FC8&lt;br /&gt;
|33&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Tails&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Tails&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Tails&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Common&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Tails&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Common&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17028&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Super&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17060&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Super&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17098&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Super&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Boss State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17180&lt;br /&gt;
|0x821B6168&lt;br /&gt;
|9&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Boss&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B170D0&lt;br /&gt;
|0x821B61D0&lt;br /&gt;
|11&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Boss&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17128&lt;br /&gt;
|0x821B6100&lt;br /&gt;
|11&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Boss&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Snowboard ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B163C8&lt;br /&gt;
|0x821B5CF0&lt;br /&gt;
|13&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Snowboard&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;
|0x8&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 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B165B8&lt;br /&gt;
|0x821B5D58&lt;br /&gt;
|14&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;14&amp;quot; |Mach Speed&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 Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B163C0&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|1&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B1688C&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|1&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B171C8&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|2&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Common&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>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_Maps&amp;diff=1341</id>
		<title>Player State Maps</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_Maps&amp;diff=1341"/>
		<updated>2025-12-03T05:59:17Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Player State Maps&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] define possible character states for each player context. These each have a unique identifier, and are loaded in scripting by &amp;lt;code&amp;gt;OpenState()&amp;lt;/code&amp;gt; calls. All possible states, description of their behaviors, and implementation locations are outlined in [[Player State IDs]].&lt;br /&gt;
&lt;br /&gt;
== Player State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B15D58&lt;br /&gt;
|0x821B5BB8&lt;br /&gt;
|57&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Sonic&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Spring Type D&lt;br /&gt;
|0x27&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Common&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; |Sonic&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|-&lt;br /&gt;
|Gem Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|-&lt;br /&gt;
|Gem Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Princess ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16098&lt;br /&gt;
|0x821B6098&lt;br /&gt;
|43&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sonic&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Princess&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Princess&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; |Common&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|-&lt;br /&gt;
|Princess&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Princess&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sonic&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&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;
=== Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B161F0&lt;br /&gt;
|0x821B5C88&lt;br /&gt;
|58&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Shadow&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Shadow&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;19&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; |Shadow&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|-&lt;br /&gt;
|Homing Release&lt;br /&gt;
|0x42&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Take&lt;br /&gt;
|0x6D&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B15F20&lt;br /&gt;
|0x821B5C20&lt;br /&gt;
|47&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Silver&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Silver&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;19&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Silver&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|-&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Omega ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B168B0&lt;br /&gt;
|0x821B5DC0&lt;br /&gt;
|37&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Omega&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Omega&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Omega&lt;br /&gt;
|Hovering&lt;br /&gt;
|0x4E&lt;br /&gt;
|-&lt;br /&gt;
|Shot&lt;br /&gt;
|0x4F&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B169D8&lt;br /&gt;
|0x821B5E28&lt;br /&gt;
|42&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Amy&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Amy&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Amy&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&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;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blaze ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16B28&lt;br /&gt;
|0x821B5E90&lt;br /&gt;
|41&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Blaze&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Blaze&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Blaze&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Blaze&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Knuckles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16C70&lt;br /&gt;
|0x821B5EF8&lt;br /&gt;
|42&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Knuckles&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grind&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Knuckles&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Knuckles&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Common&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Knuckles&lt;br /&gt;
|Head Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rouge ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16DC0&lt;br /&gt;
|0x821B5F60&lt;br /&gt;
|44&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Rouge&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Rouge&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Rouge&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Common&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Rouge&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tails ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16F20&lt;br /&gt;
|0x821B5FC8&lt;br /&gt;
|33&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Tails&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Common&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Tails&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Tails&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Common&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Tails&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Common&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17028&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Super&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17060&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Super&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17098&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Super&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Boss State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17180&lt;br /&gt;
|0x821B6168&lt;br /&gt;
|9&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Boss&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B170D0&lt;br /&gt;
|0x821B61D0&lt;br /&gt;
|11&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Boss&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17128&lt;br /&gt;
|0x821B6100&lt;br /&gt;
|11&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Boss&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Snowboard ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B163C8&lt;br /&gt;
|0x821B5CF0&lt;br /&gt;
|13&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Snowboard&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;
|0x8&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 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B165B8&lt;br /&gt;
|0x821B5D58&lt;br /&gt;
|14&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;14&amp;quot; |Mach Speed&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 Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B163C0&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|1&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B1688C&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|1&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B171C8&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|2&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Common&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>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1340</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1340"/>
		<updated>2025-12-03T05:57:32Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
&lt;br /&gt;
=== Common States ===&lt;br /&gt;
All states listed here have their exact implementation used by multiple characters. Some states not listed here are implemented in a similar way, with the same ID, but the actual implementation (function pointer used) is different.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AAEC0&lt;br /&gt;
|Only used by Amy and Blaze.&lt;br /&gt;
|-&lt;br /&gt;
|Water Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|Push states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|Hanging. Edge states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0X0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|Unknown hanging state.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|Jumping from hang.&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x821A4CB0&lt;br /&gt;
|Used for swinging ropes in Tropical Jungle.&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|0x821A14B0&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;
|0x821A15D0&lt;br /&gt;
|Used for whale in Wave Ocean.&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x821A16E8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sonic States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x8219FE58&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x8219FED0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x8219FF48&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x8219FFC0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A0038&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A0840&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A0A20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821A1FE8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type D&lt;br /&gt;
|0x27&lt;br /&gt;
|0x821A1438&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x821A1880&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gem Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821A2228&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gem Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821A2370&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|0x821A26E0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A2758&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A27D0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|0x821A2848&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|0x821A28C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|0x821A2AC8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|0x821A2B40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A2BB8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|0x821A2D68&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x821A2F98&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x821A3118&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x821A32A8&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Princess States ===&lt;br /&gt;
Princess, being a variant of Sonic shares some of his implementations previously listed, as well as a couple new implementations. This table only lists the states wholly unique to Princess.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A4788&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A4940&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A4AF8&lt;br /&gt;
|-&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x821A4D28&lt;br /&gt;
|-&lt;br /&gt;
|Water Walk&lt;br /&gt;
|0x35&lt;br /&gt;
|0x821A5118&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A4DA8&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A4F60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shadow States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A5388&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A5690&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A5958&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A5C20&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A5E20&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A6130&lt;br /&gt;
|-&lt;br /&gt;
|Homing Release&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A64D0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A6548&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A6360&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|0x821A68F0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|0x821A6B40&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|0x821A6DA0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|0x821A6E50&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|0x821A7028&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|0x821A71E8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|0x821A7260&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|0x821A7480&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|0x821A7728&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x821A7960&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Enter&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x821A7A10&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x821A7C60&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x821A7F48&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|0x821A82E0&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|0x821A7D70&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|0x821A8148&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|0x821A84A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silver States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A3348&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A3460&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A3570&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A3680&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A3790&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A38B0&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A39C0&lt;br /&gt;
|-&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|0x821A3F50&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|0x821A4078&lt;br /&gt;
|-&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|0x821A40F8&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|0x821A4168&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x821A45F8&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x821A4688&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x821A41E8&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x821A4278&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x821A4478&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x821A4568&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|0x821A4718&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Omega States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A9470&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A9680&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A9890&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A9AA0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A9D10&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A9FB0&lt;br /&gt;
|-&lt;br /&gt;
|Hover&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x821AA250&lt;br /&gt;
|-&lt;br /&gt;
|Omega Launcher&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x821AA5E0&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|0x821AA830&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AA9C8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AAB70&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AAD18&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AAF38&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AB0D8&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Start&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x821AB278&lt;br /&gt;
|-&lt;br /&gt;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x821AB3C8&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x821AB470&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x821AB760&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|0x821AB620&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blaze States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AB818&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ABA68&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ABC78&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821ABE88&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AC0C0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821AC8C8&lt;br /&gt;
|-&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|0x821AC250&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|0x821AC3D0&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|0x821AC660&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Knuckles States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AC9F8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ACBB0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ACD18&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821ACE80&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AD080&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AD2F0&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AD4B8&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AD6A0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821ADA08&lt;br /&gt;
|-&lt;br /&gt;
|Heat Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|0x821ADC60&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|0x821ADF00&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|0x821AE1C8&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|0x821AE300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rouge States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AE558&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AE7F8&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AEA98&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AED38&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AF020&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AF2A8&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AF4E8&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821AF2A8 (Same as Wide Spring)&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AF5E0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821AF748&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821AF8E8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821AFAC8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|0x821AFC90&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|0x821AFE38&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x821AFFF0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tails States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0158&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B01D8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B0258&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B02D8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B0480&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B0658&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B0800&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821B09A8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821B0CD0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821B0DE0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B1668&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B1488&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821B1388&lt;br /&gt;
|-&lt;br /&gt;
|Super Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|0x821B1290&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |0x6B&lt;br /&gt;
|0x821B1720&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|0x821B1978&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x821B1B10&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;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B47C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B49C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B4B10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B4E90&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B5030&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B50A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B5298&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B5310&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821B56A8&lt;br /&gt;
|Unused.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B1CE8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B1FB8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B2140&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B21D0&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B22A8&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B23D0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B2530&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B2788&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B2AB8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B2C48&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Boost&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821B3110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B32D8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B3668&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B3868&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B3B68&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B3C50&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B3CE8&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B4018&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821B3EC0&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821B41F8&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821B4430&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821B4640&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8668&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A86E0&lt;br /&gt;
|-&lt;br /&gt;
|Prepare Jump&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8758&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A87D0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8848&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A88C0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A8938&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x7&lt;br /&gt;
|0x821A89B0&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A8A28&lt;br /&gt;
|-&lt;br /&gt;
|Grind Brake&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A8AA0&lt;br /&gt;
|-&lt;br /&gt;
|Grind Prepare Jump&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A8B18&lt;br /&gt;
|-&lt;br /&gt;
|Run Against&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A8B90&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A8C08&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8C80&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A8DF0&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8E68&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A8EE0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A8FC8&lt;br /&gt;
|-&lt;br /&gt;
|Dramatic Jump&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A9040&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A90B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A9130&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A91A8&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A9220&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A9298&lt;br /&gt;
|-&lt;br /&gt;
|Chain Fall&lt;br /&gt;
|0xD&lt;br /&gt;
|0x821A9310&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0xE&lt;br /&gt;
|0x821A9388&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8540&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A9400&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Title Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821B59B8&lt;br /&gt;
|-&lt;br /&gt;
|Title Selected&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821B5A90&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1339</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1339"/>
		<updated>2025-12-03T05:54:38Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
&lt;br /&gt;
=== Common States ===&lt;br /&gt;
All states listed here have their exact implementation used by multiple characters. Some states not listed here are implemented in a similar way, with the same ID, but the actual implementation (function pointer used) is different.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AAEC0&lt;br /&gt;
|Only used by Amy and Blaze.&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|Push states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|Hanging. Edge states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0X0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|Unknown hanging state.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|Jumping from hang.&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x821A4CB0&lt;br /&gt;
|Used for swinging ropes in Tropical Jungle.&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|0x821A14B0&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;
|0x821A15D0&lt;br /&gt;
|Used for whale in Wave Ocean.&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x821A16E8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sonic States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x8219FE58&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x8219FED0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x8219FF48&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x8219FFC0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A0038&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A0840&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A0A20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821A1FE8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type D&lt;br /&gt;
|0x27&lt;br /&gt;
|0x821A1438&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x821A1880&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gem Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821A2228&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gem Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821A2370&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|0x821A26E0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A2758&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A27D0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|0x821A2848&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|0x821A28C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|0x821A2AC8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|0x821A2B40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A2BB8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|0x821A2D68&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x821A2F98&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x821A3118&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x821A32A8&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Princess States ===&lt;br /&gt;
Princess, being a variant of Sonic shares some of his implementations previously listed, as well as a couple new implementations. This table only lists the states wholly unique to Princess.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A4788&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A4940&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A4AF8&lt;br /&gt;
|-&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x821A4D28&lt;br /&gt;
|-&lt;br /&gt;
|Water Walk&lt;br /&gt;
|0x35&lt;br /&gt;
|0x821A5118&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A4DA8&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A4F60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shadow States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A5388&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A5690&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A5958&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A5C20&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A5E20&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A6130&lt;br /&gt;
|-&lt;br /&gt;
|Homing Release&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A64D0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A6548&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A6360&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|0x821A68F0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|0x821A6B40&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|0x821A6DA0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|0x821A6E50&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|0x821A7028&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|0x821A71E8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|0x821A7260&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|0x821A7480&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|0x821A7728&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x821A7960&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Enter&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x821A7A10&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x821A7C60&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x821A7F48&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|0x821A82E0&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|0x821A7D70&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|0x821A8148&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|0x821A84A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silver States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A3348&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A3460&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A3570&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A3680&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A3790&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A38B0&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A39C0&lt;br /&gt;
|-&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|0x821A3F50&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|0x821A4078&lt;br /&gt;
|-&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|0x821A40F8&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|0x821A4168&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x821A45F8&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x821A4688&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x821A41E8&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x821A4278&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x821A4478&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x821A4568&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|0x821A4718&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Omega States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A9470&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A9680&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A9890&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A9AA0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A9D10&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A9FB0&lt;br /&gt;
|-&lt;br /&gt;
|Hover&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x821AA250&lt;br /&gt;
|-&lt;br /&gt;
|Omega Launcher&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x821AA5E0&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|0x821AA830&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AA9C8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AAB70&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AAD18&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AAF38&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AB0D8&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Start&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x821AB278&lt;br /&gt;
|-&lt;br /&gt;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x821AB3C8&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x821AB470&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x821AB760&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|0x821AB620&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blaze States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AB818&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ABA68&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ABC78&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821ABE88&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AC0C0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821AC8C8&lt;br /&gt;
|-&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|0x821AC250&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|0x821AC3D0&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|0x821AC660&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Knuckles States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AC9F8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ACBB0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ACD18&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821ACE80&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AD080&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AD2F0&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AD4B8&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AD6A0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821ADA08&lt;br /&gt;
|-&lt;br /&gt;
|Heat Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|0x821ADC60&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|0x821ADF00&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|0x821AE1C8&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|0x821AE300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rouge States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AE558&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AE7F8&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AEA98&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AED38&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AF020&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AF2A8&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AF4E8&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821AF2A8 (Same as Wide Spring)&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AF5E0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821AF748&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821AF8E8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821AFAC8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|0x821AFC90&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|0x821AFE38&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x821AFFF0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tails States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0158&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B01D8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B0258&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B02D8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B0480&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B0658&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B0800&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821B09A8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821B0CD0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821B0DE0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B1668&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B1488&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821B1388&lt;br /&gt;
|-&lt;br /&gt;
|Super Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|0x821B1290&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |0x6B&lt;br /&gt;
|0x821B1720&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|0x821B1978&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x821B1B10&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;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B47C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B49C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B4B10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B4E90&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B5030&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B50A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B5298&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B5310&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821B56A8&lt;br /&gt;
|Unused.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B1CE8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B1FB8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B2140&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B21D0&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B22A8&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B23D0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B2530&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B2788&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B2AB8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B2C48&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821B3110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B32D8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B3668&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B3868&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B3B68&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B3C50&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B3CE8&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B4018&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821B3EC0&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821B41F8&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821B4430&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821B4640&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8668&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A86E0&lt;br /&gt;
|-&lt;br /&gt;
|Prepare Jump&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8758&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A87D0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8848&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A88C0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A8938&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x7&lt;br /&gt;
|0x821A89B0&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A8A28&lt;br /&gt;
|-&lt;br /&gt;
|Grind Brake&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A8AA0&lt;br /&gt;
|-&lt;br /&gt;
|Grind Prepare Jump&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A8B18&lt;br /&gt;
|-&lt;br /&gt;
|Run Against&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A8B90&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A8C08&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8C80&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A8DF0&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8E68&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A8EE0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A8FC8&lt;br /&gt;
|-&lt;br /&gt;
|Dramatic Jump&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A9040&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A90B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A9130&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A91A8&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A9220&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A9298&lt;br /&gt;
|-&lt;br /&gt;
|Chain Fall&lt;br /&gt;
|0xD&lt;br /&gt;
|0x821A9310&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0xE&lt;br /&gt;
|0x821A9388&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8540&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A9400&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Title Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821B59B8&lt;br /&gt;
|-&lt;br /&gt;
|Title Selected&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821B5A90&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_Maps&amp;diff=1338</id>
		<title>Player State Maps</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_Maps&amp;diff=1338"/>
		<updated>2025-12-03T05:54:21Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Player State Maps&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] define possible character states for each player context. These each have a unique identifier, and are loaded in scripting by &amp;lt;code&amp;gt;OpenState()&amp;lt;/code&amp;gt; calls. All possible states, description of their behaviors, and implementation locations are outlined in [[Player State IDs]].&lt;br /&gt;
&lt;br /&gt;
== Player State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B15D58&lt;br /&gt;
|0x821B5BB8&lt;br /&gt;
|57&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Sonic&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Spring Type D&lt;br /&gt;
|0x27&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Common&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; |Sonic&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|-&lt;br /&gt;
|Gem Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|-&lt;br /&gt;
|Gem Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Princess ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16098&lt;br /&gt;
|0x821B6098&lt;br /&gt;
|43&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sonic&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Princess&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Princess&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; |Common&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|-&lt;br /&gt;
|Princess&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Princess&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sonic&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&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;
=== Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B161F0&lt;br /&gt;
|0x821B5C88&lt;br /&gt;
|58&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Shadow&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Shadow&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;19&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; |Shadow&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|-&lt;br /&gt;
|Homing Release&lt;br /&gt;
|0x42&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Take&lt;br /&gt;
|0x6D&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B15F20&lt;br /&gt;
|0x821B5C20&lt;br /&gt;
|47&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Silver&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Silver&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;19&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Silver&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|-&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Omega ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B168B0&lt;br /&gt;
|0x821B5DC0&lt;br /&gt;
|37&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Omega&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Omega&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Omega&lt;br /&gt;
|Hovering&lt;br /&gt;
|0x4E&lt;br /&gt;
|-&lt;br /&gt;
|Shot&lt;br /&gt;
|0x4F&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B169D8&lt;br /&gt;
|0x821B5E28&lt;br /&gt;
|42&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Amy&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Amy&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Amy&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&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;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blaze ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16B28&lt;br /&gt;
|0x821B5E90&lt;br /&gt;
|41&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Blaze&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Blaze&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Blaze&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Blaze&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Knuckles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16C70&lt;br /&gt;
|0x821B5EF8&lt;br /&gt;
|42&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Knuckles&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grind&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Knuckles&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Knuckles&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Common&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Knuckles&lt;br /&gt;
|Head Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rouge ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16DC0&lt;br /&gt;
|0x821B5F60&lt;br /&gt;
|44&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Rouge&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Rouge&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Rouge&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Common&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Rouge&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tails ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16F20&lt;br /&gt;
|0x821B5FC8&lt;br /&gt;
|33&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Tails&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Tails&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Tails&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Common&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Tails&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Common&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17028&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Super&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17060&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Super&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17098&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Super&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Boss State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17180&lt;br /&gt;
|0x821B6168&lt;br /&gt;
|9&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Boss&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B170D0&lt;br /&gt;
|0x821B61D0&lt;br /&gt;
|11&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Boss&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17128&lt;br /&gt;
|0x821B6100&lt;br /&gt;
|11&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Boss&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Snowboard ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B163C8&lt;br /&gt;
|0x821B5CF0&lt;br /&gt;
|13&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Snowboard&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;
|0x8&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 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B165B8&lt;br /&gt;
|0x821B5D58&lt;br /&gt;
|14&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;14&amp;quot; |Mach Speed&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 Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B163C0&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|1&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B1688C&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|1&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B171C8&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|2&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Common&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>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_Maps&amp;diff=1337</id>
		<title>Player State Maps</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_Maps&amp;diff=1337"/>
		<updated>2025-12-03T05:45:58Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Player State Maps&#039;&#039;&#039;&#039;&#039; in [[Sonic the Hedgehog (2006)]] define possible character states for each player context. These each have a unique identifier, and are loaded in scripting by &amp;lt;code&amp;gt;OpenState()&amp;lt;/code&amp;gt; calls. All possible states, description of their behaviors, and implementation locations are outlined in [[Player State IDs]].&lt;br /&gt;
&lt;br /&gt;
== Player State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B15D58&lt;br /&gt;
|0x821B5BB8&lt;br /&gt;
|57&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Sonic&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Spring Type D&lt;br /&gt;
|0x27&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Common&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; |Sonic&lt;br /&gt;
|Purple Gem&lt;br /&gt;
|0x24&lt;br /&gt;
|-&lt;br /&gt;
|Gem Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|-&lt;br /&gt;
|Gem Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Princess ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16098&lt;br /&gt;
|0x821B6098&lt;br /&gt;
|43&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sonic&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Princess&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Princess&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; |Common&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|-&lt;br /&gt;
|Princess&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Sonic&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Princess&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sonic&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&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;
=== Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B161F0&lt;br /&gt;
|0x821B5C88&lt;br /&gt;
|58&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Shadow&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Shadow&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;19&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; |Shadow&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|-&lt;br /&gt;
|Homing Release&lt;br /&gt;
|0x42&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Take&lt;br /&gt;
|0x6D&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B15F20&lt;br /&gt;
|0x821B5C20&lt;br /&gt;
|47&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Silver&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Silver&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;19&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Rodeo&lt;br /&gt;
|0x29&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Silver&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|-&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Omega ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B168B0&lt;br /&gt;
|0x821B5DC0&lt;br /&gt;
|37&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Omega&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Omega&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Omega&lt;br /&gt;
|Hovering&lt;br /&gt;
|0x4E&lt;br /&gt;
|-&lt;br /&gt;
|Shot&lt;br /&gt;
|0x4F&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Common&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B169D8&lt;br /&gt;
|0x821B5E28&lt;br /&gt;
|42&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Amy&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Amy&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Amy&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&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;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blaze ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16B28&lt;br /&gt;
|0x821B5E90&lt;br /&gt;
|41&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Blaze&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Blaze&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Blaze&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Blaze&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Knuckles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16C70&lt;br /&gt;
|0x821B5EF8&lt;br /&gt;
|42&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Knuckles&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grind&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Knuckles&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Knuckles&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Common&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Knuckles&lt;br /&gt;
|Head Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rouge ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16DC0&lt;br /&gt;
|0x821B5F60&lt;br /&gt;
|44&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Rouge&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Rouge&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Rouge&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Common&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Rouge&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tails ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B16F20&lt;br /&gt;
|0x821B5FC8&lt;br /&gt;
|33&lt;br /&gt;
|0x00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Tails&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Common&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|-&lt;br /&gt;
|Tails&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|Tails&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Common&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x1F&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Tails&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Common&lt;br /&gt;
|Amigo&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17028&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Super&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17060&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Super&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|0x6B&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17098&lt;br /&gt;
|0x821B6030&lt;br /&gt;
|7&lt;br /&gt;
|0x30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |Super&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Boss State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17180&lt;br /&gt;
|0x821B6168&lt;br /&gt;
|9&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Boss&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B170D0&lt;br /&gt;
|0x821B61D0&lt;br /&gt;
|11&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Boss&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x13&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B17128&lt;br /&gt;
|0x821B6100&lt;br /&gt;
|11&lt;br /&gt;
|0x1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |Boss&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special State Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Snowboard ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B163C8&lt;br /&gt;
|0x821B5CF0&lt;br /&gt;
|13&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |Snowboard&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;
|0x8&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 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B165B8&lt;br /&gt;
|0x821B5D58&lt;br /&gt;
|14&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;14&amp;quot; |Mach Speed&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 Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B163C0&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|1&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B1688C&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|1&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Map Address&lt;br /&gt;
!Constructor Address&lt;br /&gt;
!State Count&lt;br /&gt;
!Default State&lt;br /&gt;
|-&lt;br /&gt;
|0x82B171C8&lt;br /&gt;
|0x821B5B50&lt;br /&gt;
|2&lt;br /&gt;
|0x0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Common&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>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1336</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1336"/>
		<updated>2025-12-03T05:45:08Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
&lt;br /&gt;
=== Common States ===&lt;br /&gt;
All states listed here have their exact implementation used by multiple characters. Some states not listed here are implemented in a similar way, with the same ID, but the actual implementation (function pointer used) is different.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AAEC0&lt;br /&gt;
|Only used by Amy and Blaze.&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|Push states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|Hanging. Edge states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0X0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|Unknown hanging state.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|Jumping from hang.&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x821A4CB0&lt;br /&gt;
|Used for swinging ropes in Tropical Jungle.&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|0x821A14B0&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;
|0x821A15D0&lt;br /&gt;
|Used for whale in Wave Ocean.&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x821A16E8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sonic States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x8219FE58&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x8219FED0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x8219FF48&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x8219FFC0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A0038&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A0840&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A0A20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Purple Gem&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821A1FE8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type D&lt;br /&gt;
|0x27&lt;br /&gt;
|0x821A1438&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x821A1880&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gem Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821A2228&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gem Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821A2370&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|0x821A26E0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A2758&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A27D0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|0x821A2848&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|0x821A28C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|0x821A2AC8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|0x821A2B40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A2BB8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|0x821A2D68&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x821A2F98&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x821A3118&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x821A32A8&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Princess States ===&lt;br /&gt;
Princess, being a variant of Sonic shares some of his implementations previously listed, as well as a couple new implementations. This table only lists the states wholly unique to Princess.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A4788&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A4940&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A4AF8&lt;br /&gt;
|-&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x821A4D28&lt;br /&gt;
|-&lt;br /&gt;
|Water Walk&lt;br /&gt;
|0x35&lt;br /&gt;
|0x821A5118&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A4DA8&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A4F60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shadow States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A5388&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A5690&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A5958&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A5C20&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A5E20&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A6130&lt;br /&gt;
|-&lt;br /&gt;
|Homing Release&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A64D0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A6548&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A6360&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|0x821A68F0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|0x821A6B40&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|0x821A6DA0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|0x821A6E50&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|0x821A7028&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|0x821A71E8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|0x821A7260&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|0x821A7480&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|0x821A7728&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x821A7960&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Enter&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x821A7A10&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x821A7C60&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x821A7F48&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|0x821A82E0&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|0x821A7D70&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|0x821A8148&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|0x821A84A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silver States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A3348&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A3460&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A3570&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A3680&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A3790&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A38B0&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A39C0&lt;br /&gt;
|-&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|0x821A3F50&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|0x821A4078&lt;br /&gt;
|-&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|0x821A40F8&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|0x821A4168&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x821A45F8&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x821A4688&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x821A41E8&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x821A4278&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x821A4478&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x821A4568&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|0x821A4718&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Omega States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A9470&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A9680&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A9890&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A9AA0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A9D10&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A9FB0&lt;br /&gt;
|-&lt;br /&gt;
|Hover&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x821AA250&lt;br /&gt;
|-&lt;br /&gt;
|Omega Launcher&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x821AA5E0&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|0x821AA830&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AA9C8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AAB70&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AAD18&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AAF38&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AB0D8&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Start&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x821AB278&lt;br /&gt;
|-&lt;br /&gt;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x821AB3C8&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x821AB470&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x821AB760&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|0x821AB620&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blaze States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AB818&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ABA68&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ABC78&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821ABE88&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AC0C0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821AC8C8&lt;br /&gt;
|-&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|0x821AC250&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|0x821AC3D0&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|0x821AC660&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Knuckles States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AC9F8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ACBB0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ACD18&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821ACE80&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AD080&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AD2F0&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AD4B8&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AD6A0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821ADA08&lt;br /&gt;
|-&lt;br /&gt;
|Heat Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|0x821ADC60&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|0x821ADF00&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|0x821AE1C8&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|0x821AE300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rouge States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AE558&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AE7F8&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AEA98&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AED38&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AF020&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AF2A8&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AF4E8&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821AF2A8 (Same as Wide Spring)&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AF5E0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821AF748&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821AF8E8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821AFAC8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|0x821AFC90&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|0x821AFE38&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x821AFFF0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tails States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0158&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B01D8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B0258&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B02D8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B0480&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B0658&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B0800&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821B09A8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821B0CD0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821B0DE0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B1668&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B1488&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821B1388&lt;br /&gt;
|-&lt;br /&gt;
|Super Amigo Change&lt;br /&gt;
|0x32&lt;br /&gt;
|0x821B1290&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |0x6B&lt;br /&gt;
|0x821B1720&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|0x821B1978&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x821B1B10&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;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B47C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B49C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B4B10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B4E90&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B5030&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B50A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B5298&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B5310&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821B56A8&lt;br /&gt;
|Unused.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B1CE8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B1FB8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B2140&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B21D0&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B22A8&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B23D0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B2530&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B2788&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B2AB8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B2C48&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821B3110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B32D8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B3668&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B3868&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B3B68&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B3C50&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B3CE8&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B4018&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821B3EC0&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821B41F8&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821B4430&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821B4640&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8668&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A86E0&lt;br /&gt;
|-&lt;br /&gt;
|Prepare Jump&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8758&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A87D0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8848&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A88C0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A8938&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x7&lt;br /&gt;
|0x821A89B0&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A8A28&lt;br /&gt;
|-&lt;br /&gt;
|Grind Brake&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A8AA0&lt;br /&gt;
|-&lt;br /&gt;
|Grind Prepare Jump&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A8B18&lt;br /&gt;
|-&lt;br /&gt;
|Run Against&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A8B90&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A8C08&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8C80&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A8DF0&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8E68&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A8EE0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A8FC8&lt;br /&gt;
|-&lt;br /&gt;
|Dramatic Jump&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A9040&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A90B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A9130&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A91A8&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A9220&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A9298&lt;br /&gt;
|-&lt;br /&gt;
|Chain Fall&lt;br /&gt;
|0xD&lt;br /&gt;
|0x821A9310&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0xE&lt;br /&gt;
|0x821A9388&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8540&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A9400&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Title Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821B59B8&lt;br /&gt;
|-&lt;br /&gt;
|Title Selected&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821B5A90&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1335</id>
		<title>Player State IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_State_IDs&amp;diff=1335"/>
		<updated>2025-12-03T05:44:29Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
&lt;br /&gt;
=== Common States ===&lt;br /&gt;
All states listed here have their exact implementation used by multiple characters. Some states not listed here are implemented in a similar way, with the same ID, but the actual implementation (function pointer used) is different.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AAEC0&lt;br /&gt;
|Only used by Amy and Blaze.&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821A00B0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821A0128&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Quick Turn&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821A01A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821A02C8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Push&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821A03B8&lt;br /&gt;
|Push states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821A0340&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821A0570&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Edge Grab&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821A05E8&lt;br /&gt;
|Hanging. Edge states are unfinished.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Falling&lt;br /&gt;
|0X0E&lt;br /&gt;
|0x821A0660&lt;br /&gt;
|Unknown hanging state.&lt;br /&gt;
|-&lt;br /&gt;
|Edge Jumping&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x821A06D8&lt;br /&gt;
|Jumping from hang.&lt;br /&gt;
|-&lt;br /&gt;
|Ottotto&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821A0750&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A07C8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821A0930&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821A08B8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0x15&lt;br /&gt;
|0x821A09A8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A3AE0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|0x17&lt;br /&gt;
|0x821A0C38&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|0x18&lt;br /&gt;
|0x821A0CD8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0x19&lt;br /&gt;
|0x821A0D50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Move&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x821A0DC8&lt;br /&gt;
|Unused.&lt;br /&gt;
|-&lt;br /&gt;
|Up-Down Reel&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x821A0E40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tarzan&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x821A4CB0&lt;br /&gt;
|Used for swinging ropes in Tropical Jungle.&lt;br /&gt;
|-&lt;br /&gt;
|Pole&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x821A0EB8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump Land&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x821A0F30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ring&lt;br /&gt;
|0x20&lt;br /&gt;
|0x821A0FA8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wall Wait&lt;br /&gt;
|0x21&lt;br /&gt;
|0x821A1020&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rope Land&lt;br /&gt;
|0x22&lt;br /&gt;
|0x821A1098&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talk&lt;br /&gt;
|0x25&lt;br /&gt;
|0x821A11A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x26&lt;br /&gt;
|0x821A12D0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x28&lt;br /&gt;
|0x821A14B0&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;
|0x821A15D0&lt;br /&gt;
|Used for whale in Wave Ocean.&lt;br /&gt;
|-&lt;br /&gt;
|Balancer&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x821A16E8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821A1A00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Chase&lt;br /&gt;
|0x31&lt;br /&gt;
|0x821A1BA0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sonic States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x8219FE58&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x8219FED0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x8219FF48&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x8219FFC0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A0038&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A0840&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0x16&lt;br /&gt;
|0x821A0A20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Purple Gem&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821A1FE8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type D&lt;br /&gt;
|0x27&lt;br /&gt;
|0x821A1438&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Water Slider&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x821A1880&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gem Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821A2228&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gem Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821A2370&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing Smash&lt;br /&gt;
|0x41&lt;br /&gt;
|0x821A26E0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A2758&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A27D0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sliding&lt;br /&gt;
|0x44&lt;br /&gt;
|0x821A2848&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Attack&lt;br /&gt;
|0x45&lt;br /&gt;
|0x821A28C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spin Dash&lt;br /&gt;
|0x46&lt;br /&gt;
|0x821A2AC8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bounce&lt;br /&gt;
|0x47&lt;br /&gt;
|0x821A2B40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A2BB8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gem&lt;br /&gt;
|0x49&lt;br /&gt;
|0x821A2D68&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x821A2F98&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Green Gem Air&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x821A3118&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gem&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x821A32A8&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Princess States ===&lt;br /&gt;
Princess, being a variant of Sonic shares some of his implementations previously listed, as well as a couple new implementations. This table only lists the states wholly unique to Princess.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A4788&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A4940&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A4AF8&lt;br /&gt;
|-&lt;br /&gt;
|Bungee&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x821A4D28&lt;br /&gt;
|-&lt;br /&gt;
|Water Walk&lt;br /&gt;
|0x35&lt;br /&gt;
|0x821A5118&lt;br /&gt;
|-&lt;br /&gt;
|Homing Attack&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A4DA8&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A4F60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shadow States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A5388&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A5690&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A5958&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A5C20&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A5E20&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A6130&lt;br /&gt;
|-&lt;br /&gt;
|Homing Release&lt;br /&gt;
|0x42&lt;br /&gt;
|0x821A64D0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821A6548&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0x48&lt;br /&gt;
|0x821A6360&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|0x51&lt;br /&gt;
|0x821A68F0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|0x52&lt;br /&gt;
|0x821A6B40&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Spear After&lt;br /&gt;
|0x53&lt;br /&gt;
|0x821A6DA0&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Blast&lt;br /&gt;
|0x54&lt;br /&gt;
|0x821A6E50&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Charge&lt;br /&gt;
|0x55&lt;br /&gt;
|0x821A7028&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Smash&lt;br /&gt;
|0x56&lt;br /&gt;
|0x821A71E8&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Attack&lt;br /&gt;
|0x57&lt;br /&gt;
|0x821A7260&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Snap&lt;br /&gt;
|0x58&lt;br /&gt;
|0x821A7480&lt;br /&gt;
|-&lt;br /&gt;
|Spin Kick&lt;br /&gt;
|0x59&lt;br /&gt;
|0x821A7728&lt;br /&gt;
|-&lt;br /&gt;
|Edge Attack&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x821A7960&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Enter&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x821A7A10&lt;br /&gt;
|-&lt;br /&gt;
|Autotake&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x821A7C60&lt;br /&gt;
|-&lt;br /&gt;
|Bike Ride&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x821A7F48&lt;br /&gt;
|-&lt;br /&gt;
|Jeep Ride&lt;br /&gt;
|0x70&lt;br /&gt;
|0x821A82E0&lt;br /&gt;
|-&lt;br /&gt;
|Hover Ride&lt;br /&gt;
|0x71&lt;br /&gt;
|0x821A7D70&lt;br /&gt;
|-&lt;br /&gt;
|Glider Ride&lt;br /&gt;
|0x72&lt;br /&gt;
|0x821A8148&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Exit&lt;br /&gt;
|0x73&lt;br /&gt;
|0x821A84A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silver States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A3348&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A3460&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A3570&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A3680&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A3790&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x11&lt;br /&gt;
|0x821A38B0&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A39C0&lt;br /&gt;
|-&lt;br /&gt;
|Teleport Dash&lt;br /&gt;
|0x33&lt;br /&gt;
|0x821A3F50&lt;br /&gt;
|-&lt;br /&gt;
|Float&lt;br /&gt;
|0x34&lt;br /&gt;
|0x821A4078&lt;br /&gt;
|-&lt;br /&gt;
|Lift&lt;br /&gt;
|0x38&lt;br /&gt;
|0x821A40F8&lt;br /&gt;
|-&lt;br /&gt;
|Esp Mark&lt;br /&gt;
|0x39&lt;br /&gt;
|0x821A4168&lt;br /&gt;
|-&lt;br /&gt;
|Ground Throw&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x821A45F8&lt;br /&gt;
|-&lt;br /&gt;
|Air Throw&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x821A4688&lt;br /&gt;
|-&lt;br /&gt;
|Grab All&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x821A41E8&lt;br /&gt;
|-&lt;br /&gt;
|Psychoshock&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x821A4278&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Ground&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x821A4478&lt;br /&gt;
|-&lt;br /&gt;
|Stun Slap Air&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x821A4568&lt;br /&gt;
|-&lt;br /&gt;
|Reflect&lt;br /&gt;
|0x40&lt;br /&gt;
|0x821A4718&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Omega States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821A9470&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821A9680&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821A9890&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821A9AA0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821A9D10&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821A9FB0&lt;br /&gt;
|-&lt;br /&gt;
|Hover&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x821AA250&lt;br /&gt;
|-&lt;br /&gt;
|Omega Launcher&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x821AA5E0&lt;br /&gt;
|-&lt;br /&gt;
|Lock on Laser&lt;br /&gt;
|0x50&lt;br /&gt;
|0x821AA830&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AA9C8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AAB70&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AAD18&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AAF38&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AB0D8&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Start&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x821AB278&lt;br /&gt;
|-&lt;br /&gt;
|Stealth End&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x821AB3C8&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump Pre&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x821AB470&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x821AB760&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|0x60&lt;br /&gt;
|0x821AB620&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blaze States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AB818&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ABA68&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ABC78&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821ABE88&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AC0C0&lt;br /&gt;
|-&lt;br /&gt;
|Homing After&lt;br /&gt;
|0x43&lt;br /&gt;
|0x821AC8C8&lt;br /&gt;
|-&lt;br /&gt;
|Accel Tornado&lt;br /&gt;
|0x61&lt;br /&gt;
|0x821AC250&lt;br /&gt;
|-&lt;br /&gt;
|Spinning Claw&lt;br /&gt;
|0x62&lt;br /&gt;
|0x821AC3D0&lt;br /&gt;
|-&lt;br /&gt;
|Fire Claw&lt;br /&gt;
|0x63&lt;br /&gt;
|0x821AC660&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Knuckles States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AC9F8&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821ACBB0&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821ACD18&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821ACE80&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AD080&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AD2F0&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AD4B8&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AD6A0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821ADA08&lt;br /&gt;
|-&lt;br /&gt;
|Heat Knuckle&lt;br /&gt;
|0x64&lt;br /&gt;
|0x821ADC60&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|0x65&lt;br /&gt;
|0x821ADF00&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver After&lt;br /&gt;
|0x66&lt;br /&gt;
|0x821AE1C8&lt;br /&gt;
|-&lt;br /&gt;
|Screw Dive&lt;br /&gt;
|0x67&lt;br /&gt;
|0x821AE300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rouge States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821AE558&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821AE7F8&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821AEA98&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821AED38&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821AF020&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821AF2A8&lt;br /&gt;
|-&lt;br /&gt;
|Climb&lt;br /&gt;
|0x23&lt;br /&gt;
|0x821AF4E8&lt;br /&gt;
|-&lt;br /&gt;
|Blast Jump&lt;br /&gt;
|0x24&lt;br /&gt;
|0x821AF2A8 (Same as Wide Spring)&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821AF5E0&lt;br /&gt;
|-&lt;br /&gt;
|Glide End&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x821AF748&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821AF8E8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821AFAC8&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Air&lt;br /&gt;
|0x68&lt;br /&gt;
|0x821AFC90&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Bomb&lt;br /&gt;
|0x69&lt;br /&gt;
|0x821AFE38&lt;br /&gt;
|-&lt;br /&gt;
|Heart Mine&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x821AFFF0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tails States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0158&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B01D8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B0258&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B02D8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B0480&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wide Spring&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B0658&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B0800&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|Glide&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x821B09A8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Throw&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x821B0CD0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bomb Snipe&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x821B0DE0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Wait&lt;br /&gt;
|0x00&lt;br /&gt;
|0x821B0F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B1668&lt;br /&gt;
|-&lt;br /&gt;
|Damage Light&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B1488&lt;br /&gt;
|-&lt;br /&gt;
|Amigo Swap&lt;br /&gt;
|0x30&lt;br /&gt;
|0x821B1388&lt;br /&gt;
|-&lt;br /&gt;
|Super Amigo Charge&lt;br /&gt;
|0x32&lt;br /&gt;
|0x821B1290&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Attack&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |0x6B&lt;br /&gt;
|0x821B1720&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Attack&lt;br /&gt;
|0x821B1978&lt;br /&gt;
|-&lt;br /&gt;
|Silver Attack&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x821B1B10&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;
&lt;br /&gt;
=== Boss Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B47C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B49C0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B4B10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B4E90&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B5030&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B50A0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B5298&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B5310&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0x10&lt;br /&gt;
|0x821B56A8&lt;br /&gt;
|Unused.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Shadow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B1CE8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B1FB8&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B2140&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B21D0&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B22A8&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|0x06&lt;br /&gt;
|0x821B23D0&lt;br /&gt;
|-&lt;br /&gt;
|Psi-Grabbed&lt;br /&gt;
|0x07&lt;br /&gt;
|0x821B2530&lt;br /&gt;
|-&lt;br /&gt;
|Homing&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x821B2788&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x12&lt;br /&gt;
|0x821B2AB8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x13&lt;br /&gt;
|0x821B2C48&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0x14&lt;br /&gt;
|0x821B3110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Silver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Player Search&lt;br /&gt;
|0x01&lt;br /&gt;
|0x821B32D8&lt;br /&gt;
|-&lt;br /&gt;
|Approach&lt;br /&gt;
|0x02&lt;br /&gt;
|0x821B3668&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x03&lt;br /&gt;
|0x821B3868&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x04&lt;br /&gt;
|0x821B3B68&lt;br /&gt;
|-&lt;br /&gt;
|Winner&lt;br /&gt;
|0x05&lt;br /&gt;
|0x821B3C50&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|0x08&lt;br /&gt;
|0x821B3CE8&lt;br /&gt;
|-&lt;br /&gt;
|Object Throw&lt;br /&gt;
|0x09&lt;br /&gt;
|0x821B4018&lt;br /&gt;
|-&lt;br /&gt;
|Upheave&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x821B3EC0&lt;br /&gt;
|-&lt;br /&gt;
|Homing Catch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x821B41F8&lt;br /&gt;
|-&lt;br /&gt;
|Jump on Psi&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x821B4430&lt;br /&gt;
|-&lt;br /&gt;
|Ride Smash&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x821B4640&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8668&lt;br /&gt;
|-&lt;br /&gt;
|Brake&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A86E0&lt;br /&gt;
|-&lt;br /&gt;
|Prepare Jump&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8758&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A87D0&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8848&lt;br /&gt;
|-&lt;br /&gt;
|Spring&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A88C0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A8938&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x7&lt;br /&gt;
|0x821A89B0&lt;br /&gt;
|-&lt;br /&gt;
|Grind&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A8A28&lt;br /&gt;
|-&lt;br /&gt;
|Grind Brake&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A8AA0&lt;br /&gt;
|-&lt;br /&gt;
|Grind Prepare Jump&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A8B18&lt;br /&gt;
|-&lt;br /&gt;
|Run Against&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A8B90&lt;br /&gt;
|-&lt;br /&gt;
|Landing&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A8C08&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8C80&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821A8DF0&lt;br /&gt;
|-&lt;br /&gt;
|Fall&lt;br /&gt;
|0x2&lt;br /&gt;
|0x821A8E68&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|0x3&lt;br /&gt;
|0x821A8EE0&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|0x4&lt;br /&gt;
|0x821A8F58&lt;br /&gt;
|-&lt;br /&gt;
|Dead&lt;br /&gt;
|0x5&lt;br /&gt;
|0x821A8FC8&lt;br /&gt;
|-&lt;br /&gt;
|Dramatic Jump&lt;br /&gt;
|0x6&lt;br /&gt;
|0x821A9040&lt;br /&gt;
|-&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|0x8&lt;br /&gt;
|0x821A90B8&lt;br /&gt;
|-&lt;br /&gt;
|Spring Type B&lt;br /&gt;
|0x9&lt;br /&gt;
|0x821A9130&lt;br /&gt;
|-&lt;br /&gt;
|Jump Panel&lt;br /&gt;
|0xA&lt;br /&gt;
|0x821A91A8&lt;br /&gt;
|-&lt;br /&gt;
|Light Dash&lt;br /&gt;
|0xB&lt;br /&gt;
|0x821A9220&lt;br /&gt;
|-&lt;br /&gt;
|Chain Jump&lt;br /&gt;
|0xC&lt;br /&gt;
|0x821A9298&lt;br /&gt;
|-&lt;br /&gt;
|Chain Fall&lt;br /&gt;
|0xD&lt;br /&gt;
|0x821A9310&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|0xE&lt;br /&gt;
|0x821A9388&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Debug Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A8540&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Easy Damaged &amp;amp; Wind&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821A9400&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;
!Function Address&lt;br /&gt;
|-&lt;br /&gt;
|Title Wait&lt;br /&gt;
|0x0&lt;br /&gt;
|0x821B59B8&lt;br /&gt;
|-&lt;br /&gt;
|Title Selected&lt;br /&gt;
|0x1&lt;br /&gt;
|0x821B5A90&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1334</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1334"/>
		<updated>2025-12-03T04:54:49Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] are configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_method&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_mario64 = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_sonic_v1 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision Shape ==&lt;br /&gt;
There are several possible collision shapes, each with their own specific parameters. The shared &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; parameter must be set to one of the following, and the associated variables filled.&lt;br /&gt;
&lt;br /&gt;
=== Shared Parameters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_sphere = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_box = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cylinder = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_convex_box = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_capsule = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_frustum = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_none = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_priority_and_distance = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_distance = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lockon&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lockon = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_homing = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lightdash = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_psi = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_chase = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_sphere&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_cylinder&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_convex_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_x&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_capsule&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Unused in vanilla scripts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_frustum&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;fov&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== PostureControl ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_inertia_move&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_ottoto&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_edge&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_edge_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== PostureControlSnowBoard ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== Input Listener ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_input_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AmyContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_double_count&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_pray&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_limit&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_countdown&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_double_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BlazeContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_spinning_claw_min&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_spinning_claw_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BossShadowContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_piyori_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BossSilverContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_post&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BossSonicContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_piyori_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_smash_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1333</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1333"/>
		<updated>2025-12-03T04:50:12Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] is configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_method&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_mario64 = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_sonic_v1 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision Shape ==&lt;br /&gt;
There are several possible collision shapes, each with their own specific parameters. The shared &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; parameter must be set to one of the following, and the associated variables filled.&lt;br /&gt;
&lt;br /&gt;
=== Shared Parameters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_sphere = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_box = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cylinder = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_convex_box = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_capsule = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_frustum = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_none = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_priority_and_distance = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_distance = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lockon&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lockon = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_homing = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lightdash = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_psi = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_chase = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_sphere&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_cylinder&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_convex_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_x&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_capsule&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Unused in vanilla scripts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_frustum&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;fov&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== PostureControl ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_inertia_move&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_ottoto&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_edge&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_edge_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== PostureControlSnowBoard ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== Input Listener ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_input_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AmyContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_double_count&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_pray&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_limit&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_countdown&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_double_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BlazeContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_spinning_claw_min&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_spinning_claw_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BossShadowContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_piyori_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BossSilverContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_post&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BossSonicContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_piyori_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_smash_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1332</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1332"/>
		<updated>2025-12-03T04:48:19Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] is configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_method&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_mario64 = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_sonic_v1 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision Shape ==&lt;br /&gt;
There are several possible collision shapes, each with their own specific parameters. The shared &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; parameter must be set to one of the following, and the associated variables filled.&lt;br /&gt;
&lt;br /&gt;
=== Shared Parameters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_sphere = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_box = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cylinder = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_convex_box = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_capsule = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_frustum = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_none = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_priority_and_distance = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_distance = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lockon&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lockon = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_homing = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lightdash = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_psi = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_chase = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_sphere&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_cylinder&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_convex_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_x&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_capsule&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Unused in vanilla scripts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_frustum&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;fov&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== PostureControl ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_inertia_move&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_ottoto&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_edge&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_edge_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== PostureControlSnowBoard ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== Input Listener ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_input_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AmyContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_double_count&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_pray&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_limit&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_countdown&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_double_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BlazeContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_spinning_claw_min&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_spinning_claw_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BossShadowContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_piyori_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BossSilverContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_tele_dash_post&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1331</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1331"/>
		<updated>2025-12-03T04:45:55Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] is configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_method&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_mario64 = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_sonic_v1 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision Shape ==&lt;br /&gt;
There are several possible collision shapes, each with their own specific parameters. The shared &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; parameter must be set to one of the following, and the associated variables filled.&lt;br /&gt;
&lt;br /&gt;
=== Shared Parameters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_sphere = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_box = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cylinder = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_convex_box = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_capsule = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_frustum = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_none = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_priority_and_distance = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_distance = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lockon&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lockon = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_homing = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lightdash = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_psi = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_chase = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_sphere&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_cylinder&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_convex_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_x&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_capsule&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Unused in vanilla scripts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_frustum&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;fov&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== PostureControl ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_inertia_move&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_ottoto&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_edge&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_edge_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== PostureControlSnowBoard ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== Input Listener ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_input_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AmyContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_double_count&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_pray&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_limit&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stealth_countdown&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_double_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BlazeContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_spinning_claw_min&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_spinning_claw_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1330</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1330"/>
		<updated>2025-12-03T04:41:34Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] is configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_method&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_mario64 = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_sonic_v1 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision Shape ==&lt;br /&gt;
There are several possible collision shapes, each with their own specific parameters. The shared &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; parameter must be set to one of the following, and the associated variables filled.&lt;br /&gt;
&lt;br /&gt;
=== Shared Parameters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_sphere = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_box = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cylinder = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_convex_box = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_capsule = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_frustum = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_none = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_priority_and_distance = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_distance = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lockon&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lockon = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_homing = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lightdash = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_psi = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_chase = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_sphere&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_cylinder&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_convex_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_x&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_capsule&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Unused in vanilla scripts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_frustum&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;fov&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== PostureControl ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_inertia_move&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_ottoto&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_edge&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_edge_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== PostureControlSnowBoard ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== Input Listener ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_input_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1329</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1329"/>
		<updated>2025-12-03T04:37:42Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] is configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_method&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_mario64 = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_sonic_v1 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision Shape ==&lt;br /&gt;
There are several possible collision shapes, each with their own specific parameters. The shared &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; parameter must be set to one of the following, and the associated variables filled.&lt;br /&gt;
&lt;br /&gt;
=== Shared Parameters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_sphere = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_box = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cylinder = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_convex_box = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_capsule = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_frustum = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_none = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_priority_and_distance = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_distance = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lockon&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lockon = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_homing = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lightdash = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_psi = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_chase = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_sphere&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_cylinder&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_convex_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_x&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_capsule&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Unused in vanilla scripts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_frustum&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;fov&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== PostureControl ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_inertia_move&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_ottoto&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_edge&amp;lt;/code&amp;gt;&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_edge_height&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;br /&gt;
&lt;br /&gt;
== PostureControlSnowBoard ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1328</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1328"/>
		<updated>2025-12-03T04:32:56Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] is configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_method&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_mario64 = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;input_method_sonic_v1 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision Shape ==&lt;br /&gt;
There are several possible collision shapes, each with their own specific parameters. The shared &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; parameter must be set to one of the following, and the associated variables filled.&lt;br /&gt;
&lt;br /&gt;
=== Shared Parameters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_sphere = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_box = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cylinder = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_convex_box = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_capsule = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_frustum = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_none = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_priority_and_distance = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_distance = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lockon&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lockon = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_homing = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lightdash = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_psi = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_chase = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_sphere&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_cylinder&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_convex_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_x&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_capsule&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Unused in vanilla scripts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_frustum&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;fov&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== PostureControlSnowBoard ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1327</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1327"/>
		<updated>2025-12-03T04:32:21Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] is configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_method&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enum&lt;br /&gt;
|&amp;lt;code&amp;gt;input_method_mario64&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;input_method_sonic_v1&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision Shape ==&lt;br /&gt;
There are several possible collision shapes, each with their own specific parameters. The shared &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; parameter must be set to one of the following, and the associated variables filled.&lt;br /&gt;
&lt;br /&gt;
=== Shared Parameters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_sphere = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_box = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cylinder = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_convex_box = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_capsule = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_frustum = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_none = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_priority_and_distance = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_distance = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lockon&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lockon = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_homing = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lightdash = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_psi = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_chase = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_sphere&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_cylinder&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_convex_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_x&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_capsule&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Unused in vanilla scripts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_frustum&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;fov&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== PostureControlSnowBoard ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|Int&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1326</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1326"/>
		<updated>2025-12-03T04:30:21Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] is configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_method&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enum&lt;br /&gt;
|&amp;lt;code&amp;gt;input_method_mario64&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;input_method_sonic_v1&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision Shape ==&lt;br /&gt;
There are several possible collision shapes, each with their own specific parameters. The shared &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; parameter must be set to one of the following, and the associated variables filled.&lt;br /&gt;
&lt;br /&gt;
=== Shared Parameters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_sphere = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_box = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cylinder = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_convex_box = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_capsule = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_frustum = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_none = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_priority_and_distance = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_distance = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lockon&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lockon = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_homing = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lightdash = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_psi = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_chase = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_sphere&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_cylinder&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_convex_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_x&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_capsule&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Unused in vanilla scripts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_frustum&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;fov&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== PostureControlSnowBoard ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1325</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1325"/>
		<updated>2025-12-03T04:28:34Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] is configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_method&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enum&lt;br /&gt;
|&amp;lt;code&amp;gt;input_method_mario64&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;input_method_sonic_v1&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision Shape ==&lt;br /&gt;
There are several possible collision shapes, each with their own specific parameters. The shared &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; parameter must be set to one of the following, and the associated variables filled.&lt;br /&gt;
&lt;br /&gt;
=== Shared Parameters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Enum&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_sphere = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_box = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cylinder = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_convex_box = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_capsule = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_frustum = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_none = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_priority_and_distance = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_sort_distance = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;lockon&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lockon = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_homing = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_lightdash = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_psi = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lockon_type_chase = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
|Vector3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_sphere&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_cylinder&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_convex_box&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_x&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;far_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_capsule&amp;lt;/code&amp;gt; ===&lt;br /&gt;
TBD. Unused in vanilla scripts.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shape_frustum&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_x&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;near_y&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;fov&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== PostureControlSnowBoard ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1324</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1324"/>
		<updated>2025-12-03T04:19:08Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] is configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_rotation_method&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enum&lt;br /&gt;
|&amp;lt;code&amp;gt;input_method_mario64&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;input_method_sonic_v1&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Collision Shape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_all_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_walk_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_collision_wall_small&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== PostureControlSnowBoard ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_downforce&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_turn_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_drift&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_curving&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_interp_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_num&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_posture_continue_len&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Followed by Rotation and Collision parameters.&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1323</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1323"/>
		<updated>2025-12-03T04:13:11Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: Path&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] is configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Path ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_weight&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_slope_rad_b&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_the_Hedgehog_(2006)&amp;diff=1322</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=1322"/>
		<updated>2025-12-03T04:12:26Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: &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;
* [[Player State Maps]]&lt;br /&gt;
* [[Texture Tags]]&lt;br /&gt;
* [[Sonic the Hedgehog (2006) Shaders|Shaders]]&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* [[Player Parameters]]&lt;br /&gt;
&lt;br /&gt;
== Formats ==&lt;br /&gt;
=== Archive ===&lt;br /&gt;
* [[U8 Archive]]&lt;br /&gt;
&lt;br /&gt;
=== Event ===&lt;br /&gt;
&lt;br /&gt;
* [[Event Playbook]]&lt;br /&gt;
&lt;br /&gt;
=== Ninja ===&lt;br /&gt;
* [[NN Chunk Format]]&lt;br /&gt;
&lt;br /&gt;
=== Text ===&lt;br /&gt;
&lt;br /&gt;
* [[Text Book]]&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1321</id>
		<title>Player Parameters</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Player_Parameters&amp;diff=1321"/>
		<updated>2025-12-03T04:10:26Z</updated>

		<summary type="html">&lt;p&gt;IsaacMarovitz: FastContext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of player and object behaviour in [[Sonic the Hedgehog (2006)]] is configurable from Lua scripting.&lt;br /&gt;
&lt;br /&gt;
== CommonContext ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_border&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wait_no_input_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_jump&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_damage_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_against_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_org&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_penalty_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_grind_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time_ring1&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_item&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_speedup_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_init&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wind_dist&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_border_gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_landing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_ottoto_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_dead_animation_time_coll&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_wallwait_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lclick_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_flight_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_hovering_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_climb_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_stun&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed_sand&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_psi_throw_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FastContext ==&lt;br /&gt;
Used for Mach speed contexts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_border&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; |Float&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_walk_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_run_speed_max&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_dashpanel&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_run&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_walk&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_time_min&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_jump_brake&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_invincible_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_time&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_homing_spd&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_brake_quick_acc&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;c_lightdash_speed&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IsaacMarovitz</name></author>
	</entry>
</feed>