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'''''Player State IDs''''' in [[Sonic the Hedgehog (2006)]] define a character'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.
'''''Player State IDs''''' in [[Sonic the Hedgehog (2006)]] define a character'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.
The maps used by each player context is outlined in [[Player State Maps]].


== Player State IDs ==
== Player State IDs ==
=== Common States ===
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.
{| class="wikitable"
{| class="wikitable"
|+
!Category
!Name
!Name
!ID
!ID
!Function Address
!Description
!Description
|-
|-
|Debug Wait
| rowspan="29" |Common
|Wait
|0x00
|0x00
|0x821A8540
|
|-
|Walk
|0x01
|
|-
|Run
|0x02
|
|
|-
|-
|Fall
|Fall
|0x03
|0x03
|0x821AAEC0
|Only used by Amy and Blaze.
|Only used by Amy and Blaze.
|-
|-
|Jump
|Jump
|0x04
|
|-
|Water Jump
|0x05
|0x05
|0x821A00B0
|
|
|-
|-
|Brake
|Brake
|0x06
|0x06
|0x821A0128
|
|
|-
|-
|Quick Turn
|Quick Turn
|0x07
|0x07
|0x821A01A0
|
|
|-
|-
|Dead
|Dead
|0x08
|0x08
|0x821A02C8
|
|
|-
|-
|Damage Light
|Damage Light
|0x09
|0x09
|0x821A0340
|
|
|-
|-
|Push
|Push
|0x0A
|0x0A
|0x821A03B8
|Push states are unfinished.
|Push states are unfinished.
|-
|-
|Damage
|Damage
|0x0B
|0x0B
|0x821A0340
|
|
|-
|-
|Grind
|Grind
|0x0C
|0x0C
|0x821A0570
|
|
|-
|-
|Edge Grab
|Edge Grab
|0x0D
|0x0D
|0x821A05E8
|Hanging. Edge states are unfinished.
|Hanging. Edge states are unfinished.
|-
|-
|Edge Type A
|Edge Falling
|0X0E
|0x0E
|0x821A0660
|Falling from edge hang.
|Unknown hanging state.
|-
|-
|Edge Type B
|Edge Jumping
|0x0F
|0x0F
|0x821A06D8
|Jumping from edge hang.
|Jumping from hang.
|-
|-
|Ottotto
|Ottotto
|0x10
|0x10
|0x821A0750
|
|
|-
|-
|Spring
|Spring
|0x11
|0x11
|0x821A07C8
|
|
|-
|-
|Spring 2
|Wide Spring
|0x12
|
|-
|Spring Type B
|0x13
|0x13
|0x821A0930
|Unknown.
|Unknown.
|-
|-
|Dash Panel
|Dash Panel
|0x14
|0x14
|0x821A08B8
|
|
|-
|-
|Jump Panel
|Jump Panel
|0x15
|0x15
|0x821A09A8
|
|
|-
|-
|Goal
|Goal
|0x16
|0x16
|0x821A3AE0
|
|
|-
|-
|Invincible
|Invincible
|0x17
|0x17
|0x821A0C38
|
|
|-
|-
|Wind
|Wind
|0x18
|0x18
|0x821A0CD8
|
|
|-
|-
|Landing
|Landing
|0x19
|0x19
|0x821A0D50
|
|
|-
|-
|Don't Move
|Don't Move
|0x1A
|0x1A
|0x821A0DC8
|Unused.
|
|-
|-
|Up-Down Reel
|Up-Down Reel
|0x1B
|0x1B
|0x821A0E40
|
|
|-
|-
|Tarzan
|Tarzan
|0x1C
|0x1C
|0x821A4CB0
|Used for swinging ropes in Tropical Jungle.
|Used for swinging ropes in Tropical Jungle.
|-
|-
|Poll
|Princess
|Bungee
|0x1D
|
|-
| rowspan="9" |Common
|Pole
|0x1E
|0x1E
|0x821A0EB8
|
|
|-
|-
|Chain Jump Land
|Chain Jump Land
|0x1F
|0x1F
|0x821A0F30
|
|
|-
|-
|Rainbow Ring
|Rainbow Ring
|0x20
|0x20
|0x821A0FA8
|
|
|-
|-
|Wall Wait
|Wall Wait
|0x21
|0x21
|0x821A1020
|
|
|-
|-
|Rope Land
|Rope Land
|0x22
|0x22
|0x821A1098
|
|-
|Climb
|0x23
|
|-
|Blast Jump
|0x24
|
|
|-
|-
|Talk
|Talk
|0x25
|0x25
|0x821A11A0
|
|
|-
|-
|Psi-Grabbed
|Psi-Grabbed
|0x26
|0x26
|0x821A12D0
|
|
|-
|-
|Sonic
|Silver Spring
|0x27
|Unused spring type for Boss Silver's Homing Catch.
|-
| rowspan="3" |Common
|Stun
|Stun
|0x28
|0x28
|0x821A14B0
|Called "piyori" in animations.
|Piyori.
|-
|-
|Rodeo
|Rodeo
|0x29
|0x29
|0x821A15D0
|Used for whale in Wave Ocean.
|Used for whale in Wave Ocean.
|-
|-
|Balancer
|Balancer
|0x2A
|0x2A
|0x821A16E8
|
|-
|Sonic
|Water Slider
|0x2B
|
|-
| rowspan="6" |Common
|Glide
|0x2C
|
|-
|Glide End
|0x2D
|
|-
|Throw
|0x2E
|
|-
|Snipe
|0x2F
|
|
|-
|-
|Amigo Swap
|Amigo Swap
|0x30
|0x30
|0x821A1A00
|
|
|-
|-
|Amigo Chase
|Amigo Chase
|0x31
|0x31
|0x821A1BA0
|
|
|}
=== Sonic States ===
{| class="wikitable"
|+
!Name
!ID
!Function Address
|-
|-
|Wait
|Super
|0x00
|Amigo Change
|0x8219FE58
|0x32
|
|-
| rowspan="2" |Silver
|Teleport Dash
|0x33
|
|-
|Float
|0x34
|
|-
|Princess
|Water Walk
|0x35
|
|-
|-
|Walk
| rowspan="9" |Silver
|0x01
|Lift
|0x8219FED0
|0x38
|
|-
|-
|Run
|Esp Mark
|0x02
|0x39
|0x8219FF48
|
|-
|-
|Fall
|Ground Throw
|0x03
|0x3A
|0x8219FFC0
|
|-
|-
|Jump
|Air Throw
|0x04
|0x3B
|0x821A0038
|
|-
|-
|Wide Spring
|Grab All
|0x12
|0x3C
|0x821A0840
|
|-
|-
|Goal
|Psychoshock
|0x16
|0x3D
|0x821A0A20
|
|-
|-
|Purple Gem
|Stun Slap Ground
|0x24
|0x3E
|0x821A1FE8
|
|-
|-
|Gem Throw
|Stun Slap Air
|0x2E
|0x3F
|0x821A2228
|
|-
|-
|Gem Snipe
|Reflect
|0x2F
|0x40
|0x821A2370
|
|-
|-
|Sonic
|Homing Smash
|Homing Smash
|0x41
|0x41
|0x821A26E0
|
|-
|-
| rowspan="2" |Common
|Homing Attack
|Homing Attack
|0x42
|0x42
|0x821A2758
|
|-
|-
|Homing After
|Homing After
|0x43
|0x43
|0x821A27D0
|
|-
|-
| rowspan="4" |Sonic
|Sliding
|Sliding
|0x44
|0x44
|0x821A2848
|
|-
|-
|Spin Attack
|Spin Attack
|0x45
|0x45
|0x821A28C0
|
|-
|-
|Spin Dash
|Spin Dash
|0x46
|0x46
|0x821A2AC8
|
|-
|-
|Bounce
|Bounce
|0x47
|0x47
|0x821A2B40
|
|-
|-
|Common
|Light Dash
|Light Dash
|0x48
|0x48
|0x821A2BB8
|
|-
|-
| rowspan="4" |Sonic
|Blue Gem
|Blue Gem
|0x49
|0x49
|0x821A2D68
|
|-
|-
|Green Gem
|Green Gem
|0x4A
|0x4A
|0x821A2F98
|
|-
|-
|Green Gem Air
|Green Gem Air
|0x4B
|0x4B
|0x821A3118
|
|-
|-
|Rainbow Gem
|Rainbow Gem
|0x4D
|0x4D
|0x821A32A8
|}
=== Princess States ===
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.
{| class="wikitable"
|+
!Name
!ID
!Function Address
|-
|Fall
|0x03
|
|
|-
|-
|Jump
| rowspan="3" |Omega
|0x04
|Hover
|0x4E
|
|
|-
|-
|Spring
|Omega Launcher
|0x11
|0x4F
|
|
|-
|-
|Bungee
|Lock on Laser
|0x1D
|0x50
|
|-
|Water Walk
|0x35
|
|-
|Homing
|0x42
|
|-
|Homing After
|0x43
|
|}
 
=== Shadow States ===
{| class="wikitable"
|+
!Name
!ID
!Function Address
|-
|Wait
|0x00
|
|-
|Walk
|0x01
|
|-
|Run
|0x02
|
|-
|Fall
|0x03
|
|-
|Jump
|0x04
|
|-
|Wide Spring
|0x12
|
|-
|Homing Release
|0x42
|
|-
|Homing After
|0x43
|
|-
|Light Dash
|0x48
|
|
|-
|-
| rowspan="10" |Shadow
|Overdrive
|Overdrive
|0x51
|0x51
Line 390: Line 356:
|
|
|-
|-
|Chaos Smash Wait
|Chaos Charge
|0x55
|0x55
|
|
Line 414: Line 380:
|
|
|-
|-
|Vehicle Enter
| rowspan="5" |Amy
|0x6D
|
|-
|Autotake
|0x6E
|
|-
|Bike Ride
|0x6F
|
|-
|Jeep Ride
|0x70
|
|-
|Hover Ride
|0x71
|
|-
|Glider Ride
|0x72
|
|-
|Vehicle Exit
|0x73
|
|}
 
=== Silver States ===
{| class="wikitable"
|+
!Name
!ID
!Function Address
|-
|Wait
|0x00
|
|-
|Walk
|0x01
|
|-
|Run
|0x02
|
|-
|Fall
|0x03
|
|-
|Jump
|0x04
|
|-
|Spring
|0x11
|
|-
|Wide Spring
|0x12
|
|-
|Teleport Dash
|0x33
|
|-
|Float
|0x34
|
|-
|Lift
|0x38
|
|-
|Esp Mark
|0x39
|
|-
|Ground Throw
|0x3A
|
|-
|Air Throw
|0x3B
|
|-
|Grab All
|0x3C
|
|-
|Psychoshock
|0x3D
|
|-
|Stun Slap Ground
|0x3E
|
|-
|Stun Slap Air
|0x3F
|
|-
|Reflect
|0x40
|
|}
 
=== Omega States ===
{| class="wikitable"
|+
!Name
!ID
!Function Address
|-
|Wait
|0x00
|
|-
|Walk
|0x01
|
|-
|Run
|0x02
|
|-
|Fall
|0x03
|
|-
|Jump
|0x04
|
|-
|Wide Spring
|0x12
|
|-
|Hover
|0x4E
|
|-
|Omega Launcher
|0x4F
|
|-
|Lock on Laser
|0x50
|
|}
 
=== Amy States ===
{| class="wikitable"
|+
!Name
!ID
!Function Address
|-
|Wait
|0x00
|
|-
|Walk
|0x01
|
|-
|Run
|0x02
|
|-
|Jump
|0x04
|
|-
|Wide Spring
|0x12
|
|-
|Stealth Start
|Stealth Start
|0x5C
|0x5C
Line 612: Line 399:
|Hammer Attack
|Hammer Attack
|0x60
|0x60
|
|}
=== Blaze States ===
{| class="wikitable"
|+
!Name
!ID
!Function Address
|-
|Wait
|0x00
|
|-
|Walk
|0x01
|
|-
|Run
|0x02
|
|-
|Jump
|0x04
|
|-
|Wide Spring
|0x12
|
|-
|Homing After
|0x43
|
|
|-
|-
| rowspan="3" |Blaze
|Accel Tornado
|Accel Tornado
|0x61
|0x61
Line 656: Line 412:
|Fire Claw
|Fire Claw
|0x63
|0x63
|
|}
=== Knuckles States ===
{| class="wikitable"
|+
!Name
!ID
!Function Address
|-
|Wait
|0x00
|
|-
|Walk
|0x01
|
|-
|Run
|0x02
|
|-
|Fall
|0x03
|
|-
|Jump
|0x04
|
|-
|Wide Spring
|0x12
|
|-
|Climb
|0x23
|
|-
|Glide
|0x2C
|
|-
|Glide End
|0x2D
|
|
|-
|-
| rowspan="4" |Knuckles
|Heat Knuckle
|Heat Knuckle
|0x64
|0x64
Line 717: Line 430:
|0x67
|0x67
|
|
|}
=== Rouge States ===
{| class="wikitable"
|+
!Name
!ID
!Function Address
|-
|-
|Wait
| rowspan="3" |Rouge
|0x00
|Bomb Air
|0x68
|
|
|-
|-
|Walk
|Multi Air Bomb
|0x01
|0x69
|
|
|-
|-
|Run
|Heart Mine
|0x02
|0x6A
|
|
|-
|-
|Fall
| rowspan="3" |Super
|0x03
|Sonic Attack
| rowspan="2" |0x6B
|
|
|-
|-
|Jump
|Shadow Attack
|0x04
|
|
|-
|-
| rowspan="2" |Wide Spring
|Silver Attack
|0x12
|0x6C
| rowspan="2" |
|-
|0x24
|-
|Climb
|0x23
|
|
|-
|-
|Glide
| rowspan="7" |Shadow
|0x2C
|Vehicle Enter
|0x6D
|
|
|-
|-
|Glide End
|Autotake
|0x2D
|0x6E
|
|
|-
|-
|Bomb/Gem Throw
|Bike Ride
|0x2E
|0x6F
|
|
|-
|-
|Bomb/Gem Snipe
|Jeep Ride
|0x2F
|0x70
|
|
|-
|-
|Bomb Air
|Hover Ride
|0x68
|0x71
|
|
|-
|-
|Multi Air Bomb
|Glider Ride
|0x69
|0x72
|
|
|-
|-
|Heart Mine
|Vehicle Exit
|0x6A
|0x73
|
|
|}
|}


=== Tails States ===
== Boss State IDs ==
Reactive player-based bosses (v.s. Sonic, Shadow, and Silver) also use a similar state system.
{| class="wikitable"
{| class="wikitable"
|+
!Category
!Name
!Name
!ID
!ID
!Function Address
!Description
!Description
|-
|-
|Wait
| rowspan="5" |Common
|0x00
|Player Search
|
|
|-
|Walk
|0x01
|0x01
|
|
|
|-
|-
|Run
|Approach
|0x02
|0x02
|
|
|
|-
|-
|Fall
|Damage
|0x03
|0x03
|
|
|
|-
|-
|Jump
|Dead
|0x04
|0x04
|
|
|-
|Winner
|0x05
|
|
|-
|-
|Wide Spring
| rowspan="2" |Sonic & Shadow
|0x12
|Stun
|0x06
|
|
|-
|Psi-Grabbed
|0x07
|
|
|-
|-
|Spring 2
| rowspan="6" |Silver
|0x13
|Teleport
|0x08
|
|
|Unknown.
|-
|-
|Glide
|Object Throw
|0x2C
|0x09
|
|
|-
|Upheave
|0x0A
|
|
|-
|-
|Bomb Throw
|Homing Catch
|0x2E
|0x0B
|
|
|-
|Jump on Psi
|0x0C
|
|
|-
|-
|Bomb Snipe
|Ride Smash
|0x2F
|0x0D
|
|
|-
|Sonic & Shadow
|Homing
|0x0E
|
|
|}
=== Super States ===
{| class="wikitable"
|+
!Name
!ID
!Function Address
|-
|-
|Wait
|Sonic
|0x00
|Chain Jump
|0x821B0F58
|0x10
|Unused.
|-
|-
|Super Amigo Charge
| rowspan="3" |Shadow
|0x32
|Spin Kick
|0x821B1290
|0x12
|
|-
|-
|Amigo Swap
|Chaos Spear
|0x30
|0x13
|0x821B1388
|
|-
|-
|Damage Light
|Chaos Boost
|0x9
|0x14
|0x821B1488
|
|-
|Dead
|0x8
|0x821B1668
|-
|Sonic Attack
| rowspan="2" |0x6B
|0x821B1720
|-
|Shadow Attack
|0x821B1978
|-
|Silver Attack
|0x6C
|0x821B1B10
|}
|}


Line 890: Line 580:
!Name
!Name
!ID
!ID
!Function Address
|-
|-
|Run
|Run
|0x0
|0x0
|0x821A8668
|-
|-
|Brake
|Brake
|0x1
|0x1
|0x821A86E0
|-
|-
|Prepare Jump
|Prepare Jump
|0x2
|0x2
|0x821A8758
|-
|-
|Fall
|Fall
|0x3
|0x3
|0x821A87D0
|-
|-
|Jump
|Jump
|0x4
|0x4
|0x821A8848
|-
|-
|Spring
|Spring
|0x5
|0x5
|0x821A88C0
|-
|-
|Damage
|Damage
|0x6
|0x6
|0x821A8938
|-
|-
|Dead
|Dead
|0x7
|0x7
|0x821A89B0
|-
|-
|Grind
|Grind
|0x8
|0x8
|0x821A8A28
|-
|-
|Grind Brake
|Grind Brake
|0x9
|0x9
|0x821A8AA0
|-
|-
|Grind Prepare Jump
|Grind Prepare Jump
|0xA
|0xA
|0x821A8B18
|-
|-
|Run Against
|Run Against
|0xB
|0xB
|0x821A8B90
|-
|-
|Landing
|Landing
|0xC
|0xC
|0x821A8C08
|}
|}


Line 951: Line 627:
!Name
!Name
!ID
!ID
!Function Address
|-
|-
|Start
|Start
|0x0
|0x0
|0x821A8C80
|-
|-
|Run
|Run
|0x1
|0x1
|0x821A8DF0
|-
|-
|Fall
|Fall
|0x2
|0x2
|0x821A8E68
|-
|-
|Jump
|Jump
|0x3
|0x3
|0x821A8EE0
|-
|-
|Damage
|Damage
|0x4
|0x4
|0x821A8F58
|-
|-
|Dead
|Dead
|0x5
|0x5
|0x821A8FC8
|-
|-
|Dramatic Jump
|Dramatic Jump
|0x6
|0x6
|0x821A9040
|-
|-
|Spring Type A
|Dash Panel
|0x8
|0x8
|0x821A90B8
|-
|-
|Spring Type B
|Spring Type B
|0x9
|0x9
|0x821A9130
|-
|-
|Spring Type C
|Jump Panel
|0xA
|0xA
|0x821A91A8
|-
|-
|Light Dash
|Light Dash
|0xB
|0xB
|0x821A9220
|-
|-
|Chain Jump
|Chain Jump
|0xC
|0xC
|0x821A9298
|-
|-
|Chain Fall
|Chain Fall
|0xD
|0xD
|0x821A9310
|-
|-
|Goal
|Goal
|0xE
|0xE
|0x821A9388
|}
|}


== Player State Maps ==
== Common Context State IDs ==


=== Sonic ===
=== Common State ===
* 82B15D5B - Wait
{| class="wikitable"
* 82B15D63 - Walk
|+
* 82B15D6B - Run
!Name
* 82B15D73 - Fall
!ID
* 82B15D7B - Jump
|-
* 82B15D83 - Jump Water
|Debug Wait
* 82B15D8B - Stop
|0x0
* 82B15D93 - Quick Turn
|}
* 82B15D9B - Dead
* 82B15DA3 - Damage Light
* 82B15DAB - Push
* 82B15DB3 - Bonk
* 82B15DBB - Grind
* 82B15DC3 - Common Edge Grab
* 82B15DCB - Common Edge (Unknown)
* 82B15DD3 - Common Edge Jump
* 82B15DDB - Ottotto/Balancing
* 82B15DE3 - Spring
* 82B15DEB - Wide Spring/Rope
* 82B15DF3 - Dash Panel
* 82B15DFB - Spring 2/Unknown 19
* 82B15E03 - Jump Panel
* 82B15E0B - Goal
* 82B15E13 - Goal Loop
* 82B15E1B - Wind
* 82B15E23 - Landing
* 82B15E2B - Don't Move
* 82B15E33 - Updown Reel
* 82B15E3B - Pole
* 82B15E43 - Chainjump Land
* 82B15E4B - Rainbow Ring
* 82B15E53 - Wall Wait
* 82B15E5B - Rope Land
* 82B15E63 - Talk
* 82B15E6B - Hold
* 82B15E73 - Unknown 39
* 82B15E7B - Piyori/Stun
* 82B15E83 - Rodeo/Egg Cerb & Wyvern
* 82B15E8B - Balancer/AQA Ball
* 82B15E93 - Water Slide
* 82B15E9B - Amigo Swap
* 82B15EA3 - Amigo Chase (?)
* 82B15EAB - Purple Gem
* 82B15EB3 - Bomb Search Tap/Sky Gem Toss
* 82B15EBB - Bomb Search Hold/Sky Gem FPS
* 82B15EC3 - Homing Charge
* 82B15ECB - Homing Release
* 82B15ED3 - Homing After
* 82B15EDB - Sliding
* 82B15EE3 - Edge Attack (Spinkick?)
* 82B15EEB - Spindash
* 82B15EF3 - Bounce
* 82B15EFB - Light Dash
* 82B15F03 - Blue Gem
* 82B15F0B - Green Gem
* 82B15F13 - Green Gem (Air)
* 82B15F1B - Rainbow Gem


=== Silver ===
=== Easy State ===
* 82B15F23 - Wait
{| class="wikitable"
* 82B15F2B - Walk
|+
* 82B15F33 - Run
!Name
* 82B15F3B - Fall
!ID
* 82B15F43 - Jump
|-
* 82B15F53 - Stop
|Easy Damaged & Wind
* 82B15F5B - Quick Turn
|0x0
* 82B15F63 - Dead
|}
* 82B15F6B - Damage Light
* 82B15F73 - Push
* 82B15F7B - Grind
* 82B15F83 - Common Edge Grab
* 82B15F8B - Common Edge (Unknown)
* 82B15F93 - Common Edge Jump
* 82B15F9B - Spring
* 82B15FA3 - Wide Spring/Rope
* 82B15FAB - Dash Panel
* 82B15FB3 - Spring 2/Unknown 19
* 82B15FBB - Jump Panel
* 82B15FC3 - Goal
* 82B15FCB - Goal Loop
* 82B15FD3 - Wind
* 82B15FDB - Landing
* 82B15FE3 - Don't Move
* 82B15FEB - Updown Reel
* 82B15FF3 - Pole
* 82B15FFB - Chainjump Land
* 82B16003 - Rainbow Ring
* 82B1600B - Talk
* 82B16013 - Piyori/Stun
* 82B1601B - Tarzan
* 82B16023 - Amigo Swap
* 82B1602B - Amigo Chase (?)
* 82B16033 - Rodeo
* 82B1603B - Balancer/AQA Ball
* 82B16043 - Teleport Dash
* 82B1604B - Float
* 82B16053 - Lift
* 82B1605B - ESP Mark
* 82B16063 - Grab All
* 82B1606B - Psychoshock
* 82B16073 - Stun Slap (Ground)
* 82B1607B - Stun Slap (Air)
* 82B16083 - Throw (Ground)
* 82B1608B - Throw (Air)
* 82B16093 - Unknown 64


=== Princess ===
=== Title States ===
* 82B1609B - Wait
{| class="wikitable"
* 82B160A3 - Walk
|+
* 82B160AB - Run
!Name
* 82B160B3 - Fall
!ID
* 82B160BB - Jump
|-
* 82B160C3 - Jump Water
|Title Wait
* 82B160CB - Stop
|0x0
* 82B160D3 - Quick Turn
|-
* 82B160DB - Dead
|Title Selected
* 82B160E3 - Damage Light
|0x1
* 82B160EB - Bonk
|}
* 82B160F3 - Grind
* 82B160FB - Common Edge Grab
* 82B16103 - Common Edge (Unknown)
* 82B1610B - Common Edge Jump
* 82B16113 - Ottotto/Balancing
* 82B1611B - Spring
* 82B16123 - Wide Spring/Rope
* 82B1612B - Dash Panel
* 82B16133 - Spring 2/Unknown 19
* 82B1613B - Jump Panel
* 82B16143 - Goal
* 82B1614B - Goal Loop
* 82B16153 - Wind
* 82B1615B - Landing
* 82B16163 - Don't Move
* 82B1616B - Pole
* 82B16173 - Chainjump Landing
* 82B1617B - Rainbow Ring
* 82B16183 - Wall Wait
* 82B1618B - Rope Land
* 82B16193 - Tarzan
* 82B1619B - Bungee
* 82B161A3 - Amigo Swap
* 82B161AB - Amigo Chase (?)
* 82B161B3 - Talk
* 82B161BB - Homing Charge
* 82B161C3 - Homing Release
* 82B161CB - Homing After
* 82B161D3 - Sliding
* 82B161DB - Light Dash
* 82B161E3 - Updown Reel
* 82B161EB - Water Walk
 
=== Shadow ===
* 82B161F3 - Wait
* 82B161FB - Walk
* 82B16203 - Run
* 82B1620B - Fall
* 2B16213 - Jump
* 82B1621B - Jump Water
* 82B16223 - Stop
* 82B1622B - Quick Turn
* 82B16233 - Dead
* 82B1623B - Damage Light
* 82B16243 - Push
* 82B1624B - Bonk
* 82B16253 - Grind
* 82B1625B - Common Edge Grab
* 82B16263 - Common Edge (Unknown)
* 82B1626B - Common Edge Jump
* 82B16273 - Ottotto/Balancing
* 82B1627B - Spring
* 82B16283 - Wide Spring/Rope
* 82B1628B - Dash Panel
* 82B16293 - Spring 2/Unknown 19
* 82B1629B - Jump Panel
* 82B162A3 - Goal
* 82B162AB - Goal Loop
* 82B162B3 - Wind
* 82B162BB - Landing
* 82B162C3 - Don't Move
* 82B162CB - Updown Reel
* 82B162D3 - Pole
* 82B162DB - Chainjump Land
* 82B162E3 - Rainbow Ring
* 82B162EB - Talk
* 82B162F3 - Hold
* 82B162FB - Piyori/Stun
* 82B16303 - Rodeo
* 82B1630B - Balancer/AQA Ball
* 82B16313 - Amigo Swap
* 82B1631B - Amigo Chase (?)
* 82B16323 - Light Dash
* 82B1632B - Homing Release
* 82B16333 - Homing After
* 82B1633B - Overdrive
* 82B16343 - Chaos Spear
* 82B1634B - Chaos Spear After
* 82B16353 - Chaos Blast
* 82B1635B - Chaos Smash Wait
* 82B16363 - Chaos Smash
* 82B1636B - Chaos Attack
* 82B16373 - Chaos Snap
* 82B1637B - Tornado Kick
* 82B16383 - Shadow Attack (Edge Attack?)
* 82B1638B - Vehicle Enter
* 82B16393 - Autotake
* 82B1639B - Hover Ride
* 82B163A3 - Bike Ride
* 82B163AB - Glider Ride
* 82B163B3 - Jeep Ride
* 82B163BB - Exit Vehicle
 
=== Omega ===
* 82B168B3 - Wait
* 82B168BB - Walk
* 82B168C3 - Run
* 82B168CB - Fall
* 82B168D3 - Jump
* 82B168DB - Jump Water
* 82B168E3 - Stop
* 82B168EB - Quick Turn
* 82B168F3 - Dead
* 82B168FB - Damage Light
* 82B16903 - Push
* 82B1690B - Bonk
* 82B16913 - Grind
* 82B1691B - Common Edge Grab
* 82B16923 - Common Edge (Unknown)
* 82B1692B - Common Edge Jump
* 82B16933 - Spring
* 82B1693B - Wide Spring/Rope
* 82B16943 - Dash Panel
* 82B1694B - Spring 2/Unknown 13
* 82B16953 - Jump Panel
* 82B1695B - Goal
* 2B16963 - Goal Loop
* 82B1696B - Wind
* 82B16973 - Landing
* 82B1697B - Don't Move
* 82B16983 - Updown Reel
* 82B1698B - Pole
* 82B16993 - Chainjump Land
* 82B1699B - Rainbow Ring
* 82B169A3 - Talk
* 82B169AB - Hover
* 82B169B3 - Omega Launcher
* 82B169BB - Lock On Laser
* 82B169C3 - Amigo Swap
* 82B169CB - Amigo Chase (?)
* 82B169D3 - Hold
 
=== Amy ===
* 82B169DB - Wait
* 82B169E3 - Walk
* 82B169EB - Run
* 82B169F3 - Fall
* 82B169FB - Jump
* 82B16A03 - Jump Water
* 82B16A0B - Stop
* 82B16A13 - Quick Turn
* 82B16A1B - Dead
* 82B16A23 - Damage Light
* 82B16A2B - Push
* 82B16A33 - Bonk
* 82B16A3B - Grind
* 82B16A43 - Common Edge Grab
* 82B16A4B - Common Edge (Unknown)
* 82B16A53 - Common Edge Jump
* 82B16A5B - Ottotto/Balancing
* 82B16A63 - Spring
* 82B16A6B - Wide Spring/Rope
* 82B16A73 - Dash Panel
* 82B16A7B - Spring 2/Unknown 19
* 82B16A83 - Jump Panel
* 82B16A8B - Goal
* 82B16A93 - Goal Loop
* 82B16A9B - Wind
* 82B16AA3 - Landing
* 82B16AAB - Don't Move
* 82B16AB3 - Updown Reel
* 82B16ABB - Pole
* 82B16AC3 - Chainjump Land
* 82B16ACB - Rainbow Ring
* 82B16AD3 - Wall Wait
* 82B16ADB - Rope Land
* 82B16AE3 - Amigo Swap
* 82B16AEB - Amigo Chase (?)
* 82B16AF3 - Hold
* 82B16AFB - Talk
* 82B16B03 - Pray/Stealth Start
* 82B16B0B - Surprised/Stealth End
* 82B16B13 - Jump Double 0 (Charge)
* 82B16B1B - Hammer Attack
* 82B16B23 - Jump Double 1 (Release)
 
=== Blaze ===
* 82B16B2B - Wait
* 82B16B33 - Walk
* 82B16B3B - Run
* 82B16B43 - Fall
* 82B16B4B - Jump
* 82B16B53 - Jump Water
* 82B16B5B - Stop
* 82B16B63 - Quick Turn
* 82B16B6B - Dead
* 82B16B73 - Damage Light
* 82B16B7B - Push
* 82B16B83 - Bonk
* 82B16B8B - Grind
* 82B16B93 - Common Edge Grab
* 82B16B9B - Common Edge (Unknown)
* 82B16BA3 - Common Edge Jump
* 82B16BAB - Ottotto/Balancing
* 82B16BB3 - Spring
* 82B16BBB - Wide Spring/Rope
* 82B16BC3 - Dash Panel
* 82B16BCB - Spring 2/Unknown 19
* 82B16BD3 - Jump Panel
* 82B16BDB - Goal
* 82B16BE3 - Goal Loop
* 82B16BEB - Wind
* 82B16BF3 - Landing
* 82B16BFB - Don't Move
* 82B16C03 - Updown Reel
* 82B16C0B - Pole
* 82B16C13 - Chainjump Land
* 82B16C1B - Rainbow Ring
* 82B16C23 - Wall Wait
* 82B16C2B - Rope Land
* 82B16C33 - Amigo Swap
* 82B16C3B - Amigo Chase (?)
* 82B16C43 - Hold
* 82B16C4B - Talk
* 82B16C53 - Accel Tornado
* 82B16C5B - Spinning Claw
* 82B16C63 - Fire Claw
* 82B16C6B - Homing After
 
=== Knuckles ===
* 82B16C73 - Wait
* 82B16C7B - Walk
* 82B16C83 - Run
* 82B16C8B - Fall
* 82B16C93 - Jump
* 82B16C9B - Jump Water
* 82B16CA3 - Stop
* 82B16CAB - Quick Turn
* 82B16CB3 - Dead
* 82B16CBB - Damage Light
* 82B16CC3 - Push
* 82B16CCB - Bonk
* 82B16CD3 - Grind
* 82B16CDB - Common Edge Grab
* 82B16CE3 - Common Edge (Unknown)
* 82B16CEB - Common Edge Jump
* 82B16CF3 - Spring
* 82B16CFB - Wide Spring/Rope
* 82B16D03 - Dash Panel
* 82B16D0B - Spring 2/Unknown 19
* 82B16D13 - Jump Panel
* 82B16D1B - Goal
* 82B16D23 - Goal Loop
* 82B16D2B - Wind
* 82B16D33 - Landing
* 82B16D3B - Don't Move
* 82B16D43 - Chainjump Land
* 82B16D4B - Rainbow Ring
* 82B16D53 - Wall Wait
* 82B16D5B - Rope Land
* 82B16D63 - Climb
* 82B16D6B - Glide
* 82B16D73 - Glide End
* 82B16D7B - Updown Reel
* 82B16D83 - Amigo Swap
* 82B16D8B - Amigo Chase (?)
* 82B16D93 - Hold
* 82B16D9B - Talk
* 82B16DA3 - Heat Knuckle
* 82B16DAB - Screwdriver
* 82B16DB3 - Screwdriver After
* 82B16DBB - Screw Dive/Groundshaker
 
=== Rouge ===
* 82B16DC3 - Wait
* 82B16DCB - Walk
* 82B16DD3 - Run
* 82B16DDB - Fall
* 82B16DE3 - Jump
* 82B16DEB - Jump Water
* 82B16DF3 - Stop
* 82B16DFB - Quick Turn
* 82B16E03 - Dead
* 82B16E0B - Damage Light
* 82B16E13 - Push
* 82B16E1B - Bonk
* 82B16E23 - Grind
* 82B16E2B - Common Edge Grab
* 82B16E33 - Common Edge (Unknown)
* 82B16E3B - Common Edge Jump
* 82B16E43 - Spring
* 82B16E4B - Wide Spring/Rope
* 82B16E53 - Dash Panel
* 82B16E5B - Spring 2/Unknown 19
* 82B16E63 - Jump Panel
* 82B16E6B - Goal
* 82B16E73 - Goal Loop
* 82B16E7B - Wind
* 82B16E83 - Landing
* 82B16E8B - Don't Move
* 82B16E93 - Chainjump Landing
* 82B16E9B - Rainbow Ring
* 82B16EA3 - Wall Wait
* 82B16EAB - Rope Land
* 82B16EB3 - Climb
* 82B16EBB - Glide
* 82B16EC3 - Glide End
* 82B16ECB - Bomb Search Tap
* 82B16ED3 - Bomb Search Hold
* 82B16EDB - Tarzan
* 82B16EE3 - Amigo Swap
* 82B16EEB - Amigo Chase (?)
* 82B16EF3 - Hold
* 82B16EFB - Talk
* 82B16F03 - Purple Gem (used for Blast Jump)
* 82B16F0B - Air Bomb
* 82B16F13 - Multi Air Bomb
* 82B16F1B - Heart Mine
 
=== Tails ===
* 82B16F23 - Wait
* 82B16F2B - Walk
* 82B16F33 - Run
* 82B16F3B - Fall
* 82B16F43 - Jump
* 82B16F4B - Jump Water
* 82B16F53 - Stop
* 82B16F5B - Quick Turn
* 82B16F63 - Dead
* 82B16F6B - Damage Light
* 82B16F73 - Grind
* 82B16F7B - Spring
* 82B16FD3 - Wide Spring/Rope
* 82B16F8B - Dash Panel
* 82B16F93 - Spring 2/Unknown 19
* 82B16F9B - Jump Panel
* 82B16FA3 - Goal
* 82B16FAB - Goal Loop
* 82B16FB3 - Wind
* 82B16FBB - Landing
* 82B16FC3 - Don't Move
* 82B16FCB - Updown Reel
* 82B16FD3 - Pole
* 82B16FDB - Chainjump Landing
* 82B16FE3 - Rainbow Ring
* 82B16FEB - Rope Land
* 82B16FF3 - Glide (used for Flying)
* 82B16FFB - Bomb Search Tap
* 82B17003 - Bomb Search Hold
* 82B1700B - Amigo Swap
* 82B17013 - Amigo Chase (?)
* 82B1701B - Hold
* 82B17023 - Talk
 
=== Super Sonic ===
* 82B17028 - Wait
* 82B17033 - Super Amigo Swap
* 82B1703B - Pole
* 82B17043 - Damage Light
* 82B1704B - Dead
* 82B17053 - Super Sonic/Shadow Attack
* 82B1705B - Goal
 
=== Super Shadow ===
* 82B17063 - Wait
* 82B1706B - Super Amigo Change
* 82B17073 - Amigo Swap
* 82B1707B - Damage Light
* 82B17083 - Dead
* 82B1708B - Super Sonic/Shadow Attack
* 82B17093 - Goal
 
=== Super Silver ===
* 82B1709B - Wait
* 82B170A3 - Super Amigo Change
* 82B170AB - Amigo Swap
* 82B170B3 - Damage Light
* 82B170BB - Dead
* 82B170C3 - Super Silver Attack
* 82B170CB - Goal

Latest revision as of 07:24, 3 December 2025

Player State IDs in Sonic the Hedgehog (2006) define a character'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.

The maps used by each player context is outlined in Player State Maps.

Player State IDs

Category Name ID Description
Common Wait 0x00
Walk 0x01
Run 0x02
Fall 0x03 Only used by Amy and Blaze.
Jump 0x04
Water Jump 0x05
Brake 0x06
Quick Turn 0x07
Dead 0x08
Damage Light 0x09
Push 0x0A Push states are unfinished.
Damage 0x0B
Grind 0x0C
Edge Grab 0x0D Hanging. Edge states are unfinished.
Edge Falling 0x0E Falling from edge hang.
Edge Jumping 0x0F Jumping from edge hang.
Ottotto 0x10
Spring 0x11
Wide Spring 0x12
Spring Type B 0x13 Unknown.
Dash Panel 0x14
Jump Panel 0x15
Goal 0x16
Invincible 0x17
Wind 0x18
Landing 0x19
Don't Move 0x1A Unused.
Up-Down Reel 0x1B
Tarzan 0x1C Used for swinging ropes in Tropical Jungle.
Princess Bungee 0x1D
Common Pole 0x1E
Chain Jump Land 0x1F
Rainbow Ring 0x20
Wall Wait 0x21
Rope Land 0x22
Climb 0x23
Blast Jump 0x24
Talk 0x25
Psi-Grabbed 0x26
Sonic Silver Spring 0x27 Unused spring type for Boss Silver's Homing Catch.
Common Stun 0x28 Called "piyori" in animations.
Rodeo 0x29 Used for whale in Wave Ocean.
Balancer 0x2A
Sonic Water Slider 0x2B
Common Glide 0x2C
Glide End 0x2D
Throw 0x2E
Snipe 0x2F
Amigo Swap 0x30
Amigo Chase 0x31
Super Amigo Change 0x32
Silver Teleport Dash 0x33
Float 0x34
Princess Water Walk 0x35
Silver Lift 0x38
Esp Mark 0x39
Ground Throw 0x3A
Air Throw 0x3B
Grab All 0x3C
Psychoshock 0x3D
Stun Slap Ground 0x3E
Stun Slap Air 0x3F
Reflect 0x40
Sonic Homing Smash 0x41
Common Homing Attack 0x42
Homing After 0x43
Sonic Sliding 0x44
Spin Attack 0x45
Spin Dash 0x46
Bounce 0x47
Common Light Dash 0x48
Sonic Blue Gem 0x49
Green Gem 0x4A
Green Gem Air 0x4B
Rainbow Gem 0x4D
Omega Hover 0x4E
Omega Launcher 0x4F
Lock on Laser 0x50
Shadow Overdrive 0x51
Chaos Spear 0x52
Chaos Spear After 0x53
Chaos Blast 0x54
Chaos Charge 0x55
Chaos Smash 0x56
Chaos Attack 0x57
Chaos Snap 0x58
Spin Kick 0x59
Edge Attack 0x5A
Amy Stealth Start 0x5C
Stealth End 0x5D
Double Jump Pre 0x5E
Double Jump 0x5F
Hammer Attack 0x60
Blaze Accel Tornado 0x61
Spinning Claw 0x62
Fire Claw 0x63
Knuckles Heat Knuckle 0x64
Screwdriver 0x65
Screwdriver After 0x66
Screw Dive 0x67
Rouge Bomb Air 0x68
Multi Air Bomb 0x69
Heart Mine 0x6A
Super Sonic Attack 0x6B
Shadow Attack
Silver Attack 0x6C
Shadow Vehicle Enter 0x6D
Autotake 0x6E
Bike Ride 0x6F
Jeep Ride 0x70
Hover Ride 0x71
Glider Ride 0x72
Vehicle Exit 0x73

Boss State IDs

Reactive player-based bosses (v.s. Sonic, Shadow, and Silver) also use a similar state system.

Category Name ID Description
Common Player Search 0x01
Approach 0x02
Damage 0x03
Dead 0x04
Winner 0x05
Sonic & Shadow Stun 0x06
Psi-Grabbed 0x07
Silver Teleport 0x08
Object Throw 0x09
Upheave 0x0A
Homing Catch 0x0B
Jump on Psi 0x0C
Ride Smash 0x0D
Sonic & Shadow Homing 0x0E
Sonic Chain Jump 0x10 Unused.
Shadow Spin Kick 0x12
Chaos Spear 0x13
Chaos Boost 0x14

Special State IDs

Snowboard States

Name ID
Run 0x0
Brake 0x1
Prepare Jump 0x2
Fall 0x3
Jump 0x4
Spring 0x5
Damage 0x6
Dead 0x7
Grind 0x8
Grind Brake 0x9
Grind Prepare Jump 0xA
Run Against 0xB
Landing 0xC

Mach Speed States

State ID 0x7 is skipped.

Name ID
Start 0x0
Run 0x1
Fall 0x2
Jump 0x3
Damage 0x4
Dead 0x5
Dramatic Jump 0x6
Dash Panel 0x8
Spring Type B 0x9
Jump Panel 0xA
Light Dash 0xB
Chain Jump 0xC
Chain Fall 0xD
Goal 0xE

Common Context State IDs

Common State

Name ID
Debug Wait 0x0

Easy State

Name ID
Easy Damaged & Wind 0x0

Title States

Name ID
Title Wait 0x0
Title Selected 0x1
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