Sonic Adventure 2/Levels: Difference between revisions
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The following is a general overview of information pertaining to level data in all versions of ''Sonic Adventure 2''. | The following is a general overview of information pertaining to level data in all versions of ''Sonic Adventure 2''. | ||
= Level Information = | |||
The base component of almost all levels in the game can be referred to as a '''LandTable''', which is a collection of visible models and invisible collision pieces with varying properties. Each level is referred to internally by their given IDs, with some levels loading multiple LandTables at once to achieve specific effects. Final Rush uses this to implement a flashing/pulsating effect for the brighter portions of the level, for example. | The base component of almost all levels in the game can be referred to as a '''LandTable''', which is a collection of visible models and invisible collision pieces with varying properties. Each level is referred to internally by their given IDs, with some levels loading multiple LandTables at once to achieve specific effects. Final Rush uses this to implement a flashing/pulsating effect for the brighter portions of the level, for example. | ||
== Level IDs and SET Files == | |||
Level IDs are mostly consistent across game versions, with the exception of boss level IDs. As ''Sonic Adventure 2 Battle'' adds more multiplayer levels to the list, all boss level IDs are shifted around due to the new multiplayer levels occupying their IDs. | Level IDs are mostly consistent across game versions, with the exception of boss level IDs. As ''Sonic Adventure 2 Battle'' adds more multiplayer levels to the list, all boss level IDs are shifted around due to the new multiplayer levels occupying their IDs. | ||
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== Surface Flags == | |||
All LandTable models are stored as part of an array that determines their properties. One of these properties are unofficially dubbed as "Surface Flags", which determines how the visible pieces and collision models behave. Some flags may have multiple uses depending on the model type being used, and other flags will only have an effect on one type and not the other. | |||
With some exceptions, all flags are consistent across all versions of ''Sonic Adventure 2''. | |||
{| class="wikitable" style="width:auto;" | |||
!ID (Hex)||Name in Tools||Description | |||
|- | |||
|1 | |||
|Solid | |||
|Collision flag. This allows interactions with the corresponding collision piece and allows other collision-related flags to take effect. | |||
|- | |||
|2 | |||
|Water | |||
|Collision flag. This gives the collision piece the properties of water. | |||
|- | |||
|4 | |||
|Low Friction | |||
|Collision flag. This reduces the amount of friction acting upon objects colliding with the piece. | |||
|- | |||
|8 | |||
|High Friction | |||
|Collision flag. This increases the amount of friction acting upon objects colliding with the piece. | |||
|- | |||
|10 | |||
|Medium Friction | |||
|Collision flag. This applies more friction upon objects colliding with the piece. | |||
|- | |||
|20 | |||
|Diggable | |||
|Collision flag. Collision pieces with this flag can be used by hunting-type characters as digging spots. | |||
|- | |||
|40 | |||
|Unknown | |||
| | |||
|- | |||
|80 | |||
|Unclimbable | |||
|Collision flag. Hunting-type characters cannot use these meshes to climb. | |||
|- | |||
|100 | |||
|Stairs | |||
|Collision flag. Movement properties will change to better adhere to moving over specific diagonal terrain like stairways. | |||
|- | |||
|200 | |||
|Unknown | |||
| | |||
|- | |||
|400 | |||
|Hurt | |||
|Collision flag. Touching these collision pieces damages the player. | |||
|- | |||
|800 | |||
|Footsteps | |||
|Collision flag. Standing or moving while on these collision pieces will cause a special effect to be displayed, commonly footprints. | |||
|- | |||
|1000 | |||
|Cannot Land | |||
|Collision flag. Surfaces with this flag will prevent the player from transitioning to their ground actions or actions that require touching the ground. | |||
|- | |||
|2000 | |||
|Water Slow Move | |||
|Collision flag. This slows down the player considerably. | |||
|- | |||
|4000 | |||
|Unknown | |||
| | |||
|- | |||
|8000 | |||
|No Shadows | |||
|Visible model flag. Enabling this flag will prevent shadows from rendering over visible model pieces. Commonly used in SA2B due to its shadow system behaving differently from the Dreamcast versions. | |||
|- | |||
|10000 | |||
|Unknown | |||
| | |||
|- | |||
|20000 | |||
|Unknown | |||
| | |||
|- | |||
|40000 | |||
|Unknown | |||
| | |||
|- | |||
|80000 | |||
|Unknown | |||
| | |||
|- | |||
|100000 | |||
|Increase Speed | |||
|Collision flag. Top speed is increased while moving over affected pieces. | |||
|- | |||
|200000 | |||
|Increase Acceleration | |||
|Collision flag. Acceleration is increased while moving over affected pieces. | |||
|- | |||
|400000 | |||
|No Fog/High Gravity | |||
|Visible models that use this flag will prevent fog effects from being applied to them. Collision pieces with this flag will increase the amount of gravity acting upon the player, causing them to fall faster. | |||
|- | |||
|800000 | |||
|Max Clip | |||
|Visible model flag. This will override the model's far clip settings and enable a default value stored in the nj_clip variable, which is often higher. | |||
|- | |||
|1000000 | |||
|SimpleDraw | |||
|Visible model flag. This tells the game to use the SimpleDraw method for rendering the affected model. Disabling this and the DirectDraw flag will cause the EasyDraw flag to be used. | |||
|- | |||
|2000000 | |||
|DirectDraw | |||
|Visible model flag. This tells the game to use the DirectDraw method for rendering the affected model. Disabling this and the SimpleDraw flag will cause the EasyDraw flag to be used. | |||
|- | |||
|4000000 | |||
|No Compile | |||
|Visible model flag. This flag tells the game to not compile the model, which is primarily used to apply effects like UV edits in real-time. | |||
|- | |||
|8000000 | |||
|Dynamic Collision | |||
|Collision flag. Meshes with this flag allow the collision data to move around. | |||
|- | |||
|10000000 | |||
|No Rotate Collision | |||
|Collision flag. Meshes with this flag will have their rotations ignored. | |||
|- | |||
|20000000 | |||
|Small Collision Rad | |||
|Collision flag. When enabled, the piece's collision radius will be reduced. Combining this with the Tiny Collision Rad flag will decrease the radius further. | |||
|- | |||
|40000000 | |||
|Tiny Collision Rad | |||
|Collision flag. When enabled, the piece's collision radius will be reduced. Combining this with the Small Collision Rad flag will decrease the radius further. | |||
|- | |||
|80000000 | |||
|Visible | |||
|Visible model flag. This allows the piece to render onscreen and have other visibility-related flags enable their effects. | |||
|} | |||
= LandTable Files = | |||
When the Tools Hub extracts LandTable data, it places the files within the level's folder. All LandTables were given internal names, which is what was used for the new extraction process. The following is a list of all LandTable names present within the game, along with their contents. SA2B LandTables always use the updated "Ginja" model format unless otherwise specified. | When the Tools Hub extracts LandTable data, it places the files within the level's folder. All LandTables were given internal names, which is what was used for the new extraction process. The following is a list of all LandTable names present within the game, along with their contents. SA2B LandTables always use the updated "Ginja" model format unless otherwise specified. | ||
Latest revision as of 03:01, 25 January 2026
The following is a general overview of information pertaining to level data in all versions of Sonic Adventure 2.
Level Information
The base component of almost all levels in the game can be referred to as a LandTable, which is a collection of visible models and invisible collision pieces with varying properties. Each level is referred to internally by their given IDs, with some levels loading multiple LandTables at once to achieve specific effects. Final Rush uses this to implement a flashing/pulsating effect for the brighter portions of the level, for example.
Level IDs and SET Files
Level IDs are mostly consistent across game versions, with the exception of boss level IDs. As Sonic Adventure 2 Battle adds more multiplayer levels to the list, all boss level IDs are shifted around due to the new multiplayer levels occupying their IDs.
| DC ID | SA2B ID | Level Name | SET Filename(s) | Notes |
|---|---|---|---|---|
| 0 | 0 | Basic Test | SET0000(_S, _U) | SA2B Only. This is one of three test levels and the only one that can be fully accessed and played via hacking |
| 1 | 1 | Knuckles Test | SET0001(_S, _U) | Not in any released version of Sonic Adventure 2. Camera and texture data exist for this level, but there is no LandTable information for it |
| 2 | 2 | Sonic Test | Files not found | Not in any released version of Sonic Adventure 2. Texture data exists for this level, but there is no LandTable information for it |
| 3 | 3 | Green Forest | SET0003(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U) | |
| 4 | 4 | White Jungle | SET0004(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 5 | 5 | Pumpkin Hill | SET0005(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 6 | 6 | Sky Rail | SET0006(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U) | |
| 7 | 7 | Aquatic Mine | SET0007(_S, _U, _HD_S, _HD_U) | |
| 8 | 8 | Security Hall | SET0008(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 9 | 9 | Prison Lane | SET0009(_S, _U, _HD_S) | |
| 10 | 10 | Metal Harbor | SET0010(_S, _U, _2P_U, _HD_S, _HD_U) | |
| 11 | 11 | Iron Gate | SET0011(_S, _U, _2P_S, _HD_S, _HD_U) | |
| 12 | 12 | Weapons Bed | SET0012(_S, _U, _HD_S, _HD_U) | |
| 13 | 13 | City Escape | SET0013(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 14 | 14 | Radical Highway | SET0014(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 15 | 15 | Weapons Bed 2P | SET0015(_S, _U) | |
| 16 | 16 | Wild Canyon | SET0016(_S, _U, _HD_S, _HD_U) | |
| 17 | 17 | Mission Street | SET0017(_S, _U, _HD_S) | |
| 18 | 18 | Dry Lagoon | SET0018(_S, _U, _HD_S, _HD_U) | |
| 19 | 19 | Sonic vs. Shadow 1 | SET0019(_S, _U) | |
| 20 | 20 | Tails vs. Eggman 1 | SET0020(_S, _U) | |
| 21 | 21 | Sand Ocean | SET0021(_S, _U, _HD_S, _HD_U) | |
| 22 | 22 | Crazy Gadget | SET0022(_S, _U, _HD_S) | |
| 23 | 23 | Hidden Base | SET0023(_S, _U, _HD_S, _HD_U) | |
| 24 | 24 | Eternal Engine | SET0024(_S, _U, _HD_S) | |
| 25 | 25 | Death Chamber | SET0025(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 26 | 26 | Egg Quarters | SET0026(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 27 | 27 | Lost Colony | SET0027(_S, _U, _HD_S) | |
| 28 | 28 | Pyramid Cave | SET0028(_S, _U, _HD_S, _HD_U) | |
| 29 | 29 | Tails vs. Eggman 2 | SET0029(_S, _U) | |
| 30 | 30 | Final Rush | SET0030(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U) | |
| 31 | 31 | Green Hill | SET0031(_S, _U) | |
| 32 | 32 | Meteor Herd | SET0032(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U) | |
| 33 | 33 | Knuckles vs. Rouge | SET0033(_S, _U) | |
| 34 | 34 | Cannon's Core (Sonic) | SET0034(_S, _U, _HD_S) | |
| 35 | 35 | Cannon's Core (Eggman) | SET0035(_S, _U, _HD_S) | |
| 36 | 36 | Cannon's Core (Tails) | SET0036(_S, _U, _HD_S) | |
| 37 | 37 | Cannon's Core (Rouge) | SET0037(_S, _U, _HD_S) | |
| 38 | 38 | Cannon's Core (Knuckles) | SET0038(_S, _U, _HD_S) | |
| 39 | 39 | Mission Street 2P | SET0039(_S, _U) | |
| 40 | 40 | Final Chase | SET0040(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U) | |
| 41 | 41 | Wild Canyon 2P | SET0041(_2P_S, _2P_U) | |
| 42 | 42 | Sonic vs. Shadow 2 | SET0042(_S, _U) | |
| 43 | 43 | Cosmic Wall | SET0043(_S, _U, _HD_S, _HD_U) | |
| 44 | 44 | Mad Space | SET0044(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U) | |
| 45 | 45 | Sand Ocean 2P | SET0045(_S, _U) | |
| N/A | 46 | Dry Lagoon 2P | SET0046(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 47 | Pyramid Race | SET0047(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 48 | Hidden Base 2P | SET0048(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 49 | Pool Quest | SET0049(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 50 | Planet Quest | SET0050(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 51 | Deck Race | SET0051(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 52 | Downtown Race | SET0052(_S, _U) | SA2B Only |
| N/A | 53 | Cosmic Wall 2P | SET0053(_S, _U) | SA2B Only |
| N/A | 54 | Grind Race | SET0054(_S, _U) | SA2B Only |
| N/A | 55 | Lost Colony 2 | SET0055(_S, _U) | SA2B Only |
| N/A | 56 | Eternal Engine 2P | SET0056(_S, _U) | SA2B Only |
| N/A | 57 | Metal Harbor 2P | SET0057(_2P_S, _2P_U) | SA2B Only |
| N/A | 58 | Iron Gate 2P | SET0058(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 59 | Death Chamber 2P | SET0059(_S, _U) | SA2B Only |
| 50 | 60 | F-6t BIG FOOT | SET_B_BIGFOOT(_S, _U) | |
| 51 | 61 | B-3x HOT SHOT | SET_B_HOTSHOT(_S, _U) | |
| 52 | 62 | R-1/A FLYING DOG | SET_B_FDOG(_S, _U) | |
| 53 | 63 | King Boom Boo | SET_B_BIGBOGY(_S, _U) | |
| 54 | 64 | Egg Golem (Sonic) | SET_B_GOLEM(_S, _U) | |
| 55 | 65 | Biolizard | SET_B_LAST1(_S, _U) | |
| 56 | 66 | FinalHazard | N/A | |
| 57 | 67 | Egg Golem (Eggman) | SET_B_GOLEM_E(_S, _U) | |
| 70 | 70 | Route 101/280 | SETCARTTAILS(_HD), SETCARTROUGE(_HD) | SETCARTTAILS is used for Route 101, and SETCARTROUGE is used for Route 280 |
| 71 | 71 | Kart Racing | SETCARTBASE, SETCARTMINI(1, 2, 3) | The numerations for SETCARTMINI correspond to the three Kart Racing levels; 1 is Beginner, 2 is Standard, and 3 is Expert |
| 90 | 90 | Chao World |
Surface Flags
All LandTable models are stored as part of an array that determines their properties. One of these properties are unofficially dubbed as "Surface Flags", which determines how the visible pieces and collision models behave. Some flags may have multiple uses depending on the model type being used, and other flags will only have an effect on one type and not the other.
With some exceptions, all flags are consistent across all versions of Sonic Adventure 2.
| ID (Hex) | Name in Tools | Description |
|---|---|---|
| 1 | Solid | Collision flag. This allows interactions with the corresponding collision piece and allows other collision-related flags to take effect. |
| 2 | Water | Collision flag. This gives the collision piece the properties of water. |
| 4 | Low Friction | Collision flag. This reduces the amount of friction acting upon objects colliding with the piece. |
| 8 | High Friction | Collision flag. This increases the amount of friction acting upon objects colliding with the piece. |
| 10 | Medium Friction | Collision flag. This applies more friction upon objects colliding with the piece. |
| 20 | Diggable | Collision flag. Collision pieces with this flag can be used by hunting-type characters as digging spots. |
| 40 | Unknown | |
| 80 | Unclimbable | Collision flag. Hunting-type characters cannot use these meshes to climb. |
| 100 | Stairs | Collision flag. Movement properties will change to better adhere to moving over specific diagonal terrain like stairways. |
| 200 | Unknown | |
| 400 | Hurt | Collision flag. Touching these collision pieces damages the player. |
| 800 | Footsteps | Collision flag. Standing or moving while on these collision pieces will cause a special effect to be displayed, commonly footprints. |
| 1000 | Cannot Land | Collision flag. Surfaces with this flag will prevent the player from transitioning to their ground actions or actions that require touching the ground. |
| 2000 | Water Slow Move | Collision flag. This slows down the player considerably. |
| 4000 | Unknown | |
| 8000 | No Shadows | Visible model flag. Enabling this flag will prevent shadows from rendering over visible model pieces. Commonly used in SA2B due to its shadow system behaving differently from the Dreamcast versions. |
| 10000 | Unknown | |
| 20000 | Unknown | |
| 40000 | Unknown | |
| 80000 | Unknown | |
| 100000 | Increase Speed | Collision flag. Top speed is increased while moving over affected pieces. |
| 200000 | Increase Acceleration | Collision flag. Acceleration is increased while moving over affected pieces. |
| 400000 | No Fog/High Gravity | Visible models that use this flag will prevent fog effects from being applied to them. Collision pieces with this flag will increase the amount of gravity acting upon the player, causing them to fall faster. |
| 800000 | Max Clip | Visible model flag. This will override the model's far clip settings and enable a default value stored in the nj_clip variable, which is often higher. |
| 1000000 | SimpleDraw | Visible model flag. This tells the game to use the SimpleDraw method for rendering the affected model. Disabling this and the DirectDraw flag will cause the EasyDraw flag to be used. |
| 2000000 | DirectDraw | Visible model flag. This tells the game to use the DirectDraw method for rendering the affected model. Disabling this and the SimpleDraw flag will cause the EasyDraw flag to be used. |
| 4000000 | No Compile | Visible model flag. This flag tells the game to not compile the model, which is primarily used to apply effects like UV edits in real-time. |
| 8000000 | Dynamic Collision | Collision flag. Meshes with this flag allow the collision data to move around. |
| 10000000 | No Rotate Collision | Collision flag. Meshes with this flag will have their rotations ignored. |
| 20000000 | Small Collision Rad | Collision flag. When enabled, the piece's collision radius will be reduced. Combining this with the Tiny Collision Rad flag will decrease the radius further. |
| 40000000 | Tiny Collision Rad | Collision flag. When enabled, the piece's collision radius will be reduced. Combining this with the Small Collision Rad flag will decrease the radius further. |
| 80000000 | Visible | Visible model flag. This allows the piece to render onscreen and have other visibility-related flags enable their effects. |
LandTable Files
When the Tools Hub extracts LandTable data, it places the files within the level's folder. All LandTables were given internal names, which is what was used for the new extraction process. The following is a list of all LandTable names present within the game, along with their contents. SA2B LandTables always use the updated "Ginja" model format unless otherwise specified.
| Name | Description | Notes | SA Tools Split Folder |
|---|---|---|---|
| objLandTable0000 | Basic Test | SA2B Only, LandTable uses the Chunk model format | stg00_basictest |
| objLandTable0003 | Green Forest | stg03_Jungle | |
| objLandTable0004 | White Jungle | stg04_FogJungle | |
| objLandTable0005 | Pumpkin Hill | stg05_pumpkin | |
| objLandTable0006 | Sky Rail | stg06_mountain | |
| objLandTable0007 | Aquatic Mine | stg07_coalmine | |
| objLandTable0008 | Security Hall | stg08_securityhall | |
| objLandTable0009 | Prison Lane | stg09_tailsprison | |
| objLandTable0010 | Metal Harbor | stg10_metalharbor | |
| objLandTable0011 | Iron Gate | stg11_prison | |
| objLandTable0012 | Weapons Bed | stg12_weaponsbed | |
| objLandTable0013 | City Escape | stg13_cityescape | |
| objLandTable0014 | Radical Highway | stg14_highway | |
| objLandTable0015 | Weapons Bed 2P | stg15_weaponsbed2p | |
| objLandTable0016 | Wild Canyon | stg16_WildCanyon | |
| objLandTable0017 | Mission Street | stg17_Mission | |
| objLandTable0018 | Dry Lagoon | stg18_DryLagoon | |
| objLandTable0019 | Sonic vs. Shadow 1 | stg19_sonicvsshadow | |
| objLandTable0020 | Tails vs. Eggman 1 | stg20_ewvstw | |
| objLandTable0021 | Sand Ocean | stg21_SandOcean | |
| objLandTable0022 | Crazy Gadget | stg22_CrazyGadget | |
| objLandTable0022_uv | Crazy Gadget Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0022_x | Crazy Gadget Glowing X Marks | SA2B Only, LandTable uses the Chunk model format | |
| objLandTable0023 | Hidden Base | stg23_HiddenBase | |
| objLandTable0024 | Eternal Engine | stg24_EternalEnginE | |
| objLandTable0024_Poison | Eternal Engine Acid Segments | LandTable uses the Chunk model format | |
| objLandTable0024_uv | Eternal Engine Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0025 | Death Chamber | stg25_DeathChamber | |
| objLandTable0026 | Egg Quarters | stg26_EggQuarter | |
| objLandTable0027 | Lost Colony | stg27_LostColony | |
| objLandTable0027_light | Lost Colony Wall Light Segments | LandTable uses the Chunk model format | |
| objLandTable0027_poison | Lost Colony Acid Segments | LandTable uses the Chunk model format | |
| objLandTable0027_uv | Lost Colony Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0028 | Pyramid Cave | stg28_PyramidCave | |
| objLandTable0029 | Tails vs. Eggman 2 | 2012 port uses this landtable for Eternal Engine 2P as well | stg29_ewvstw2 |
| objLandTable0030 | Final Rush | stg30_FinalRush | |
| objLandTable0030_uv | Final Rush Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0031 | Green Hill | stg31_GreenHill | |
| objLandTable0031_ani | Green Hill Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0031_uv | Green Hill Waterfalls | ||
| objLandTable0032 | Meteor Herd | stg32_MeteorHerd | |
| objLandTable0032_ma | Meteor Herd Tower Animated Shield | LandTable uses the Chunk model format | |
| objLandTable0032_tani | Meteor Herd Magma | LandTable uses the Chunk model format | |
| objLandTable0032_uv | Meteor Herd Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0033 | Knuckles vs. Rouge | stg33_knucklesvsrouge | |
| objLandTable0033_uv | Knuckles vs. Rouge Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0034 | Cannon's Core (Sonic) | stg34_CannonsCoreSonic | |
| objLandTable0035 | Cannon's Core (Eggman) | stg35_CannonsCoreEggman | |
| objLandTable0036 | Cannon's Core (Tails) | stg36_CannonsCoreTails | |
| objLandTable0037 | Cannon's Core (Rouge) | stg37_CannonsCoreRouge | |
| objLandTable0038 | Cannon's Core (Knuckles) | stg38_CannonsCoreKnuckles | |
| objLandTable0039 | Mission Street 2P | LandTable uses the Chunk model format | stg39_MissionStreet2P |
| objLandTable0040 | Final Chase | stg40_FinalChase | |
| objLandTable0040_uv | Final Chase Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0041 | Wild Canyon 2P | stg41_WildCanyon2P | |
| objLandTable0042 | Sonic Vs Shadow 2 | stg42_sonicvsshadow2 | |
| objLandTable0043 | Cosmic Wall | stg43_CosmicWall | |
| objLandTable0043_uv | Cosmic Wall Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0044 | Mad Space | stg44_Madspace | |
| objLandTable0044_uv | Mad Space Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0045 | Sand Ocean 2P | stg45_SandOcean2P | |
| objLandTable0046 | Dry Lagoon 2P | SA2B Only | stg46_DryLagoon2P |
| objLandTable0047 | Pyramid Race | SA2B Only | stg47_PyramidRace |
| objLandTable0048 | Hidden Base 2P | SA2B Only | stg48_HiddenBase2P |
| objLandTable0049 | Pool Quest | SA2B Only | stg49_AquaticMine2P |
| objLandTable0050 | Planet Quest | SA2B Only | stg50_MadSpace2P |
| objLandTable0051 | Deck Race | SA2B Only | stg51_DeckRace |
| objLandTable0052 | Downtown Race | SA2B Only | stg52_CityEscape2P |
| objLandTable0053 | Cosmic Wall 2P | SA2B Only | stg53_CosmicWall2P |
| objLandTable0054 | Grind Race | SA2B Only | stg54_PyramidCave2P |
| objLandTable0055 | Lost Colony 2P | SA2B Only | stg55_LostColony2P |
| objLandTable0056 | Eternal Engine 2P | SA2B Only, LandTable is shared with Tails vs. Eggman 2 in the 2012 version | stg56_EternalEngine2P |
| objLandTable0057 | Metal Harbor 2P | SA2B Only | stg57_metalharbor2p |
| objLandTable0058 | Iron Gate 2P | SA2B Only | stg58_irongate_2p |
| objLandTable0059 | Death Chamber 2P | SA2B Only | stg59_DeathChamber2P |
| objLandTableBossBigBogy | King Boom Boo | BossBigBogy | |
| objLandTableBossBigFoot | F-6t BIG FOOT | BossGuardRobo\BigFoot | |
| objLandTableBossFlyingDog | R-1/A FLYING DOG | BossGuardRobo\FlyingDog | |
| objLandTableBossGolem | Egg Golem (Sonic) | BossGolem | |
| objLandTableBossGolemE | Egg Golem (Eggman) | BossGolemE | |
| objLandTableBossGuard0 | B-3x HOT SHOT | BossGuardRobo\BossHotShot | |
| objLandTableBossLast1 | Biolizard | BossLast1 | |
| objLandTableLobby000 | Chao World Lobby (Nothing unlocked) | Chao\stg_lobby | |
| objLandTableLobby00k | Chao World Lobby (Kindergarten unlocked) | ||
| objLandTableLobby0dk | Chao World Lobby (Dark Garden and Kindergarten unlocked) | ||
| objLandTableLobbyh0k | Chao World Lobby (Hero Garden and Kindergarten unlocked) | ||
| objLandTableLobbyhdk | Chao World Lobby (Everything unlocked) | ||
| objLandTableLobby | Chao World Lobby (Everything unlocked) | Unused. This was a prototype with opaque stairs and no space background. LandTable uses the Chunk model format | |
| objLandTableDark | Dark Garden | Chao\stg_dark | |
| objLandTableHero | Hero Garden | Chao\stg_hero | |
| objLandTableNeut | Neutral Chao Garden | Chao\stg_neut | |
| objLandTableStadium | Chao Stadium | SA2B Only | Chao\stg_stadium |
| objLandTableEntrance | Chao Race Entrance | Chao\stg_entrance | |
| objLandTableRace | Chao Race | Chao\stg_race | |
| objLandTableRaceDark | Dark Chao Race | ||
| objLandTableRaceHero | Hero Chao Race | ||
| objLandTableChaoKarate | Chao Karate | SA2B Only | Chao\stg_karate |
| objLandTableKinderBl | Chao Kindergarten Black Market | SA2B Only | Chao\stg_kinder\Black Market |
| objLandTableKinderCl | Chao Kindergarten Classroom | LandTable uses the Chunk model format | Chao\stg_kinder\Classroom |
| objLandTableKinderCo | Chao Kindergarten Commons | Chao\stg_kinder\Commons | |
| objLandTableKinderFo | Chao Kindergarten Fortuneteller's Room | SA2B Only | Chao\stg_kinder\Fortune Teller |
| objLandTableKinderHe | Chao Kindergarten Health Center | Chao\stg_kinder\Doctor's Office | |
| objLandTableKinderHo | Chao Kindergarten Exterior | Chao\stg_kinder\Exterior | |
| objLandTableKinderPr | Chao Kindergarten Principal's Office | Chao\stg_kinder\Principal's Office | |
| objLandTableKinderLi | Chao Kindergarten Library | Unused, LandTable uses the Chunk model format | Chao\stg_kinder\Library |
| objLandTableKinderPl | Chao Kindergarten Playground | Unused, LandTable uses the Chunk model format | Chao\stg_kinder\Playground |
| General Information | File Formats • Levels • Texture Files • Light and Fog Data • Game Builds |
|---|---|
| Character Information | Model Data • Animation Files • Actions • Animation Lists |
| Sound Information | Voice List • Music Files • Sound Effects |
| Other | Cutscenes |