Jump to content

Sonic Adventure/Character Animation Data: Difference between revisions

From SA Docs
 
Line 6,503: Line 6,503:


= Character Select Animations =
= Character Select Animations =
This page contains the list of character select animations. They mostly use animations in CHRMODELS.DLL, but some stance animations are located in the executable. See [[Animation Editing]] if you need help extracting them.
This segment contains the list of character select animations. They mostly use animations in CHRMODELS.DLL, but some stance animations are located in the executable. See [[Animation Editing]] if you need help extracting them.


The game uses a null-terminated array of animations (NJS_ACTION) pointers for each character. The first animation is the idle animation, other animations are played one by one until it reaches the end of the array. You will find the array addresses below.
The game uses a null-terminated array of animations (NJS_ACTION) pointers for each character. The first animation is the idle animation, other animations are played one by one until it reaches the end of the array. You will find the array addresses below.

Latest revision as of 07:20, 20 September 2026

This page contains information regarding the animations used by the playable characters in a variety of contexts within Sonic Adventure.

Animation Lists

The following information pertains to the animation sets of characters which are only used during gameplay.

An animation entry for a character (PL_ACTION) contains:

  • A pointer to a character motion, the actual motion data. These are stored in CHRMODELS.DLL and exported by SA Tools under project\figure\xxx\models.
  • The number of nodes in the animation (to preload memory for the transition system)
  • The play mode (loop, once, reverse...)
  • The next animation ID (optional depending on the play mode)
  • The animation speed
  • The transition speed

Sets are stored into the executable, for example Sonic's set is at 0x3C56210, but they are initialized on startup. They can also be found in the player worker of a character: playerpwp[pnum]->mj.plactptr[id]. mj contains all of the animation data, including the current animation id (mj.reqaction). In CheatEngine, you can set 0x03B3CDF0 as a pointer, and go to the 0x124 offset to access the current animation id.

Note: "Motion ID" in the tables below are the place of motion data in the CHRMODELS motion tables, it is not relevent anymore since SA Tools now names them by name rather than by ID.

Characters are listed in their internal character index order.

Sonic

There are 146 entries at 0x3C56210, for 147 different motions in the DLL.
The motions 73 to 86 and 110, 111 and 112 in CHRMODELS are the snowboard object animations and are hence not in this list.

Sonic & Metal Sonic (SADX)

Anim ID Motion ID Description Speed Transition Speed Parameters Next Anim ID
0 1 Standing 0.50 0.0625 Loop (3) 0
1 122 Standing -> Surf Stance 0.25 0.25 Once (4) 2
2 123 Surf Stance 0.25 0.25 Loop (3) 2
3 2 Looking around 1.00 0.25 Once (4) 0
4 120 Bored Comment 0.25 0.25 Once (4) 5
5 121 Bored Comment 2 0.25 0.25 Once (4) 6
6 120 Bored Comment 2 -> Standing 0.25 0.25 Reverse (6) 0
7 96 Standing on upward slope 1.00 0.25 Loop (3) 7
8 97 Standing on downward slope 1.00 0.25 Loop (3) 8
9 3 Walk 1 3.40 0.25 Custom delta (10) 9
10 4 Walk 2 1.40 0.25 Custom delta (10) 10
11 5 Walk 3 0.80 0.25 Custom delta (10) 11
12 6 Run 1 0.50 0.25 Custom delta (10) 12
13 18 Run 2 0.50 0.50 Input delta (9) 13
14 14 Jump (in air)/Spindash (on ground) 0.20 0.25 Custom delta (10) 14
15 14 Roll 0.70 0.25 Input delta (9) 15
16 8 Spring flight 1.00 0.25 Loop (3) 16
17 9 Spring flight -> Falling 1.00 0.12 Once (4) 18
18 10 Falling 1.00 0.25 Loop (3) 18
19 11 Landing (unused) 1.00 1.00 Once (4) 0
20 7 Braking 1.00 0.25 Once (4) 0
21 12 Push (start) 3.00 0.12 Once (4) 22
22 13 Push (loop) 1.00 0.25 Loop (3) 22
23 116 Take damage 1.00 1.00 Once -> stop (5) 23
24 117 Hurt landing 1.00 1.00 Once (4) 0
25 7 Braking 1.00 0.25 Loop (3) 25
26 15 Caught in updraft 1.00 0.0625 Loop (3) 26
27 16 Hit wall 1.00 0.50 Once (4) 28
28 17 Hit wall recovery 1.00 0.0625 Once (4) 0
29 22 Uncurl from rolling 1.00 0.0625 Once (4) 1
30 20 Turn around 0.90 1.00 Once (4) 0
31 19 Skidding on slope 1.00 0.0625 Loop (3) 31
32 21 Spin Ball (no flash) 1.00 0.50 Loop (3) 32
33 23 Pick up object 1.00 0.50 Once (4) 37
34 31 Object run 1.00 0.50 Loop (3) 34
35 32 Object stop 1.00 0.50 Once (4) 37
36 33 Object turn around 1.00 0.50 Once (4) 37
37 34 Object stand 0.00 0.50 Loop (3) 37
38 35 Object walk 1.00 0.50 Loop (3) 38
39 8 Trampoline Flight 1.00 0.25 Loop (3) 16
40 45 Trampoline Backflip 1.00 0.50 Once (4) 18
41 8 Trampoline Flight 2 1.00 0.25 Loop (3) 16
42 46 Trampoline Flip 2 1.00 0.50 Once (4) 18
43 8 Trampoline Flight 3 1.00 0.25 Loop (3) 16
44 44 Landing on trampoline 1 1.00 0.50 Once (4) 16
45 47 Landing on trampoline 2 1.00 0.50 Once (4) 16
46 49 Slam into pillar/sign in Speed Highway 2 0.50 0.50 Once (4) 9
47 50 Hanging from helicopter/pulley 0.50 0.50 Loop (3) 47
48 37 Pull 1.00 0.50 Loop (3) 48
49 36 Shake Tree 0.50 0.50 Loop (3) 49
50 124 Hold Object -> Shake (transition) 0.50 0.50 Once (4) 51
51 125 Shake object 0.50 0.50 Loop (3) 51
52 126 Stop shaking 0.50 0.50 Once (4) 37
53 42 Standing -> Pick up 0.50 0.50 Once (4) 54
54 43 Idle holding tree 0.50 0.50 Loop (3) 54
55 27 object jump 1.00 0.50 Loop (3) 55
56 28 object jump -> object fall 1.00 0.50 Once (4) 57
57 29 Object fall 1.00 0.50 Loop (3) 57
58 30 Object landing (unused) 1.00 0.50 Once (4) 37
59 38 Throw object 1.00 0.50 Once (4) 0
60 39 Toss object 1.00 0.50 Once (4) 0
61 40 Air throw 1.00 0.50 Once (4) 18
62 41 Air toss 1.00 0.50 Once (4) 18
63 23 Put object down 1.00 1.00 Reverse (6) 0
64 119 Light dash flight 1.00 1.00 Loop (3) 31
65 48 Ready to pull and riding in bumper car/rollercoaster 0.30 1.00 Once -> stop (5) 65
66 51 Climbing monkey bars 1.00 1.00 Manual (12) 66
67 53 Hold onto monkey bars (left arm forward) 0.25 0.25 Loop (3) 67
68 52 Hold onto monkey bars (right arm forward) 0.25 0.25 Loop (3) 68
69 93 Climbing ladder 1.00 1.00 Manual (12) 69
70 94 Shot from cannon 0.50 1.00 Loop (3) 70
71 95 Slipping on ice 2.00 0.50 Input delta (9) 71
72 113 Jump panel flip 1.00 1.00 Once (4) 74
73 114 Flight to next jump panel 2.00 1.00 Once -> stop (5) 73
74 123 Standing on jump panel 1.00 0.25 Loop (3) 74
75 100 Victory 1.00 0.50 Once -> stop (5) 75
76 101 Victory -> Standing 1.00 0.50 Once (4) 0
77 42 Standing -> holding tree/rocket 1.00 0.12 Once (4) 78
78 43 holding tree/rocket 1.00 0.12 Loop (3) 78
79 99 Holding horizontal rocket 1.00 0.12 Loop (3) 79
80 98 Holding vertical rocket 1.00 0.12 Loop (3) 80
81 103 Captured by Egg Keeper 1.00 0.12 Loop (3) 81
82 116 Frozen by enemy (same as last frame of damage animation) 15.00 1.00 Once -> stop (5) 82
83 14 Spin 0.20 1.00 Custom delta (10) 83
84 115 Breathe bubble 0.25 1.00 Once (4) 18
85 127 Drowning 0.50 1.00 Once -> stop (5) 85
86 116 Begin death animation (midair, same as taking damage) 1.00 1.00 Once -> stop (5) 86
87 118 Death animation 1.00 0.25 Once -> stop (5) 87
88 102 Sliding down water current 1.00 0.12 Loop (3) 88
89 106 Sky Deck grasping cylinder 0.50 0.25 Loop (3) 89
90 105 Sky Deck cylinder shimmy (Left) 2.00 0.25 Loop (3) 90
91 104 Sky Deck cylinder shimmy (Right) 2.00 0.25 Loop (3) 91
92 128 Slide down Sky Deck cylinder 0.50 0.25 Once -> stop (5) 92
93 129 Slide down Sky Deck cylinder -> Sky Deck grasping cylinder 0.50 0.25 Once (4) 89
94 91 Holding onto icicle 0.50 0.25 Loop (3) 94
95 92 Slipping on icicle 1.00 0.25 Once (4) 94
96 87 Jumping from icicle 1.00 1.00 Once (4) 97
97 88 Flight from icicle 1.00 1.00 Manual (12) 97
98 88 Latching onto icicle 1.00 1.00 Once (4) 94
99 89 Moving left on icicle 1.00 0.25 Loop (3) 99
100 90 Moving right on icicle 1.00 0.25 Loop (3) 100
101 90 Climbing icicle 1.00 0.25 Loop (3) 101
102 62 Neutral on board 1.00 0.0625 Loop (3) 102
103 58 Braking right on board 1.00 0.12 Once -> stop (5) 103
104 59 Braking left on board 1.00 0.12 Once -> stop (5) 104
105 61 Falling with board from jump 1.00 0.0625 Once (4) 111
106 60 Jumping with Board 1.00 0.25 Once (4) 105
107 54 Lean right on board 1.00 1.00 Manual (12) 107
108 55 Lean left on board 1.00 1.00 Manual (12) 108
109 56 Hit on board (moving left to right) 1.00 1.00 Once (4) 114
110 57 hit on board (moving right to left) 1.00 1.00 Once (4) 114
111 64 Falling with board from uneven terrain 1.00 0.50 Once (4) 112
112 65 Falling on board 0.30 0.50 Loop (3) 112
113 66 Hit on board 1.00 0.50 Once (4) 102
114 67 Standing on board 1.00 0.0625 Loop (3) 114
115 68 Losing balance on board 1.00 0.0625 Once (4) 102
116 69 Super-High Jump (Backflip) 0.85 0.0625 Once (4) 112
117 70 Super-High Jump (Sideflip) 0.85 0.0625 Once (4) 112
118 109 Super-High Jump (Sideflip with twist) 0.85 0.0625 Once (4) 112
119 109 Super-High Jump (Alternate Sideflip with twist) 0.85 0.0625 Reverse (6) 112
120 71 Ramp jump (horizontal spin) 1.00 1.00 Once (4) 121
121 107 Ramp jump (short horizontal spin) 1.00 1.00 Once (4) 122
122 108 Spin jump trick -> Falling on Board 1.00 0.25 Once (4) 112
123 72 Ramp jump (grabbing board on the left) 1.50 0.25 Once (4) 112
124 63 Crouch on board 1.50 0.25 Loop (3) 124
125 14 Spin (Pinball tables) 0.20 0.25 Custom delta (10) 125
126 135 Shower 1 0.25 0.25 Once (4) 127
127 136 Shower 2 0.25 0.25 Loop (3) 127
128 137 Shower 3 0.25 0.25 Once (4) 0
129 134 Shake off water 0.50 0.25 Once (4) 0
130 145 Pet chao (SADX Only) 1.00 1.00 Once (4) 131
131 146 Pet chao loop (SADX Only) 0.50 1.00 Loop (3) 131
132 147 Stop petting chao (SADX Only) 1.00 1.00 Once (4) 0
133 148 Whistle (SADX Only) 1.00 1.00 Once (4) 0
146 0 Metal Sonic Hover (SADX Only) 0.50 0.25 Loop (3) 146

Super Sonic

Anim ID DC ID CHRMODELS Description Speed Transition Speed Parameters Next Anim ID
134 130 130 Standing 0.25 0.0625 Loop (3) 134
135 131 131 Standing->Moving 1 0.50 0.25 Loop (3) 135
136 132 132 Moving 1 0.50 0.25 Loop (3) 136
137 133 133 Moving 2 0.50 0.25 Loop (3) 137
138 134 133 Moving 3 0.50 0.25 Loop (3) 138
139 135 138 Spring Flight 1.00 0.25 Loop (3) 139
140 136 139 Spring Flight->Falling 1.00 0.12 Once (4) 141
141 137 140 Falling 1.00 0.25 Loop (3) 141
142 138 141 Landing (unused) 1.00 1.00 Once (4) 134
143 139 143 Victory 1.00 0.50 Once -> stop (5) 143
144 140 144 Victory->Standing 1.00 0.50 Once (4) 134
145 141 142 Jumping 0.20 0.25 Custom delta (10) 145

Eggman

Eggman is an actual character object just like Sonic or Tails, and as such it has basic abilities like moving or jumping. However, Eggman is not playable by default. See the Character Motions section for Eggman's event animations.

There are 25 entries located at 0x38F3CE0, for 5 different motions.

Anim ID SONIC.EXE Description Speed Transition Speed Parameters Next Anim ID
0 0x89E254 Standing 1.00 1.00 Loop (3) 0
1 0x89E254 Standing 1.00 1.00 Once (4) 2
2 0x89E254 Standing 1.00 1.00 Loop (3) 2
3 0x89E254 Standing 1.00 1.00 Once (4) 0
4 0x8A094C Walk 1.00 1.00 Loop (3) 4
5 0x8A094C Walk 1.00 1.00 Loop (3) 5
6 0x8A3564 Run 1.00 1.00 Loop (3) 6
7 0x8A3564 Run 1.00 1.00 Loop (3) 7
8 0x8A3564 Run 1.00 1.00 Loop (3) 8
9 0x89E254 Standing (placeholder) 1.00 1.00 Custom delta (10) 9
10 0x89E254 Standing (placeholder) 1.00 1.00 Loop (3) 10
11 0x89E254 Standing (placeholder) 1.00 1.00 Loop (3) 11
12 0x89E254 Standing (placeholder) 1.00 1.00 Once (4) 13
13 0x89E254 Standing (placeholder) 1.00 1.00 Loop (3) 13
14 0x89E254 Standing (placeholder) 1.00 1.00 Once (4) 0
15 0x8A513C Brake 1.00 1.00 Once (4) 0
16 0x8A6BF4 Brake turn 1.00 1.00 Once (4) 0
17 0x89E254 Standing (placeholder) 1.00 1.00 Once (4) 18
18 0x89E254 Standing (placeholder) 1.00 1.00 Loop (3) 18
19 0x89E254 Standing (placeholder) 1.00 1.00 Loop (3) 0
20 0x89E254 Standing (placeholder) 1.00 1.00 Loop (3) 20
21 0x89E254 Standing (placeholder) 1.00 1.00 Loop (3) 21
22 0x89E254 Standing (placeholder) 1.00 1.00 Once (4) 23
23 0x89E254 Standing (placeholder) 1.00 1.00 Once (4) 0
24 Empty animation data 0.00 0.00 0 0

Tails

There are 135 entries at 0x3C49D90 for a total of 109 animations in the DLL.
Not in this list: motions 84, 89, 90, 98 and 99 in the DLL are empty motions; 69 and 70 are unused; 100-109 are snowboard object animations.

Anim ID DLL ID Description Speed Transition Speed Parameters Next Anim ID
0 79 Stand 0.50 0.0625 Loop (3) 0
1 79 Stand (landing) 2.00 0.25 Once (4) 2
2 79 Stand (after landing) 1.00 0.25 Loop (3) 2
3 79 Stand (?) 1.00 0.25 Once (4) 0
4 96 Look Around (start) 0.25 0.25 Once (4) 5
5 97 Look Around 0.25 0.25 Once (4) 6
6 96 Look Around (stop) 0.25 0.25 Reverse (6) 0
7 82 Standing uphill 1.00 0.25 Loop (3) 7
8 83 Standing downhill 1.00 0.25 Loop (3) 8
9 80 Walk 1 3.40 0.25 Input delta (9) 9
10 47 Walk 2 1.40 0.25 Input delta (9) 10
11 47 Walk 3 (tail effect) 1.00 0.25 Input delta (9) 11
12 48 Run 1 1.00 0.25 Input delta (9) 12
13 48 Run 2 1.00 0.25 Input delta (9) 13
14 64 Jump/Spin (spin is unused) 0.40 0.25 Custom delta (10) 14
15 64 Roll 0.70 0.25 Input delta (9) 15
16 65 Spinball 1.00 0.50 Loop (3) 16
17 11 Spring flight 1.00 0.25 Loop (3) 17
18 12 Spring flight -> fall 1.00 0.12 Once (4) 19
19 13 Fall 1.00 0.25 Loop (3) 19
20 14 Landing (unused) 1.00 1.00 Once (4) 0
21 67 Brake 1.00 0.25 Once (4) 0
22 68 Brake turn 1.00 1.00 Once (4) 0
23 80 Walk (?) 1.00 0.0625 Loop (3) 23
24 74 Push (start) 3.00 0.12 Once (4) 25
25 43 Push 1.00 0.25 Loop (3) 25
26 35 Hurt 1.00 1.00 Once -> stop (5) 26
27 36 Hurt recover 1.00 0.12 Once (4) 1
28 37 Dying 1.00 0.12 Once -> stop (5) 28
29 38 Dying (head shaking) 1.00 0.12 Loop (3) 29
30 85 Drowning (start) 0.25 1.00 Once (4) 19
31 85 Drowning (end) 0.50 1.00 Once -> stop (5) 31
32 67 Brake again 1.00 0.25 Loop (3) 32
33 46 Tumbling 1.00 0.0625 Loop (3) 33
34 15 Tumbling -> sit 1.00 0.25 Once (4) 35
35 16 Sit -> get up 1.00 0.0625 Once (4) 0
36 66 Lying -> get up 1.00 0.0625 Once (4) 0
37 17 Fly 0.30 0.0625 Loop (3) 37
38 18 Fly max height 0.40 1.00 Once (4) 39
39 19 Fly descend 0.50 0.0625 Loop (3) 39
40 20 Another fly 0.30 0.0625 Loop (3) 40
41 20 Another fly 0.30 0.0625 Loop (3) 41
42 19 Fly exhausted 0.50 0.0625 Loop (3) 42
43 0 Tail attack 1.00 0.12 Once (4) 0
44 3 SpinAttack 1 1.00 0.12 Once (4) 0
45 4 SpinAttack 2 1.00 0.12 Once (4) 0
46 5 SpinAttack 3 1.00 0.12 Once (4) 0
47 6 SpinAttack 4 1.00 0.12 Once (4) 0
48 7 SpinAttack 5 1.00 0.12 Once (4) 0
49 8 SpinAttack 6 1.00 0.12 Once (4) 0
50 9 SpinAttack 7 1.00 0.12 Once (4) 0
51 10 SpinAttack 8 1.00 0.12 Once (4) 0
52 1 SpinAttack 9 1.00 0.12 Once (4) 0
53 2 SpinAttack 10 1.00 0.12 Once (4) 0
54 39 Victory 1.00 0.50 Once -> stop (5) 54
55 40 Victory -> stand 1.00 0.50 Once (4) 0
56 41 Loosing (start) 1.00 0.50 Once (4) 57
57 42 Loosing (loop) 1.00 0.50 Loop (3) 57
58 25 Pick up object 1.00 0.50 Once (4) 62
59 26 Running with object 1.00 0.50 Loop (3) 59
60 27 Braking with object 1.00 0.50 Once (4) 62
61 28 Braking turn with object 1.00 0.50 Once (4) 62
62 29 Hold object 0.00 0.50 Loop (3) 62
63 30 Walking with object 2 1.00 0.50 Loop (3) 63
64 11 Spring flight (?) 1.00 0.25 Loop (3) 17
65 12 Flight -> fall (?) 1.00 0.50 Once (4) 19
66 11 Spring flight (?) 1.00 0.25 Loop (3) 17
67 12 Flight -> fall (?) 1.00 0.50 Once (4) 19
68 13 Fall 1.00 0.25 Loop (3) 17
69 11 Spring flight (?) 1.00 0.50 Once (4) 17
70 14 Landing again (?) 1.00 0.50 Once (4) 17
71 79 Stand again (?) 0.50 0.50 Once (4) 9
72 79 Stand again (?) 0.50 0.50 Loop (3) 72
73 71 Pull object 1.00 0.50 Loop (3) 73
74 63 Shake tree 0.50 0.50 Loop (3) 74
75 86 Shake (start) 0.50 0.50 Once (4) 76
76 87 Shake (loop) 0.50 0.50 Loop (3) 76
77 88 Shake (stop) 0.50 0.50 Once (4) 62
78 74 Grab 1.00 0.50 Once (4) 79
79 75 Grab (stationary) 1.00 0.50 Loop (3) 79
80 25 Jumping with object 1.00 0.50 Loop (3) 80
81 25 Falling with object 1.00 0.50 Once (4) 82
82 25 Falling with object 2 1.00 0.50 Loop (3) 82
83 25 Take object 1.00 0.50 Once (4) 62
84 72 Throw object far 1.00 0.50 Once (4) 0
85 73 Throw object 1.00 0.50 Once (4) 0
86 72 Throw object far (air) 1.00 0.50 Once (4) 19
87 73 Throw object (air) 1.00 0.50 Once (4) 19
88 25 Put down object 1.00 1.00 Reverse (6) 0
89 sonic.exe 0x3C5D540 Bumper Car 0.30 1.00 Once -> stop (5) 89
90 78 Monkey bars 0.30 1.00 Manual (12) 90
91 77 Monkey bars (stationary left) 0.25 0.25 Loop (3) 91
92 76 Monkey bars (stationary right) 0.25 0.25 Loop (3) 92
93 31 Ladder up 0.50 1.00 Manual (12) 93
94 81 Launch from cannon 0.50 1.00 Loop (3) 94
95 11 Spring flight (?) 1.00 0.25 Loop (3) 95
96 79 Stand again (?) 1.00 0.25 Loop (3) 96
97 74 Look Around again (?) 1.00 0.12 Once (4) 98
98 75 Grab stationary again (?) 1.00 0.12 Loop (3) 98
99 45 Vertical rocket 1.00 0.12 Loop (3) 99
100 44 Horizontal rocket 1.00 0.12 Loop (3) 100
101 35 Hurt again (?) 15.00 1.00 Once -> stop (5) 101
102 34 Hold SkyDeck cylinder 0.50 0.25 Loop (3) 102
103 33 Go left on SD cylinder 2.00 0.25 Loop (3) 103
104 32 Go right on SD cylinder 2.00 0.25 Loop (3) 104
105 91 Slip from SD cylinder 0.50 0.25 Once -> stop (5) 105
106 92 Slip -> hold SD cylinder 0.50 0.25 Once (4) 102
107 51 Board 1.00 0.0625 Loop (3) 107
108 51 Board (?) 1.00 0.12 Once -> stop (5) 108
109 51 Board (?) 1.00 0.12 Once -> stop (5) 109
110 54 Board jump 1.00 0.0625 Once (4) 116
111 53 Board flying 1.00 0.25 Once (4) 110
112 58 Lean right on board 1.00 1.00 Manual (12) 112
113 56 Lean left on board 1.00 1.00 Manual (12) 113
114 57 Board shaken 1.00 1.00 Once (4) 119
115 55 Board shaken 1.00 1.00 Once (4) 119
116 49 Board fall 0.30 0.50 Loop (3) 117
117 49 Board fall 0.30 0.50 Loop (3) 117
118 50 Board hurt 1.00 0.50 Once (4) 107
119 51 Board slow 1.00 0.0625 Loop (3) 119
120 51 Board slow 1.00 0.0625 Once (4) 107
121 61 Board trick 1 0.80 0.0625 Once (4) 117
122 62 Board trick 2 1.10 0.0625 Once (4) 117
123 59 Board trick 3 1.50 1.00 Once (4) 124
124 59 Board trick 3, 2nd time 1.50 1.00 Once (4) 125
125 59 Board trick 3, 3rd time 1.50 0.25 Once (4) 117
126 60 Board crouch 1.50 0.25 Once (4) 117
127 52 Board (?) 1.50 0.25 Loop (3) 127
128 64 Spin for something else (?) 0.20 0.25 Custom delta (10) 128
129 79 Stand (?) 0.25 0.25 Once (4) 130
130 79 Stand (?) 0.25 0.25 Loop (3) 130
131 79 Stand (?) 0.25 0.25 Once (4) 0
132 110 Pet chao (start) 1.00 1.00 Once (4) 133
133 111 Pet chao (loop) 0.50 1.00 Loop (3) 133
134 112 Pet chao (end) 1.00 1.00 Once (4) 0
135 113 Whistle 1.00 1.00 Once (4) 0

Knuckles

There are 115 entries at 0x3C532A0, for 89 different animations in the DLL.
Slot 9 in the DLL is an empty animation; several other animations are not in this list.

Anim ID DLL ID Description Speed Transition Speed Parameters Next Anim ID
0 82 Standing 1.00 0.0625 Loop (3) 0
1 82 Fast standing (after Max Heat Attack) 2.00 0.25 Once (4) 2
2 82 Fast standing (after Max Heat Attack) + fast transition 1.00 0.25 Loop (3) 2
3 82 Fast standing + faster transition 1.00 0.25 Once (4) 0
4 78 Idle/bored comment (start) 0.25 0.25 Once (4) 5
5 79 Idle/bored comment 0.25 0.25 Once (4) 6
6 78 Idle/bored comment (end), start one but reversed 0.25 0.25 Reverse (6) 0
7 58 Standing uphill 1.00 0.25 Loop (3) 7
8 59 Standing downhill 1.00 0.25 Loop (3) 8
9 83 Walking 3.40 0.25 Input delta (9) 9
10 56 Jog 1.40 0.25 Input delta (9) 10
11 56 Fast jog 1.00 0.25 Input delta (9) 11
12 57 Run 1.00 0.25 Input delta (9) 12
13 57 Run faster 1.00 0.25 Input delta (9) 13
14 61 Jumping 0.20 0.25 Custom delta (10) 14
15 61 Rolling (same anim as 14) 0.70 0.25 Input delta (9) 15
16 62 Duplicate roll/jump anim 1.00 0.50 Loop (3) 16
17 4 Spring flight 1.00 0.25 Loop (3) 17
18 5 Spring flight -> fall transition 1.00 0.12 Once (4) 19
19 6 Fall 1.00 0.25 Loop (3) 19
20 7 Landing (unused) 1.00 1.00 Once (4) 0
21 64 Brake 1.00 0.25 Once (4) 0
22 65 Brake and turnaround 1.00 1.00 Once (4) 0
23 72 Push (start) 3.00 0.12 Once (4) 24
24 51 Push (loop) 3.00 0.25 Loop (3) 24
25 43 Hurt 1.00 0.25 Loop (3) 25
26 44 Get up from hurt 1.00 0.25 Once (4) 0
27 45 Death (start) 1.00 0.25 Once (4) 28
28 46 Death (loop) 1.00 0.25 Loop (3) 28
29 64 Brake (slow) 1.00 0.25 Loop (3) 29
30 55 Caught in updraft 1.00 0.0625 Loop (3) 30
31 10 Dazed 1 1.00 0.25 Once (4) 32
32 11 Dazed 2 1.00 0.0625 Once (4) 0
33 63 Uncurl from roll 1.00 0.0625 Once (4) 0
34 61 Rolling after glide cancel 0.15 0.25 Once (4) 14
35 15 Gliding (ID for Max Heat Attack) 1.50 0.50 Loop (3) 35
36 sonic.exe 0x3C5D528 Unknown 0.15 0.25 Loop (3) 36
37 43 Hurt 15.00 1.00 Once -> stop (5) 37
38 9 Drowning 0.50 1.00 Once -> stop (5) 38
39 40 Victory 1.00 0.50 Once -> stop (5) 39
40 41 Victory -> Standing 1.00 0.50 Once (4) 0
41 0 Digging (begin) 0.70 0.25 Once (4) 42
42 1 Digging (loop) 2.00 0.25 Loop (3) 42
43 2 Emerging from digging 1.00 0.25 Loop (3) 43
44 3 Jump from digging 1.00 0.12 Once (4) 19
45 0 Failed digging (begin digging looped once) 0.70 0.25 Manual (12) 0
46 35 Climbing up/down 1.60 0.25 Input delta (9) 46
47 42 Climb left 1.60 0.25 Custom delta (10) 47
48 52 Climb right 1.60 0.25 Custom delta (10) 48
49 39 Climb (stationary) 1.00 0.25 Loop (3) 49
50 37 Reached top while climbing 1.00 0.12 Once (4) 0
51 15 Gliding 1.00 0.25 Loop (3) 51
52 16 Grabbing wall 1.00 0.25 Once (4) 46
53 17 Gliding -> fall 1.00 0.25 Once (4) 0
54 47 First punch 2.00 1.00 Once (4) 55
55 48 Second punch 2.00 1.00 Once (4) 56
56 49 Mega punch 1.00 0.25 Once (4) 57
57 82 Standing (unused id?) 1.00 0.25 Once (4) 58
58 82 Standing (unused id?) 1.00 0.25 Once (4) 0
59 82 Standing (unused id?) 1.00 1.00 Once (4) 60
60 82 Standing (unused id?) 1.00 1.00 Once (4) 61
61 82 Standing (unused id?) 1.00 0.25 Once (4) 62
62 82 Standing (unused id?) 1.00 0.25 Once (4) 63
63 82 Standing (unused id?) 1.50 0.25 Once (4) 0
64 50 Unknown 1.00 0.0625 Once (4) 0
65 82 Standing (unused id?) 1.00 0.0625 Once (4) 0
66 82 Standing (unused id?) 1.00 0.0625 Once (4) 0
67 82 Standing (unused id?) 1.00 0.0625 Once (4) 0
68 82 Standing (unused id?) 1.00 0.0625 Once (4) 0
69 82 Standing (unused id?) 1.00 0.0625 Once (4) 0
70 28 Picking up object 1.00 0.50 Once (4) 74
71 22 Running with object 1.00 0.50 Loop (3) 71
72 23 Braking with object 1.00 0.50 Once (4) 74
73 24 Turning after braking with object 1.00 0.50 Once (4) 74
74 25 Standing with object 0.00 0.50 Loop (3) 74
75 26 Walking with object 1.00 0.50 Loop (3) 75
76 4 Spring flight 1.00 0.25 Loop (3) 17
77 5 Spring flight -> spring fall transition 1.00 0.50 Once (4) 19
78 4 Spring flight 1.00 0.25 Loop (3) 17
79 5 Spring flight -> spring fall transition 1.00 0.50 Once (4) 19
80 6 Spring fall transition -> fall 1.00 0.25 Loop (3) 17
81 4 Spring flight 1.00 0.50 Once (4) 17
82 7 Spring fall -> landing on ground 1.00 0.50 Once (4) 17
83 82 Standing (unused id?) 0.50 0.50 Once (4) 9
84 74 Hanging from hook 0.50 0.50 Loop (3) 84
85 69 Pulling lever 1.00 0.50 Loop (3) 85
86 60 Holding lever 0.50 0.50 Loop (3) 86
87 12 Standing with object -> Shaking object 0.50 0.50 Once (4) 88
88 13 Shaking object 0.50 0.50 Loop (3) 88
89 14 Shaking object -> Standing with object 0.50 0.50 Once (4) 74
90 72 Grab Tree (start) 1.00 0.50 Once (4) 91
91 73 Hold Tree (loop) 1.00 0.50 Loop (3) 91
92 18 Jumping with object 1.00 0.50 Loop (3) 92
93 19 Jumping with object -> falling 1.00 0.50 Once (4) 94
94 20 Falling with object 1.00 0.50 Loop (3) 94
95 21 Landing with object (unused) 1.00 0.50 Once (4) 74
96 70 Throwing object in midair 1.00 0.50 Once (4) 0
97 71 Throwing object 1.00 0.50 Once (4) 0
98 70 Throwing object in midair (identical copy) 1.00 0.50 Once (4) 19
99 71 Throwing object (identical copy) 1.00 0.50 Once (4) 19
100 28 Putting down object 1.00 1.00 Reverse (6) 0
101 77 Climbing monkey bars 0.30 1.00 Manual (12) 101
102 76 Hanging from bars (Left arm in front) 0.25 0.25 Loop (3) 102
103 75 Hanging from bars (Right arm in front) 0.25 0.25 Loop (3) 103
104 27 Climbing ladder 0.50 1.00 Manual (12) 104
105 4 Spring flight 1.00 0.25 Loop (3) 105
106 82 Standing (unused id?) 1.00 0.25 Loop (3) 106
107 72 Grab rocket (start), same anim as holding start 1.00 0.12 Once (4) 108
108 73 Grab rocket (loop), same anim as holding loop 1.00 0.12 Loop (3) 108
109 54 Hold rocket horizontal 1.00 0.12 Loop (3) 109
110 53 Hold rocket vertical 1.00 0.12 Loop (3) 110
111 86 Begin petting Chao 1.00 1.00 Once (4) 112
112 87 Petting Chao 0.50 1.00 Loop (3) 112
113 88 Stop petting Chao 1.00 1.00 Once (4) 0
114 89 Whistle 1.00 1.00 Once (4) 0

Tikal

Tikal is an actual character object just like Sonic or Tails, and as such it has basic abilities like moving or jumping. However, Tikal is not playable by default. See the Character Motions section for Tikal's event animations.

There are 8 entries located at 0x38F38F8, for 4 different motions in the DLL.

Anim ID SONIC.EXE Description Speed Transition Speed Parameters Next Anim ID
0 0x8F83F4 Standing 1.00 0.0625 Loop (3) 0
1 0x8FC8DC Walk 3.40 0.25 Custom delta (10) 1
2 0x8FC8DC Walk 1.40 0.25 Custom delta (10) 2
3 0x8FC8DC Walk 1.00 0.25 Loop (3) 3
4 0x8FC8DC Walk 1.00 0.12 Once (4) 5
5 0x8FC8DC Walk 1.00 0.25 Loop (3) 5
6 0x8F46BC Shake head 1.00 1.00 Once (4) 0
7 0x8F46BC Shake head slow 1.00 0.25 Once (4) 0
8 0x900814 Death 0.90 1.00 Once (4) 0

Amy

There are 102 entries at 0x3C54880, for 80 different motions in the DLL.

Anim ID DLL ID Description Speed Transition Speed Parameters Next Anim ID
0 69 Main Stand 1.00 0.0625 Loop (3) 0
1 69 Stand fast (after jump) 2.00 0.25 Once (4) 2
2 69 Stand (?) 1.00 0.25 Loop (3) 2
3 69 Stand (?) 1.00 0.25 Once (4) 0
4 67 Bored comment (start) 0.25 0.25 Once (4) 5
5 68 Bored comment 0.25 0.25 Once (4) 6
6 67 Bored comment (stop) 0.25 0.25 Reverse (6) 0
7 53 Stand uphill 1.00 0.25 Loop (3) 7
8 54 Stand downhill 1.00 0.25 Loop (3) 8
9 70 Walk 3.40 0.25 Input delta (9) 9
10 44 Jog 1 1.40 0.25 Input delta (9) 10
11 45 Jog 2 1.00 0.25 Input delta (9) 11
12 46 Run 1.00 0.25 Input delta (9) 12
13 46 Run 1.00 0.25 Input delta (9) 13
14 4 Jump 0.20 0.25 Custom delta (10) 14
15 69 Stand (?) 0.70 0.25 Input delta (9) 15
16 4 Spring flight (same as jump) 1.00 0.25 Loop (3) 16
17 5 Spring flight -> fall 1.00 0.12 Once (4) 18
18 6 Fall 1.00 0.25 Loop (3) 18
19 69 Stand 1.00 1.00 Once (4) 0
20 56 Brake 1.00 0.25 Once (4) 0
21 57 Brake turn 1.00 1.00 Once (4) 0
22 64 Begin Push 3.00 0.12 Once (4) 23
23 37 Push 1.00 0.25 Loop (3) 23
24 33 Hurt 1.00 0.25 Loop (3) 24
25 34 Hurt recover 1.00 0.25 Once (4) 0
26 35 Death (start) 1.00 0.25 Once (4) 27
27 36 Death (loop) 1.00 0.25 Loop (3) 27
28 56 Brake (again) 1.00 0.25 Loop (3) 28
29 69 Stand (?) 1.00 0.0625 Loop (3) 29
30 69 Stand (?) 1.00 0.25 Once (4) 31
31 69 Stand (?) 1.00 0.0625 Once (4) 0
32 66 Hang from balloon 0.20 0.0625 Loop (3) 32
33 26 Hold reel 1.00 0.25 Once (4) 34
34 27 Turn reel 1.00 0.25 Manual (12) 34
35 72 Start balancing 1.00 0.25 Once (4) 36
36 73 Balancing 0.80 0.25 Custom delta (10) 36
37 7 Drowning 0.50 1.00 Once -> stop (5) 37
38 8 Take barrel 1.00 1.00 Once (4) 39
39 9 Put barrel (on) 1.00 1.00 Once (4) 0
40 10 Walk in barrel 1.00 1.00 Loop (3) 40
41 9 Put barrel (off) 1.00 1.00 Manual (12) 41
42 29 Victory 0.50 1.00 Once -> stop (5) 42
43 22 Pick object 1.00 0.50 Once (4) 47
44 18 Walk with object 1.00 0.50 Loop (3) 44
45 23 Brake with object 1.00 0.50 Once (4) 47
46 24 Brake turn with object 1.00 0.50 Once (4) 47
47 19 Hold object 0.00 0.50 Loop (3) 47
48 20 Heavy walk with object 1.00 0.50 Loop (3) 48
49 4 Spring flight (again) 1.00 0.25 Loop (3) 16
50 5 Spring flight -> fall (again) 1.00 0.50 Once (4) 18
51 4 Spring flight (again) 1.00 0.25 Loop (3) 16
52 5 Spring flight -> fall (again) 1.00 0.50 Once (4) 18
53 6 Fall (again) 1.00 0.25 Loop (3) 16
54 4 Spring flight (again) 1.00 0.50 Once (4) 16
55 66 Hang from hook 0.50 0.50 Loop (3) 55
56 61 Pull 1.00 0.50 Loop (3) 56
57 55 Shake tree 0.50 0.50 Loop (3) 57
58 11 Shake object/chao (start) 0.50 0.50 Once (4) 59
59 12 Shake object/chao 0.50 0.50 Loop (3) 59
60 13 Shake object/chao (stop) 0.50 0.50 Once (4) 47
61 64 Holding (start) 1.00 0.50 Once (4) 62
62 65 Holding (loop) 1.00 0.50 Loop (3) 62
63 14 Jump flight with object 1.00 0.50 Loop (3) 63
64 15 Jump flight object transition 1.00 0.50 Once (4) 65
65 16 Fall with object 1.00 0.50 Loop (3) 65
66 17 Landing with object (unused) 1.00 0.50 Once (4) 47
67 62 Throw object (ground) 1.00 0.50 Once (4) 0
68 63 Put down object (ground) 1.00 0.50 Once (4) 0
69 62 Throw object (air) 1.00 0.50 Once (4) 18
70 63 Put down object (air) 1.00 0.50 Once (4) 18
71 22 Put down object 1.00 1.00 Reverse (6) 0
72 21 Ladder (up & down in code) 0.50 1.00 Manual (12) 72
73 4 Spring flight (again) 1.00 0.25 Loop (3) 73
74 69 Stand (?) 1.00 0.25 Loop (3) 74
75 42 Dizziness 1.00 0.25 Loop (3) 75
76 sonic.exe 0x3C5D538 Bumper Car 1.00 0.25 Loop (3) 76
77 64 Grab rocket (start), same as holding start 1.00 0.12 Once (4) 78
78 65 Grab rocket (loop), same as holding loop 1.00 0.12 Loop (3) 78
79 39 Hold horizontal rocket 1.00 0.12 Loop (3) 79
80 38 Hold vertical rocket 1.00 0.12 Loop (3) 80
81 76 Begin petting chao 1.00 1.00 Once (4) 82
82 77 Petting chao 0.50 1.00 Loop (3) 82
83 78 Stop petting chao 1.00 1.00 Once (4) 0
84 79 Whistle 1.00 1.00 Once (4) 0
85 0 Hammer Attack (start) 1.00 0.25 Once (4) 86
86 1 Hammer Attack 1.00 0.25 Once (4) 88
87 2 Hammer Attack (stop) 1.00 0.25 Once (4) 0
88 3 Hammer Spin Still 1.00 0.25 Once (4) 89
89 40 Hammer Spin Turn 1.00 0.25 Custom delta (10) 89
90 41 Hammer Spin Attack 1.00 0.25 Custom delta (10) 90
91 42 Hammer Spin Dizziness 0.50 0.25 Loop (3) 91
92 43 Walk with dizziness 3.00 0.25 Input delta (9) 92
93 47 Hammer somersault start 1.00 0.25 Once (4) 94
94 48 Hammer somersault attack 1.00 0.25 Once (4) 95
95 50 Hammer somersault trick 1 1.00 0.25 Once (4) 96
96 51 Hammer somersault trick 2 1.00 0.25 Once (4) 97
97 52 Hammer somersault trick 3 1.00 0.25 Once (4) 95
98 49 Landing (unused) 1.00 0.25 Once (4) 18
99 25 Hammer Jump 1.00 0.25 Once (4) 100
100 6 Fall (after Hammer Jump) 1.00 0.25 Loop (3) 100
101 49 Landing (after Hammer Jump, unused) 1.00 0.25 Once (4) 18

Gamma

There are 91 animation entries at 0x3C53FA8 for Gamma, for 78 different motions in the DLL.

Anim ID DLL ID Description Speed Transition Speed Parameters Next Anim ID
0 0 Stand 0.30 0.0625 Loop (3) 0
1 3 Walk 1 0.30 0.25 Input delta (9) 1
2 4 Walk 2 0.30 0.25 Input delta (9) 2
3 5 Stand -> wheel 0.30 0.25 Once (4) 5
4 6 Wheel mode 0.30 0.25 Input delta (9) 4
5 6 Wheel mode 0.30 0.12 Input delta (9) 5
6 14 Jumping 0.30 0.25 Loop (3) 6
7 15 Jump -> fall 0.30 0.12 Once (4) 8
8 16 Fall 0.30 0.25 Loop (3) 8
9 17 Landing 0.30 0.25 Once (4) 0
10 0 Stand (?) 8.00 0.25 Once (4) 0
11 27 Push 1 3.00 0.12 Once (4) 12
12 28 Push 2 1.00 0.25 Loop (3) 12
13 57 Hurt 1.00 0.25 Once -> stop (5) 14
14 58 Stagger 1.00 0.25 Once (4) 0
15 0 Stand (?) 1.00 0.25 Loop (3) 15
16 0 Stand (?) 1.00 0.0625 Loop (3) 16
17 23 unused wheel spin 1.00 0.50 Once (4) 18
18 0 Stand (?) 1.00 0.0625 Once (4) 0
19 20 Turnaround 0.90 1.00 Once (4) 0
20 0 Stand (?) 1.00 0.0625 Loop (3) 20
21 38 Pick up object 1.00 0.50 Once (4) 25
22 40 Walk with object 1 1.00 0.50 Loop (3) 22
23 45 Hold object 1.00 1.00 Once (4) 25
24 44 Drive with object turnaround 1.00 0.50 Once (4) 55
25 45 Hold object (?) 0.10 0.0625 Loop (3) 25
26 39 Walk with object 2 1.00 0.50 Loop (3) 26
27 29 Pull 1.00 0.50 Loop (3) 27
28 26 Shake tree 0.50 0.50 Loop (3) 28
29 25 Grab (start) 1.00 0.50 Once (4) 30
30 26 Grabbed 0.00 0.50 Loop (3) 30
31 31 Jump with object 1.00 0.50 Loop (3) 31
32 32 Fall transition with object 1.00 0.50 Once (4) 33
33 33 Fall with object 1.00 0.50 Loop (3) 33
34 34 Landing with object 1.00 0.50 Once (4) 25
35 46 Throw object far 1.00 0.50 Once (4) 0
36 47 Throw object 1.00 0.50 Once (4) 0
37 46 Throw object far (air) 1.00 0.50 Once (4) 8
38 47 Throw object (air) 1.00 0.50 Once (4) 8
39 38 Pick up object 1.00 0.50 Reverse (6) 0
40 13 Jump transition 1.00 0.25 Once (4) 6
41 30 Jump transition with object 1.00 0.25 Once (4) 31
42 1 Stand -> stance 0.50 0.17 Once (4) 43
43 2 Stance (holding rifle) 0.50 0.17 Once (4) 43
44 21 Stand -> water hover 1.50 0.25 Once (4) 46
45 22 Wheel mode -> Water hover 1.50 0.25 Once (4) 46
46 24 Water hover 1.00 1.00 Loop (3) 46
47 18 Wheel mode brake 1.00 0.25 Once (4) 5
48 48 Hover transition 1.00 0.25 Once (4) 49
49 49 Hover 1.00 0.25 Loop (3) 49
50 35 Hold -> Water hover hold 1.50 0.25 Once (4) 52
51 36 Wheel hold -> Water hover hold 1.00 0.25 Once (4) 52
52 37 Water hover hold 1.00 0.25 Loop (3) 52
53 40 Walk with object 1 0.50 0.25 Input delta (9) 53
54 41 Wheel hold transition (start) 0.80 0.25 Once (4) 55
55 42 Wheel drive with object 0.50 0.25 Input delta (9) 55
56 0 Stand (?) 1.00 0.0625 Reverse (6) 10
57 41 Wheel hold transition (end) 1.00 1.00 Reverse (6) 25
58 22 Water hover -> Wheel mode 1.50 0.25 Reverse (6) 5
59 35 Water hover hold -> Hold 1.50 0.25 Reverse (6) 55
60 19 Wheel mode turnaround 0.90 1.00 Once (4) 5
61 44 Wheel turnaround with object 1.00 1.00 Once (4) 57
62 51 Shoot (start) 1.00 0.25 Reverse (6) 63
63 51 Shoot (end) 1.00 0.25 Once (4) 62
64 52 Air shoot (start) 1.00 0.17 Reverse (6) 65
65 52 Air shoot (end) 1.00 0.25 Once (4) 64
66 53 Climb ladder 1.00 0.12 Manual (12) 66
67 77 Victory 0.35 1.00 Once -> stop (5) 67
68 55 Victory -> Stand 0.35 1.00 Once (4) 0
69 56 Death 1.00 0.25 Once -> stop (5) 69
70 0 Stand (?) 1.00 0.25 Once (4) 69
71 0 Stand (?) 1.00 0.25 Once (4) 69
72 sonic.exe 0x3C5D530 Bumper Car 1.00 0.25 Once -> stop (5) 72
73 59 Look around (start) 0.25 0.17 Once (4) 74
74 60 Look around 0.25 0.17 Once (4) 75
75 59 Look around (stop) 0.25 0.17 Reverse (6) 0
76 66 Turn top body back 0.50 0.17 Once (4) 77
77 67 Backward top body idle 0.50 0.17 Once (4) 77
78 68 Turn top body front 0.50 0.17 Once (4) 0
79 69 Pick up chao 0.50 0.17 Once (4) 80
80 70 Rocking chao 0.50 0.17 Once (4) 80
81 71 Put down chao 0.50 0.17 Once (4) 0
82 72 Shake chao (start) 0.50 0.17 Once (4) 83
83 73 Shake chao 0.50 0.17 Loop (3) 83
84 74 Shake chao (stop) 0.50 0.17 Once (4) 25
85 75 Talking to NPC 1.00 0.17 Loop (3) 85
86 76 Standing downward 1.00 0.17 Loop (3) 86
87 62 Pet chao (start) 1.00 1.00 Once (4) 88
88 63 Pet chao (loop) 0.50 1.00 Loop (3) 88
89 64 Pet chao (stop) 1.00 1.00 Once (4) 0
90 65 Whistle 1.00 1.00 Once (4) 0

Big

There are 105 entries at 0x3C556A0 for Big, with a total of 77 motions in the DLL.
Motions 3, 26, 47, 49, 50, 51, 52, 53, 54, 71, 83, 84 and 85 are empty; 78, 79 and 80 are unused bumping stomach animations.

Big has a lot of unused motion entries in-between some hold object animations, probably scrapped object motions like jump or spring since it uses the holding rock animations for that.

Anim ID DLL ID Description Speed Transition Speed Parameters Next Anim ID
0 23 Stand 0.20 0.0625 Loop (3) 0
1 72 Look around (start) 0.20 0.0625 Once (4) 2
2 73 Look around 0.20 0.12 Once (4) 3
3 72 Look around (end) 0.20 0.12 Reverse (6) 0
4 81 Stand uphill 0.20 0.0625 Loop (3) 4
5 82 Stand downhill 0.20 0.0625 Loop (3) 5
6 14 Landing (unused) 1.00 1.00 Once (4) 0
7 24 Walk 1 2.00 0.25 Input delta (9) 7
8 16 Walk 2 1.40 0.25 Input delta (9) 8
9 16 Walk 2 again 0.80 0.25 Input delta (9) 9
10 16 Walk 2 again 0.50 0.25 Input delta (9) 10
11 16 Walk 2 again 0.50 0.50 Input delta (9) 11
12 1 Spring flight 1.00 0.25 Loop (3) 12
13 2 Spring fall 1.00 0.12 Once (4) 14
14 13 Fall 1.00 0.25 Loop (3) 14
15 1 Spring flight again 1.00 0.25 Loop (3) 15
16 24 Walk 1 again 1.00 0.25 Once (4) 0
17 21 Grab 1.00 0.12 Once (4) 18
18 15 Push 0.30 0.25 Loop (3) 18
19 60 Hurt 1.00 1.00 Once -> stop (5) 19
20 61 Hurt recover 1.00 1.00 Once (4) 0
21 24 Walk 1 again (unused?) 1.00 0.0625 Loop (3) 21
22 24 Walk 1 again (unused?) 1.00 0.50 Once (4) 23
23 24 Walk 1 again (unused?) 1.00 0.0625 Once (4) 0
24 24 Walk 1 again (unused?) 0.90 1.00 Once (4) 0
25 24 Walk 1 again (unused?) 1.00 0.0625 Loop (3) 25
26 12 Grab rock 0.25 0.12 Once (4) 30
27 9 Walking with rock 0.60 0.12 Input delta (9) 27
28 10 Holding rock (start) 1.00 0.50 Once (4) 30
29 10 Holding rock (start) 1.00 0.50 Once (4) 30
30 10 Holding rock (loop) 0.25 0.0625 Loop (3) 30
31 11 Walking with rock 2 1.00 0.12 Input delta (9) 31
32 10 Holding rock again 1.00 0.50 Loop (3) 32
33 18 Pull 0.30 0.12 Loop (3) 33
34 17 Shake tree 0.50 0.12 Loop (3) 34
35 21 Grab (start) 1.00 0.25 Once (4) 36
36 22 Grab 0.25 0.50 Loop (3) 36
37 5 Hang 1.00 0.25 Loop (3) 37
38 6 Flight with rock 1.00 0.25 Once (4) 39
39 7 Fall with rock 1.00 0.25 Loop (3) 39
40 8 Landing with rock (unused) 1.00 0.25 Once (4) 30
41 19 Throw rock 1.00 0.50 Once (4) 0
42 20 Put rock 1.00 0.50 Once (4) 0
43 19 Throw rock (air) 1.00 0.50 Once (4) 14
44 20 Put rock (air) 1.00 0.50 Once (4) 14
45 12 Hold rock (start) 0.25 1.00 Reverse (6) 0
46 25 Ladder 0.50 1.00 Manual (12) 46
47 28 Launched? Swimming? 0.30 1.00 Loop (3) 47
48 27 Victory 0.50 0.50 Loop (3) 48
49 0 Rod attack 1.00 1.00 Once (4) 0
50 4 Fish start 1.00 1.00 Once -> stop (5) 0
51 4 Fishing 1.00 1.00 Manual (12) 0
52 29 Launch line (start) 1.00 1.00 Once -> stop (5) 53
53 30 Launch line > start fishing 1.00 1.00 Once (4) 50
54 30 Launch line > can't fish 1.00 1.00 Once (4) 0
55 31 Fishing, shake up 0.50 1.00 Once (4) 51
56 32 Fishing, shake left 0.50 1.00 Once (4) 51
57 33 Fishing, shake right 0.50 1.00 Once (4) 51
58 34 Fishing, go left 0.50 1.00 Once (4) 51
59 35 Fishing, go right 0.50 1.00 Once (4) 51
60 36 Caught fish 0.50 1.00 Loop (3) 60
61 37 Caught big fish 0.50 1.00 Loop (3) 61
62 38 Victory 0.50 1.00 Loop (3) 62
63 57 Lost start 0.50 1.00 Once (4) 64
64 58 Lost 0.50 1.00 Loop (3) 0
65 59 Lost recover (unused?) 1.00 1.00 Loop (3) 0
66 55 Launch line while floating (start) 0.50 1.00 Once -> stop (5) 67
67 56 Launch line while floating (end) 0.50 1.00 Once -> stop (5) 92
68 56 Fishing on water 0.50 1.00 Manual (12) 92
69 39 Fishing on water, shake up 0.50 0.12 Once (4) 68
70 40 Fishing on water, shake left 0.50 0.12 Once (4) 68
71 41 Fishing on water, shake right 0.50 0.12 Once (4) 68
72 42 Fishing on water, go left 0.50 0.12 Once (4) 68
73 43 Fishing on water, go right 0.50 0.12 Once (4) 68
74 44 Hold object 0.30 0.0625 Loop (3) 74
75 45 Walk with object 1.00 0.12 Input delta (9) 75
76 46 Walk with object 2 0.60 0.12 Input delta (9) 76
77 None Unused 1.00 1.00 Loop (3) 0
78 48 Pick up object 0.25 0.12 Once (4) 74
79 None Unused 1.00 1.00 Loop (3) 0
80 48 Put down object 0.25 1.00 Reverse (6) 0
81 None Unused 1.00 1.00 Loop (3) 0
82 None Unused 1.00 1.00 Loop (3) 0
83 None Unused 1.00 1.00 Loop (3) 0
84 None Unused 1.00 1.00 Loop (3) 0
85 None Unused 1.00 1.00 Loop (3) 0
86 64 Start swimming 0.50 0.12 Once (4) 87
87 67 Swimming on water 0.50 1.00 Loop (3) 87
88 65 Float -> Dive 1.00 0.12 Once (4) 89
89 66 Diving 0.30 1.00 Loop (3) 89
90 68 Diving -> swim up 1.00 0.12 Once (4) 91
91 69 Swim up 0.30 1.00 Loop (3) 91
92 70 Float on water 0.30 0.0625 Loop (3) 92
93 74 Shake object (start) 0.50 0.50 Once (4) 94
94 75 Shake object (loop) 0.50 0.50 Loop (3) 94
95 76 Shake object (stop) 0.50 0.50 Once (4) 74
96 sonic.exe 0x3C5D520 Bumper Car 0.30 0.25 Once -> stop (5) 96
97 63 Dive -> Touched seabed 1.00 1.00 Once (4) 0
98 77 Drown 0.50 1.00 Once -> stop (5) 98
99 60 Hurt again? 1.00 1.00 Once -> stop (5) 99
100 62 Death 1.00 1.00 Once -> stop (5) 100
101 86 Pet chao (start) 1.00 1.00 Once (4) 102
102 87 Pet chao (loop) 0.50 1.00 Loop (3) 102
103 88 Pet chao (stop) 1.00 1.00 Once (4) 0
104 89 Whistle 1.00 1.00 Once (4) 0

Properties

The property field defines the way the animation should play.
It starts at 3 because the animation system modes (0, 1, 2 and 13+) are shared.

ID Description
0-2 Reserved (init system)
3 Loop, no transition
4 Play, transition
5 Play, no transition
6 Reverse, transition
7 Reverse, no transition
8 Play, instant transition
9 Loop, speed property multiplied by player's speed (pwp->spd.x)
10 Loop, speed property multiplied by custom speed (pwp->work.f)
11 Loop at custom speed (pwp->work.f)
12 Manual control in code
13+ Reserved (free system)

Character Motions

This is the list of motion data for all characters. Once you've found your motion, you can convert it with AnimJSONConverter and use the SAIO add-on for Blender to edit it. See the Animation Editing tutorial for more information.

Notes:

  • Gameplay motions are split by SA Tools under project\figure\xxx\models.
  • Event animations are under project\event\model\xxx
  • A motion (NJS_ACTION) contains the motion data (NJS_MOTION) and the object to display (NJS_OBJECT) which can sometimes be different than the main model (ball forms, froggy, etc.)

Sonic

CHRMODELS

Located in project\figure\sonic\models, SONIC_ACTIONS[ID] in code.

ID Description Comment
1 Stand
73 Snowboard Turn left Snowboard object
74 Snowboard Turn right Snowboard object
75 Snowboard Damage 1 Snowboard object
76 Snowboard Damage 2 Snowboard object
77 Snowboard Full Left -> Leaned left Snowboard object
78 Snowboard Full Right -> Leaned right Snowboard object
79 Snowboard Leaned left Snowboard object
80 Snowboard Leaned left -> Normal Snowboard object
81 Snowboard Normal -> Jump Snowboard object
82 Snowboard Jump -> Normal Snowboard object
83 Snowboard Trick Snowboard object
84 Snowboard Trick Snowboard object
85 Snowboard Trick Snowboard object
86 Snowboard Trick Snowboard object
110 Snowboard Trick Snowboard object
111 Snowboard Trick Snowboard object
112 Snowboard Trick Snowboard object

Tails

CHRMODELS

Located in project\figure\miles\models; MILES_ACTIONS[ID] in code.

ID Description Comment
69 Lying on stomach Unused?
70 Lying on stomach -> sit Unused?
100-109 Snowboard object animations Snowboard object

Knuckles

CHRMODELS

Located in project\figure\knuckles\models; KNUCKLES_ACTIONS[ID] in code.

ID Description Comment
29 - 34 Upgrade animations (looking at fists) Not in AnimData
36 Climbing over something Not in AnimData, maybe unused
38 Early climbing animation maybe Unused
66 Hitting fists together (start) Unused
67 Hitting fists together (loop) Unused
68 Hitting fists together (stop) Unused
80 Threatening pose (start) Not in AnimData
81 Threatening pose (loop) Character Select
84 Alternate walk Not in AnimData
85 Cannon launched Unused

Amy

CHRMODELS

Located in project\figure\amy\models; AMY_ACTIONS[ID] in code.

ID Description Comment
28 Falling down on her knees Unused
30 Shaking her head -> hitting the ground with her shoe. Unused
31 Hitting ground with her shoe with anger Unused
32 Stops hitting the ground with her shoe Unused
59 Crawling amy Unused
60 Crawling amy -> standing Unused
71 Cannon launched Unused
74 Empty animation Unused
75 Empty animation Unused

Gamma

CHRMODELS

Located in project\figure\e102\models

Big

CHRMODELS

Located in project\figure\big\models; BIG_ACTIONS[ID] in code. All animations use Big's main model.

ID Description Comment
78 Bumping stomach (start) Unused
79 Bumping stomach (loop) Unused
80 Bumping stomach (stop) Unused

SONIC.EXE

Location Model Model Filename Motion internal location Motion Filename Description
0x3C5D520 Big 0 figure\big\models\b_kihon0_bic.nja 0x9C08D0 figure\big\models\b_cart0.nam Bumper Car
0x9228A4 Froggy figure\big\models\big_kaeru.nja 0x922898 figure\big\models\f_f0021_frog.nam Froggy swim
0x92400C Froggy figure\big\models\big_kaeru.nja 0x924000 figure\big\models\f_f0021_frog.nam Froggy idle
0x927594 Froggy figure\big\models\big_kaeru.nja 0x927588 figure\big\models\f_f0021_frog.nam Froggy in trouble
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x2688308 event\model\big\b_b0001_big.nam Event: Intro (wake up)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x268A668 event\model\big\b_b0002_big.nam Event: Intro (sat on bed)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x265A980 event\model\big\b_b0003_big.nam Event: Meeting Tails (fall)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x265C660 event\model\big\b_b0004_big.nam Event: Meeting Tails (lying on ground)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x27F91B8 event\model\big\b_b0006_big.nam Event: Emerald Coast (holding Froggy)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x27FAE18 event\model\big\b_b0007_big.nam Event: Emerald Coast (walk with Froggy)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x265EAB0 event\model\big\b_b0010_big.nam Event: Waving
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x268EDD8 event\model\big\b_b0011_big.nam Event: Intro (shocked)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x25C4698 event\model\big\b_b0012_big.nam Event: Intro (stand, arms spread)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x25C70B8 event\model\big\b_b0013_big.nam Event: Chaos 6 (turn at sonic)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x25C9568 event\model\big\b_b0014_big.nam Event: Chaos 6 (stand, look at sonic)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x27FE468 event\model\big\b_b0020_big.nam Event: Pursuing Frogy
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x27FFBA8 event\model\big\b_b0022_big.nam Event: Holding Froggy firmly
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x26910F8 event\model\big\b_b0027_big.nam Event: Intro (stand looking down)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x2693988 event\model\big\b_b0028_big.nam Event: Intro (stand)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x2699E88 event\model\big\b_b0029_big.nam Event: Intro (turning back slowly)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x269BE78 event\model\big\b_b0030_big.nam Event: Intro (sleep 1)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x269D7F8 event\model\big\b_b0031_big.nam Event: Intro (sleep 2)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x27498B0 event\model\big\b_b0032_big.nam Event: Outro (fishing)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x274B600 event\model\big\b_b0033_big.nam Event: Outro (fishing, look at Froggy)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x28039A0 event\model\big\b_b0034_big.nam Event: Chaos 6 (victory!)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x2805360 event\model\big\b_b0035_big.nam Event: Final Egg (holding Froggy)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x28102C0 event\model\big\b_b0036_big.nam Event: Final Egg (victory start)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x2811B40 event\model\big\b_b0037_big.nam Event: Final Egg (victory)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x2750500 event\model\big\b_b0038_big.nam Event: Outro (fishing, miss fish)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x2751BE0 event\model\big\b_b0039_big.nam Event: Outro (missed fish)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x2758BF0 event\model\big\b_b0040_big.nam Event: Outro (fall backward)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x275A2D0 event\model\big\b_b0041_big.nam Event: Outro (fallen backward)
0x Big 0 figure\big\models\b_kihon0_bic.nja 0x280C660 event\model\big\b_b0042_big.nam Event: Final Egg (Tikal appears)
0x3C846E8 Big 0 figure\big\models\b_kihon0_bic.nja 0x2C1C298 event\model\big\b_item_s0.nam Lure Upgrade (start)
0x3C846E0 Big 0 figure\big\models\b_kihon0_bic.nja 0x2C1E768 event\model\big\b_item_s1.nam Lure Upgrade (loop)
0x3C846F0 Big 0 figure\big\models\b_kihon0_bic.nja 0x2C214D8 event\model\big\b_item_s2.nam Lure Upgrade (end)
0x3C846D8 Big 0 figure\big\models\b_kihon0_bic.nja 0x2C14B38 event\model\big\b_item_u0.nam Life Belt Upgrade (start)
0x3C846D0 Big 0 figure\big\models\b_kihon0_bic.nja 0x2C17318 event\model\big\b_item_u1.nam Life Belt Upgrade (loop)
0x3C846C8 Big 0 figure\big\models\b_kihon0_bic.nja 0x2C1A078 event\model\big\b_item_u2.nam Life Belt Upgrade (end)

Character Select Animations

This segment contains the list of character select animations. They mostly use animations in CHRMODELS.DLL, but some stance animations are located in the executable. See Animation Editing if you need help extracting them.

The game uses a null-terminated array of animations (NJS_ACTION) pointers for each character. The first animation is the idle animation, other animations are played one by one until it reaches the end of the array. You will find the array addresses below.

In code, they are all in the CharSelDataList array as "field_8". So CharSelDataList[1].field_8 is Tails' array. The individual arrays are yet to be put into the headers.

Characters are listed in their internal character select order.

Sonic

Table at 0x3C5FF94.

ID Location Description
0 CHRMODELS 5 Walk 3
1 CHRMODELS 100 Win
2 sonic.exe 0x3C5E884 Win stance

Tails

Table at 0x3C5FF84.

ID Location Description
0 CHRMODELS 17 Fly
1 CHRMODELS 39 Win
2 sonic.exe 0x3C5E89C Win stance

Knuckles

Table at 0x3C5FFA4.

ID Location Description
0 CHRMODELS 81 Threatening pose (loop)
1 CHRMODELS 40 Win
2 sonic.exe 0x3C5E874 Win stance

Amy

Table at 0x3C5FFD8.

ID Location Description
0 CHRMODELS 70 Walk
1 CHRMODELS 29 Win
2 sonic.exe 0x3C5E87C Win stance

Big

Table at 0x3C5FFC4.

ID Location Description
0 CHRMODELS 16 Walk
1 CHRMODELS 29 Launch line (start)
2 CHRMODELS 30 Launch line (end)
3 sonic.exe 0x3C5E87C Fishing stance

Gamma

Table at 0x3C5FFB4.

ID Location Description
0 CHRMODELS 2 Holding weapon stance
1 sonic.exe 0x3C5E894 Fire up
2 sonic.exe 0x3C5E86C Stance

Question Mark

No animation are set, the question mark object is manually rotated in code.

Sonic Adventure Information
General Information File Formats • Model Formats • Level List • Texture Files • Game Builds • CAM & SET Files • Camera Data
Character Information Character List • Model Data • Actions • Animation Data • Faces
Sound Information General Voice List • Music Files
Sound Effects Stage Sounds • Stage Background Sounds
Other Cutscene List • Fish List