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Sonic Adventure 2/Character Animation Files: Difference between revisions

From SA Docs
m Added custom filename information for Sonic, Shadow, Knuckles, and Rouge.
Added custom filename information for Tails, Eggman, Super Sonic, and Super Shadow.
Line 610: Line 610:
|-
|-
|118
|118
|sn_tokupose0
|sn_tokupose
|2P Special Attack
|2P Special Attack
|
|
Line 883: Line 883:
|164
|164
|182
|182
|sd_tokupose0
|sd_tokupose
|2P Special Attack
|2P Special Attack
|
|
Line 1,144: Line 1,144:
|-
|-
|134
|134
|kn_tokupose0
|kn_tokupose
|2P Special Attack
|2P Special Attack
|
|
Line 1,363: Line 1,363:
|-
|-
|176
|176
|rg_tokupose0
|rg_tokupose
|2P Special Attack
|2P Special Attack
|
|
Line 1,488: Line 1,488:
|-
|-
|201
|201
|rg_eggshake
|rg_eggshake0
|Shaking object
|Shaking object
|
|
Line 1,546: Line 1,546:
{| class="mw-collapsible mw-collapsed wikitable" style="width:auto;"
{| class="mw-collapsible mw-collapsed wikitable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | Mech Eggman Animations  
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | Mech Eggman Animations  
!ID||Description||Notes
!ID||File Source (Custom Filename)||Description||Notes
|-
|-
|87
|87
|ew_wait_c
|Idle 1
|Idle 1
|
|
|-
|-
|88
|88
|ew_wait_d
|Idle 2
|Idle 2
|
|
|-
|-
|89
|89
|ew_wait_a
|Standing
|Standing
|
|
|-
|-
|90
|90
|ew_wait_a
|Standing
|Standing
|Copy of 89, used by default and for standing on slopes as well
|Copy of 89, used by default and for standing on slopes as well
|-
|-
|91
|91
|ew_walk0
|Walking
|Walking
|
|
|-
|-
|92
|92
|ew_run1
|Speed-walking
|Speed-walking
|
|
|-
|-
|93
|93
|ew_maxrun
|Jogging
|Jogging
|
|
|-
|-
|94
|94
|ew_baneup0
|Spring
|Spring
|
|
|-
|-
|95
|95
|ew_baneup1
|Spring transition
|Spring transition
|
|
|-
|-
|96
|96
|ew_wait_a
|Standing
|Standing
|Copy of 89, used for falling
|Copy of 89, used for falling
|-
|-
|97
|97
|ew_baneup3
|Land on ground (low altitude)
|Land on ground (low altitude)
|
|
|-
|-
|98
|98
|ew_baneup4
|Land on ground (high altitude)
|Land on ground (high altitude)
|
|
|-
|-
|99
|99
|ew_stop0
|Brake
|Brake
|
|
|-
|-
|100
|100
|ew_damage0
|Taking damage
|Taking damage
|
|
|-
|-
|101
|101
|ew_wait_a
|Standing
|Standing
|Copy of 89
|Copy of 89
|-
|-
|102
|102
|ew_rollfly
|Carried by updraft
|Carried by updraft
|
|
|-
|-
|103
|103
|ew_wait_a
|Standing
|Standing
|Copy of 89, used for melee attack knockback
|Copy of 89, used for melee attack knockback
|-
|-
|104
|104
|ew_wait_a
|Standing
|Standing
|Copy of 89, used for recovering from melee attack knockback
|Copy of 89, used for recovering from melee attack knockback
|-
|-
|105
|105
|ew_stop1
|Turning around
|Turning around
|
|
|-
|-
|106
|106
|ew_waitmove0
|Skidding on upward slope
|Skidding on upward slope
|
|
|-
|-
|107
|107
|ew_waitmove1
|Skidding on downward slope
|Skidding on downward slope
|
|
|-
|-
|108
|108
|ew_kimepose0
|Victory pose
|Victory pose
|
|
|-
|-
|109
|109
|ew_wait_a
|Standing
|Standing
|Copy of 89, supposed to be used for being captured, which is impossible
|Copy of 89, supposed to be used for being captured, which is impossible
|-
|-
|110
|110
|ew_wait_a
|Standing
|Standing
|Copy of 89, used for breathing air bubbles
|Copy of 89, used for breathing air bubbles
|-
|-
|111
|111
|ew_wait_a
|Standing
|Standing
|Copy of 89, used for the start of the drowning sequence
|Copy of 89, used for the start of the drowning sequence
|-
|-
|112
|112
|ew_wait_a
|Standing
|Standing
|Copy of 89, used for dying in midair
|Copy of 89, used for dying in midair
|-
|-
|113
|113
|ew_die0
|Death animation
|Death animation
|
|
|-
|-
|114
|114
|ew_oto0
|Ledge Balance
|Ledge Balance
|Unused under normal circumstances
|Unused under normal circumstances
|-
|-
|115
|115
|ew_jump0
|Jump
|Jump
|
|
|-
|-
|116
|116
|ew_jump3
|Falling from jump
|Falling from jump
|
|
|-
|-
|117
|117
|ew_baneup3
|Land from jump
|Land from jump
|Copy of 97
|Copy of 97
|-
|-
|118
|118
|ew_wait_a
|Standing
|Standing
|Copy of 89
|Copy of 89
|-
|-
|119
|119
|ew_kutibue
|Whistle
|Whistle
|
|
|-
|-
|120
|120
|ew_zitabata
|Launch from dash panel
|Launch from dash panel
|
|
|-
|-
|121
|121
|ew_runjump
|Running jump
|Running jump
|
|
|-
|-
|122
|122
|ew_wait_a
|Standing
|Standing
|Copy of 89
|Copy of 89
|-
|-
|123
|123
|ew_tukamari0
|Hanging onto pulley
|Hanging onto pulley
|
|
|-
|-
|124
|124
|ew_knudai1
|Looking at Mystic Melody shrine
|Looking at Mystic Melody shrine
|Used when examining the shrine without Mystic Melody
|Used when examining the shrine without Mystic Melody
|-
|-
|125
|125
|ew_knudai1
|Looking at Mystic Melody shrine
|Looking at Mystic Melody shrine
|Copy of 124, used when the Mystic Melody has already been activated
|Copy of 124, used when the Mystic Melody has already been activated
|-
|-
|126
|126
|ew_knudai0
|Mystic Melody
|Mystic Melody
|
|
|-
|-
|127
|127
|ew_hover0
|Hovering
|Hovering
|
|
|-
|-
|128
|128
|ew_punch
|Activate Boxing Glove
|Activate Boxing Glove
|
|
|-
|-
|129
|129
|ew_glove_punch
|Boxing Glove punch
|Boxing Glove punch
|Boxing Glove mechanism animation
|Boxing Glove mechanism animation
|-
|-
|130
|130
|ew_lc_open
|Open front hatch
|Open front hatch
|Power Laser Cannon animation, used when Power Laser is ready to be activated
|Power Laser Cannon animation, used when Power Laser is ready to be activated
|-
|-
|131
|131
|ew_punch
|Activate Laser Missile Attack
|Activate Laser Missile Attack
|Copy of 128, used at the start of the Level 1 Special Attack sequence
|Copy of 128, used at the start of the Level 1 Special Attack sequence
|-
|-
|132
|132
|ew_punch
|Activate Rocket Launcher
|Activate Rocket Launcher
|Copy of 128, used at the start of the Level 2 Special Attack sequence
|Copy of 128, used at the start of the Level 2 Special Attack sequence
|-
|-
|133
|133
|ew_laser
|Firing Power Laser
|Firing Power Laser
|
|
|-
|-
|134
|134
|ew_losepose0
|Losing animation
|Losing animation
|
|
|-
|-
|135
|135
|ew_tokupose
|2P Special Attack
|2P Special Attack
|
|
|-
|-
|136
|136
|ew_mpose1
|2P Intro 2
|2P Intro 2
|
|
|-
|-
|137
|137
|ew_mpose0
|2P Intro 1
|2P Intro 1
|
|
Line 1,759: Line 1,810:
{| class="mw-collapsible mw-collapsed wikitable" style="width:auto;"
{| class="mw-collapsible mw-collapsed wikitable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | Mech Tails Animations  
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | Mech Tails Animations  
!ID||Description||Notes
!ID||File Source (Custom Filename)||Description||Notes
|-
|-
|139
|139
|tw_wait_c
|Idle 1
|Idle 1
|
|
|-
|-
|140
|140
|tw_wait_d
|Idle 2
|Idle 2
|
|
|-
|-
|141
|141
|tw_wait_a
|Standing
|Standing
|
|
|-
|-
|142
|142
|tw_wait_a
|Standing
|Standing
|Copy of 141, used by default and for standing on slopes as well
|Copy of 141, used by default and for standing on slopes as well
|-
|-
|143
|143
|tw_walk0
|Walking
|Walking
|
|
|-
|-
|144
|144
|tw_run1
|Speed-walking
|Speed-walking
|
|
|-
|-
|145
|145
|tw_maxrun
|Jogging
|Jogging
|
|
|-
|-
|146
|146
|tw_baneup0
|Spring
|Spring
|
|
|-
|-
|147
|147
|tw_baneup1
|Spring transition
|Spring transition
|
|
|-
|-
|148
|148
|tw_baneup2
|Falling
|Falling
|
|
|-
|-
|149
|149
|tw_baneup3
|Land on ground (low altitude)
|Land on ground (low altitude)
|
|
|-
|-
|150
|150
|tw_baneup4
|Land on ground (high altitude)
|Land on ground (high altitude)
|
|
|-
|-
|151
|151
|tw_stop0
|Brake
|Brake
|
|
|-
|-
|152
|152
|tw_damage0
|Taking damage
|Taking damage
|
|
|-
|-
|153
|153
|tw_wait_a
|Standing
|Standing
|Copy of 141
|Copy of 141
|-
|-
|154
|154
|tw_rollfly
|Carried by updraft
|Carried by updraft
|
|
|-
|-
|155
|155
|tw_wait_a
|Standing
|Standing
|Copy of 141, used for melee attack knockback
|Copy of 141, used for melee attack knockback
|-
|-
|156
|156
|tw_wait_a
|Standing
|Standing
|Copy of 141, used for recovering from melee attack
|Copy of 141, used for recovering from melee attack
|-
|-
|157
|157
|tw_stop1
|Turning around
|Turning around
|
|
|-
|-
|158
|158
|tw_waitmove0
|Skidding on upward slope
|Skidding on upward slope
|
|
|-
|-
|159
|159
|tw_waitmove1
|Skidding on downward slope
|Skidding on downward slope
|
|
|-
|-
|160
|160
|tw_kimepose0
|Victory pose
|Victory pose
|
|
|-
|-
|161
|161
|tw_wait_a
|Standing
|Standing
|Copy of 141, supposed to be used for being captured, which is impossible
|Copy of 141, supposed to be used for being captured, which is impossible
|-
|-
|162
|162
|tw_wait_a
|Standing
|Standing
|Copy of 141, used for breathing air bubbles
|Copy of 141, used for breathing air bubbles
|-
|-
|163
|163
|tw_wait_a
|Standing
|Standing
|Copy of 141, used for the start of the drowning sequence
|Copy of 141, used for the start of the drowning sequence
|-
|-
|164
|164
|tw_wait_a
|Standing
|Standing
|Copy of 141, used for dying in midair
|Copy of 141, used for dying in midair
|-
|-
|165
|165
|tw_die0
|Death animation
|Death animation
|
|
|-
|-
|166
|166
|tw_oto0
|Ledge Balance
|Ledge Balance
|Copy of 141, unused under normal circumstances
|Copy of 141, unused under normal circumstances
|-
|-
|167
|167
|tw_jump0
|Jump
|Jump
|
|
|-
|-
|168
|168
|tw_jump3
|Falling from jump
|Falling from jump
|
|
|-
|-
|169
|169
|tw_baneup3
|Land from jump
|Land from jump
|Copy of 149
|Copy of 149
|-
|-
|170
|170
|tw_wait_a
|Standing
|Standing
|Copy of 141
|Copy of 141
|-
|-
|171
|171
|tw_kutibue
|Whistle
|Whistle
|
|
|-
|-
|172
|172
|tw_zitabata
|Launch from dash panel
|Launch from dash panel
|
|
|-
|-
|173
|173
|tw_runjump
|Running jump
|Running jump
|
|
|-
|-
|174
|174
|tw_wait_a
|Standing
|Standing
|Copy of 141
|Copy of 141
|-
|-
|175
|175
|tw_tukamari0
|Hanging onto pulley
|Hanging onto pulley
|
|
|-
|-
|176
|176
|tw_knudai1
|Looking at Mystic Melody shrine
|Looking at Mystic Melody shrine
|Used when examining the shrine without Mystic Melody
|Used when examining the shrine without Mystic Melody
|-
|-
|177
|177
|tw_knudai1
|Looking at Mystic Melody shrine
|Looking at Mystic Melody shrine
|Copy of 176, used when the Mystic Melody has already been activated
|Copy of 176, used when the Mystic Melody has already been activated
|-
|-
|178
|178
|tw_knudai0
|Mystic Melody
|Mystic Melody
|
|
|-
|-
|179
|179
|tw_hover0
|Hovering
|Hovering
|
|
|-
|-
|180
|180
|tw_punch
|Activate Propeller Punch
|Activate Propeller Punch
|
|
|-
|-
|181
|181
|tw_part_punch
|Propeller Punch
|Propeller Punch
|Propeller Punch mechanism animation
|Propeller Punch mechanism animation
|-
|-
|182
|182
|tw_punch
|Activate Laser Missile Attack
|Activate Laser Missile Attack
|Copy of 180, used at the start of the Level 1 Special Attack sequence
|Copy of 180, used at the start of the Level 1 Special Attack sequence
|-
|-
|183
|183
|tw_punch
|Activate Rocket Launcher
|Activate Rocket Launcher
|Copy of 180, used at the start of the Level 2 Special Attack sequence
|Copy of 180, used at the start of the Level 2 Special Attack sequence
|-
|-
|184
|184
|tw_laser
|Firing Power Laser
|Firing Power Laser
|
|
|-
|-
|185
|185
|tw_losepose0
|Losing animation
|Losing animation
|
|
|-
|-
|186
|186
|tw_tokupose
|2P Special Attack
|2P Special Attack
|
|
|-
|-
|187
|187
|tw_mpose1
|2P Intro 2
|2P Intro 2
|
|
|-
|-
|188
|188
|tw_mpose0
|2P Intro 1
|2P Intro 1
|
|
Line 1,968: Line 2,069:
{| class="mw-collapsible mw-collapsed wikitable" style="width:auto;"
{| class="mw-collapsible mw-collapsed wikitable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | Tails Animations  
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | Tails Animations  
!ID||Description||Notes
!ID||File Source (Custom Filename)||Description||Notes
|-
|-
|87
|87
|mi_wait_c
|Idle 1
|Idle 1
|
|
|-
|-
|88
|88
|mi_wait_d
|Idle 2
|Idle 2
|
|
|-
|-
|89
|89
|mi_wait_a
|Standing
|Standing
|
|
|-
|-
|90
|90
|mi_flyup
|Flying
|Flying
|
|
|-
|-
|91
|91
|mi_fly0
|Descending from flight
|Descending from flight
|Used for beginning of descent
|Used for beginning of descent
|-
|-
|92
|92
|mi_fly0
|Descending from flight
|Descending from flight
|Copy of 91
|Copy of 91
|-
|-
|93
|93
|mi_fly1
|Land on ground from flight
|Land on ground from flight
|
|
|-
|-
|94
|94
|mi_attack
|Tail swipe attack
|Tail swipe attack
|
|
|-
|-
|95
|95
|mi_wait_a
|Standing
|Standing
|Copy of 89, used by default
|Copy of 89, used by default
|-
|-
|96
|96
|mi_walk0
|Walking
|Walking
|
|
|-
|-
|97
|97
|mi_run2
|Hovering
|Hovering
|Used for the running and sprinting animations
|Used for the running and sprinting animations
|-
|-
|98
|98
|mi_wait_a
|Standing
|Standing
|Copy of 89, used for victory pose
|Copy of 89, used for victory pose
|-
|-
|99
|99
|mi_hold0
|Pick up object
|Pick up object
|
|
|-
|-
|100
|100
|mi_hwait0
|Hold object
|Hold object
|
|
|-
|-
|101
|101
|mi_hlfail0
|Begin picking up heavy object
|Begin picking up heavy object
|Used for the test object SAMPLE L and the large enemy bombs
|Used for the test object SAMPLE L and the large enemy bombs
|-
|-
|102
|102
|mi_hlfail0
|Begin picking up heavy object
|Begin picking up heavy object
|Copy of 101
|Copy of 101
|-
|-
|103
|103
|mi_eggshake0
|Shaking object
|Shaking object
|
|
|-
|-
|104
|104
|mi_chaonade0
|Petting
|Petting
|
|
|-
|-
|105
|105
|mi_jump0
|Jump
|Jump
|
|
|-
|-
|106
|106
|mi_jump1
|High jump
|High jump
|
|
|-
|-
|107
|107
|mi_jump2
|Begin falling from jump
|Begin falling from jump
|
|
|-
|-
|108
|108
|mi_jump3
|Falling from jump
|Falling from jump
|
|
|-
|-
|109
|109
|mi_ckabe0
|Grab onto ledge
|Grab onto ledge
|
|
|-
|-
|110
|110
|mi_ckabe1
|Climb up ledge
|Climb up ledge
|
|
|-
|-
|111
|111
|mi_ckabe1
|Climb up ledge
|Climb up ledge
|Copy of 110
|Copy of 110
|-
|-
|112
|112
|mi_holdup3
|Land with object
|Land with object
|
|
|-
|-
|113
|113
|mi_run0
|Speed-walking
|Speed-walking
|
|
|-
|-
|114
|114
|mi_run1
|Jogging
|Jogging
|
|
|-
|-
|115
|115
|mi_baneup3
|Landing on ground (low altitude)
|Landing on ground (low altitude)
|
|
|-
|-
|116
|116
|mi_holdwalk0
|Walking with object
|Walking with object
|SA2B Only
|SA2B Only
|-
|-
|117
|117
|mi_holdrun
|Walking with object
|Walking with object
|Used for running with object, SA2B Only
|Used for running with object, SA2B Only
Line 2,101: Line 2,233:
{| class="mw-collapsible mw-collapsed wikitable" style="width:auto;"
{| class="mw-collapsible mw-collapsed wikitable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | Eggman Animations  
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | Eggman Animations  
!ID||Description||Notes
!ID||File Source (Custom Filename)||Description||Notes
|-
|-
|87
|87
|eg_wait_c
|Idle 1
|Idle 1
|
|
|-
|-
|88
|88
|eg_wait_d
|Idle 2
|Idle 2
|
|
|-
|-
|89
|89
|eg_wait_a
|Standing
|Standing
|
|
|-
|-
|90
|90
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for standing on slopes as well
|Copy of 89, used for standing on slopes as well
|-
|-
|91
|91
|eg_walk0
|Walking
|Walking
|
|
|-
|-
|92
|92
|eg_run0
|Speed-walking
|Speed-walking
|
|
|-
|-
|93
|93
|eg_run0
|Speed-walking
|Speed-walking
|Copy of 92
|Copy of 92
|-
|-
|94
|94
|eg_run2
|Running
|Running
|
|
|-
|-
|95
|95
|eg_run2
|Running
|Running
|Copy of 92
|Copy of 92
|-
|-
|96
|96
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for victory pose
|Copy of 89, used for victory pose
|-
|-
|97
|97
|eg_hold0
|Pick up object
|Pick up object
|
|
|-
|-
|98
|98
|eg_hwait0
|Hold object
|Hold object
|
|
|-
|-
|99
|99
|eg_hlfail0
|Begin failing to pick up heavy object
|Begin failing to pick up heavy object
|Used for the test object SAMPLE L and attempting to pick up giant bombs
|Used for the test object SAMPLE L and attempting to pick up giant bombs
|-
|-
|100
|100
|eg_hlfail1
|Failing to pick up heavy object
|Failing to pick up heavy object
|Used for the test object SAMPLE L and attempting to pick up giant bombs
|Used for the test object SAMPLE L and attempting to pick up giant bombs
|-
|-
|101
|101
|eg_hlfail2
|End failing to pick up heavy object
|End failing to pick up heavy object
|Used for the test object SAMPLE L and attempting to pick up giant bombs
|Used for the test object SAMPLE L and attempting to pick up giant bombs
|-
|-
|102
|102
|eg_eggshake0
|Shake object
|Shake object
|
|
|-
|-
|103
|103
|eg_chaonade0
|Petting
|Petting
|
|
|-
|-
|104
|104
|eg_jump0
|Jump
|Jump
|
|
|-
|-
|105
|105
|eg_jump1
|High jump
|High jump
|
|
|-
|-
|106
|106
|eg_jump2
|Begin falling from jump
|Begin falling from jump
|
|
|-
|-
|107
|107
|eg_jump3
|Falling from jump
|Falling from jump
|
|
|-
|-
|108
|108
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for springing
|Copy of 89, used for springing
|-
|-
|109
|109
|eg_jump2
|Begin falling
|Begin falling
|Copy of 106, used for springing transition
|Copy of 106, used for springing transition
|-
|-
|110
|110
|eg_baneup2
|Falling
|Falling
|
|
|-
|-
|111
|111
|eg_baneup3
|Land on ground (low altitude)
|Land on ground (low altitude)
|
|
|-
|-
|112
|112
|eg_baneup4
|Land on ground (high altitude)
|Land on ground (high altitude)
|
|
|-
|-
|113
|113
|eg_stop0
|Brake
|Brake
|
|
|-
|-
|114
|114
|eg_push0
|Begin pushing
|Begin pushing
|
|
|-
|-
|115
|115
|eg_push1
|Pushing
|Pushing
|
|
|-
|-
|116
|116
|eg_damage0
|Taking damage
|Taking damage
|
|
|-
|-
|117
|117
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for recovery from damage
|Copy of 89, used for recovery from damage
|-
|-
|118
|118
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for being caught in updraft
|Copy of 89, used for being caught in updraft
|-
|-
|119
|119
|eg_crash0
|Bump into wall
|Bump into wall
|
|
|-
|-
|120
|120
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for recovery from wall bump
|Copy of 89, used for recovery from wall bump
|-
|-
|121
|121
|eg_stop1
|Turning around
|Turning around
|
|
|-
|-
|122
|122
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for skidding on upward slope
|Copy of 89, used for skidding on upward slope
|-
|-
|123
|123
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for skidding on downward slope
|Copy of 89, used for skidding on downward slope
|-
|-
|124
|124
|eg_holdrun
|Running with object
|Running with object
|
|
|-
|-
|125
|125
|eg_holdstop0
|Braking with object
|Braking with object
|
|
|-
|-
|126
|126
|eg_holdstop1
|Turning around with object
|Turning around with object
|
|
|-
|-
|127
|127
|eg_h_sakataiki0
|Standing on downward slope with object
|Standing on downward slope with object
|
|
|-
|-
|128
|128
|eg_h_sakataiki1
|Standing on upward slope with object
|Standing on upward slope with object
|
|
|-
|-
|129
|129
|eg_holdwalk0
|Walking with object
|Walking with object
|
|
|-
|-
|130
|130
|eg_takeback
|Pulling
|Pulling
|
|
|-
|-
|131
|131
|eg_shake0
|Shake tree
|Shake tree
|
|
|-
|-
|132
|132
|eg_touch0
|Grab onto tree
|Grab onto tree
|
|
|-
|-
|133
|133
|eg_touch1
|Holding tree
|Holding tree
|
|
|-
|-
|134
|134
|eg_holdup0
|Springing with object
|Springing with object
|
|
|-
|-
|135
|135
|eg_holdup1
|Begin falling from springing with object
|Begin falling from springing with object
|
|
|-
|-
|136
|136
|eg_holdup2
|Begin falling with object
|Begin falling with object
|
|
|-
|-
|137
|137
|eg_holdup3
|Falling with object
|Falling with object
|
|
|-
|-
|138
|138
|eg_throw0
|Throw object
|Throw object
|Used for targeting other objects
|Used for targeting other objects
|-
|-
|139
|139
|eg_throw0
|Throw object
|Throw object
|Copy of 138, non-targeting
|Copy of 138, non-targeting
|-
|-
|140
|140
|eg_throwup0
|Throw object in midair
|Throw object in midair
|Used for targeting other objects
|Used for targeting other objects
|-
|-
|141
|141
|eg_throwup1
|Throw object in midair
|Throw object in midair
|Copy of 141, non-targeting
|Copy of 141, non-targeting
|-
|-
|142
|142
|eg_hold0
|Put down object
|Put down object
|Copy of 97
|Copy of 97
|-
|-
|143
|143
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for being captured
|Copy of 89, used for being captured
|-
|-
|144
|144
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for breathing air bubbles
|Copy of 89, used for breathing air bubbles
|-
|-
|145
|145
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for the start of the drowning sequence
|Copy of 89, used for the start of the drowning sequence
|-
|-
|146
|146
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for drowning
|Copy of 89, used for drowning
|-
|-
|147
|147
|eg_die0
|Death animation
|Death animation
|
|
|-
|-
|148
|148
|eg_wait_a
|Standing
|Standing
|Copy of 89
|Copy of 89
|-
|-
|149
|149
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for ledge balancing
|Copy of 89, used for ledge balancing
|-
|-
|150
|150
|eg_ckabe0
|Grab onto ledge
|Grab onto ledge
|Unused under normal circumstances
|Unused under normal circumstances
|-
|-
|151
|151
|eg_ckabe1
|Climb up ledge
|Climb up ledge
|Unused under normal circumstances
|Unused under normal circumstances
|-
|-
|152
|152
|eg_ckabe1
|Climb up ledge
|Climb up ledge
|Copy of 151
|Copy of 151
|-
|-
|153
|153
|eg_kutibue
|Whistle
|Whistle
|
|
|-
|-
|154
|154
|eg_chaothrow0
|Throw Chao into machine
|Throw Chao into machine
|
|
|-
|-
|155
|155
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for dash panel launch
|Copy of 89, used for dash panel launch
|-
|-
|156
|156
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for holding onto pulley, which is impossible
|Copy of 89, used for holding onto pulley, which is impossible
|-
|-
|157
|157
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for grabbing rockets
|Copy of 89, used for grabbing rockets
|-
|-
|158
|158
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for holding rockets
|Copy of 89, used for holding rockets
|-
|-
|159
|159
|eg_wait_a
|Standing
|Standing
|Copy of 89
|Copy of 89
|-
|-
|160
|160
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for being scared
|Copy of 89, used for being scared
|-
|-
|161
|161
|eg_wait_a
|Standing
|Standing
|Copy of 89, used for recovery from being scared
|Copy of 89, used for recovery from being scared
|-
|-
|162
|162
|eg_attack0
|Swipe attack
|Swipe attack
|
|
|-
|-
|163
|163
|eg_attack1
|Kick
|Kick
|
|
Line 2,418: Line 2,627:
{| class="mw-collapsible mw-collapsed wikitable" style="width:auto;"
{| class="mw-collapsible mw-collapsed wikitable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | Super Sonic Animations  
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | Super Sonic Animations  
!ID||Description||Notes
!ID||File Source (Custom Filename)||Description||Notes
|-
|-
|87
|87
|ssn_wait0
|Float in place
|Float in place
|
|
|-
|-
|88
|88
|ssn_move0
|Flying
|Flying
|
|
|-
|-
|89
|89
|ssn_dash0
|Homing dash
|Homing dash
|
|
|-
|-
|90
|90
|ssn_dash_u0
|Begin ascent
|Begin ascent
|
|
|-
|-
|91
|91
|ssn_dash_u1
|Ascending
|Ascending
|
|
|-
|-
|92
|92
|ssn_dash_d0
|Begin descending
|Begin descending
|
|
|-
|-
|93
|93
|ssn_dash_d1
|Descending
|Descending
|
|
|-
|-
|94
|94
|ssn_dash_uf0
|Begin forward dash
|Begin forward dash
|
|
|-
|-
|95
|95
|ssn_dash_uf1
|Forward dash
|Forward dash
|
|
|-
|-
|96
|96
|ssn_dash_df0
|Begin downward dash
|Begin downward dash
|
|
|-
|-
|97
|97
|ssn_dash_df1
|Downward dash
|Downward dash
|
|
|-
|-
|98
|98
|ssn_damage0
|Hit
|Hit
|
|
|-
|-
|99
|99
|ssn_damage1
|Recovery from hit
|Recovery from hit
|
|
|-
|-
|100
|100
|ssn_spose1
|Intro 2
|Intro 2
|
|
|-
|-
|101
|101
|ssn_kimepose0
|Victory pose
|Victory pose
|
|
|-
|-
|102
|102
|ssn_kimepose1
|Victory pose
|Victory pose
|Used when Super Shadow is controlled by the player
|Used when Super Shadow is controlled by the player
|-
|-
|103
|103
|ssn_die0
|Death animation
|Death animation
|
|
|-
|-
|104
|104
|ssn_wait0
|Float in place
|Float in place
|Copy of 87
|Copy of 87
|-
|-
|105
|105
|ssn_wait0
|Float in place
|Float in place
|Copy of 87
|Copy of 87
|-
|-
|106
|106
|ssn_spose_c1
|Camera positioning (Intro 2)
|Camera positioning (Intro 2)
|Camera animation
|Camera animation
|-
|-
|107
|107
|ssn_spose0
|Intro 1
|Intro 1
|
|
|-
|-
|108
|108
|ssn_spose_c0
|Camera positioning (Intro 1)
|Camera positioning (Intro 1)
|Camera animation
|Camera animation
|-
|-
|109
|109
|ssn_wait1
|Idle
|Idle
|Used after dealing damage to FinalHazard
|Used after dealing damage to FinalHazard
Line 2,519: Line 2,751:
{| class="mw-collapsible mw-collapsed wikitable" style="width:auto;"
{| class="mw-collapsible mw-collapsed wikitable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | Super Shadow Animations  
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | Super Shadow Animations  
!ID||Description||Notes
!ID||File Source (Custom Filename)||Description||Notes
|-
|-
|87
|87
|ssd_wait0
|Float in place
|Float in place
|
|
|-
|-
|88
|88
|ssd_move0
|Flying
|Flying
|
|
|-
|-
|89
|89
|ssd_dash0
|Homing dash
|Homing dash
|
|
|-
|-
|90
|90
|ssd_dash_u0
|Begin ascent
|Begin ascent
|
|
|-
|-
|91
|91
|ssd_dash_u1
|Ascending
|Ascending
|
|
|-
|-
|92
|92
|ssd_dash_d0
|Begin descending
|Begin descending
|
|
|-
|-
|93
|93
|ssd_dash_d1
|Descending
|Descending
|
|
|-
|-
|94
|94
|ssd_dash_uf0
|Begin forward dash
|Begin forward dash
|
|
|-
|-
|95
|95
|ssd_dash_uf1
|Forward dash
|Forward dash
|
|
|-
|-
|96
|96
|ssd_dash_df0
|Begin downward dash
|Begin downward dash
|
|
|-
|-
|97
|97
|ssd_dash_df1
|Downward dash
|Downward dash
|
|
|-
|-
|98
|98
|ssd_damage0
|Hit
|Hit
|
|
|-
|-
|99
|99
|ssd_damage1
|Recovery from hit
|Recovery from hit
|
|
|-
|-
|103
|103
|ssd_die0
|Death animation
|Death animation
|
|
|-
|-
|104
|104
|ssd_wait0
|Float in place
|Float in place
|Copy of 87
|Copy of 87
|-
|-
|105
|105
|ssd_wait0
|Float in place
|Float in place
|Copy of 87
|Copy of 87
|-
|-
|110
|110
|ssd_spose1
|Intro 2
|Intro 2
|
|
|-
|-
|111
|111
|ssd_spose_c1
|Camera positioning (Intro 2)
|Camera positioning (Intro 2)
|Camera animation
|Camera animation
|-
|-
|112
|112
|ssd_kimepose0
|Victory pose
|Victory pose
|
|
|-
|-
|113
|113
|ssd_kimepose1
|Victory pose
|Victory pose
|Used when Super Sonic is controlled by the player
|Used when Super Sonic is controlled by the player
|-
|-
|114
|114
|ssd_spose0
|Intro 1
|Intro 1
|
|
|-
|-
|115
|115
|ssd_spose_c0
|Camera positioning (Intro 1)
|Camera positioning (Intro 1)
|Camera animation
|Camera animation
|-
|-
|116
|116
|ssd_wait1
|Idle
|Idle
|Used after dealing damage to FinalHazard
|Used after dealing damage to FinalHazard

Revision as of 05:40, 11 April 2026

The following tables list all the animations found in each character's MTN.PRS files in Sonic Adventure 2, along with the special animations that are tied to most stages.

When the game data is split using SA Tools Hub, all of the extracted character animations will be placed in the (Project Name)\figure\bin folder path, labeled using their internal IDs within the MTN binaries. As many duplicate references exist within the files, only one file will be produced if there are multiple references to the same animation in a given binary. These references can be edited by opening the .ini file found within the given animation binary's folder and adjusting the information as necessary.

Certain SA2 projects generated by SA Tools Hub now feature generated filenames for every character animation stored in each MTN.PRS archive, as well as those stored in the stage binaries. Editing works in a similar fashion to how the ID-based filenames are handled: the mod loader and any building tools will only check for the internal animation label (i.e. the animation_???????? portion of the file) when acquiring data from all files in the given directory. In order for changes to be applied, this segment must match the appropriate label found within the MTN pack's generated .ini file.

Common Animations

Common animations are used universally for every character, apart from Eggman. Not all animations are used for all characters. Some animations are in other character PRS archives for their respective character.

These animations are stored in the (Project Name)\figure\bin\plcommtn folder path.

Common Animations
ID File Source (Custom Filename) Description Notes
0 cmn_stand_a Stand
1 cmn_stand_b Alternate stand Used for standing still with a lightdash charge, and spawning into a stage
2 cmn_stand_a Stand Copy of 0, unused
3 cmn_stand_a Stand Copy of 0, unused
4 cmn_sakataiki0 Standing on an upwards slope
5 cmn_sakataiki1 Standing on an downwards slope
6 cmn_walk0 Walking (Sonic, Metal Sonic)
7 cmn_run0 Fast walk (Sonic, Knuckles, Metal Sonic)
8 cmn_run1 Jogging (Sonic, Knuckles)
9 cmn_run2 Running (Sonic, Knuckles)
10 cmn_maxrun Sprinting (Sonic)
11 cmn_spindash Spinning Spin Dash charge
12 cmn_spindash Spinning Copy of 11, Spin Dash/Light Attack
13 cmn_baneup0 Springing
14 cmn_baneup1 Spring to fall transition
15 cmn_baneup2 Falling
16 cmn_baneup3 Landing
17 cmn_baneup4 Landing high
18 cmn_stop0 Braking
19 cmn_push0 Begin pushing
20 cmn_push1 Pushing
21 cmn_damage0 Hurt
22 cmn_stand_a Stand Copy of 0, used as a transition from hurt animation
23 cmn_rollfly Floating
24 cmn_crash0 Wall slam
25 cmn_standup0 Wall slam recovery
26 cmn_stand_a Stand Copy of 0, used for uncurling from a Spin Dash
27 cmn_stop1 Turning around after braking
28 cmn_waitmove0 Skidding on an upwards slope
29 cmn_waitmove1 Skidding on an downwards slope
30 cmn_spinball Jumpball spin
31 cmn_hold0 Pick up object
32 cmn_holdrun Running with object
33 cmn_holdstop0 Braking with object
34 cmn_holdstop1 Turning around with object
35 cmn_hwait0 Standing with object
36 cmn_h_sakataiki0 Standing on upward slope with object
37 cmn_h_sakataiki1 Standing on downward slope with object
38 cmn_holdwalk0 Walking with object
39 cmn_stand_a Stand Copy of 0
40 cmn_takeback0 Pulling
41 cmn_shake0 Shaking tree
42 cmn_eggshake0 Shaking object
43 cmn_touch0 Grabbing tree
44 cmn_touch1 Holding tree
45 cmn_holdup0 Springing with object
46 cmn_holdup1 Midair transition with object
47 cmn_holdup2 Falling with object
48 cmn_holdup3 Landing with object
49 cmn_throw0 Throwing object Used for targeting other objects
50 cmn_throw0 Throwing object Copy of 49, non-targeting
51 cmn_throwup0 Throwing object in midair Used for targeting other objects
52 cmn_throwup0 Throwing object in midair Copy of 51, non-targeting
53 cmn_hold0 Put object down Copy of 31
54 sn_kimepose0 Stage clear (Sonic)
55 cmn_furatsuki Captured by ghost/slime
56 cmn_awa0 Breathe air bubble
57 cmn_chissoku0 Begin drowning
58 cmn_chissoku1 Drowning
59 cmn_die0 Death by enemy
60 cmn_stand_a Stand Copy of 0
61 cmn_oto0 Balancing on edge
62 cmn_ckabe0 Grabbing ledge
63 cmn_ckabe1 Climb up ledge
64 cmn_ckabe1 Flip up ledge
65 cmn_jump0 Jump
66 cmn_jump1 Jump spin
67 cmn_baneup1 Begin falling from jump Copy of 14
68 cmn_baneup2 Falling from jump Copy of 15
69 cmn_hlfail0 Begin failing to pick up a heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
70 cmn_hlfail1 Failing to pick up a heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
71 cmn_hlfail2 End failing to pick up a heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
72 cmn_kutibue Whistle
73 cmn_chaothrow0 Throwing Chao into machine
74 cmn_zitabata Dash Ramp launch
75 cmn_tukamari0 Pulley hang
76 cmn_rocket0 Rocket grab
77 cmn_rocket1 Rocket hang
78 cmn_chaonade0 Pet Chao
79 cmn_uproot Uproot Unused
80 cmn_obake0 Scared
81 cmn_obake1 Recovery from being scared
82 cmn_knudai0 Mystic Melody
83 cmn_knudai1 Looking at Mystic Melody shrine Used when the Mystic Melody Shrine has already been activated
84 cmn_knudai1 Looking at Mystic Melody shrine Copy of 83, used when examining the shrine without Mystic Melody
85 sn_losepose0 Sonic losing pose

Main Character Animations

Sonic the Hedgehog

Contains idles, lightdash, somersault, homing attacks, rails and trick animations.

These animations are stored in the (Project Name)\figure\bin\sonicmtn folder path.

Sonic Animations
ID File Source (Custom Filename) Description Notes
87 sn_ldash Lightdash
88 sn_wait_c Idle 1
89 sn_wait_d Idle 2
90 sn_gspin0 Somersault start
91 sn_gspin0 Somersault start Copy of 90
92 sn_gspin_a1 Somersault uncurl
93 sn_gspin_a2 Somersault slide
94 sn_gspin_a3 Somersault end
95 sn_gspinjump Somersault cancel
96 sn_gspin0 Somersault start Copy of 90, used for running somersault
97 sn_gspin_b1 Somersault to forward flip
98 sn_gspin_b2 Somersault punch begin
99 sn_gspin_b3 Somersault punch
100 sn_jumpdash Jump dash reuses jump spin (66)
101 sn_hpose0 Homing Attack Trick 1
102 sn_hpose1 Homing Attack Trick 2
103 sn_hpose2 Homing Attack Trick 3 Also used for the somersault jump with stick input
104 sn_grleft0 Grinding R (standing, lean left)
105 sn_grright0 Grinding R (stanidng, lean right)
106 sn_grleft1 Grinding R (crouching, lean left)
107 sn_grright1 Grinding R (crouching, lean right)
108 sn_grleft2 Grinding L (standing, lean left)
109 sn_grright2 Grinding L (standing, lean right)
110 sn_grleft3 Grinding L (crouching, lean left)
111 sn_grright3 Grinding L (crouching, lean right)
112 sn_grleftfall Losing balance Grind R (lean left)
113 sn_grrightfall Losing balance Grind R (lean right)
114 sn_gjump0 Grind trick (Awesome!)
115 sn_gjump1 Grind trick (Cool!)
116 sn_gjump2 Grind trick (Nice!)
117 sn_tjump Ramp trick
118 sn_tokupose 2P Special Attack
119 sn_mpose1 2P Intro 2
120 sn_mpose0 2P Intro 1

Shadow the Hedgehog

Shadow's animation list was extended in SA2B to accommodate the use of exclusive animations for board tricks for all speed-type characters.

These animations are stored in the (Project Name)\figure\bin\teriosmtn folder path when the contents are extracted with SA Tools Hub.

Shadow Animations
DC ID SA2B ID File Source (Custom Filename) Description Notes
87 87 sd_ldash Light Dash
91 91 sd_gspin0 Start Somersault
92 92 sd_gspin_a1 Somersault uncurl
93 93 sd_gspin_a2 Somersault slide
94 94 sd_gspin_a3 Somersault end
95 95 sd_gspinjump Somersault cancel
96 96 sd_gspin0 Start Somersault Copy of 91, used for running somersault
97 97 sd_gspin_b0 Somersault to forward flip
98 98 sd_gspin_b1 Begin Somersault punch
99 99 sd_gspin_b2 Somersault punch
100 100 sd_jumpdash Jump dash Unused, the jump spin animation is used instead
101 101 sd_hpose0 Homing Attack Trick 1
102 102 sd_hpose1 Homing Attack Trick 2
103 103 sd_hpose2 Homing Attack Trick 3 Also used when jumping out of a somersault
104 104 sd_grleft0 Grinding R (standing, lean left)
105 105 sd_grright0 Grinding R (standing, lean right)
106 106 sd_grleft1 Grinding R (crouching, lean left)
107 107 sd_grright1 Grinding R (crouching, lean right)
108 108 sd_grleft2 Grinding L (standing, lean left)
109 109 sd_grright2 Grinding L (standing, lean right)
110 110 sd_grleft3 Grinding L (crouching, lean left)
111 111 sd_grright3 Grinding L (crouching, lean right)
112 112 sd_grleftfall Losing balance (lean left)
113 113 sd_grrightfall Losing balance (lean right)
114 114 sd_gjump0 Grind trick (Awesome!)
115 115 sd_gjump1 Grind trick (Cool!)
116 116 sd_gjump2 Grind trick (Nice!)
117 246 sd_tjump Ramp trick Altered in SA2B
151 169 sd_wait_a Standing
152 170 sd_wait_b Alternate standing
153 171 sd_run0 Speed-Walking
154 172 sd_run1 Skating 1
155 173 sd_run2 Skating 2
156 174 sd_maxrun Skating 3
157 175 sd_stop1 Turning around
158 176 sd_wait_c Idle 1
159 177 sd_wait_d Idle 2
160 178 sd_gspin0 Spinning Copy of 91
161 179 sd_baneup4 Landing on ground (high altitude)
162 180 sd_kimepose0 Victory pose
163 181 sd_losepose0 Losing pose
164 182 sd_tokupose 2P Special Attack
165 183 sd_mpose1 2P Intro 2
166 184 sd_mpose0 2P Intro 1

Knuckles the Echidna

These animations are stored in the (Project Name)\figure\bin\knuckmtn folder path when the contents are extracted with SA Tools Hub.

Knuckles Animations
ID File Source (Custom Filename) Description Notes
87 kn_wait_c Idle 1
88 kn_wait_d Idle 2
89 kn_kabe0 Climbing
90 kn_anahori0 Begin digging
91 kn_anahori1 Digging
92 kn_anaup0 Jump out of digging
93 kn_anaup1 Begin falling from digging jump
94 kn_anafail0 Failed digging
95 kn_anahori0 Begin digging into wall Copy of 90
96 kn_anahori1 Digging into wall Copy of 91
97 kn_anakabeup0 Begin digging out of wall
98 kn_anakabeup1 Digging out of wall
99 kn_anafail Failed wall digging Copy of 94
100 kn_kabe0 Climbing Copy of 89
101 kn_lkabe Climbing left
102 kn_rkabe Climbing right
103 kn_kabe1 Holding onto wall
104 kn_kabeup0 Climb up wall ledge
105 kn_fly0 Gliding
106 kn_fly1 Grab onto wall
107 kn_fly2 Cancel gliding
108 kn_fly2 Cancel gliding Copy of 107
109 kn_punch0 First punch
110 kn_punch1 Second punch
111 kn_punch2 Third punch (Uppercut)
112 kn_runpunch0 First punch (running)
113 kn_runpunch1 Second punch (running)
114 kn_runpunch2 Drill attack (running punch combo)
115 kn_drill0 Drill Claw
116 kn_drill1 Landing from Drill Claw
117 kn_swim0 Paddling in water DC Only
118 kn_swimdown0 Begin diving in water DC Only
119 kn_swimdown1 Diving in water DC Only
120 kn_swimup0 Begin surfacing in water DC Only
121 kn_swimup1 Surfacing in water DC Only
122 kn_swimwait Floating in water DC Only
123 kn_trip0 Knocked over from Level 1 special attack
124 kn_trip1 Recovery from knockdown
125 kn_walk0 Walking
126 kn_maxrun Sprinting
127 kn_upper Spiral Uppercut
128 kn_wait_a Standing
129 kn_kimepose0 Victory pose
130 kn_losepose0 Losing pose
131 kn_baneup3 Land on ground (low altitude)
132 kn_baneup4 Land on ground (high altitude)
133 kn_kutibue Whistle
134 kn_tokupose 2P Special Attack
135 kn_sunglass Put on Sunglasses
136 kn_mpose1 2P Intro 2
137 kn_mpose0 2P Intro 1
138 kn_quake Hammer Punch
139 kn_holdwalk0 Walking with object
140 kn_throwup0 Throwing object in midair

Rouge the Bat

These animations are stored in the (Project Name)\figure\bin\rougemtn folder path when the contents are extracted with SA Tools Hub.

Rouge Animations
ID File Source (Custom Filename) Description Notes
141 rg_wait_c Idle 1
142 rg_wait_d Idle 2
143 rg_wait_c Idle 1 Copy of 141
144 rg_kick0 First kick
145 rg_kick1 Second kick
146 rg_kick2 Third kick (bicycle kick)
147 rg_runkick0 First kick (running)
148 rg_runkick1 Second kick (running)
149 rg_runkick2 Helicopter Kick (running kick combo)
150 rg_walk0 Walking
151 rg_run0 Speed-walking
152 rg_run1 Jogging
153 rg_run2 Running
154 rg_run2 Running Copy of 153
155 rg_fly0 Gliding
156 rg_fly1 Grab onto wall
157 rg_fly2 Cancel gliding
158 rg_fly2 Cancel gliding Copy of 157
159 rg_kabe0 Climbing
160 rg_lkabe Climbing left
161 rg_rkabe Climbing right
162 rg_kabe1 Holding onto wall
163 rg_drill0 Drill Dive
164 rg_anahori0 Begin digging
165 rg_anahori1 Digging
166 rg_anahori0 Begin digging into wall Copy of 164
167 rg_anahori1 Digging into wall Copy of 165
168 rg_wait_a Standing
169 rg_hold0 Pick up object
170 rg_hold0 Pick up object Copy of 169
171 rg_hwait0 Hold object
172 rg_hlfail0 Begin failing to pick up heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
173 rg_baneup4 Land on ground (high altitude)
174 rg_kimepose0 Victory pose
175 rg_losepose0 Losing pose
176 rg_tokupose 2P Special Attack
177 rg_scope Put on Treasure Scope
178 rg_quake Hip Drop
179 rg_mpose1 2P Intro 2
180 rg_mpose0 2P Intro 1
181 rg_upper Screw Kick
182 rg_swim0 Paddling in water DC Only
183 rg_swimdown0 Begin diving in water DC Only
184 rg_swimdown1 Diving in water DC Only
185 rg_swimup0 Begin surfacing in water DC Only
186 rg_swimup1 Surfacing in water DC Only
187 rg_swimwait0 Floating in water DC Only
188 rg_kutibue Whistle
189 rg_anaup0 Jump out of digging
190 rg_anaup1 Begin falling from digging jump
191 rg_anafail Failed digging
192 rg_anakabeup0 Begin digging out of wall
193 rg_anakabeup1 Digging out of wall
194 rg_anafail Failed wall digging Copy of 191
195 rg_kabeup0 Climb up wall ledge
196 rg_trip0 Knocked over from Level 1 special attack
197 rg_trip1 Recovery from knockdown
198 rg_tukamari0 Holding onto pulley
199 rg_holdwalk0 Walking with object
200 rg_holdrun Running with object
201 rg_eggshake0 Shaking object
202 rg_holdup0 Jump with object
203 rg_holdup1 Begin falling with object
204 rg_holdup2 Falling with object
205 rg_wing_a Wing movements while gliding Wing animation
206 rg_wing_sa Wings opening This is a shape motion for the wings, used while gliding
207 rg_wing_b Wing movements (Default) Wing animation
208 rg_wing_sb Wings closing This is a shape motion used for the wings
209 rg_wing_c (DC)

rg_wing_b (SA2B)

Wing movements (Default) This animation is used with Rouge's alternate costume, copy of 207 in SA2B
210 rg_wing_sc (DC)

rg_wing_sb (SA2B)

Wings closing This shape motion is used with Rouge's alternate costume, copy of 208 in SA2B

Mech Eggman

These animations are stored in the (Project Name)\figure\bin\ewalkmtn folder path when the contents are extracted with SA Tools Hub.

Mech Eggman Animations
ID File Source (Custom Filename) Description Notes
87 ew_wait_c Idle 1
88 ew_wait_d Idle 2
89 ew_wait_a Standing
90 ew_wait_a Standing Copy of 89, used by default and for standing on slopes as well
91 ew_walk0 Walking
92 ew_run1 Speed-walking
93 ew_maxrun Jogging
94 ew_baneup0 Spring
95 ew_baneup1 Spring transition
96 ew_wait_a Standing Copy of 89, used for falling
97 ew_baneup3 Land on ground (low altitude)
98 ew_baneup4 Land on ground (high altitude)
99 ew_stop0 Brake
100 ew_damage0 Taking damage
101 ew_wait_a Standing Copy of 89
102 ew_rollfly Carried by updraft
103 ew_wait_a Standing Copy of 89, used for melee attack knockback
104 ew_wait_a Standing Copy of 89, used for recovering from melee attack knockback
105 ew_stop1 Turning around
106 ew_waitmove0 Skidding on upward slope
107 ew_waitmove1 Skidding on downward slope
108 ew_kimepose0 Victory pose
109 ew_wait_a Standing Copy of 89, supposed to be used for being captured, which is impossible
110 ew_wait_a Standing Copy of 89, used for breathing air bubbles
111 ew_wait_a Standing Copy of 89, used for the start of the drowning sequence
112 ew_wait_a Standing Copy of 89, used for dying in midair
113 ew_die0 Death animation
114 ew_oto0 Ledge Balance Unused under normal circumstances
115 ew_jump0 Jump
116 ew_jump3 Falling from jump
117 ew_baneup3 Land from jump Copy of 97
118 ew_wait_a Standing Copy of 89
119 ew_kutibue Whistle
120 ew_zitabata Launch from dash panel
121 ew_runjump Running jump
122 ew_wait_a Standing Copy of 89
123 ew_tukamari0 Hanging onto pulley
124 ew_knudai1 Looking at Mystic Melody shrine Used when examining the shrine without Mystic Melody
125 ew_knudai1 Looking at Mystic Melody shrine Copy of 124, used when the Mystic Melody has already been activated
126 ew_knudai0 Mystic Melody
127 ew_hover0 Hovering
128 ew_punch Activate Boxing Glove
129 ew_glove_punch Boxing Glove punch Boxing Glove mechanism animation
130 ew_lc_open Open front hatch Power Laser Cannon animation, used when Power Laser is ready to be activated
131 ew_punch Activate Laser Missile Attack Copy of 128, used at the start of the Level 1 Special Attack sequence
132 ew_punch Activate Rocket Launcher Copy of 128, used at the start of the Level 2 Special Attack sequence
133 ew_laser Firing Power Laser
134 ew_losepose0 Losing animation
135 ew_tokupose 2P Special Attack
136 ew_mpose1 2P Intro 2
137 ew_mpose0 2P Intro 1

Mech Tails

These animations are stored in the (Project Name)\figure\bin\twalkmtn folder path when the contents are extracted with SA Tools Hub.

Mech Tails Animations
ID File Source (Custom Filename) Description Notes
139 tw_wait_c Idle 1
140 tw_wait_d Idle 2
141 tw_wait_a Standing
142 tw_wait_a Standing Copy of 141, used by default and for standing on slopes as well
143 tw_walk0 Walking
144 tw_run1 Speed-walking
145 tw_maxrun Jogging
146 tw_baneup0 Spring
147 tw_baneup1 Spring transition
148 tw_baneup2 Falling
149 tw_baneup3 Land on ground (low altitude)
150 tw_baneup4 Land on ground (high altitude)
151 tw_stop0 Brake
152 tw_damage0 Taking damage
153 tw_wait_a Standing Copy of 141
154 tw_rollfly Carried by updraft
155 tw_wait_a Standing Copy of 141, used for melee attack knockback
156 tw_wait_a Standing Copy of 141, used for recovering from melee attack
157 tw_stop1 Turning around
158 tw_waitmove0 Skidding on upward slope
159 tw_waitmove1 Skidding on downward slope
160 tw_kimepose0 Victory pose
161 tw_wait_a Standing Copy of 141, supposed to be used for being captured, which is impossible
162 tw_wait_a Standing Copy of 141, used for breathing air bubbles
163 tw_wait_a Standing Copy of 141, used for the start of the drowning sequence
164 tw_wait_a Standing Copy of 141, used for dying in midair
165 tw_die0 Death animation
166 tw_oto0 Ledge Balance Copy of 141, unused under normal circumstances
167 tw_jump0 Jump
168 tw_jump3 Falling from jump
169 tw_baneup3 Land from jump Copy of 149
170 tw_wait_a Standing Copy of 141
171 tw_kutibue Whistle
172 tw_zitabata Launch from dash panel
173 tw_runjump Running jump
174 tw_wait_a Standing Copy of 141
175 tw_tukamari0 Hanging onto pulley
176 tw_knudai1 Looking at Mystic Melody shrine Used when examining the shrine without Mystic Melody
177 tw_knudai1 Looking at Mystic Melody shrine Copy of 176, used when the Mystic Melody has already been activated
178 tw_knudai0 Mystic Melody
179 tw_hover0 Hovering
180 tw_punch Activate Propeller Punch
181 tw_part_punch Propeller Punch Propeller Punch mechanism animation
182 tw_punch Activate Laser Missile Attack Copy of 180, used at the start of the Level 1 Special Attack sequence
183 tw_punch Activate Rocket Launcher Copy of 180, used at the start of the Level 2 Special Attack sequence
184 tw_laser Firing Power Laser
185 tw_losepose0 Losing animation
186 tw_tokupose 2P Special Attack
187 tw_mpose1 2P Intro 2
188 tw_mpose0 2P Intro 1

Miles "Tails" Prower

These animations are stored in the (Project Name)\figure\bin\milesmtn folder path when the contents are extracted with SA Tools Hub.

Tails Animations
ID File Source (Custom Filename) Description Notes
87 mi_wait_c Idle 1
88 mi_wait_d Idle 2
89 mi_wait_a Standing
90 mi_flyup Flying
91 mi_fly0 Descending from flight Used for beginning of descent
92 mi_fly0 Descending from flight Copy of 91
93 mi_fly1 Land on ground from flight
94 mi_attack Tail swipe attack
95 mi_wait_a Standing Copy of 89, used by default
96 mi_walk0 Walking
97 mi_run2 Hovering Used for the running and sprinting animations
98 mi_wait_a Standing Copy of 89, used for victory pose
99 mi_hold0 Pick up object
100 mi_hwait0 Hold object
101 mi_hlfail0 Begin picking up heavy object Used for the test object SAMPLE L and the large enemy bombs
102 mi_hlfail0 Begin picking up heavy object Copy of 101
103 mi_eggshake0 Shaking object
104 mi_chaonade0 Petting
105 mi_jump0 Jump
106 mi_jump1 High jump
107 mi_jump2 Begin falling from jump
108 mi_jump3 Falling from jump
109 mi_ckabe0 Grab onto ledge
110 mi_ckabe1 Climb up ledge
111 mi_ckabe1 Climb up ledge Copy of 110
112 mi_holdup3 Land with object
113 mi_run0 Speed-walking
114 mi_run1 Jogging
115 mi_baneup3 Landing on ground (low altitude)
116 mi_holdwalk0 Walking with object SA2B Only
117 mi_holdrun Walking with object Used for running with object, SA2B Only

Dr. Eggman

These animations are stored in the (Project Name)\figure\bin\eggmtn folder path when the contents are extracted with SA Tools Hub.

Eggman Animations
ID File Source (Custom Filename) Description Notes
87 eg_wait_c Idle 1
88 eg_wait_d Idle 2
89 eg_wait_a Standing
90 eg_wait_a Standing Copy of 89, used for standing on slopes as well
91 eg_walk0 Walking
92 eg_run0 Speed-walking
93 eg_run0 Speed-walking Copy of 92
94 eg_run2 Running
95 eg_run2 Running Copy of 92
96 eg_wait_a Standing Copy of 89, used for victory pose
97 eg_hold0 Pick up object
98 eg_hwait0 Hold object
99 eg_hlfail0 Begin failing to pick up heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
100 eg_hlfail1 Failing to pick up heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
101 eg_hlfail2 End failing to pick up heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
102 eg_eggshake0 Shake object
103 eg_chaonade0 Petting
104 eg_jump0 Jump
105 eg_jump1 High jump
106 eg_jump2 Begin falling from jump
107 eg_jump3 Falling from jump
108 eg_wait_a Standing Copy of 89, used for springing
109 eg_jump2 Begin falling Copy of 106, used for springing transition
110 eg_baneup2 Falling
111 eg_baneup3 Land on ground (low altitude)
112 eg_baneup4 Land on ground (high altitude)
113 eg_stop0 Brake
114 eg_push0 Begin pushing
115 eg_push1 Pushing
116 eg_damage0 Taking damage
117 eg_wait_a Standing Copy of 89, used for recovery from damage
118 eg_wait_a Standing Copy of 89, used for being caught in updraft
119 eg_crash0 Bump into wall
120 eg_wait_a Standing Copy of 89, used for recovery from wall bump
121 eg_stop1 Turning around
122 eg_wait_a Standing Copy of 89, used for skidding on upward slope
123 eg_wait_a Standing Copy of 89, used for skidding on downward slope
124 eg_holdrun Running with object
125 eg_holdstop0 Braking with object
126 eg_holdstop1 Turning around with object
127 eg_h_sakataiki0 Standing on downward slope with object
128 eg_h_sakataiki1 Standing on upward slope with object
129 eg_holdwalk0 Walking with object
130 eg_takeback Pulling
131 eg_shake0 Shake tree
132 eg_touch0 Grab onto tree
133 eg_touch1 Holding tree
134 eg_holdup0 Springing with object
135 eg_holdup1 Begin falling from springing with object
136 eg_holdup2 Begin falling with object
137 eg_holdup3 Falling with object
138 eg_throw0 Throw object Used for targeting other objects
139 eg_throw0 Throw object Copy of 138, non-targeting
140 eg_throwup0 Throw object in midair Used for targeting other objects
141 eg_throwup1 Throw object in midair Copy of 141, non-targeting
142 eg_hold0 Put down object Copy of 97
143 eg_wait_a Standing Copy of 89, used for being captured
144 eg_wait_a Standing Copy of 89, used for breathing air bubbles
145 eg_wait_a Standing Copy of 89, used for the start of the drowning sequence
146 eg_wait_a Standing Copy of 89, used for drowning
147 eg_die0 Death animation
148 eg_wait_a Standing Copy of 89
149 eg_wait_a Standing Copy of 89, used for ledge balancing
150 eg_ckabe0 Grab onto ledge Unused under normal circumstances
151 eg_ckabe1 Climb up ledge Unused under normal circumstances
152 eg_ckabe1 Climb up ledge Copy of 151
153 eg_kutibue Whistle
154 eg_chaothrow0 Throw Chao into machine
155 eg_wait_a Standing Copy of 89, used for dash panel launch
156 eg_wait_a Standing Copy of 89, used for holding onto pulley, which is impossible
157 eg_wait_a Standing Copy of 89, used for grabbing rockets
158 eg_wait_a Standing Copy of 89, used for holding rockets
159 eg_wait_a Standing Copy of 89
160 eg_wait_a Standing Copy of 89, used for being scared
161 eg_wait_a Standing Copy of 89, used for recovery from being scared
162 eg_attack0 Swipe attack
163 eg_attack1 Kick

Super Sonic

These animations are stored in the (Project Name)\figure\bin\ssonicmtn folder path when the contents are extracted with SA Tools Hub.

Super Sonic Animations
ID File Source (Custom Filename) Description Notes
87 ssn_wait0 Float in place
88 ssn_move0 Flying
89 ssn_dash0 Homing dash
90 ssn_dash_u0 Begin ascent
91 ssn_dash_u1 Ascending
92 ssn_dash_d0 Begin descending
93 ssn_dash_d1 Descending
94 ssn_dash_uf0 Begin forward dash
95 ssn_dash_uf1 Forward dash
96 ssn_dash_df0 Begin downward dash
97 ssn_dash_df1 Downward dash
98 ssn_damage0 Hit
99 ssn_damage1 Recovery from hit
100 ssn_spose1 Intro 2
101 ssn_kimepose0 Victory pose
102 ssn_kimepose1 Victory pose Used when Super Shadow is controlled by the player
103 ssn_die0 Death animation
104 ssn_wait0 Float in place Copy of 87
105 ssn_wait0 Float in place Copy of 87
106 ssn_spose_c1 Camera positioning (Intro 2) Camera animation
107 ssn_spose0 Intro 1
108 ssn_spose_c0 Camera positioning (Intro 1) Camera animation
109 ssn_wait1 Idle Used after dealing damage to FinalHazard

Super Shadow

These animations are stored in the (Project Name)\figure\bin\sshadowmtn folder path when the contents are extracted with SA Tools Hub.

Super Shadow Animations
ID File Source (Custom Filename) Description Notes
87 ssd_wait0 Float in place
88 ssd_move0 Flying
89 ssd_dash0 Homing dash
90 ssd_dash_u0 Begin ascent
91 ssd_dash_u1 Ascending
92 ssd_dash_d0 Begin descending
93 ssd_dash_d1 Descending
94 ssd_dash_uf0 Begin forward dash
95 ssd_dash_uf1 Forward dash
96 ssd_dash_df0 Begin downward dash
97 ssd_dash_df1 Downward dash
98 ssd_damage0 Hit
99 ssd_damage1 Recovery from hit
103 ssd_die0 Death animation
104 ssd_wait0 Float in place Copy of 87
105 ssd_wait0 Float in place Copy of 87
110 ssd_spose1 Intro 2
111 ssd_spose_c1 Camera positioning (Intro 2) Camera animation
112 ssd_kimepose0 Victory pose
113 ssd_kimepose1 Victory pose Used when Super Sonic is controlled by the player
114 ssd_spose0 Intro 1
115 ssd_spose_c0 Camera positioning (Intro 1) Camera animation
116 ssd_wait1 Idle Used after dealing damage to FinalHazard

Multiplayer Character Animations

In the Dreamcast version of Sonic Adventure 2, the unlockable multiplayer characters generally use the same animation IDs as their main game counterparts. SA2B changes this so that the characters can function properly when playing against their counterparts, as ID conflicts would result in Player 1's character animations being applied for both characters that share the same animation IDs.

Amy Rose

These animations are stored in the (Project Name)\figure\bin\amymtn folder path when the contents are extracted with SA Tools Hub.

Amy Animations
DC ID SA2B ID Description Notes
87 87 Light Dash
88 216 Idle 1
89 217 Idle 2
90 218 Spinning
91 240 Start Somersault
92 92 Somersault uncurl Copy of 90(DC)/218(SA2B)
93 93 Somersault slide
94 94 Somersault end
95 95 Somersault cancel
96 241 Start Somersault Copy of 91(DC)/240(SA2B)
97 97 Somersault to forward flip
98 242 Begin running somersault attack Somersault punch in DC, somersault hammer swing in SA2B
99 245 Running somersault attack Somersault punch in DC, somersault hammer swing in SA2B
100 100 Jump dash Unused, jump spin animation is used instead
104 104 Grinding (lean left)
105 105 Grinding (lean right)
106 106 Grinding (lean left, crouching)
107 107 Grinding (lean right, crouching)
108 108 Reverse grinding (lean left)
109 109 Reverse grinding (lean right)
110 110 Reverse grinding (lean left, crouching)
111 111 Reverse grinding (lean right, crouching)
112 112 Losing balance left
113 113 Losing balance right
114 114 Grind trick (Awesome!)
115 115 Grind trick (Cool!)
116 235 Grind trick (Nice!)
117 248 Ramp trick Altered in SA2B
118 219 2P Special Attack Altered in SA2B
119 220 2P Intro 2
120 221 2P Intro 1
185 203 Standing
186 204 Walking
187 205 Speed-walking
188 206 Jogging
189 207 Running
190 208 Sprinting
191 209 Homing Attack rebound 1
192 210 Homing Attack rebound 2
193 211 Homing Attack rebound 3 Also used for jumping out of a somersault
194 212 Grabbing onto swinging vine
195 213 Holding onto swinging vine
196 214 Victory pose
197 215 Losing pose Altered in SA2B
N/A 228 Jump SA2B Only
N/A 229 Hammer growth Piko-Piko Hammer animation, SA2B Only
N/A 230 Jump spin SA2B only
N/A 231 Hammer shrink Piko-Piko Hammer animation, SA2B Only
N/A 232 Begin falling from jump SA2B Only
N/A 233 Hammer shrink Copy of 231
N/A 234 Falling from jump SA2B Only
N/A 238 Landing on ground (high altitude) SA2B Only

Metal Sonic

These animations are stored in the (Project Name)\figure\bin\metalsonicmtn folder path when the contents are extracted with SA Tools Hub.

Metal Sonic Animations
DC ID SA2B ID Description Notes
87 87 Light Dash
91 91 Start Somersault
92 92 Somersault uncurl
93 93 Somersault slide
94 94 Somersault end
95 95 Somersault cancel
96 96 Start Somersault Copy of 91, used for running somersault
97 97 Somersault to forward flip
98 98 Begin Somersault punch
99 99 Somersault punch
100 100 Jump dash Unused, jump spin animation is used instead
101 101 Homing Attack rebound 1
102 102 Homing Attack rebound 2
103 103 Homing Attack rebound 3 Also used for jumping out of a somersault
104 104 Grinding (lean left)
105 105 Grinding (lean right)
106 106 Grinding (lean left, crouching)
107 107 Grinding (lean right, crouching)
108 108 Reverse grinding (lean left)
109 109 Reverse grinding (lean right)
110 110 Reverse grinding (lean left, crouching)
111 111 Reverse grinding (lean right, crouching)
112 112 Losing balance left
113 113 Losing balance right
114 114 Grind trick (Awesome!)
115 236 Grind trick (Cool!)
116 116 Grind trick (Nice!)
117 247 Ramp trick Altered in SA2B
151 169 Standing
152 170 Alternate standing
153 222 Speed-walking movement Hovering in DC, speed-walking in SA2B
154 223 Hovering (Jogging speed) Altered in SA2B
155 224 Hovering (Running speed) Altered in SA2B
156 225 Hovering (Sprinting speed) Altered in SA2B
157 175 Turning around
158 176 Idle 1
159 177 Idle 2
160 178 Spinning Copy of 91
161 179 Landing on ground (high altitude)
162 237 Victory pose Altered in SA2B
163 239 Losing pose Altered in SA2B
164 182 2P Special Attack Unused in SA2B
165 226 2P Intro 2 Altered in SA2B
166 227 2P Intro 1 Altered in SA2B
N/A 243 Engage Black Shield SA2B Only
N/A 244 Black Shield SA2B Only

Tikal the Echidna

These animations are stored in the (Project Name)\figure\bin\ticalmtn folder path when the contents are extracted with SA Tools Hub.

Tikal Animations
DC ID SA2B ID Description Notes
87 217 Idle 1
88 218 Idle 2
89 89 Climbing
90 234 Begin digging into ground
91 235 Digging into ground
92 236 Jump out of digging
93 237 Begin falling from digging jump
94 94 Failed ground digging
95 238 Begin digging into wall Copy of 90(DC)/234(SA2B)
96 239 Digging into wall Copy of 91(DC)/235(SA2B)
97 240 Begin digging out of wall
98 98 Digging out of wall
99 99 Failed wall digging Copy of 94
100 231 Climbing Copy of 89
101 232 Climbing left
102 233 Climbing right
103 103 Holding onto wall
104 104 Climb up wall ledge
105 241 Gliding
106 106 Grab onto wall
107 107 Cancel gliding
108 108 Cancel gliding Copy of 107
109 109 First punch
110 110 Second punch
111 111 Third punch (Uppercut)
112 112 First punch (running)
113 113 Second punch (running)
114 114 Drill attack (running punch combo)
115 115 Drill Claw
116 116 Landing from Drill Claw
117 N/A Paddling in water DC Only
118 N/A Begin diving in water DC Only
119 N/A Diving in water DC Only
120 N/A Begin surfacing in water DC Only
121 N/A Surfacing in water DC Only
122 N/A Floating in water DC Only
123 123 Knocked over from Level 1 special attack
124 124 Recovery from knockdown
125 226 Walking Altered in SA2B
126 230 Sprinting Altered in SA2B
127 219 Spiral Uppercut
128 220 Standing
129 221 Victory pose
130 222 Losing pose
131 131 Land on ground (low altitude)
132 255 Land on ground (high altitude)
133 133 Whistle
134 223 2P Special Attack
135 135 Put on Sunglasses
136 224 2P Intro 2
137 225 2P Intro 1
138 259 Hammer Punch
139 139 Walking with object
140 140 Throwing object in midair
N/A 227 Speed-walking SA2B Only
N/A 228 Jogging SA2B Only
N/A 229 Running SA2B Only

Chaos Zero

These animations are stored in the (Project Name)\figure\bin\chaos0mtn folder path when the contents are extracted with SA Tools Hub.

Chaos Zero Animations
DC ID SA2B ID Description Notes
116 116 Drill Claw Landing
141 256 Idle 1
142 257 Idle 2
143 258 Idle 1 Copy of 141(DC)/256(SA2B)
144 242 First punch
145 243 Second punch
146 244 Third punch (Uppercut)
147 245 First punch (running)
148 246 Second punch (running)
149 247 Drill attack (running punch combo)
150 261 Walking
151 262 Speed-walking
152 263 Jogging
153 264 Running
154 265 Running Copy of 153(DC)/264(SA2B)
155 105 Gliding
156 106 Grab onto wall
157 107 Cancel gliding
158 108 Cancel gliding Copy of 157(DC)/107(SA2B)
159 100 Climbing
160 101 Climbing left
161 102 Climbing right
162 103 Holding onto wall
163 115 Drill Claw
164 90 Begin ground digging
165 91 Digging into ground
166 95 Begin digging into wall Copy of 164(DC)/90(SA2B)
167 96 Digging into wall Copy of 165(DC)/91(SA2B)
168 260 Standing
169 268 Pick up object
170 270 Pick up object Copy of 169(DC)/268(SA2B)
171 269 Hold object
172 N/A Begin failing to pick up heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs, DC Only
173 132 Land on ground (high altitude)
174 253 Victory pose Altered in SA2B
175 254 Losing pose Altered in SA2B
176 271 2P Special Attack Altered in SA2B
177 177 Put on Treasure Scope
178 138 Hammer Punch
179 248 2P Intro 2 Altered in SA2B, Chaos rising from puddle
180 251 2P Intro 1 Uses stationary puddle form in SA2B
181 252 Spiral Uppercut
182 N/A Paddling in water DC Only
183 N/A Begin diving in water DC Only
184 N/A Diving in water DC Only
185 N/A Begin surfacing in water DC Only
186 N/A Surfacing in water DC Only
187 N/A Floating in water DC Only
188 188 Whistle
189 92 Jump out of digging
190 93 Begin falling from digging jump
191 94 Failed digging
192 97 Begin digging out of wall
193 98 Digging out of wall
194 99 Failed wall digging Copy of 191(DC)/94(SA2B)
195 104 Climb up wall ledge
196 196 Knocked over from Level 1 special attack
197 124 Recovery from knockdown
198 N/A Holding onto pulley DC Only
199 266 Walking with object
200 267 Running with object
201 N/A Shaking object DC Only
202 N/A Jump with object DC Only
203 N/A Begin falling with object DC Only
204 N/A Falling with object DC Only
N/A 249 2P Intro 2 Puddle moving off-screen, SA2B only
N/A 250 Idle 1 Copy of 256, SA2B only, used as a placeholder for Chaos during 2P Intro 1

Chao Walker

These animations are stored in the (Project Name)\figure\bin\cwalkmtn folder path when the contents are extracted with SA Tools Hub.

Chao Walker Animations
DC ID SA2B ID Description Notes
139 190 Idle 1
140 88 Idle 2
141 89 Standing
142 191 Standing Copy of 141(DC)/89(SA2B), used by default and for standing on slopes as well
143 91 Walking
144 92 Speed-walking
145 93 Jogging
146 94 Spring
147 95 Spring transition
148 96 Standing Copy of 141(DC)/89(SA2B), used for falling
149 97 Land on ground (low altitude)
150 98 Land on ground (high altitude)
151 99 Brake
152 100 Taking damage
153 101 Standing Copy of 141(DC)/89(SA2B)
154 102 Carried by updraft
155 103 Standing Copy of 141(DC)/89(SA2B), used for melee attack knockback
156 104 Standing Copy of 141(DC)/89(SA2B), used for recover from melee attack
157 105 Turning around
158 106 Skidding on upward slope
159 107 Skidding on downward slope
160 108 Victory pose
161 109 Standing Copy of 141(DC)/89(SA2B), supposed to be used for being captured, which is impossible
162 110 Standing Copy of 141(DC)/89(SA2B), used for breathing air bubbles
163 111 Standing Copy of 141(DC)/89(SA2B), used for the start of the drowning sequence
164 112 Standing Copy of 141(DC)/89(SA2B), used for dying in midair
165 113 Death animation
166 114 Ledge Balance Unused under normal circumstances
167 115 Jump
168 116 Falling from jump
169 117 Land from jump Copy of 149(DC)/97(SA2B)
170 118 Standing Copy of 141(DC)/89(SA2B)
171 119 Whistle
172 120 Launch from dash panel
173 121 Running jump
174 122 Standing Copy of 141(DC)/89(SA2B)
175 123 Hanging onto pulley
176 124 Looking at Mystic Melody shrine Used when examining the shrine without Mystic Melody
177 125 Looking at Mystic Melody shrine Copy of 176(DC)/124(SA2B), used when the Mystic Melody has already been activated
178 126 Mystic Melody
179 127 Hovering
180 192 Activate Omochao
181 193 Omochao Attack Omochao mechanism animation
182 194 Activate Booming Missile Attack Copy of 180(DC)/192(SA2B), used at the start of the Level 1 Special Attack sequence
183 195 Activate Rumble Launcher Copy of 180(DC)/192(SA2B), used at the start of the Level 2 Special Attack sequence
184 133 Firing Power Laser
185 134 Losing animation
186 135 2P Special Attack
187 196 2P Intro 2
188 197 2P Intro 1

Dark Chao Walker

These animations are stored in the (Project Name)\figure\bin\dwalkmtn folder path when the contents are extracted with SA Tools Hub.

Dark Chao Walker Animations
ID Description Notes
88 Idle 2
89 Standing
94 Spring
95 Spring transition
96 Standing Copy of 89, used for falling
97 Land on ground (low altitude)
98 Land on ground (high altitude)
99 Brake
100 Taking damage
101 Standing Copy of 89
102 Carried by updraft
103 Standing Copy of 89, used for melee attack knockback
104 Standing Copy of 89, used for recovery from melee attack
105 Turning around
106 Skidding on upward slope
107 Skidding on downward slope
108 Victory pose
109 Standing Copy of 89, supposed to be used for being captured, which is impossible
110 Standing Copy of 89, used for breathing air bubbles
111 Standing Copy of 89, used for the start of the drowning sequence
112 Standing Copy of 89, used for dying in midair
113 Death animation
114 Ledge Balance Unused under normal circumstances
115 Jump
116 Falling from jump
117 Land from jump Copy of 97
118 Standing Copy of 89
119 Whistle
120 Launch from dash panel
121 Running jump
122 Standing Copy of 89
123 Hanging onto pulley
124 Looking at Mystic Melody shrine Used when examining the shrine without Mystic Melody
125 Looking at Mystic Melody shrine Copy of 124, used when the Mystic Melody has already been activated
126 Mystic Melody
127 Hovering
133 Firing Power Laser
134 Losing animation
135 2P Special Attack
190 Idle 1
191 Standing Copy of 89, used by default and for standing on slopes as well
192 Activate Dark Omochao
194 Activate Crazy Rush Attack Copy of 192, used at the start of the Level 1 Special Attack sequence
195 Activate Hell Bomber Copy of 192, used at the start of the Level 2 Special Attack sequence
196 2P Intro 2
197 2P Intro 1
198 Dark Omochao Attack Dark Omochao mechanism animation
199 Walking
200 Speed-walking
201 Jogging

Special Animations

The animations under this category aren't found within any character's animation binary files, but are instead stored in either the main stage files that require them (Sonic Adventure 2 DC in the STGXX.PRS files and the GameCube version of Sonic Adventure 2 Battle in the stgxxD.rel files) or in the EXE/Data_DLL information from SA2 PC.

When the game's contents are extracted by SA Tools Hub, these animations will be placed in the (Project Name)(Stage Folder)\Character Animations folder path, labeled with the internal IDs given to them in the stage/DLL binaries.

Speed-Type

Speed-Type Special Animations
DC ID SA2B ID Description Notes
86 86 Looking at acquired Level-Up Item Used in all stages except for Cannon's Core, Green Hill, 2P levels, and boss encounters
121 121 Lean left on board Used in City Escape, Downtown Race, and Metal Harbor
122 122 Lean right on board Used in City Escape, Downtown Race, and Metal Harbor
123 123 Lean left on board Used in City Escape, Downtown Race, and Metal Harbor
124 124 Lean right on board Used in City Escape, Downtown Race, and Metal Harbor
125 125 Brake left on board Used in City Escape, Downtown Race, and Metal Harbor
126 126 Brake right on board Used in City Escape, Downtown Race, and Metal Harbor
127 127 Jump with board Used in City Escape, Downtown Race, and Metal Harbor
128 128 In midair with board Used in City Escape, Downtown Race, and Metal Harbor
129 129 Falling with board Used in City Escape, Downtown Race, and Metal Harbor
130 130 Falling with board after trick Used in City Escape, Downtown Race, and Metal Harbor
131 131 Knocked over on board Used in City Escape, Downtown Race, and Metal Harbor
132 132 Knocked over on board Used in City Escape, Downtown Race, and Metal Harbor
N/A 133 Shadow board trick (Nice!) SA2B Only, used in City Escape and Downtown Race
N/A 134 Shadow board trick (Cool!) SA2B Only, used in City Escape and Downtown Race
N/A 135 Shadow board trick (Awesome!) SA2B Only, used in City Escape and Downtown Race
N/A 136 Metal Sonic board trick (Nice!) SA2B Only, used in City Escape and Downtown Race
N/A 137 Metal Sonic board trick (Cool!) SA2B Only, used in City Escape and Downtown Race
N/A 138 Metal Sonic board trick (Awesome!) SA2B Only, used in City Escape and Downtown Race
N/A 139 Amy board trick (Nice!) SA2B Only, used in City Escape and Downtown Race
N/A 140 Amy board trick (Cool!) SA2B Only, used in City Escape and Downtown Race
N/A 141 Amy board trick (Awesome!) SA2B Only, used in City Escape and Downtown Race
133 142 Sonic board trick (Awesome!) Used in City Escape and Downtown Race
134 143 Sonic board trick (Cool!) Used in City Escape and Downtown Race
135 144 Sonic board trick (Nice!) Used in City Escape and Downtown Race
136 145 Lean left Board animation, used in City Escape, Downtown Race, and Metal Harbor
137 146 Lean right Board animation, used in City Escape, Downtown Race, and Metal Harbor
138 147 Lean left Board animation, used in City Escape, Downtown Race, and Metal Harbor
139 148 Lean right Board animation, used in City Escape, Downtown Race, and Metal Harbor
140 149 Braking left Board animation, used in City Escape, Downtown Race, and Metal Harbor
141 150 Braking right Board animation, used in City Escape, Downtown Race, and Metal Harbor
142 151 Jump Board animation, used in City Escape, Downtown Race, and Metal Harbor
143 152 Midair Board animation, used in City Escape, Downtown Race, and Metal Harbor
144 153 Falling Board animation, used in City Escape, Downtown Race, and Metal Harbor
145 154 Falling after trick Board animation, used in City Escape, Downtown Race, and Metal Harbor
146 155 Knocked over Board animation, used in City Escape, Downtown Race, and Metal Harbor
147 156 Knocked over Board animation, used in City Escape, Downtown Race, and Metal Harbor
N/A 157 Shadow board trick (Nice!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 158 Shadow board trick (Cool!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 159 Shadow board trick (Awesome!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 160 Metal Sonic board trick (Nice!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 161 Metal Sonic board trick (Cool!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 162 Metal Sonic board trick (Awesome!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 163 Amy board trick (Nice!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 164 Amy board trick (Cool!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 165 Amy board trick (Awesome!) Board animation, SA2B Only, used in City Escape and Downtown Race
148 166 Sonic board trick (Awesome!) Board animation, used in City Escape and Downtown Race
149 167 Sonic board trick (Cool!) Board animation, used in City Escape and Downtown Race
150 168 Sonic board trick (Nice!) Board animation, used in City Escape and Downtown Race
167 185 Grabbing onto swinging vine Used in Green Forest and White Jungle
168 186 Holding onto swinging vine Used in Green Forest and White Jungle
169 187 Falling with/pulled up by bungee vine Used in Green Forest
170 188 Diving with bungee vine Used in Green Forest
171 189 Swing before falling with bungee vine Used in Green Forest
172 190 Hanging onto Metal Harbor missile Used in Metal Harbor
173 191 Spinning in midair Unused
174 192 Swing on horizontal bar (Counterclockwise) Used in City Escape, Radical Highway, and Pyramid Cave
175 193 Swing on horizontal bar (Clockwise) Used in City Escape, Radical Highway, and Pyramid Cave
176 194 Horizontal bar trick launch (Clockwise) Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest
177 195 Horizontal bar trick launch (Counterclockwise) Used in City Escape, Radical Highway, and Pyramid Cave
178 196 Horizontal bar trick spin to air (Clockwise) Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest
179 197 Horizontal bar trick spin to air (Counterclockwise) Used in City Escape, Radical Highway, and Pyramid Cave
180 198 Horizontal bar trick air loop Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest
181 199 Sinking in quicksand Used in Egg Golem (Sonic)
182 200 Hanging and sliding on ceiling rail Used in Crazy Gadget and Cannon's Core (Sonic)
183 201 Pushing down lever Used in Crazy Gadget
184 202 Sliding on water current Used in Cannon's Core (Sonic) and Biolizard

Hunting-Type

Hunting-Type Special Animations
ID Description Notes
86 Looking at acquired Level-Up Item Used in all stages except for Cannon's Core, 2P levels, and boss encounters
117 Paddling in water (Knuckles) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
118 Begin diving in water (Knuckles) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
119 Diving in water (Knuckles) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
120 Begin surfacing in water (Knuckles) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
121 Surfacing in water (Knuckles) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
122 Floating in water (Knuckles) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
182 Paddling in water (Rouge) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
183 Begin diving in water (Rouge) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
184 Diving in water (Rouge) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
185 Begin surfacing in water (Rouge) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
186 Surfacing in water (Rouge) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
187 Floating in water (Rouge) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
211 Standing on turtle Used in Dry Lagoon
212 Holding onto underwater turtle Used in Dry Lagoon
215 Jump onto turtle Used in Dry Lagoon
216 Hiding in the shadows Used in Egg Quarters

Mech-Type

Mech-Type Special Animations
ID Description Notes
86 Looking at acquired Level-Up Item Used in all stages except for Cannon's Core, 2P levels, and boss encounters
138 Sinking in quicksand (Eggman) Used in Sand Ocean, Hidden Base, and Egg Golem (Eggman)
189 Sinking in quicksand (Tails) Used in Sand Ocean and Hidden Base
Sonic Adventure 2 Information
General Information File FormatsModel FormatsLevelsTexture FilesLight and Fog DataGame Builds
Character Information General Model DataAnimation FilesActions
Animation Lists Speed-Types SonicShadowAmyMetal Sonic
Hunting-Types KnucklesRougeTikalChaos Zero
Shooting-Types Mech TailsMech EggmanChao WalkerDark Chao Walker
Miscellaneous TailsEggmanSuper SonicSuper Shadow
Sound Information Voice ListMusic FilesSound Effects
Other Cutscenes