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Sonic Adventure 2/Levels

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The following is a general overview of information pertaining to level data in all versions of Sonic Adventure 2.

Level Information

The base component of almost all levels in the game can be referred to as a LandTable, which is a collection of visible models and invisible collision pieces with varying properties. Each level is referred to internally by their given IDs, with some levels loading multiple LandTables at once to achieve specific effects. Final Rush uses this to implement a flashing/pulsating effect for the brighter portions of the level, for example.

Level IDs and SET Files

Level IDs are mostly consistent across game versions, with the exception of boss level IDs. As Sonic Adventure 2 Battle adds more multiplayer levels to the list, all boss level IDs are shifted around due to the new multiplayer levels occupying their IDs.

DC ID SA2B ID Level Name SET Filename(s) Notes
0 0 Basic Test SET0000(_S, _U) SA2B Only. This is one of three test levels and the only one that can be fully accessed and played via hacking
1 1 Knuckles Test SET0001(_S, _U) Not in any released version of Sonic Adventure 2. Camera and texture data exist for this level, but there is no LandTable information for it
2 2 Sonic Test Files not found Not in any released version of Sonic Adventure 2. Texture data exists for this level, but there is no LandTable information for it
3 3 Green Forest SET0003(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U)
4 4 White Jungle SET0004(_S, _U, _2P_S, _2P_U, _HD_S)
5 5 Pumpkin Hill SET0005(_S, _U, _2P_S, _2P_U, _HD_S)
6 6 Sky Rail SET0006(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U)
7 7 Aquatic Mine SET0007(_S, _U, _HD_S, _HD_U)
8 8 Security Hall SET0008(_S, _U, _2P_S, _2P_U, _HD_S)
9 9 Prison Lane SET0009(_S, _U, _HD_S)
10 10 Metal Harbor SET0010(_S, _U, _2P_U, _HD_S, _HD_U)
11 11 Iron Gate SET0011(_S, _U, _2P_S, _HD_S, _HD_U)
12 12 Weapons Bed SET0012(_S, _U, _HD_S, _HD_U)
13 13 City Escape SET0013(_S, _U, _2P_S, _2P_U, _HD_S)
14 14 Radical Highway SET0014(_S, _U, _2P_S, _2P_U, _HD_S)
15 15 Weapons Bed 2P SET0015(_S, _U)
16 16 Wild Canyon SET0016(_S, _U, _HD_S, _HD_U)
17 17 Mission Street SET0017(_S, _U, _HD_S)
18 18 Dry Lagoon SET0018(_S, _U, _HD_S, _HD_U)
19 19 Sonic vs. Shadow 1 SET0019(_S, _U)
20 20 Tails vs. Eggman 1 SET0020(_S, _U)
21 21 Sand Ocean SET0021(_S, _U, _HD_S, _HD_U)
22 22 Crazy Gadget SET0022(_S, _U, _HD_S)
23 23 Hidden Base SET0023(_S, _U, _HD_S, _HD_U)
24 24 Eternal Engine SET0024(_S, _U, _HD_S)
25 25 Death Chamber SET0025(_S, _U, _2P_S, _2P_U, _HD_S)
26 26 Egg Quarters SET0026(_S, _U, _2P_S, _2P_U, _HD_S)
27 27 Lost Colony SET0027(_S, _U, _HD_S)
28 28 Pyramid Cave SET0028(_S, _U, _HD_S, _HD_U)
29 29 Tails vs. Eggman 2 SET0029(_S, _U)
30 30 Final Rush SET0030(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U)
31 31 Green Hill SET0031(_S, _U)
32 32 Meteor Herd SET0032(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U)
33 33 Knuckles vs. Rouge SET0033(_S, _U)
34 34 Cannon's Core (Sonic) SET0034(_S, _U, _HD_S)
35 35 Cannon's Core (Eggman) SET0035(_S, _U, _HD_S)
36 36 Cannon's Core (Tails) SET0036(_S, _U, _HD_S)
37 37 Cannon's Core (Rouge) SET0037(_S, _U, _HD_S)
38 38 Cannon's Core (Knuckles) SET0038(_S, _U, _HD_S)
39 39 Mission Street 2P SET0039(_S, _U)
40 40 Final Chase SET0040(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U)
41 41 Wild Canyon 2P SET0041(_2P_S, _2P_U)
42 42 Sonic vs. Shadow 2 SET0042(_S, _U)
43 43 Cosmic Wall SET0043(_S, _U, _HD_S, _HD_U)
44 44 Mad Space SET0044(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U)
45 45 Sand Ocean 2P SET0045(_S, _U)
N/A 46 Dry Lagoon 2P SET0046(_S, _U, _2P_S, _2P_U) SA2B Only
N/A 47 Pyramid Race SET0047(_S, _U, _2P_S, _2P_U) SA2B Only
N/A 48 Hidden Base 2P SET0048(_S, _U, _2P_S, _2P_U) SA2B Only
N/A 49 Pool Quest SET0049(_S, _U, _2P_S, _2P_U) SA2B Only
N/A 50 Planet Quest SET0050(_S, _U, _2P_S, _2P_U) SA2B Only
N/A 51 Deck Race SET0051(_S, _U, _2P_S, _2P_U) SA2B Only
N/A 52 Downtown Race SET0052(_S, _U) SA2B Only
N/A 53 Cosmic Wall 2P SET0053(_S, _U) SA2B Only
N/A 54 Grind Race SET0054(_S, _U) SA2B Only
N/A 55 Lost Colony 2 SET0055(_S, _U) SA2B Only
N/A 56 Eternal Engine 2P SET0056(_S, _U) SA2B Only
N/A 57 Metal Harbor 2P SET0057(_2P_S, _2P_U) SA2B Only
N/A 58 Iron Gate 2P SET0058(_S, _U, _2P_S, _2P_U) SA2B Only
N/A 59 Death Chamber 2P SET0059(_S, _U) SA2B Only
50 60 F-6t BIG FOOT SET_B_BIGFOOT(_S, _U)
51 61 B-3x HOT SHOT SET_B_HOTSHOT(_S, _U)
52 62 R-1/A FLYING DOG SET_B_FDOG(_S, _U)
53 63 King Boom Boo SET_B_BIGBOGY(_S, _U)
54 64 Egg Golem (Sonic) SET_B_GOLEM(_S, _U)
55 65 Biolizard SET_B_LAST1(_S, _U)
56 66 FinalHazard N/A
57 67 Egg Golem (Eggman) SET_B_GOLEM_E(_S, _U)
70 70 Route 101/280 SETCARTTAILS(_HD), SETCARTROUGE(_HD) SETCARTTAILS is used for Route 101, and SETCARTROUGE is used for Route 280
71 71 Kart Racing SETCARTBASE, SETCARTMINI(1, 2, 3) The numerations for SETCARTMINI correspond to the three Kart Racing levels; 1 is Beginner, 2 is Standard, and 3 is Expert
90 90 Chao World

Surface Flags

All LandTable models are stored as part of an array that determines their properties. One of these properties are unofficially dubbed as "Surface Flags", which determines how the visible pieces and collision models behave. Some flags may have multiple uses depending on the model type being used, and other flags will only have an effect on one type and not the other.

With some exceptions, all flags are consistent across all versions of Sonic Adventure 2.

ID (Hex) Name in Tools Description
1 Solid Collision flag. This allows interactions with the corresponding collision piece and allows other collision-related flags to take effect.
2 Water Collision flag. This gives the collision piece the properties of water.
4 Low Friction Collision flag. This reduces the amount of friction acting upon objects colliding with the piece.
8 High Friction Collision flag. This increases the amount of friction acting upon objects colliding with the piece.
10 Medium Friction Collision flag. This applies more friction upon objects colliding with the piece.
20 Diggable Collision flag. Collision pieces with this flag can be used by hunting-type characters as digging spots.
40 Unknown
80 Unclimbable Collision flag. Hunting-type characters cannot use these meshes to climb.
100 Stairs Collision flag. Movement properties will change to better adhere to moving over specific diagonal terrain like stairways.
200 Unknown
400 Hurt Collision flag. Touching these collision pieces damages the player.
800 Footsteps Collision flag. Standing or moving while on these collision pieces will cause a special effect to be displayed, commonly footprints.
1000 Cannot Land Collision flag. Surfaces with this flag will prevent the player from transitioning to their ground actions or actions that require touching the ground.
2000 Water Slow Move Collision flag. This slows down the player considerably.
4000 Unknown
8000 No Shadows Visible model flag. Enabling this flag will prevent shadows from rendering over visible model pieces. Commonly used in SA2B due to its shadow system behaving differently from the Dreamcast versions.
10000 Unknown
20000 Unknown
40000 Unknown
80000 Unknown
100000 Increase Speed Collision flag. Top speed is increased while moving over affected pieces.
200000 Increase Acceleration Collision flag. Acceleration is increased while moving over affected pieces.
400000 No Fog/High Gravity Visible models that use this flag will prevent fog effects from being applied to them. Collision pieces with this flag will increase the amount of gravity acting upon the player, causing them to fall faster.
800000 Max Clip Visible model flag. This will override the model's far clip settings and enable a default value stored in the nj_clip variable, which is often higher.
1000000 SimpleDraw Visible model flag. This tells the game to use the SimpleDraw method for rendering the affected model. Disabling this and the DirectDraw flag will cause the EasyDraw flag to be used.
2000000 DirectDraw Visible model flag. This tells the game to use the DirectDraw method for rendering the affected model. Disabling this and the SimpleDraw flag will cause the EasyDraw flag to be used.
4000000 No Compile Visible model flag. This flag tells the game to not compile the model, which is primarily used to apply effects like UV edits in real-time.
8000000 Dynamic Collision Collision flag. Meshes with this flag allow the collision data to move around.
10000000 No Rotate Collision Collision flag. Meshes with this flag will have their rotations ignored.
20000000 Small Collision Rad Collision flag. When enabled, the piece's collision radius will be reduced. Combining this with the Tiny Collision Rad flag will decrease the radius further.
40000000 Tiny Collision Rad Collision flag. When enabled, the piece's collision radius will be reduced. Combining this with the Small Collision Rad flag will decrease the radius further.
80000000 Visible Visible model flag. This allows the piece to render onscreen and have other visibility-related flags enable their effects.

LandTable Files

When the Tools Hub extracts LandTable data, it places the files within the level's folder. All LandTables were given internal names, which is what was used for the new extraction process. The following is a list of all LandTable names present within the game, along with their contents. SA2B LandTables always use the updated "Ginja" model format unless otherwise specified.

Name Description Notes SA Tools Split Folder
objLandTable0000 Basic Test SA2B Only, LandTable uses the Chunk model format stg00_basictest
objLandTable0003 Green Forest stg03_Jungle
objLandTable0004 White Jungle stg04_FogJungle
objLandTable0005 Pumpkin Hill stg05_pumpkin
objLandTable0006 Sky Rail stg06_mountain
objLandTable0007 Aquatic Mine stg07_coalmine
objLandTable0008 Security Hall stg08_securityhall
objLandTable0009 Prison Lane stg09_tailsprison
objLandTable0010 Metal Harbor stg10_metalharbor
objLandTable0011 Iron Gate stg11_prison
objLandTable0012 Weapons Bed stg12_weaponsbed
objLandTable0013 City Escape stg13_cityescape
objLandTable0014 Radical Highway stg14_highway
objLandTable0015 Weapons Bed 2P stg15_weaponsbed2p
objLandTable0016 Wild Canyon stg16_WildCanyon
objLandTable0017 Mission Street stg17_Mission
objLandTable0018 Dry Lagoon stg18_DryLagoon
objLandTable0019 Sonic vs. Shadow 1 stg19_sonicvsshadow
objLandTable0020 Tails vs. Eggman 1 stg20_ewvstw
objLandTable0021 Sand Ocean stg21_SandOcean
objLandTable0022 Crazy Gadget stg22_CrazyGadget
objLandTable0022_uv Crazy Gadget Animated Texture Segments LandTable uses the Chunk model format
objLandTable0022_x Crazy Gadget Glowing X Marks SA2B Only, LandTable uses the Chunk model format
objLandTable0023 Hidden Base stg23_HiddenBase
objLandTable0024 Eternal Engine stg24_EternalEnginE
objLandTable0024_Poison Eternal Engine Acid Segments LandTable uses the Chunk model format
objLandTable0024_uv Eternal Engine Animated Texture Segments LandTable uses the Chunk model format
objLandTable0025 Death Chamber stg25_DeathChamber
objLandTable0026 Egg Quarters stg26_EggQuarter
objLandTable0027 Lost Colony stg27_LostColony
objLandTable0027_light Lost Colony Wall Light Segments LandTable uses the Chunk model format
objLandTable0027_poison Lost Colony Acid Segments LandTable uses the Chunk model format
objLandTable0027_uv Lost Colony Animated Texture Segments LandTable uses the Chunk model format
objLandTable0028 Pyramid Cave stg28_PyramidCave
objLandTable0029 Tails vs. Eggman 2 2012 port uses this landtable for Eternal Engine 2P as well stg29_ewvstw2
objLandTable0030 Final Rush stg30_FinalRush
objLandTable0030_uv Final Rush Animated Texture Segments LandTable uses the Chunk model format
objLandTable0031 Green Hill stg31_GreenHill
objLandTable0031_ani Green Hill Animated Texture Segments LandTable uses the Chunk model format
objLandTable0031_uv Green Hill Waterfalls
objLandTable0032 Meteor Herd stg32_MeteorHerd
objLandTable0032_ma Meteor Herd Tower Animated Shield LandTable uses the Chunk model format
objLandTable0032_tani Meteor Herd Magma LandTable uses the Chunk model format
objLandTable0032_uv Meteor Herd Animated Texture Segments LandTable uses the Chunk model format
objLandTable0033 Knuckles vs. Rouge stg33_knucklesvsrouge
objLandTable0033_uv Knuckles vs. Rouge Animated Texture Segments LandTable uses the Chunk model format
objLandTable0034 Cannon's Core (Sonic) stg34_CannonsCoreSonic
objLandTable0035 Cannon's Core (Eggman) stg35_CannonsCoreEggman
objLandTable0036 Cannon's Core (Tails) stg36_CannonsCoreTails
objLandTable0037 Cannon's Core (Rouge) stg37_CannonsCoreRouge
objLandTable0038 Cannon's Core (Knuckles) stg38_CannonsCoreKnuckles
objLandTable0039 Mission Street 2P LandTable uses the Chunk model format stg39_MissionStreet2P
objLandTable0040 Final Chase stg40_FinalChase
objLandTable0040_uv Final Chase Animated Texture Segments LandTable uses the Chunk model format
objLandTable0041 Wild Canyon 2P stg41_WildCanyon2P
objLandTable0042 Sonic Vs Shadow 2 stg42_sonicvsshadow2
objLandTable0043 Cosmic Wall stg43_CosmicWall
objLandTable0043_uv Cosmic Wall Animated Texture Segments LandTable uses the Chunk model format
objLandTable0044 Mad Space stg44_Madspace
objLandTable0044_uv Mad Space Animated Texture Segments LandTable uses the Chunk model format
objLandTable0045 Sand Ocean 2P stg45_SandOcean2P
objLandTable0046 Dry Lagoon 2P SA2B Only stg46_DryLagoon2P
objLandTable0047 Pyramid Race SA2B Only stg47_PyramidRace
objLandTable0048 Hidden Base 2P SA2B Only stg48_HiddenBase2P
objLandTable0049 Pool Quest SA2B Only stg49_AquaticMine2P
objLandTable0050 Planet Quest SA2B Only stg50_MadSpace2P
objLandTable0051 Deck Race SA2B Only stg51_DeckRace
objLandTable0052 Downtown Race SA2B Only stg52_CityEscape2P
objLandTable0053 Cosmic Wall 2P SA2B Only stg53_CosmicWall2P
objLandTable0054 Grind Race SA2B Only stg54_PyramidCave2P
objLandTable0055 Lost Colony 2P SA2B Only stg55_LostColony2P
objLandTable0056 Eternal Engine 2P SA2B Only, LandTable is shared with Tails vs. Eggman 2 in the 2012 version stg56_EternalEngine2P
objLandTable0057 Metal Harbor 2P SA2B Only stg57_metalharbor2p
objLandTable0058 Iron Gate 2P SA2B Only stg58_irongate_2p
objLandTable0059 Death Chamber 2P SA2B Only stg59_DeathChamber2P
objLandTableBossBigBogy King Boom Boo BossBigBogy
objLandTableBossBigFoot F-6t BIG FOOT BossGuardRobo\BigFoot
objLandTableBossFlyingDog R-1/A FLYING DOG BossGuardRobo\FlyingDog
objLandTableBossGolem Egg Golem (Sonic) BossGolem
objLandTableBossGolemE Egg Golem (Eggman) BossGolemE
objLandTableBossGuard0 B-3x HOT SHOT BossGuardRobo\BossHotShot
objLandTableBossLast1 Biolizard BossLast1
objLandTableLobby000 Chao World Lobby (Nothing unlocked) Chao\stg_lobby
objLandTableLobby00k Chao World Lobby (Kindergarten unlocked)
objLandTableLobby0dk Chao World Lobby (Dark Garden and Kindergarten unlocked)
objLandTableLobbyh0k Chao World Lobby (Hero Garden and Kindergarten unlocked)
objLandTableLobbyhdk Chao World Lobby (Everything unlocked)
objLandTableLobby Chao World Lobby (Everything unlocked) Unused. This was a prototype with opaque stairs and no space background. LandTable uses the Chunk model format
objLandTableDark Dark Garden Chao\stg_dark
objLandTableHero Hero Garden Chao\stg_hero
objLandTableNeut Neutral Chao Garden Chao\stg_neut
objLandTableStadium Chao Stadium SA2B Only Chao\stg_stadium
objLandTableEntrance Chao Race Entrance Chao\stg_entrance
objLandTableRace Chao Race Chao\stg_race
objLandTableRaceDark Dark Chao Race
objLandTableRaceHero Hero Chao Race
objLandTableChaoKarate Chao Karate SA2B Only Chao\stg_karate
objLandTableKinderBl Chao Kindergarten Black Market SA2B Only Chao\stg_kinder\Black Market
objLandTableKinderCl Chao Kindergarten Classroom LandTable uses the Chunk model format Chao\stg_kinder\Classroom
objLandTableKinderCo Chao Kindergarten Commons Chao\stg_kinder\Commons
objLandTableKinderFo Chao Kindergarten Fortuneteller's Room SA2B Only Chao\stg_kinder\Fortune Teller
objLandTableKinderHe Chao Kindergarten Health Center Chao\stg_kinder\Doctor's Office
objLandTableKinderHo Chao Kindergarten Exterior Chao\stg_kinder\Exterior
objLandTableKinderPr Chao Kindergarten Principal's Office Chao\stg_kinder\Principal's Office
objLandTableKinderLi Chao Kindergarten Library Unused, LandTable uses the Chunk model format Chao\stg_kinder\Library
objLandTableKinderPl Chao Kindergarten Playground Unused, LandTable uses the Chunk model format Chao\stg_kinder\Playground
Sonic Adventure 2 Information
General Information File FormatsLevelsTexture FilesLight and Fog DataGame Builds
Character Information Model DataAnimation FilesActionsAnimation Lists
Sound Information Voice ListMusic FilesSound Effects
Other Cutscenes