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SPRITE MAPPINGS GUIDE

Mappings Locations List:

Here are the locations of just a few sprite mappings in Sonic 1, as well as the relative offset indices that come before a group of mappings.

7934: GHZ Bridge - relative offset index
793A: GHZ Bridge
7940: "
794B: "
7DF8: GHZ Spiked helix - relative offset index
81AA: GHZ Boss swinging ball - relative offset index
85A0: GHZ Collapsing ledge - relative offset index
85A8: GHZ ledge (facing left)
85F9: GHZ ledge (facing right)
864A: GHZ ledge (facing left in pieces)
86C8: GHZ ledge (facing right in pieces)
8746: MZ Collapsing Platform - relative offset index
8856: SLZ Lava spitter - relative offset index (only contains 1 item)
891C: Object 1D - relative offset index (only contains 1 item)
8E62: Ball Hog badnik - relative offset index
94AE: Points - relative offset index
9750: Crabmeat & Crabmeat Missile - relative offset index
975E: Crabmeat
9773: "
9788: "
979D: "
97B2: "
97D1: Crabmeat Missile
97D7: "
9A36: Buzz Bomber - relative offset index
9A42: Buzz Bomber
9A61: "
9A80: "
9AA4: "
9AC8: "
9AE7: "
9B06: Buzz Bomber Missile - relative offset index
9B0E: Buzz Bomber Missile
9B14: "
9B1A: "
9B20: "
9F92: Ring & Collected Ring Stars - relative offset index
9FA2: Ring
9FA8: "
9FAE: "
9FB4: "
9FBA: Collected Ring Stars
9FC0: "
9FC6: "
9FCC: "
A58A: Monitors - relative offset index
A5A2: Static Monitor
A5A8: "
A5B3: "
A5BE: Eggman Monitor
A5C9: Extra Life Monitor
A5D4: Speed Shoes Monitor
A5DF: Shield Monitor
A5EA: Invincibility Monitor
A5F5: Super Ring Monitor
A600: S Monitor
A60B: Goggles Monitor
A616: Broken Monitor
A7C4: PSB Invisible / PSB / Nonsense / TM - relative offset index
A7CC: Press Start Button
A7EB: Nonsense mappings (the same thing over and over)
A882: TM from Title Screen
A888: Title Screen Sonic - relative offset index
A898: Title Screen Sonic
A8CB: "
A917: "
A96D: "
A9AF: "
A9E7: "
AA47: "
AAB1: "
ABCA: Chopper - relative offset index
ABCE: Chopper
ABD4: "
AC70: Jaws - relative offset index
AC78: Jaws
AC83: "
AC8E: "
AC99: "
AE5C: Burrobot - relative offset index
AE6A: Burrobot
AE75: "
AE80: "
AE8B: "
AE96: "
AEA1: "
AEAC: "
C9E6: Title cards - relative offset index
C9FE: GHZ title card
CA2C: LZ title card
CA5A: MZ title card
CA7A: SLZ title card
CAA8: SYZ title card
CADC: SBZ title card
CB10: ZONE title card
CB26: ACT 1 title card
CB31: ACT 2 title card
CB3C: ACT 3 title card
CB47: Oval
CB8A: FZ title card
CBA4: ??? - relative offset index
CBD8: More title cards - relative offset index
CBEA: SONIC HAS
CC13: PASSED
CC32: SCORE from "sonic has passed" screen
CC51: TIME BONUS from "sonic has passed" screen
CC75: RINGS BONUS from "sonic has passed" screen
CC9A: More title cards - relative offset index
CCAC: CHAOS EMERALDS
CCEE: SCORE from "chaos emeralds" screen
CD31: more bonus things
CD46: more bonus things
CD5B: more bonus things
CD6B: SPECIAL STAGE
CDA8: SONIC GOT THEM ALL
CDF4: Chaos Emeralds - relative offset index
CFE8: Spikes - relative offset index
CFF4: Spikes (facing up)
D004: Spikes (facing left)
D014: Single Spike (facing up)
D01A: Spikes (facing up)
D02A: 6 Spikes (facing up)
D049: Single Spike (facing left)
ED38: End Level Signpost - relative offset index
ED42: End Level Signpost
ED52: "
ED5D: "
ED68: "
ED73: "
DD1A: Spring - relative offset index
DD26: Vertical Spring
DD31: "
DD37: "
DD47: Horizontal Spring
DD4D: "
DD53: "
DF42: Newtron - relative offset index
DF58: Newtron
DF68: "
DF78: "
DF88: "
DF9D: "
DFAD: "
DFB8: "
DFC8: "
DFD8: "
DFE8: "
E250: GHZ Solid Wall - relative offset index
E256: GHZ Solid Wall
E26B: "
E280: "
E982: SYZ Light - relative offset index
E98E: SYZ Light
E999: "
E9A4: "
E9AF: "
E9BA: "
E9C5: "
EB00: SYZ Bumper - relative offset index
EB06: SYZ Bumper
EB11: "
EB1C: "
F7A0: Moto Bug - relative offset index
F7AE: Moto Bug
F7C3: "
F7D8: "
F92E: Yadrin - relative offset index
F93A: Yadrin
F954: "
F96E: "
F988: "
F9A2: "
F9BC: "
1023E: Basaran - relative offset index
10246: Basaran
1024C: "
1025C: "
10271: "
10956: SYZ Group of Small Spikeballs - relative offset index
10958: SYZ Group of Small Spikeballs
1095E: ??? - relative offset index
10964: ???
1096A: ???
10970: ???
10AA0: SYZ Giant Spikeball - relative offset index
10AA6: SYZ Giant Spikeball
10AC0: "
10AC6: "
11096: SLZ Foreground girders - relative offset index
11322: LZ Vertical Pole (that breaks) - relative offset index
11326: LZ Vertical Pole (that breaks)
11331: "
11C28: Bomb badnik - relative offset index
11C40: Bomb badnik
11C50: "
11C60: "
11C70: "
11C80: "
11C90: "
11CA0: "
11CAB: "
11CB6: Bomb badnik's fuse as it's about to explode
11CBC: "
11CC2: Fireball that flies off the exploded bomb badnik
11CC8: "
11EE4: Orbinaut - relative offset index
11EEC: Orbinaut
11EF2: "
11EF8: "
11EFE: "
11F9A: LZ Harpoon - relative offset index
11FA6: LZ Harpoon
11FAC: "
11FB2: "
11FBD: "
11FC3: "
11FC9: "
16D6E: Caterkiller - relative offset index
16D9E: Caterkiller Head
16DA4: "
16DAA: "
16DB0: "
16DB6: "
16DBC: "
16DC2: "
16DC8: "
16DCE: Caterkiller Body
16DD4: "
16DDA: "
16DE0: "
16DE6: "
16DEC: "
16DF2: "
16DF8: "
16DFE: Caterkiller Head
16E04: "
16E0A: "
16E10: "
16E16: "
16E1C: "
16E22: "
16E28: "
170F8: Lamp Post - relative offset index
17100: Lamp Post
1711F: "
17134: "
1713F: "
172E2: Credits - relative offset index
172F8: SONIC TEAM STAFF
1733F: GAME PLAN CAROL YAS
17390: PROGRAM YU 2
173C3: CHARACTER DESIGN BIGISLAND
1743C: DESIGN JINYA PHENIX RIE
174A1: SOUND PRODUCE MASATO NAKAMURA
17524: SOUND PROGRAM JIMITA MACKY
17598: SPECIAL THANKS FUJIO MINEGISHI PAPA
17634: PRESENTED BY SEGA
17680: TRY AGAIN
176A9: SONIC TEAM PRESENTS
1C5B4: RING/SCORE/TIME/Lives etc. - relative offset index
1C5BC: RING/SCORE/TIME/Lives etc.
1C5F0: "
1C624: "
1C658: "
211E2: Sonic - relative offset index
21292: Sonic
2C564: Walls of the special stage - relative offset index