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Constants.asm
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Constants.asm
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; ---------------------------------------------------------------------------
; Constants
; ---------------------------------------------------------------------------
Size_of_SegaPCM: equ $6978
Size_of_DAC_driver_guess: equ $1760
; Clocks
Master_Clock: equ 53693175
M68000_Clock: equ Master_Clock/7
Z80_Clock: equ Master_Clock/15
FM_Sample_Rate: equ M68000_Clock/(6*6*4)
PSG_Sample_Rate: equ Z80_Clock/16
; VDP addressses
vdp_data_port: equ $C00000
vdp_control_port: equ $C00004
vdp_counter: equ $C00008
psg_input: equ $C00011
; Z80 addresses
z80_ram: equ $A00000 ; start of Z80 RAM
z80_ram_end: equ $A02000 ; end of non-reserved Z80 RAM
z80_version: equ $A10001
z80_port_1_data: equ $A10002
z80_port_1_control: equ $A10008
z80_port_2_control: equ $A1000A
z80_expansion_control: equ $A1000C
z80_bus_request: equ $A11100
z80_reset: equ $A11200
ym2612_a0: equ $A04000
ym2612_d0: equ $A04001
ym2612_a1: equ $A04002
ym2612_d1: equ $A04003
sram_port: equ $A130F1
security_addr: equ $A14000
; VRAM data
vram_fg: equ $C000 ; foreground namespace
vram_bg: equ $E000 ; background namespace
vram_sprites: equ $F800 ; sprite table
vram_hscroll: equ $FC00 ; horizontal scroll table
tile_size: equ 8*8/2
plane_size_64x32: equ 64*32*2
; Game modes
id_Sega: equ ptr_GM_Sega-GameModeArray ; $00
id_Title: equ ptr_GM_Title-GameModeArray ; $04
id_Demo: equ ptr_GM_Demo-GameModeArray ; $08
id_Level: equ ptr_GM_Level-GameModeArray ; $0C
id_Special: equ ptr_GM_Special-GameModeArray; $10
id_Continue: equ ptr_GM_Cont-GameModeArray ; $14
id_Ending: equ ptr_GM_Ending-GameModeArray ; $18
id_Credits: equ ptr_GM_Credits-GameModeArray; $1C
; Levels
id_GHZ: equ 0
id_LZ: equ 1
id_MZ: equ 2
id_SLZ: equ 3
id_SYZ: equ 4
id_SBZ: equ 5
id_EndZ: equ 6
id_SS: equ 7
; Colours
cBlack: equ $000 ; colour black
cWhite: equ $EEE ; colour white
cBlue: equ $E00 ; colour blue
cGreen: equ $0E0 ; colour green
cRed: equ $00E ; colour red
cYellow: equ cGreen+cRed ; colour yellow
cAqua: equ cGreen+cBlue ; colour aqua
cMagenta: equ cBlue+cRed ; colour magenta
; Joypad input
btnStart: equ %10000000 ; Start button ($80)
btnA: equ %01000000 ; A ($40)
btnC: equ %00100000 ; C ($20)
btnB: equ %00010000 ; B ($10)
btnR: equ %00001000 ; Right ($08)
btnL: equ %00000100 ; Left ($04)
btnDn: equ %00000010 ; Down ($02)
btnUp: equ %00000001 ; Up ($01)
btnDir: equ %00001111 ; Any direction ($0F)
btnABC: equ %01110000 ; A, B or C ($70)
bitStart: equ 7
bitA: equ 6
bitC: equ 5
bitB: equ 4
bitR: equ 3
bitL: equ 2
bitDn: equ 1
bitUp: equ 0
; Object variables
obID: equ 0 ; object ID number
obRender: equ 1 ; bitfield for x/y flip, display mode
obGfx: equ 2 ; palette line & VRAM setting (2 bytes)
obMap: equ 4 ; mappings address (4 bytes)
obX: equ 8 ; x-axis position (2-4 bytes)
obScreenY: equ $A ; y-axis position for screen-fixed items (2 bytes)
obY: equ $C ; y-axis position (2-4 bytes)
obVelX: equ $10 ; x-axis velocity (2 bytes)
obVelY: equ $12 ; y-axis velocity (2 bytes)
obInertia: equ $14 ; potential speed (2 bytes)
obHeight: equ $16 ; height/2
obWidth: equ $17 ; width/2
obPriority: equ $18 ; sprite stack priority -- 0 is front
obActWid: equ $19 ; action width
obFrame: equ $1A ; current frame displayed
obAniFrame: equ $1B ; current frame in animation script
obAnim: equ $1C ; current animation
obPrevAni: equ $1D ; previous animation
obTimeFrame: equ $1E ; time to next frame
obDelayAni: equ $1F ; time to delay animation
obColType: equ $20 ; collision response type
obColProp: equ $21 ; collision extra property
obStatus: equ $22 ; orientation or mode
obRespawnNo: equ $23 ; respawn list index number
obRoutine: equ $24 ; routine number
ob2ndRout: equ $25 ; secondary routine number
obAngle: equ $26 ; angle
obSubtype: equ $28 ; object subtype
obSolid: equ ob2ndRout ; solid status flag
; Object variables used by Sonic
flashtime: equ $30 ; time between flashes after getting hit
invtime: equ $32 ; time left for invincibility
shoetime: equ $34 ; time left for speed shoes
stick_to_convex:equ objoff_38
standonobject: equ $3D ; object Sonic stands on
; Miscellaneous object scratch-RAM
objoff_25: equ $25
objoff_26: equ $26
objoff_29: equ $29
objoff_2A: equ $2A
objoff_2B: equ $2B
objoff_2C: equ $2C
objoff_2E: equ $2E
objoff_2F: equ $2F
objoff_30: equ $30
objoff_32: equ $32
objoff_33: equ $33
objoff_34: equ $34
objoff_35: equ $35
objoff_36: equ $36
objoff_37: equ $37
objoff_38: equ $38
objoff_39: equ $39
objoff_3A: equ $3A
objoff_3B: equ $3B
objoff_3C: equ $3C
objoff_3D: equ $3D
objoff_3E: equ $3E
objoff_3F: equ $3F
object_size_bits: equ 6
object_size: equ 1<<object_size_bits
; Animation flags
afEnd: equ $FF ; return to beginning of animation
afBack: equ $FE ; go back (specified number) bytes
afChange: equ $FD ; run specified animation
afRoutine: equ $FC ; increment routine counter
afReset: equ $FB ; reset animation and 2nd object routine counter
af2ndRoutine: equ $FA ; increment 2nd routine counter
; Background music
bgm__First: equ $81
bgm_GHZ: equ ((ptr_mus81-MusicIndex)/4)+bgm__First
bgm_LZ: equ ((ptr_mus82-MusicIndex)/4)+bgm__First
bgm_MZ: equ ((ptr_mus83-MusicIndex)/4)+bgm__First
bgm_SLZ: equ ((ptr_mus84-MusicIndex)/4)+bgm__First
bgm_SYZ: equ ((ptr_mus85-MusicIndex)/4)+bgm__First
bgm_SBZ: equ ((ptr_mus86-MusicIndex)/4)+bgm__First
bgm_Invincible: equ ((ptr_mus87-MusicIndex)/4)+bgm__First
bgm_ExtraLife: equ ((ptr_mus88-MusicIndex)/4)+bgm__First
bgm_SS: equ ((ptr_mus89-MusicIndex)/4)+bgm__First
bgm_Title: equ ((ptr_mus8A-MusicIndex)/4)+bgm__First
bgm_Ending: equ ((ptr_mus8B-MusicIndex)/4)+bgm__First
bgm_Boss: equ ((ptr_mus8C-MusicIndex)/4)+bgm__First
bgm_FZ: equ ((ptr_mus8D-MusicIndex)/4)+bgm__First
bgm_GotThrough: equ ((ptr_mus8E-MusicIndex)/4)+bgm__First
bgm_GameOver: equ ((ptr_mus8F-MusicIndex)/4)+bgm__First
bgm_Continue: equ ((ptr_mus90-MusicIndex)/4)+bgm__First
bgm_Credits: equ ((ptr_mus91-MusicIndex)/4)+bgm__First
bgm_Drowning: equ ((ptr_mus92-MusicIndex)/4)+bgm__First
bgm_Emerald: equ ((ptr_mus93-MusicIndex)/4)+bgm__First
bgm__Last: equ ((ptr_musend-MusicIndex-4)/4)+bgm__First
; Sound effects
sfx__First: equ $A0
sfx_Jump: equ ((ptr_sndA0-SoundIndex)/4)+sfx__First
sfx_Lamppost: equ ((ptr_sndA1-SoundIndex)/4)+sfx__First
sfx_A2: equ ((ptr_sndA2-SoundIndex)/4)+sfx__First
sfx_Death: equ ((ptr_sndA3-SoundIndex)/4)+sfx__First
sfx_Skid: equ ((ptr_sndA4-SoundIndex)/4)+sfx__First
sfx_A5: equ ((ptr_sndA5-SoundIndex)/4)+sfx__First
sfx_HitSpikes: equ ((ptr_sndA6-SoundIndex)/4)+sfx__First
sfx_Push: equ ((ptr_sndA7-SoundIndex)/4)+sfx__First
sfx_SSGoal: equ ((ptr_sndA8-SoundIndex)/4)+sfx__First
sfx_SSItem: equ ((ptr_sndA9-SoundIndex)/4)+sfx__First
sfx_Splash: equ ((ptr_sndAA-SoundIndex)/4)+sfx__First
sfx_AB: equ ((ptr_sndAB-SoundIndex)/4)+sfx__First
sfx_HitBoss: equ ((ptr_sndAC-SoundIndex)/4)+sfx__First
sfx_Bubble: equ ((ptr_sndAD-SoundIndex)/4)+sfx__First
sfx_Fireball: equ ((ptr_sndAE-SoundIndex)/4)+sfx__First
sfx_Shield: equ ((ptr_sndAF-SoundIndex)/4)+sfx__First
sfx_Saw: equ ((ptr_sndB0-SoundIndex)/4)+sfx__First
sfx_Electric: equ ((ptr_sndB1-SoundIndex)/4)+sfx__First
sfx_Drown: equ ((ptr_sndB2-SoundIndex)/4)+sfx__First
sfx_Flamethrower:equ ((ptr_sndB3-SoundIndex)/4)+sfx__First
sfx_Bumper: equ ((ptr_sndB4-SoundIndex)/4)+sfx__First
sfx_Ring: equ ((ptr_sndB5-SoundIndex)/4)+sfx__First
sfx_SpikesMove: equ ((ptr_sndB6-SoundIndex)/4)+sfx__First
sfx_Rumbling: equ ((ptr_sndB7-SoundIndex)/4)+sfx__First
sfx_B8: equ ((ptr_sndB8-SoundIndex)/4)+sfx__First
sfx_Collapse: equ ((ptr_sndB9-SoundIndex)/4)+sfx__First
sfx_SSGlass: equ ((ptr_sndBA-SoundIndex)/4)+sfx__First
sfx_Door: equ ((ptr_sndBB-SoundIndex)/4)+sfx__First
sfx_Teleport: equ ((ptr_sndBC-SoundIndex)/4)+sfx__First
sfx_ChainStomp: equ ((ptr_sndBD-SoundIndex)/4)+sfx__First
sfx_Roll: equ ((ptr_sndBE-SoundIndex)/4)+sfx__First
sfx_Continue: equ ((ptr_sndBF-SoundIndex)/4)+sfx__First
sfx_Basaran: equ ((ptr_sndC0-SoundIndex)/4)+sfx__First
sfx_BreakItem: equ ((ptr_sndC1-SoundIndex)/4)+sfx__First
sfx_Warning: equ ((ptr_sndC2-SoundIndex)/4)+sfx__First
sfx_GiantRing: equ ((ptr_sndC3-SoundIndex)/4)+sfx__First
sfx_Bomb: equ ((ptr_sndC4-SoundIndex)/4)+sfx__First
sfx_Cash: equ ((ptr_sndC5-SoundIndex)/4)+sfx__First
sfx_RingLoss: equ ((ptr_sndC6-SoundIndex)/4)+sfx__First
sfx_ChainRise: equ ((ptr_sndC7-SoundIndex)/4)+sfx__First
sfx_Burning: equ ((ptr_sndC8-SoundIndex)/4)+sfx__First
sfx_Bonus: equ ((ptr_sndC9-SoundIndex)/4)+sfx__First
sfx_EnterSS: equ ((ptr_sndCA-SoundIndex)/4)+sfx__First
sfx_WallSmash: equ ((ptr_sndCB-SoundIndex)/4)+sfx__First
sfx_Spring: equ ((ptr_sndCC-SoundIndex)/4)+sfx__First
sfx_Switch: equ ((ptr_sndCD-SoundIndex)/4)+sfx__First
sfx_RingLeft: equ ((ptr_sndCE-SoundIndex)/4)+sfx__First
sfx_Signpost: equ ((ptr_sndCF-SoundIndex)/4)+sfx__First
sfx__Last: equ ((ptr_sndend-SoundIndex-4)/4)+sfx__First
; Special sound effects
spec__First: equ $D0
sfx_Waterfall: equ ((ptr_sndD0-SpecSoundIndex)/4)+spec__First
spec__Last: equ ((ptr_specend-SpecSoundIndex-4)/4)+spec__First
flg__First: equ $E0
bgm_Fade: equ ((ptr_flgE0-Sound_ExIndex)/4)+flg__First
sfx_Sega: equ ((ptr_flgE1-Sound_ExIndex)/4)+flg__First
bgm_Speedup: equ ((ptr_flgE2-Sound_ExIndex)/4)+flg__First
bgm_Slowdown: equ ((ptr_flgE3-Sound_ExIndex)/4)+flg__First
bgm_Stop: equ ((ptr_flgE4-Sound_ExIndex)/4)+flg__First
flg__Last: equ ((ptr_flgend-Sound_ExIndex-4)/4)+flg__First
; Sonic frame IDs
fr_Null: equ 0
fr_Stand: equ 1
fr_Wait1: equ 2
fr_Wait2: equ 3
fr_Wait3: equ 4
fr_LookUp: equ 5
fr_Walk11: equ 6
fr_Walk12: equ 7
fr_Walk13: equ 8
fr_Walk14: equ 9
fr_Walk15: equ $A
fr_Walk16: equ $B
fr_Walk21: equ $C
fr_Walk22: equ $D
fr_Walk23: equ $E
fr_Walk24: equ $F
fr_Walk25: equ $10
fr_Walk26: equ $11
fr_Walk31: equ $12
fr_Walk32: equ $13
fr_Walk33: equ $14
fr_Walk34: equ $15
fr_Walk35: equ $16
fr_Walk36: equ $17
fr_Walk41: equ $18
fr_Walk42: equ $19
fr_Walk43: equ $1A
fr_Walk44: equ $1B
fr_Walk45: equ $1C
fr_Walk46: equ $1D
fr_Run11: equ $1E
fr_Run12: equ $1F
fr_Run13: equ $20
fr_Run14: equ $21
fr_Run21: equ $22
fr_Run22: equ $23
fr_Run23: equ $24
fr_Run24: equ $25
fr_Run31: equ $26
fr_Run32: equ $27
fr_Run33: equ $28
fr_Run34: equ $29
fr_Run41: equ $2A
fr_Run42: equ $2B
fr_Run43: equ $2C
fr_Run44: equ $2D
fr_Roll1: equ $2E
fr_Roll2: equ $2F
fr_Roll3: equ $30
fr_Roll4: equ $31
fr_Roll5: equ $32
fr_Warp1: equ $33
fr_Warp2: equ $34
fr_Warp3: equ $35
fr_Warp4: equ $36
fr_Stop1: equ $37
fr_Stop2: equ $38
fr_Duck: equ $39
fr_Balance1: equ $3A
fr_Balance2: equ $3B
fr_Float1: equ $3C
fr_Float2: equ $3D
fr_Float3: equ $3E
fr_Float4: equ $3F
fr_Spring: equ $40
fr_Hang1: equ $41
fr_Hang2: equ $42
fr_Leap1: equ $43
fr_Leap2: equ $44
fr_Push1: equ $45
fr_Push2: equ $46
fr_Push3: equ $47
fr_Push4: equ $48
fr_Surf: equ $49
fr_BubStand: equ $4A
fr_Burnt: equ $4B
fr_Drown: equ $4C
fr_Death: equ $4D
fr_Shrink1: equ $4E
fr_Shrink2: equ $4F
fr_Shrink3: equ $50
fr_Shrink4: equ $51
fr_Shrink5: equ $52
fr_Float5: equ $53
fr_Float6: equ $54
fr_Injury: equ $55
fr_GetAir: equ $56
fr_WaterSlide: equ $57
; Boss locations
; The main values are based on where the camera boundaries mainly lie
; The end values are where the camera scrolls towards after defeat
boss_ghz_x: equ $2960 ; Green Hill Zone
boss_ghz_y: equ $300
boss_ghz_end: equ boss_ghz_x+$160
boss_lz_x: equ $1DE0 ; Labyrinth Zone
boss_lz_y: equ $C0
boss_lz_end: equ boss_lz_x+$250
boss_mz_x: equ $1800 ; Marble Zone
boss_mz_y: equ $210
boss_mz_end: equ boss_mz_x+$160
boss_slz_x: equ $2000 ; Star Light Zone
boss_slz_y: equ $210
boss_slz_end: equ boss_slz_x+$160
boss_syz_x: equ $2C00 ; Spring Yard Zone
boss_syz_y: equ $4CC
boss_syz_end: equ boss_syz_x+$140
boss_sbz2_x: equ $2050 ; Scrap Brain Zone Act 2 Cutscene
boss_sbz2_y: equ $510
boss_fz_x: equ $2450 ; Final Zone
boss_fz_y: equ $510
boss_fz_end: equ boss_fz_x+$2B0
; Tile VRAM Locations
; Shared
ArtTile_GHZ_MZ_Swing: equ $380
ArtTile_MZ_SYZ_Caterkiller: equ $4FF
ArtTile_GHZ_SLZ_Smashable_Wall: equ $50F
; Green Hill Zone
ArtTile_GHZ_Flower_4: equ ArtTile_Level+$340
ArtTile_GHZ_Edge_Wall: equ $34C
ArtTile_GHZ_Flower_Stalk: equ ArtTile_Level+$358
ArtTile_GHZ_Big_Flower_1: equ ArtTile_Level+$35C
ArtTile_GHZ_Small_Flower: equ ArtTile_Level+$36C
ArtTile_GHZ_Waterfall: equ ArtTile_Level+$378
ArtTile_GHZ_Flower_3: equ ArtTile_Level+$380
ArtTile_GHZ_Bridge: equ $38E
ArtTile_GHZ_Big_Flower_2: equ ArtTile_Level+$390
ArtTile_GHZ_Spike_Pole: equ $398
ArtTile_GHZ_Giant_Ball: equ $3AA
ArtTile_GHZ_Purple_Rock: equ $3D0
; Marble Zone
ArtTile_MZ_Block: equ $2B8
ArtTile_MZ_Animated_Magma: equ ArtTile_Level+$2D2
ArtTile_MZ_Animated_Lava: equ ArtTile_Level+$2E2
ArtTile_MZ_Torch: equ ArtTile_Level+$2F2
ArtTile_MZ_Spike_Stomper: equ $300
ArtTile_MZ_Fireball: equ $345
ArtTile_MZ_Glass_Pillar: equ $38E
ArtTile_MZ_Lava: equ $3A8
; Spring Yard Zone
ArtTile_SYZ_Bumper: equ $380
ArtTile_SYZ_Big_Spikeball: equ $396
ArtTile_SYZ_Spikeball_Chain: equ $3BA
; Labyrinth Zone
ArtTile_LZ_Block_1: equ $1E0
ArtTile_LZ_Block_2: equ $1F0
ArtTile_LZ_Splash: equ $259
ArtTile_LZ_Gargoyle: equ $2E9
ArtTile_LZ_Water_Surface: equ $300
ArtTile_LZ_Spikeball_Chain: equ $310
ArtTile_LZ_Flapping_Door: equ $328
ArtTile_LZ_Bubbles: equ $348
ArtTile_LZ_Moving_Block: equ $3BC
ArtTile_LZ_Door: equ $3C4
ArtTile_LZ_Harpoon: equ $3CC
ArtTile_LZ_Pole: equ $3DE
ArtTile_LZ_Push_Block: equ $3DE
ArtTile_LZ_Blocks: equ $3E6
ArtTile_LZ_Conveyor_Belt: equ $3F6
ArtTile_LZ_Sonic_Drowning: equ $440
ArtTile_LZ_Rising_Platform: equ ArtTile_LZ_Blocks+$69
ArtTile_LZ_Orbinaut: equ $467
ArtTile_LZ_Cork: equ ArtTile_LZ_Blocks+$11A
; Star Light Zone
ArtTile_SLZ_Seesaw: equ $374
ArtTile_SLZ_Fan: equ $3A0
ArtTile_SLZ_Pylon: equ $3CC
ArtTile_SLZ_Swing: equ $3DC
ArtTile_SLZ_Orbinaut: equ $429
ArtTile_SLZ_Fireball: equ $480
ArtTile_SLZ_Fireball_Launcher: equ $4D8
ArtTile_SLZ_Collapsing_Floor: equ $4E0
ArtTile_SLZ_Spikeball: equ $4F0
; Scrap Brain Zone
ArtTile_SBZ_Caterkiller: equ $2B0
ArtTile_SBZ_Moving_Block_Short: equ $2C0
ArtTile_SBZ_Door: equ $2E8
ArtTile_SBZ_Girder: equ $2F0
ArtTile_SBZ_Disc: equ $344
ArtTile_SBZ_Junction: equ $348
ArtTile_SBZ_Swing: equ $391
ArtTile_SBZ_Saw: equ $3B5
ArtTile_SBZ_Flamethrower: equ $3D9
ArtTile_SBZ_Collapsing_Floor: equ $3F5
ArtTile_SBZ_Orbinaut: equ $429
ArtTile_SBZ_Smoke_Puff_1: equ ArtTile_Level+$448
ArtTile_SBZ_Smoke_Puff_2: equ ArtTile_Level+$454
ArtTile_SBZ_Moving_Block_Long: equ $460
ArtTile_SBZ_Horizontal_Door: equ $46F
ArtTile_SBZ_Electric_Orb: equ $47E
ArtTile_SBZ_Trap_Door: equ $492
ArtTile_SBZ_Vanishing_Block: equ $4C3
ArtTile_SBZ_Spinning_Platform: equ $4DF
; Final Zone
ArtTile_FZ_Boss: equ $300
ArtTile_FZ_Eggman_Fleeing: equ $3A0
ArtTile_FZ_Eggman_No_Vehicle: equ $470
; General Level Art
ArtTile_Level: equ $000
ArtTile_Ball_Hog: equ $302
ArtTile_Bomb: equ $400
ArtTile_Crabmeat: equ $400
ArtTile_Missile_Disolve: equ $41C ; Unused
ArtTile_Buzz_Bomber: equ $444
ArtTile_Chopper: equ $47B
ArtTile_Yadrin: equ $47B
ArtTile_Jaws: equ $486
ArtTile_Newtron: equ $49B
ArtTile_Burrobot: equ $4A6
ArtTile_Basaran: equ $4B8
ArtTile_Roller: equ $4B8
ArtTile_Moto_Bug: equ $4F0
ArtTile_Button: equ $50F
ArtTile_Spikes: equ $51B
ArtTile_Spring_Horizontal: equ $523
ArtTile_Spring_Vertical: equ $533
ArtTile_Shield: equ $541
ArtTile_Invincibility: equ $55C
ArtTile_Game_Over: equ $55E
ArtTile_Title_Card: equ $580
ArtTile_Animal_1: equ $580
ArtTile_Animal_2: equ $592
ArtTile_Explosion: equ $5A0
ArtTile_Monitor: equ $680
ArtTile_HUD: equ $6CA
ArtTile_Sonic: equ $780
ArtTile_Points: equ $797
ArtTile_Lamppost: equ $7A0
ArtTile_Ring: equ $7B2
ArtTile_Lives_Counter: equ $7D4
; Eggman
ArtTile_Eggman: equ $400
ArtTile_Eggman_Weapons: equ $46C
ArtTile_Eggman_Button: equ $4A4
ArtTile_Eggman_Spikeball: equ $518
ArtTile_Eggman_Trap_Floor: equ $518
ArtTile_Eggman_Exhaust: equ ArtTile_Eggman+$12A
; End of Level
ArtTile_Giant_Ring: equ $400
ArtTile_Giant_Ring_Flash: equ $462
ArtTile_Prison_Capsule: equ $49D
ArtTile_Hidden_Points: equ $4B6
ArtTile_Warp: equ $541
ArtTile_Mini_Sonic: equ $551
ArtTile_Bonuses: equ $570
ArtTile_Signpost: equ $680
; Sega Screen
ArtTile_Sega_Tiles: equ $000
; Title Screen
ArtTile_Title_Japanese_Text: equ $000
ArtTile_Title_Foreground: equ $200
ArtTile_Title_Sonic: equ $300
ArtTile_Title_Trademark: equ $510
ArtTile_Level_Select_Font: equ $680
; Continue Screen
ArtTile_Continue_Sonic: equ $500
ArtTile_Continue_Number: equ $6FC
; Ending
ArtTile_Ending_Flowers: equ $3A0
ArtTile_Ending_Emeralds: equ $3C5
ArtTile_Ending_Sonic: equ $3E1
ArtTile_Ending_Eggman: equ $524
ArtTile_Ending_Rabbit: equ $553
ArtTile_Ending_Chicken: equ $565
ArtTile_Ending_Penguin: equ $573
ArtTile_Ending_Seal: equ $585
ArtTile_Ending_Pig: equ $593
ArtTile_Ending_Flicky: equ $5A5
ArtTile_Ending_Squirrel: equ $5B3
ArtTile_Ending_STH: equ $5C5
; Try Again Screen
ArtTile_Try_Again_Emeralds: equ $3C5
ArtTile_Try_Again_Eggman: equ $3E1
; Special Stage
ArtTile_SS_Background_Clouds: equ $000
ArtTile_SS_Background_Fish: equ $051
ArtTile_SS_Wall: equ $142
ArtTile_SS_Plane_1: equ $200
ArtTile_SS_Bumper: equ $23B
ArtTile_SS_Goal: equ $251
ArtTile_SS_Up_Down: equ $263
ArtTile_SS_R_Block: equ $2F0
ArtTile_SS_Plane_2: equ $300
ArtTile_SS_Extra_Life: equ $370
ArtTile_SS_Emerald_Sparkle: equ $3F0
ArtTile_SS_Plane_3: equ $400
ArtTile_SS_Red_White_Block: equ $470
ArtTile_SS_Ghost_Block: equ $4F0
ArtTile_SS_Plane_4: equ $500
ArtTile_SS_W_Block: equ $570
ArtTile_SS_Glass: equ $5F0
ArtTile_SS_Plane_5: equ $600
ArtTile_SS_Plane_6: equ $700
ArtTile_SS_Emerald: equ $770
ArtTile_SS_Zone_1: equ $797
ArtTile_SS_Zone_2: equ $7A0
ArtTile_SS_Zone_3: equ $7A9
ArtTile_SS_Zone_4: equ $797
ArtTile_SS_Zone_5: equ $7A0
ArtTile_SS_Zone_6: equ $7A9
; Special Stage Results
ArtTile_SS_Results_Emeralds: equ $541
; Font
ArtTile_Sonic_Team_Font: equ $0A6
ArtTile_Credits_Font: equ $5A0
; Error Handler
ArtTile_Error_Handler_Font: equ $7C0