List of Character Animations - X-Hax/SADXModdingGuide GitHub Wiki

This page contains the animation sets of characters which are only used during gameplay. For information on character select animation sets, see List of CharSel Animations.

An animation entry for a character (PL_ACTION) contains:

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

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

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

Characters are listed in their internal character index order.

  1. Sonic (Metal/Super Sonic)
  2. Eggman (unused)
  3. Tails
  4. Knuckles
  5. Tikal (unused)
  6. Amy
  7. Gamma
  8. Big
  9. Properties

Sonic

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

Sonic & Metal Sonic (SADX)

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

Super Sonic

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

Eggman

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

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

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

Tails

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

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

Knuckles

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

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

Tikal

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

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

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

Amy

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

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

Gamma

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

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

Big

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

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

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

Properties

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

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