_(NULL) _(UNKNOWN) _(INVISIBLE) // state for invisible sprite _(SPAWNSTATE) _(SEESTATE) _(MELEESTATE) _(MISSILESTATE) _(DEATHSTATE) _(XDEATHSTATE) _(RAISESTATE) _(THOK) _(SHADOW) // SRB2kart Frames _(KART_STILL) _(KART_STILL_L) _(KART_STILL_R) _(KART_STILL_GLANCE_L) _(KART_STILL_GLANCE_R) _(KART_STILL_LOOK_L) _(KART_STILL_LOOK_R) _(KART_SLOW) _(KART_SLOW_L) _(KART_SLOW_R) _(KART_SLOW_GLANCE_L) _(KART_SLOW_GLANCE_R) _(KART_SLOW_LOOK_L) _(KART_SLOW_LOOK_R) _(KART_FAST) _(KART_FAST_L) _(KART_FAST_R) _(KART_FAST_GLANCE_L) _(KART_FAST_GLANCE_R) _(KART_FAST_LOOK_L) _(KART_FAST_LOOK_R) _(KART_DRIFT_L) _(KART_DRIFT_L_OUT) _(KART_DRIFT_L_IN) _(KART_DRIFT_R) _(KART_DRIFT_R_OUT) _(KART_DRIFT_R_IN) _(KART_SPINOUT) _(KART_DEAD) _(KART_SIGN) // technically the player goes here but it's an infinite tic state _(OBJPLACE_DUMMY) _(KART_LEFTOVER) _(KART_TIRE) // Blue Crawla _(POSS_STND) _(POSS_RUN1) _(POSS_RUN2) _(POSS_RUN3) _(POSS_RUN4) _(POSS_RUN5) _(POSS_RUN6) // Red Crawla _(SPOS_STND) _(SPOS_RUN1) _(SPOS_RUN2) _(SPOS_RUN3) _(SPOS_RUN4) _(SPOS_RUN5) _(SPOS_RUN6) // Greenflower Fish _(FISH1) _(FISH2) _(FISH3) _(FISH4) // Buzz (Gold) _(BUZZLOOK1) _(BUZZLOOK2) _(BUZZFLY1) _(BUZZFLY2) // Buzz (Red) _(RBUZZLOOK1) _(RBUZZLOOK2) _(RBUZZFLY1) _(RBUZZFLY2) // Jetty-Syn Bomber _(JETBLOOK1) _(JETBLOOK2) _(JETBZOOM1) _(JETBZOOM2) // Jetty-Syn Gunner _(JETGLOOK1) _(JETGLOOK2) _(JETGZOOM1) _(JETGZOOM2) _(JETGSHOOT1) _(JETGSHOOT2) // Crawla Commander _(CCOMMAND1) _(CCOMMAND2) _(CCOMMAND3) _(CCOMMAND4) // Deton _(DETON1) _(DETON2) _(DETON3) _(DETON4) _(DETON5) _(DETON6) _(DETON7) _(DETON8) _(DETON9) _(DETON10) _(DETON11) _(DETON12) _(DETON13) _(DETON14) _(DETON15) // Skim Mine Dropper _(SKIM1) _(SKIM2) _(SKIM3) _(SKIM4) // THZ Turret _(TURRET) _(TURRETFIRE) _(TURRETSHOCK1) _(TURRETSHOCK2) _(TURRETSHOCK3) _(TURRETSHOCK4) _(TURRETSHOCK5) _(TURRETSHOCK6) _(TURRETSHOCK7) _(TURRETSHOCK8) _(TURRETSHOCK9) // Popup Turret _(TURRETLOOK) _(TURRETSEE) _(TURRETPOPUP1) _(TURRETPOPUP2) _(TURRETPOPUP3) _(TURRETPOPUP4) _(TURRETPOPUP5) _(TURRETPOPUP6) _(TURRETPOPUP7) _(TURRETPOPUP8) _(TURRETSHOOT) _(TURRETPOPDOWN1) _(TURRETPOPDOWN2) _(TURRETPOPDOWN3) _(TURRETPOPDOWN4) _(TURRETPOPDOWN5) _(TURRETPOPDOWN6) _(TURRETPOPDOWN7) _(TURRETPOPDOWN8) // Spincushion _(SPINCUSHION_LOOK) _(SPINCUSHION_CHASE1) _(SPINCUSHION_CHASE2) _(SPINCUSHION_CHASE3) _(SPINCUSHION_CHASE4) _(SPINCUSHION_AIM1) _(SPINCUSHION_AIM2) _(SPINCUSHION_AIM3) _(SPINCUSHION_AIM4) _(SPINCUSHION_AIM5) _(SPINCUSHION_SPIN1) _(SPINCUSHION_SPIN2) _(SPINCUSHION_SPIN3) _(SPINCUSHION_SPIN4) _(SPINCUSHION_STOP1) _(SPINCUSHION_STOP2) _(SPINCUSHION_STOP3) _(SPINCUSHION_STOP4) // Crushstacean _(CRUSHSTACEAN_ROAM1) _(CRUSHSTACEAN_ROAM2) _(CRUSHSTACEAN_ROAM3) _(CRUSHSTACEAN_ROAM4) _(CRUSHSTACEAN_ROAMPAUSE) _(CRUSHSTACEAN_PUNCH1) _(CRUSHSTACEAN_PUNCH2) _(CRUSHCLAW_AIM) _(CRUSHCLAW_OUT) _(CRUSHCLAW_STAY) _(CRUSHCLAW_IN) _(CRUSHCLAW_WAIT) _(CRUSHCHAIN) // Banpyura _(BANPYURA_ROAM1) _(BANPYURA_ROAM2) _(BANPYURA_ROAM3) _(BANPYURA_ROAM4) _(BANPYURA_ROAMPAUSE) _(CDIAG1) _(CDIAG2) _(CDIAG3) _(CDIAG4) _(CDIAG5) _(CDIAG6) _(CDIAG7) _(CDIAG8) // Jet Jaw _(JETJAW_ROAM1) _(JETJAW_ROAM2) _(JETJAW_ROAM3) _(JETJAW_ROAM4) _(JETJAW_ROAM5) _(JETJAW_ROAM6) _(JETJAW_ROAM7) _(JETJAW_ROAM8) _(JETJAW_CHOMP1) _(JETJAW_CHOMP2) _(JETJAW_CHOMP3) _(JETJAW_CHOMP4) _(JETJAW_CHOMP5) _(JETJAW_CHOMP6) _(JETJAW_CHOMP7) _(JETJAW_CHOMP8) _(JETJAW_CHOMP9) _(JETJAW_CHOMP10) _(JETJAW_CHOMP11) _(JETJAW_CHOMP12) _(JETJAW_CHOMP13) _(JETJAW_CHOMP14) _(JETJAW_CHOMP15) _(JETJAW_CHOMP16) _(JETJAW_SOUND) // Snailer _(SNAILER1) _(SNAILER_FLICKY) // Vulture _(VULTURE_STND) _(VULTURE_DRIFT) _(VULTURE_ZOOM1) _(VULTURE_ZOOM2) _(VULTURE_STUNNED) // Pointy _(POINTY1) _(POINTYBALL1) // Robo-Hood _(ROBOHOOD_LOOK) _(ROBOHOOD_STAND) _(ROBOHOOD_FIRE1) _(ROBOHOOD_FIRE2) _(ROBOHOOD_JUMP1) _(ROBOHOOD_JUMP2) _(ROBOHOOD_JUMP3) // Castlebot Facestabber _(FACESTABBER_STND1) _(FACESTABBER_STND2) _(FACESTABBER_STND3) _(FACESTABBER_STND4) _(FACESTABBER_STND5) _(FACESTABBER_STND6) _(FACESTABBER_CHARGE1) _(FACESTABBER_CHARGE2) _(FACESTABBER_CHARGE3) _(FACESTABBER_CHARGE4) _(FACESTABBER_PAIN) _(FACESTABBER_DIE1) _(FACESTABBER_DIE2) _(FACESTABBER_DIE3) _(FACESTABBERSPEAR) // Egg Guard _(EGGGUARD_STND) _(EGGGUARD_WALK1) _(EGGGUARD_WALK2) _(EGGGUARD_WALK3) _(EGGGUARD_WALK4) _(EGGGUARD_MAD1) _(EGGGUARD_MAD2) _(EGGGUARD_MAD3) _(EGGGUARD_RUN1) _(EGGGUARD_RUN2) _(EGGGUARD_RUN3) _(EGGGUARD_RUN4) // Egg Shield for Egg Guard _(EGGSHIELD) _(EGGSHIELDBREAK) // Green Snapper _(SNAPPER_SPAWN) _(SNAPPER_SPAWN2) _(GSNAPPER_STND) _(GSNAPPER1) _(GSNAPPER2) _(GSNAPPER3) _(GSNAPPER4) _(SNAPPER_XPLD) _(SNAPPER_LEG) _(SNAPPER_LEGRAISE) _(SNAPPER_HEAD) // Minus _(MINUS_INIT) _(MINUS_STND) _(MINUS_DIGGING1) _(MINUS_DIGGING2) _(MINUS_DIGGING3) _(MINUS_DIGGING4) _(MINUS_BURST0) _(MINUS_BURST1) _(MINUS_BURST2) _(MINUS_BURST3) _(MINUS_BURST4) _(MINUS_BURST5) _(MINUS_POPUP) _(MINUS_AERIAL1) _(MINUS_AERIAL2) _(MINUS_AERIAL3) _(MINUS_AERIAL4) // Minus dirt _(MINUSDIRT1) _(MINUSDIRT2) _(MINUSDIRT3) _(MINUSDIRT4) _(MINUSDIRT5) _(MINUSDIRT6) _(MINUSDIRT7) // Spring Shell _(SSHELL_STND) _(SSHELL_RUN1) _(SSHELL_RUN2) _(SSHELL_RUN3) _(SSHELL_RUN4) _(SSHELL_SPRING1) _(SSHELL_SPRING2) _(SSHELL_SPRING3) _(SSHELL_SPRING4) // Spring Shell (yellow) _(YSHELL_STND) _(YSHELL_RUN1) _(YSHELL_RUN2) _(YSHELL_RUN3) _(YSHELL_RUN4) _(YSHELL_SPRING1) _(YSHELL_SPRING2) _(YSHELL_SPRING3) _(YSHELL_SPRING4) // Unidus _(UNIDUS_STND) _(UNIDUS_RUN) _(UNIDUS_BALL) // Canarivore _(CANARIVORE_LOOK) _(CANARIVORE_AWAKEN1) _(CANARIVORE_AWAKEN2) _(CANARIVORE_AWAKEN3) _(CANARIVORE_GAS1) _(CANARIVORE_GAS2) _(CANARIVORE_GAS3) _(CANARIVORE_GAS4) _(CANARIVORE_GAS5) _(CANARIVORE_GASREPEAT) _(CANARIVORE_CLOSE1) _(CANARIVORE_CLOSE2) _(CANARIVOREGAS_1) _(CANARIVOREGAS_2) _(CANARIVOREGAS_3) _(CANARIVOREGAS_4) _(CANARIVOREGAS_5) _(CANARIVOREGAS_6) _(CANARIVOREGAS_7) _(CANARIVOREGAS_8) // Pyre Fly _(PYREFLY_FLY) _(PYREFLY_BURN) _(PYREFIRE1) _(PYREFIRE2) // Pterabyte _(PTERABYTESPAWNER) _(PTERABYTEWAYPOINT) _(PTERABYTE_FLY1) _(PTERABYTE_FLY2) _(PTERABYTE_FLY3) _(PTERABYTE_FLY4) _(PTERABYTE_SWOOPDOWN) _(PTERABYTE_SWOOPUP) // Dragonbomber _(DRAGONBOMBER) _(DRAGONWING1) _(DRAGONWING2) _(DRAGONWING3) _(DRAGONWING4) _(DRAGONTAIL_LOADED) _(DRAGONTAIL_EMPTY) _(DRAGONTAIL_EMPTYLOOP) _(DRAGONTAIL_RELOAD) _(DRAGONMINE) _(DRAGONMINE_LAND1) _(DRAGONMINE_LAND2) _(DRAGONMINE_SLOWFLASH1) _(DRAGONMINE_SLOWFLASH2) _(DRAGONMINE_SLOWLOOP) _(DRAGONMINE_FASTFLASH1) _(DRAGONMINE_FASTFLASH2) _(DRAGONMINE_FASTLOOP) // Boss Explosion _(BOSSEXPLODE) // S3&K Boss Explosion _(SONIC3KBOSSEXPLOSION1) _(SONIC3KBOSSEXPLOSION2) _(SONIC3KBOSSEXPLOSION3) _(SONIC3KBOSSEXPLOSION4) _(SONIC3KBOSSEXPLOSION5) _(SONIC3KBOSSEXPLOSION6) _(JETFUME1) // Boss 1 _(EGGMOBILE_STND) _(EGGMOBILE_ROFL) _(EGGMOBILE_LATK1) _(EGGMOBILE_LATK2) _(EGGMOBILE_LATK3) _(EGGMOBILE_LATK4) _(EGGMOBILE_LATK5) _(EGGMOBILE_LATK6) _(EGGMOBILE_LATK7) _(EGGMOBILE_LATK8) _(EGGMOBILE_LATK9) _(EGGMOBILE_RATK1) _(EGGMOBILE_RATK2) _(EGGMOBILE_RATK3) _(EGGMOBILE_RATK4) _(EGGMOBILE_RATK5) _(EGGMOBILE_RATK6) _(EGGMOBILE_RATK7) _(EGGMOBILE_RATK8) _(EGGMOBILE_RATK9) _(EGGMOBILE_PANIC1) _(EGGMOBILE_PANIC2) _(EGGMOBILE_PANIC3) _(EGGMOBILE_PANIC4) _(EGGMOBILE_PANIC5) _(EGGMOBILE_PANIC6) _(EGGMOBILE_PANIC7) _(EGGMOBILE_PANIC8) _(EGGMOBILE_PANIC9) _(EGGMOBILE_PANIC10) _(EGGMOBILE_PANIC11) _(EGGMOBILE_PANIC12) _(EGGMOBILE_PANIC13) _(EGGMOBILE_PANIC14) _(EGGMOBILE_PANIC15) _(EGGMOBILE_PAIN) _(EGGMOBILE_PAIN2) _(EGGMOBILE_DIE1) _(EGGMOBILE_DIE2) _(EGGMOBILE_DIE3) _(EGGMOBILE_DIE4) _(EGGMOBILE_FLEE1) _(EGGMOBILE_FLEE2) _(EGGMOBILE_BALL) _(EGGMOBILE_TARGET) _(BOSSEGLZ1) _(BOSSEGLZ2) // Boss 2 _(EGGMOBILE2_STND) _(EGGMOBILE2_POGO1) _(EGGMOBILE2_POGO2) _(EGGMOBILE2_POGO3) _(EGGMOBILE2_POGO4) _(EGGMOBILE2_POGO5) _(EGGMOBILE2_POGO6) _(EGGMOBILE2_POGO7) _(EGGMOBILE2_PAIN) _(EGGMOBILE2_PAIN2) _(EGGMOBILE2_DIE1) _(EGGMOBILE2_DIE2) _(EGGMOBILE2_DIE3) _(EGGMOBILE2_DIE4) _(EGGMOBILE2_FLEE1) _(EGGMOBILE2_FLEE2) _(BOSSTANK1) _(BOSSTANK2) _(BOSSSPIGOT) // Boss 2 Goop _(GOOP1) _(GOOP2) _(GOOP3) _(GOOPTRAIL) // Boss 3 _(EGGMOBILE3_STND) _(EGGMOBILE3_SHOCK) _(EGGMOBILE3_ATK1) _(EGGMOBILE3_ATK2) _(EGGMOBILE3_ATK3A) _(EGGMOBILE3_ATK3B) _(EGGMOBILE3_ATK3C) _(EGGMOBILE3_ATK3D) _(EGGMOBILE3_ATK4) _(EGGMOBILE3_ATK5) _(EGGMOBILE3_ROFL) _(EGGMOBILE3_PAIN) _(EGGMOBILE3_PAIN2) _(EGGMOBILE3_DIE1) _(EGGMOBILE3_DIE2) _(EGGMOBILE3_DIE3) _(EGGMOBILE3_DIE4) _(EGGMOBILE3_FLEE1) _(EGGMOBILE3_FLEE2) // Boss 3 Pinch _(FAKEMOBILE_INIT) _(FAKEMOBILE) _(FAKEMOBILE_ATK1) _(FAKEMOBILE_ATK2) _(FAKEMOBILE_ATK3A) _(FAKEMOBILE_ATK3B) _(FAKEMOBILE_ATK3C) _(FAKEMOBILE_ATK3D) _(FAKEMOBILE_DIE1) _(FAKEMOBILE_DIE2) _(BOSSSEBH1) _(BOSSSEBH2) // Boss 3 Shockwave _(SHOCKWAVE1) _(SHOCKWAVE2) // Boss 4 _(EGGMOBILE4_STND) _(EGGMOBILE4_LATK1) _(EGGMOBILE4_LATK2) _(EGGMOBILE4_LATK3) _(EGGMOBILE4_LATK4) _(EGGMOBILE4_LATK5) _(EGGMOBILE4_LATK6) _(EGGMOBILE4_RATK1) _(EGGMOBILE4_RATK2) _(EGGMOBILE4_RATK3) _(EGGMOBILE4_RATK4) _(EGGMOBILE4_RATK5) _(EGGMOBILE4_RATK6) _(EGGMOBILE4_RAISE1) _(EGGMOBILE4_RAISE2) _(EGGMOBILE4_PAIN1) _(EGGMOBILE4_PAIN2) _(EGGMOBILE4_DIE1) _(EGGMOBILE4_DIE2) _(EGGMOBILE4_DIE3) _(EGGMOBILE4_DIE4) _(EGGMOBILE4_FLEE1) _(EGGMOBILE4_FLEE2) _(EGGMOBILE4_MACE) _(EGGMOBILE4_MACE_DIE1) _(EGGMOBILE4_MACE_DIE2) _(EGGMOBILE4_MACE_DIE3) // Boss 4 jet flame _(JETFLAME) // Boss 4 Spectator Eggrobo _(EGGROBO1_STND) _(EGGROBO1_BSLAP1) _(EGGROBO1_BSLAP2) _(EGGROBO1_PISSED) // Boss 4 Spectator Eggrobo jet flame _(EGGROBOJET) // Boss 5 _(FANG_SETUP) _(FANG_INTRO0) _(FANG_INTRO1) _(FANG_INTRO2) _(FANG_INTRO3) _(FANG_INTRO4) _(FANG_INTRO5) _(FANG_INTRO6) _(FANG_INTRO7) _(FANG_INTRO8) _(FANG_INTRO9) _(FANG_INTRO10) _(FANG_INTRO11) _(FANG_INTRO12) _(FANG_CLONE1) _(FANG_CLONE2) _(FANG_CLONE3) _(FANG_CLONE4) _(FANG_IDLE0) _(FANG_IDLE1) _(FANG_IDLE2) _(FANG_IDLE3) _(FANG_IDLE4) _(FANG_IDLE5) _(FANG_IDLE6) _(FANG_IDLE7) _(FANG_IDLE8) _(FANG_PAIN1) _(FANG_PAIN2) _(FANG_PATHINGSTART1) _(FANG_PATHINGSTART2) _(FANG_PATHING) _(FANG_BOUNCE1) _(FANG_BOUNCE2) _(FANG_BOUNCE3) _(FANG_BOUNCE4) _(FANG_FALL1) _(FANG_FALL2) _(FANG_CHECKPATH1) _(FANG_CHECKPATH2) _(FANG_PATHINGCONT1) _(FANG_PATHINGCONT2) _(FANG_PATHINGCONT3) _(FANG_SKID1) _(FANG_SKID2) _(FANG_SKID3) _(FANG_CHOOSEATTACK) _(FANG_FIRESTART1) _(FANG_FIRESTART2) _(FANG_FIRE1) _(FANG_FIRE2) _(FANG_FIRE3) _(FANG_FIRE4) _(FANG_FIREREPEAT) _(FANG_LOBSHOT0) _(FANG_LOBSHOT1) _(FANG_LOBSHOT2) _(FANG_WAIT1) _(FANG_WAIT2) _(FANG_WALLHIT) _(FANG_PINCHPATHINGSTART1) _(FANG_PINCHPATHINGSTART2) _(FANG_PINCHPATHING) _(FANG_PINCHBOUNCE0) _(FANG_PINCHBOUNCE1) _(FANG_PINCHBOUNCE2) _(FANG_PINCHBOUNCE3) _(FANG_PINCHBOUNCE4) _(FANG_PINCHFALL0) _(FANG_PINCHFALL1) _(FANG_PINCHFALL2) _(FANG_PINCHSKID1) _(FANG_PINCHSKID2) _(FANG_PINCHLOBSHOT0) _(FANG_PINCHLOBSHOT1) _(FANG_PINCHLOBSHOT2) _(FANG_PINCHLOBSHOT3) _(FANG_PINCHLOBSHOT4) _(FANG_DIE1) _(FANG_DIE2) _(FANG_DIE3) _(FANG_DIE4) _(FANG_DIE5) _(FANG_DIE6) _(FANG_DIE7) _(FANG_DIE8) _(FANG_FLEEPATHING1) _(FANG_FLEEPATHING2) _(FANG_FLEEBOUNCE1) _(FANG_FLEEBOUNCE2) _(FANG_KO) _(BROKENROBOTRANDOM) _(BROKENROBOTA) _(BROKENROBOTB) _(BROKENROBOTC) _(BROKENROBOTD) _(BROKENROBOTE) _(BROKENROBOTF) _(ALART1) _(ALART2) _(VWREF) _(VWREB) _(PROJECTORLIGHT1) _(PROJECTORLIGHT2) _(PROJECTORLIGHT3) _(PROJECTORLIGHT4) _(PROJECTORLIGHT5) _(FBOMB1) _(FBOMB2) _(FBOMB_EXPL1) _(FBOMB_EXPL2) _(FBOMB_EXPL3) _(FBOMB_EXPL4) _(FBOMB_EXPL5) _(FBOMB_EXPL6) _(TNTDUST_1) _(TNTDUST_2) _(TNTDUST_3) _(TNTDUST_4) _(TNTDUST_5) _(TNTDUST_6) _(TNTDUST_7) _(TNTDUST_8) _(FSGNA) _(FSGNB) _(FSGNC) _(FSGND) // Black Eggman (Boss 7) _(BLACKEGG_STND) _(BLACKEGG_STND2) _(BLACKEGG_WALK1) _(BLACKEGG_WALK2) _(BLACKEGG_WALK3) _(BLACKEGG_WALK4) _(BLACKEGG_WALK5) _(BLACKEGG_WALK6) _(BLACKEGG_SHOOT1) _(BLACKEGG_SHOOT2) _(BLACKEGG_PAIN1) _(BLACKEGG_PAIN2) _(BLACKEGG_PAIN3) _(BLACKEGG_PAIN4) _(BLACKEGG_PAIN5) _(BLACKEGG_PAIN6) _(BLACKEGG_PAIN7) _(BLACKEGG_PAIN8) _(BLACKEGG_PAIN9) _(BLACKEGG_PAIN10) _(BLACKEGG_PAIN11) _(BLACKEGG_PAIN12) _(BLACKEGG_PAIN13) _(BLACKEGG_PAIN14) _(BLACKEGG_PAIN15) _(BLACKEGG_PAIN16) _(BLACKEGG_PAIN17) _(BLACKEGG_PAIN18) _(BLACKEGG_PAIN19) _(BLACKEGG_PAIN20) _(BLACKEGG_PAIN21) _(BLACKEGG_PAIN22) _(BLACKEGG_PAIN23) _(BLACKEGG_PAIN24) _(BLACKEGG_PAIN25) _(BLACKEGG_PAIN26) _(BLACKEGG_PAIN27) _(BLACKEGG_PAIN28) _(BLACKEGG_PAIN29) _(BLACKEGG_PAIN30) _(BLACKEGG_PAIN31) _(BLACKEGG_PAIN32) _(BLACKEGG_PAIN33) _(BLACKEGG_PAIN34) _(BLACKEGG_PAIN35) _(BLACKEGG_HITFACE1) _(BLACKEGG_HITFACE2) _(BLACKEGG_HITFACE3) _(BLACKEGG_HITFACE4) _(BLACKEGG_DIE1) _(BLACKEGG_DIE2) _(BLACKEGG_DIE3) _(BLACKEGG_DIE4) _(BLACKEGG_DIE5) _(BLACKEGG_MISSILE1) _(BLACKEGG_MISSILE2) _(BLACKEGG_MISSILE3) _(BLACKEGG_GOOP) _(BLACKEGG_JUMP1) _(BLACKEGG_JUMP2) _(BLACKEGG_DESTROYPLAT1) _(BLACKEGG_DESTROYPLAT2) _(BLACKEGG_DESTROYPLAT3) _(BLACKEGG_HELPER) // Collision helper _(BLACKEGG_GOOP1) _(BLACKEGG_GOOP2) _(BLACKEGG_GOOP3) _(BLACKEGG_GOOP4) _(BLACKEGG_GOOP5) _(BLACKEGG_GOOP6) _(BLACKEGG_GOOP7) _(BLACKEGG_MISSILE) // New Very-Last-Minute 2.1 Brak Eggman (Cy-Brak-demon) _(CYBRAKDEMON_IDLE) _(CYBRAKDEMON_WALK1) _(CYBRAKDEMON_WALK2) _(CYBRAKDEMON_WALK3) _(CYBRAKDEMON_WALK4) _(CYBRAKDEMON_WALK5) _(CYBRAKDEMON_WALK6) _(CYBRAKDEMON_CHOOSE_ATTACK1) _(CYBRAKDEMON_MISSILE_ATTACK1) // Aim _(CYBRAKDEMON_MISSILE_ATTACK2) // Fire _(CYBRAKDEMON_MISSILE_ATTACK3) // Aim _(CYBRAKDEMON_MISSILE_ATTACK4) // Fire _(CYBRAKDEMON_MISSILE_ATTACK5) // Aim _(CYBRAKDEMON_MISSILE_ATTACK6) // Fire _(CYBRAKDEMON_FLAME_ATTACK1) // Reset _(CYBRAKDEMON_FLAME_ATTACK2) // Aim _(CYBRAKDEMON_FLAME_ATTACK3) // Fire _(CYBRAKDEMON_FLAME_ATTACK4) // Loop _(CYBRAKDEMON_CHOOSE_ATTACK2) _(CYBRAKDEMON_VILE_ATTACK1) _(CYBRAKDEMON_VILE_ATTACK2) _(CYBRAKDEMON_VILE_ATTACK3) _(CYBRAKDEMON_VILE_ATTACK4) _(CYBRAKDEMON_VILE_ATTACK5) _(CYBRAKDEMON_VILE_ATTACK6) _(CYBRAKDEMON_NAPALM_ATTACK1) _(CYBRAKDEMON_NAPALM_ATTACK2) _(CYBRAKDEMON_NAPALM_ATTACK3) _(CYBRAKDEMON_FINISH_ATTACK1) // If just attacked, remove MF2_FRET w/out going back to spawnstate _(CYBRAKDEMON_FINISH_ATTACK2) // Force a delay between attacks so you don't get bombarded with them back-to-back _(CYBRAKDEMON_PAIN1) _(CYBRAKDEMON_PAIN2) _(CYBRAKDEMON_PAIN3) _(CYBRAKDEMON_DIE1) _(CYBRAKDEMON_DIE2) _(CYBRAKDEMON_DIE3) _(CYBRAKDEMON_DIE4) _(CYBRAKDEMON_DIE5) _(CYBRAKDEMON_DIE6) _(CYBRAKDEMON_DIE7) _(CYBRAKDEMON_DIE8) _(CYBRAKDEMON_DEINVINCIBLERIZE) _(CYBRAKDEMON_INVINCIBLERIZE) _(CYBRAKDEMONMISSILE) _(CYBRAKDEMONMISSILE_EXPLODE1) _(CYBRAKDEMONMISSILE_EXPLODE2) _(CYBRAKDEMONMISSILE_EXPLODE3) _(CYBRAKDEMONFLAMESHOT_FLY1) _(CYBRAKDEMONFLAMESHOT_FLY2) _(CYBRAKDEMONFLAMESHOT_FLY3) _(CYBRAKDEMONFLAMESHOT_DIE) _(CYBRAKDEMONFLAMEREST) _(CYBRAKDEMONELECTRICBARRIER_INIT1) _(CYBRAKDEMONELECTRICBARRIER_INIT2) _(CYBRAKDEMONELECTRICBARRIER_PLAYSOUND) _(CYBRAKDEMONELECTRICBARRIER1) _(CYBRAKDEMONELECTRICBARRIER2) _(CYBRAKDEMONELECTRICBARRIER3) _(CYBRAKDEMONELECTRICBARRIER4) _(CYBRAKDEMONELECTRICBARRIER5) _(CYBRAKDEMONELECTRICBARRIER6) _(CYBRAKDEMONELECTRICBARRIER7) _(CYBRAKDEMONELECTRICBARRIER8) _(CYBRAKDEMONELECTRICBARRIER9) _(CYBRAKDEMONELECTRICBARRIER10) _(CYBRAKDEMONELECTRICBARRIER11) _(CYBRAKDEMONELECTRICBARRIER12) _(CYBRAKDEMONELECTRICBARRIER13) _(CYBRAKDEMONELECTRICBARRIER14) _(CYBRAKDEMONELECTRICBARRIER15) _(CYBRAKDEMONELECTRICBARRIER16) _(CYBRAKDEMONELECTRICBARRIER17) _(CYBRAKDEMONELECTRICBARRIER18) _(CYBRAKDEMONELECTRICBARRIER19) _(CYBRAKDEMONELECTRICBARRIER20) _(CYBRAKDEMONELECTRICBARRIER21) _(CYBRAKDEMONELECTRICBARRIER22) _(CYBRAKDEMONELECTRICBARRIER23) _(CYBRAKDEMONELECTRICBARRIER24) _(CYBRAKDEMONELECTRICBARRIER_DIE1) _(CYBRAKDEMONELECTRICBARRIER_DIE2) _(CYBRAKDEMONELECTRICBARRIER_DIE3) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMCHECK) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMSUCCESS) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMCHOOSE) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM1) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM2) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM3) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM4) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM5) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM6) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM7) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM8) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM9) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM10) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM11) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM12) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMFAIL) _(CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMLOOP) _(CYBRAKDEMONELECTRICBARRIER_REVIVE1) _(CYBRAKDEMONELECTRICBARRIER_REVIVE2) _(CYBRAKDEMONELECTRICBARRIER_REVIVE3) _(CYBRAKDEMONTARGETRETICULE1) _(CYBRAKDEMONTARGETRETICULE2) _(CYBRAKDEMONTARGETRETICULE3) _(CYBRAKDEMONTARGETRETICULE4) _(CYBRAKDEMONTARGETRETICULE5) _(CYBRAKDEMONTARGETRETICULE6) _(CYBRAKDEMONTARGETRETICULE7) _(CYBRAKDEMONTARGETRETICULE8) _(CYBRAKDEMONTARGETRETICULE9) _(CYBRAKDEMONTARGETRETICULE10) _(CYBRAKDEMONTARGETRETICULE11) _(CYBRAKDEMONTARGETRETICULE12) _(CYBRAKDEMONTARGETRETICULE13) _(CYBRAKDEMONTARGETRETICULE14) _(CYBRAKDEMONTARGETDOT) _(CYBRAKDEMONNAPALMBOMBLARGE_FLY1) _(CYBRAKDEMONNAPALMBOMBLARGE_FLY2) _(CYBRAKDEMONNAPALMBOMBLARGE_FLY3) _(CYBRAKDEMONNAPALMBOMBLARGE_FLY4) _(CYBRAKDEMONNAPALMBOMBLARGE_DIE1) // Explode _(CYBRAKDEMONNAPALMBOMBLARGE_DIE2) // Outer ring _(CYBRAKDEMONNAPALMBOMBLARGE_DIE3) // Center _(CYBRAKDEMONNAPALMBOMBLARGE_DIE4) // Sound _(CYBRAKDEMONNAPALMBOMBSMALL) _(CYBRAKDEMONNAPALMBOMBSMALL_DIE1) // Explode _(CYBRAKDEMONNAPALMBOMBSMALL_DIE2) // Outer ring _(CYBRAKDEMONNAPALMBOMBSMALL_DIE3) // Inner ring _(CYBRAKDEMONNAPALMBOMBSMALL_DIE4) // Center _(CYBRAKDEMONNAPALMBOMBSMALL_DIE5) // Sound _(CYBRAKDEMONNAPALMFLAME_FLY1) _(CYBRAKDEMONNAPALMFLAME_FLY2) _(CYBRAKDEMONNAPALMFLAME_FLY3) _(CYBRAKDEMONNAPALMFLAME_FLY4) _(CYBRAKDEMONNAPALMFLAME_FLY5) _(CYBRAKDEMONNAPALMFLAME_FLY6) _(CYBRAKDEMONNAPALMFLAME_DIE) _(CYBRAKDEMONVILEEXPLOSION1) _(CYBRAKDEMONVILEEXPLOSION2) _(CYBRAKDEMONVILEEXPLOSION3) // Metal Sonic (Race) _(METALSONIC_RACE) // Metal Sonic (Battle) _(METALSONIC_FLOAT) _(METALSONIC_VECTOR) _(METALSONIC_STUN) _(METALSONIC_RAISE) _(METALSONIC_GATHER) _(METALSONIC_DASH) _(METALSONIC_BOUNCE) _(METALSONIC_BADBOUNCE) _(METALSONIC_SHOOT) _(METALSONIC_PAIN) _(METALSONIC_DEATH1) _(METALSONIC_DEATH2) _(METALSONIC_DEATH3) _(METALSONIC_DEATH4) _(METALSONIC_FLEE1) _(METALSONIC_FLEE2) _(MSSHIELD_F1) _(MSSHIELD_F2) // Ring _(RING) _(FASTRING1) _(FASTRING2) _(FASTRING3) _(FASTRING4) _(FASTRING5) _(FASTRING6) _(FASTRING7) _(FASTRING8) _(FASTRING9) _(FASTRING10) _(FASTRING11) _(FASTRING12) // Blue Sphere for special stages _(BLUESPHERE) _(BLUESPHERE_SPAWN) _(BLUESPHERE_BOUNCE1) _(BLUESPHERE_BOUNCE2) _(BLUESPHERE_BOUNCE3) _(BLUESPHERE_BOUNCE4) _(BLUESPHERE_BOUNCE5) _(BLUESPHERE_BOUNCE6) _(BLUESPHERE_BOUNCE7) _(BLUESPHERE_BOUNCE8) _(BLUESPHERE_BOUNCE9) _(BLUESPHERE_BOUNCE10) _(BLUESPHERE_BOUNCE11) _(BLUESPHERE_BOUNCE12) _(BLUESPHERE_BOUNCE13) _(BLUESPHERE_BOUNCE14) _(BLUESPHERE_BOUNCE15) _(BLUESPHERE_BOUNCE16) _(BLUESPHERE_BOUNCE17) _(BLUESPHERE_BOUNCE18) _(BLUESPHERE_BOUNCE19) _(BLUESPHERE_BOUNCE20) _(BLUESPHERE_BOUNCE21) _(BLUESPHERE_BOUNCE22) _(BLUESPHERE_BOUNCE23) _(BLUESPHERE_BOUNCE24) _(BLUESPHERE_BOUNCE25) _(BLUESPHERE_BOUNCE26) _(BLUESPHERE_BOUNCE27) _(BLUESPHERE_BOUNCE28) // Bomb Sphere _(BOMBSPHERE1) _(BOMBSPHERE2) _(BOMBSPHERE3) _(BOMBSPHERE4) // NiGHTS Chip _(NIGHTSCHIP) _(NIGHTSCHIPBONUS) // NiGHTS Star _(NIGHTSSTAR) _(NIGHTSSTARXMAS) // Gravity Wells for special stages _(GRAVWELLGREEN) _(GRAVWELLRED) // Individual Team Rings _(TEAMRING) // Special Stage Token _(TOKEN) // CTF Flags _(REDFLAG) _(BLUEFLAG) // Emblem _(EMBLEM1) _(EMBLEM2) _(EMBLEM3) _(EMBLEM4) _(EMBLEM5) _(EMBLEM6) _(EMBLEM7) _(EMBLEM8) _(EMBLEM9) _(EMBLEM10) _(EMBLEM11) _(EMBLEM12) _(EMBLEM13) _(EMBLEM14) _(EMBLEM15) _(EMBLEM16) _(EMBLEM17) _(EMBLEM18) _(EMBLEM19) _(EMBLEM20) _(EMBLEM21) _(EMBLEM22) _(EMBLEM23) _(EMBLEM24) _(EMBLEM25) _(EMBLEM26) // Chaos Emeralds _(CEMG1) _(CEMG2) _(CEMG3) _(CEMG4) _(CEMG5) _(CEMG6) _(CEMG7) // Emerald hunt shards _(SHRD1) _(SHRD2) _(SHRD3) // Bubble Source _(BUBBLES1) _(BUBBLES2) _(BUBBLES3) _(BUBBLES4) // Level End Sign _(SIGN1) _(SIGN2) _(SIGN3) _(SIGN4) _(SIGN5) _(SIGN6) _(SIGN7) _(SIGN8) _(SIGN9) _(SIGN10) _(SIGN11) _(SIGN12) _(SIGN13) _(SIGN14) _(SIGN15) _(SIGN16) _(SIGN17) _(SIGN18) _(SIGN19) _(SIGN20) _(SIGN_END) // Spike Ball _(SPIKEBALL1) _(SPIKEBALL2) _(SPIKEBALL3) _(SPIKEBALL4) _(SPIKEBALL5) _(SPIKEBALL6) _(SPIKEBALL7) _(SPIKEBALL8) // Elemental Shield's Spawn _(SPINFIRE1) _(SPINFIRE2) _(SPINFIRE3) _(SPINFIRE4) _(SPINFIRE5) _(SPINFIRE6) _(TEAM_SPINFIRE1) _(TEAM_SPINFIRE2) _(TEAM_SPINFIRE3) _(TEAM_SPINFIRE4) _(TEAM_SPINFIRE5) _(TEAM_SPINFIRE6) // Spikes _(SPIKE1) _(SPIKE2) _(SPIKE3) _(SPIKE4) _(SPIKE5) _(SPIKE6) _(SPIKED1) _(SPIKED2) // Wall spikes _(WALLSPIKE1) _(WALLSPIKE2) _(WALLSPIKE3) _(WALLSPIKE4) _(WALLSPIKE5) _(WALLSPIKE6) _(WALLSPIKEBASE) _(WALLSPIKED1) _(WALLSPIKED2) // Starpost _(STARPOST_IDLE) _(STARPOST_FLASH) _(STARPOST_STARTSPIN) _(STARPOST_SPIN) _(STARPOST_ENDSPIN) // Big floating mine _(BIGMINE_IDLE) _(BIGMINE_ALERT1) _(BIGMINE_ALERT2) _(BIGMINE_ALERT3) _(BIGMINE_SET1) _(BIGMINE_SET2) _(BIGMINE_SET3) _(BIGMINE_BLAST1) _(BIGMINE_BLAST2) _(BIGMINE_BLAST3) _(BIGMINE_BLAST4) _(BIGMINE_BLAST5) // Cannon Launcher _(CANNONLAUNCHER1) _(CANNONLAUNCHER2) _(CANNONLAUNCHER3) // Monitor Miscellany _(BOXSPARKLE1) _(BOXSPARKLE2) _(BOXSPARKLE3) _(BOXSPARKLE4) _(BOX_FLICKER) _(BOX_POP1) _(BOX_POP2) _(GOLDBOX_FLICKER) _(GOLDBOX_OFF1) _(GOLDBOX_OFF2) _(GOLDBOX_OFF3) _(GOLDBOX_OFF4) _(GOLDBOX_OFF5) _(GOLDBOX_OFF6) _(GOLDBOX_OFF7) // Monitor States (one per box) _(MYSTERY_BOX) _(RING_BOX) _(PITY_BOX) _(ATTRACT_BOX) _(FORCE_BOX) _(ARMAGEDDON_BOX) _(WHIRLWIND_BOX) _(ELEMENTAL_BOX) _(SNEAKERS_BOX) _(INVULN_BOX) _(1UP_BOX) _(EGGMAN_BOX) _(MIXUP_BOX) _(GRAVITY_BOX) _(RECYCLER_BOX) _(SCORE1K_BOX) _(SCORE10K_BOX) _(FLAMEAURA_BOX) _(BUBBLEWRAP_BOX) _(THUNDERCOIN_BOX) // Gold Repeat Monitor States (one per box) _(PITY_GOLDBOX) _(ATTRACT_GOLDBOX) _(FORCE_GOLDBOX) _(ARMAGEDDON_GOLDBOX) _(WHIRLWIND_GOLDBOX) _(ELEMENTAL_GOLDBOX) _(SNEAKERS_GOLDBOX) _(INVULN_GOLDBOX) _(EGGMAN_GOLDBOX) _(GRAVITY_GOLDBOX) _(FLAMEAURA_GOLDBOX) _(BUBBLEWRAP_GOLDBOX) _(THUNDERCOIN_GOLDBOX) // Team Ring Boxes (these are special) _(RING_REDBOX1) _(RING_REDBOX2) _(REDBOX_POP1) _(REDBOX_POP2) _(RING_BLUEBOX1) _(RING_BLUEBOX2) _(BLUEBOX_POP1) _(BLUEBOX_POP2) // Box Icons -- 2 states each, animation and action _(RING_ICON1) _(RING_ICON2) _(PITY_ICON1) _(PITY_ICON2) _(ATTRACT_ICON1) _(ATTRACT_ICON2) _(FORCE_ICON1) _(FORCE_ICON2) _(ARMAGEDDON_ICON1) _(ARMAGEDDON_ICON2) _(WHIRLWIND_ICON1) _(WHIRLWIND_ICON2) _(ELEMENTAL_ICON1) _(ELEMENTAL_ICON2) _(SNEAKERS_ICON1) _(SNEAKERS_ICON2) _(INVULN_ICON1) _(INVULN_ICON2) _(1UP_ICON1) _(1UP_ICON2) _(EGGMAN_ICON1) _(EGGMAN_ICON2) _(MIXUP_ICON1) _(MIXUP_ICON2) _(GRAVITY_ICON1) _(GRAVITY_ICON2) _(RECYCLER_ICON1) _(RECYCLER_ICON2) _(SCORE1K_ICON1) _(SCORE1K_ICON2) _(SCORE10K_ICON1) _(SCORE10K_ICON2) _(FLAMEAURA_ICON1) _(FLAMEAURA_ICON2) _(BUBBLEWRAP_ICON1) _(BUBBLEWRAP_ICON2) _(THUNDERCOIN_ICON1) _(THUNDERCOIN_ICON2) // --- _(ROCKET) _(LASER) _(LASER2) _(LASERFLASH) _(LASERFLAME1) _(LASERFLAME2) _(LASERFLAME3) _(LASERFLAME4) _(LASERFLAME5) _(TORPEDO) _(ENERGYBALL1) _(ENERGYBALL2) // Skim Mine, also used by Jetty-Syn bomber _(MINE1) _(MINE_BOOM1) _(MINE_BOOM2) _(MINE_BOOM3) _(MINE_BOOM4) // Jetty-Syn Bullet _(JETBULLET1) _(JETBULLET2) _(TURRETLASER) _(TURRETLASEREXPLODE1) _(TURRETLASEREXPLODE2) // Cannonball _(CANNONBALL1) // Arrow _(ARROW) _(ARROWBONK) // Glaregoyle Demon fire _(DEMONFIRE) // The letter _(LETTER) // GFZ flowers _(GFZFLOWERA) _(GFZFLOWERB) _(GFZFLOWERC) _(BLUEBERRYBUSH) _(BERRYBUSH) _(BUSH) // Trees (both GFZ and misc) _(GFZTREE) _(GFZBERRYTREE) _(GFZCHERRYTREE) _(CHECKERTREE) _(CHECKERSUNSETTREE) _(FHZTREE) // Frozen Hillside _(FHZPINKTREE) _(POLYGONTREE) _(BUSHTREE) _(BUSHREDTREE) _(SPRINGTREE) // THZ flowers _(THZFLOWERA) // THZ1 Steam flower _(THZFLOWERB) // THZ1 Spin flower (red) _(THZFLOWERC) // THZ1 Spin flower (yellow) // THZ Steam Whistle tree/bush _(THZTREE) _(THZTREEBRANCH1) _(THZTREEBRANCH2) _(THZTREEBRANCH3) _(THZTREEBRANCH4) _(THZTREEBRANCH5) _(THZTREEBRANCH6) _(THZTREEBRANCH7) _(THZTREEBRANCH8) _(THZTREEBRANCH9) _(THZTREEBRANCH10) _(THZTREEBRANCH11) _(THZTREEBRANCH12) _(THZTREEBRANCH13) // THZ Alarm _(ALARM1) // Deep Sea Gargoyle _(GARGOYLE) _(BIGGARGOYLE) // DSZ Seaweed _(SEAWEED1) _(SEAWEED2) _(SEAWEED3) _(SEAWEED4) _(SEAWEED5) _(SEAWEED6) // Dripping Water _(DRIPA1) _(DRIPA2) _(DRIPA3) _(DRIPA4) _(DRIPB1) _(DRIPC1) _(DRIPC2) // Coral _(CORAL1) _(CORAL2) _(CORAL3) _(CORAL4) _(CORAL5) // Blue Crystal _(BLUECRYSTAL1) // Kelp, _(KELP) // Animated algae _(ANIMALGAETOP1) _(ANIMALGAETOP2) _(ANIMALGAESEG) // DSZ Stalagmites _(DSZSTALAGMITE) _(DSZ2STALAGMITE) // DSZ Light beam _(LIGHTBEAM1) _(LIGHTBEAM2) _(LIGHTBEAM3) _(LIGHTBEAM4) _(LIGHTBEAM5) _(LIGHTBEAM6) _(LIGHTBEAM7) _(LIGHTBEAM8) _(LIGHTBEAM9) _(LIGHTBEAM10) _(LIGHTBEAM11) _(LIGHTBEAM12) // CEZ Chain _(CEZCHAIN) // Flame _(FLAME) _(FLAMEPARTICLE) _(FLAMEREST) // Eggman Statue _(EGGSTATUE1) // CEZ hidden sling _(SLING1) _(SLING2) // CEZ maces and chains _(SMALLMACECHAIN) _(BIGMACECHAIN) _(SMALLMACE) _(BIGMACE) _(SMALLGRABCHAIN) _(BIGGRABCHAIN) // Yellow spring on a ball _(YELLOWSPRINGBALL) _(YELLOWSPRINGBALL2) _(YELLOWSPRINGBALL3) _(YELLOWSPRINGBALL4) _(YELLOWSPRINGBALL5) // Red spring on a ball _(REDSPRINGBALL) _(REDSPRINGBALL2) _(REDSPRINGBALL3) _(REDSPRINGBALL4) _(REDSPRINGBALL5) // Small Firebar _(SMALLFIREBAR1) _(SMALLFIREBAR2) _(SMALLFIREBAR3) _(SMALLFIREBAR4) _(SMALLFIREBAR5) _(SMALLFIREBAR6) _(SMALLFIREBAR7) _(SMALLFIREBAR8) _(SMALLFIREBAR9) _(SMALLFIREBAR10) _(SMALLFIREBAR11) _(SMALLFIREBAR12) _(SMALLFIREBAR13) _(SMALLFIREBAR14) _(SMALLFIREBAR15) _(SMALLFIREBAR16) // Big Firebar _(BIGFIREBAR1) _(BIGFIREBAR2) _(BIGFIREBAR3) _(BIGFIREBAR4) _(BIGFIREBAR5) _(BIGFIREBAR6) _(BIGFIREBAR7) _(BIGFIREBAR8) _(BIGFIREBAR9) _(BIGFIREBAR10) _(BIGFIREBAR11) _(BIGFIREBAR12) _(BIGFIREBAR13) _(BIGFIREBAR14) _(BIGFIREBAR15) _(BIGFIREBAR16) _(CEZFLOWER) _(CEZPOLE) _(CEZBANNER1) _(CEZBANNER2) _(PINETREE) _(CEZBUSH1) _(CEZBUSH2) _(CANDLE) _(CANDLEPRICKET) _(FLAMEHOLDER) _(FIRETORCH) _(WAVINGFLAG) _(WAVINGFLAGSEG1) _(WAVINGFLAGSEG2) _(CRAWLASTATUE) _(FACESTABBERSTATUE) _(SUSPICIOUSFACESTABBERSTATUE_WAIT) _(SUSPICIOUSFACESTABBERSTATUE_BURST1) _(SUSPICIOUSFACESTABBERSTATUE_BURST2) _(BRAMBLES) // Big Tumbleweed _(BIGTUMBLEWEED) _(BIGTUMBLEWEED_ROLL1) _(BIGTUMBLEWEED_ROLL2) _(BIGTUMBLEWEED_ROLL3) _(BIGTUMBLEWEED_ROLL4) _(BIGTUMBLEWEED_ROLL5) _(BIGTUMBLEWEED_ROLL6) _(BIGTUMBLEWEED_ROLL7) _(BIGTUMBLEWEED_ROLL8) // Little Tumbleweed _(LITTLETUMBLEWEED) _(LITTLETUMBLEWEED_ROLL1) _(LITTLETUMBLEWEED_ROLL2) _(LITTLETUMBLEWEED_ROLL3) _(LITTLETUMBLEWEED_ROLL4) _(LITTLETUMBLEWEED_ROLL5) _(LITTLETUMBLEWEED_ROLL6) _(LITTLETUMBLEWEED_ROLL7) _(LITTLETUMBLEWEED_ROLL8) // Cacti _(CACTI1) _(CACTI2) _(CACTI3) _(CACTI4) _(CACTI5) _(CACTI6) _(CACTI7) _(CACTI8) _(CACTI9) _(CACTI10) _(CACTI11) _(CACTITINYSEG) _(CACTISMALLSEG) // Warning signs _(ARIDSIGN_CAUTION) _(ARIDSIGN_CACTI) _(ARIDSIGN_SHARPTURN) // Oil lamp _(OILLAMP) _(OILLAMPFLARE) // TNT barrel _(TNTBARREL_STND1) _(TNTBARREL_EXPL1) _(TNTBARREL_EXPL2) _(TNTBARREL_EXPL3) _(TNTBARREL_EXPL4) _(TNTBARREL_EXPL5) _(TNTBARREL_EXPL6) _(TNTBARREL_EXPL7) _(TNTBARREL_FLYING) // TNT proximity shell _(PROXIMITY_TNT) _(PROXIMITY_TNT_TRIGGER1) _(PROXIMITY_TNT_TRIGGER2) _(PROXIMITY_TNT_TRIGGER3) _(PROXIMITY_TNT_TRIGGER4) _(PROXIMITY_TNT_TRIGGER5) _(PROXIMITY_TNT_TRIGGER6) _(PROXIMITY_TNT_TRIGGER7) _(PROXIMITY_TNT_TRIGGER8) _(PROXIMITY_TNT_TRIGGER9) _(PROXIMITY_TNT_TRIGGER10) _(PROXIMITY_TNT_TRIGGER11) _(PROXIMITY_TNT_TRIGGER12) _(PROXIMITY_TNT_TRIGGER13) _(PROXIMITY_TNT_TRIGGER14) _(PROXIMITY_TNT_TRIGGER15) _(PROXIMITY_TNT_TRIGGER16) _(PROXIMITY_TNT_TRIGGER17) _(PROXIMITY_TNT_TRIGGER18) _(PROXIMITY_TNT_TRIGGER19) _(PROXIMITY_TNT_TRIGGER20) _(PROXIMITY_TNT_TRIGGER21) _(PROXIMITY_TNT_TRIGGER22) _(PROXIMITY_TNT_TRIGGER23) // Dust devil _(DUSTDEVIL) _(DUSTLAYER1) _(DUSTLAYER2) _(DUSTLAYER3) _(DUSTLAYER4) _(DUSTLAYER5) _(ARIDDUST1) _(ARIDDUST2) _(ARIDDUST3) // Minecart _(MINECART_IDLE) _(MINECART_DTH1) _(MINECARTEND) _(MINECARTSEG_FRONT) _(MINECARTSEG_BACK) _(MINECARTSEG_LEFT) _(MINECARTSEG_RIGHT) _(MINECARTSIDEMARK1) _(MINECARTSIDEMARK2) _(MINECARTSPARK) // Saloon door _(SALOONDOOR) _(SALOONDOORCENTER) // Train cameo _(TRAINCAMEOSPAWNER_1) _(TRAINCAMEOSPAWNER_2) _(TRAINCAMEOSPAWNER_3) _(TRAINCAMEOSPAWNER_4) _(TRAINCAMEOSPAWNER_5) _(TRAINPUFFMAKER) // Train _(TRAINDUST) _(TRAINSTEAM) // Flame jet _(FLAMEJETSTND) _(FLAMEJETSTART) _(FLAMEJETSTOP) _(FLAMEJETFLAME1) _(FLAMEJETFLAME2) _(FLAMEJETFLAME3) _(FLAMEJETFLAME4) _(FLAMEJETFLAME5) _(FLAMEJETFLAME6) _(FLAMEJETFLAME7) _(FLAMEJETFLAME8) _(FLAMEJETFLAME9) // Spinning flame jets _(FJSPINAXISA1) // Counter-clockwise _(FJSPINAXISA2) _(FJSPINAXISB1) // Clockwise _(FJSPINAXISB2) // Blade's flame _(FLAMEJETFLAMEB1) _(FLAMEJETFLAMEB2) _(FLAMEJETFLAMEB3) // Lavafall _(LAVAFALL_DORMANT) _(LAVAFALL_TELL) _(LAVAFALL_SHOOT) _(LAVAFALL_LAVA1) _(LAVAFALL_LAVA2) _(LAVAFALL_LAVA3) _(LAVAFALLROCK) // Rollout Rock _(ROLLOUTSPAWN) _(ROLLOUTROCK) // RVZ scenery _(BIGFERNLEAF) _(BIGFERN1) _(BIGFERN2) _(JUNGLEPALM) _(TORCHFLOWER) _(WALLVINE_LONG) _(WALLVINE_SHORT) // Glaregoyles _(GLAREGOYLE) _(GLAREGOYLE_CHARGE) _(GLAREGOYLE_BLINK) _(GLAREGOYLE_HOLD) _(GLAREGOYLE_FIRE) _(GLAREGOYLE_LOOP) _(GLAREGOYLE_COOLDOWN) _(GLAREGOYLEUP) _(GLAREGOYLEUP_CHARGE) _(GLAREGOYLEUP_BLINK) _(GLAREGOYLEUP_HOLD) _(GLAREGOYLEUP_FIRE) _(GLAREGOYLEUP_LOOP) _(GLAREGOYLEUP_COOLDOWN) _(GLAREGOYLEDOWN) _(GLAREGOYLEDOWN_CHARGE) _(GLAREGOYLEDOWN_BLINK) _(GLAREGOYLEDOWN_HOLD) _(GLAREGOYLEDOWN_FIRE) _(GLAREGOYLEDOWN_LOOP) _(GLAREGOYLEDOWN_COOLDOWN) _(GLAREGOYLELONG) _(GLAREGOYLELONG_CHARGE) _(GLAREGOYLELONG_BLINK) _(GLAREGOYLELONG_HOLD) _(GLAREGOYLELONG_FIRE) _(GLAREGOYLELONG_LOOP) _(GLAREGOYLELONG_COOLDOWN) // ATZ's Red Crystal/Target _(TARGET_IDLE) _(TARGET_HIT1) _(TARGET_HIT2) _(TARGET_RESPAWN) _(TARGET_ALLDONE) // ATZ's green flame _(GREENFLAME) // ATZ Blue Gargoyle _(BLUEGARGOYLE) // Stalagmites _(STG0) _(STG1) _(STG2) _(STG3) _(STG4) _(STG5) _(STG6) _(STG7) _(STG8) _(STG9) // Xmas-specific stuff _(XMASPOLE) _(CANDYCANE) _(SNOWMAN) // normal _(SNOWMANHAT) // with hat + scarf _(LAMPPOST1) // normal _(LAMPPOST2) // with snow _(HANGSTAR) _(MISTLETOE) // Xmas GFZ bushes _(XMASBLUEBERRYBUSH) _(XMASBERRYBUSH) _(XMASBUSH) // FHZ _(FHZICE1) _(FHZICE2) _(ROSY_IDLE1) _(ROSY_IDLE2) _(ROSY_IDLE3) _(ROSY_IDLE4) _(ROSY_JUMP) _(ROSY_WALK) _(ROSY_HUG) _(ROSY_PAIN) _(ROSY_STND) _(ROSY_UNHAPPY) // Halloween Scenery // Pumpkins _(JACKO1) _(JACKO1OVERLAY_1) _(JACKO1OVERLAY_2) _(JACKO1OVERLAY_3) _(JACKO1OVERLAY_4) _(JACKO2) _(JACKO2OVERLAY_1) _(JACKO2OVERLAY_2) _(JACKO2OVERLAY_3) _(JACKO2OVERLAY_4) _(JACKO3) _(JACKO3OVERLAY_1) _(JACKO3OVERLAY_2) _(JACKO3OVERLAY_3) _(JACKO3OVERLAY_4) // Dr Seuss Trees _(HHZTREE_TOP) _(HHZTREE_TRUNK) _(HHZTREE_LEAF) // Mushroom _(HHZSHROOM_1) _(HHZSHROOM_2) _(HHZSHROOM_3) _(HHZSHROOM_4) _(HHZSHROOM_5) _(HHZSHROOM_6) _(HHZSHROOM_7) _(HHZSHROOM_8) _(HHZSHROOM_9) _(HHZSHROOM_10) _(HHZSHROOM_11) _(HHZSHROOM_12) _(HHZSHROOM_13) _(HHZSHROOM_14) _(HHZSHROOM_15) _(HHZSHROOM_16) // Misc _(HHZGRASS) _(HHZTENT1) _(HHZTENT2) _(HHZSTALAGMITE_TALL) _(HHZSTALAGMITE_SHORT) // Botanic Serenity's loads of scenery states _(BSZTALLFLOWER_RED) _(BSZTALLFLOWER_PURPLE) _(BSZTALLFLOWER_BLUE) _(BSZTALLFLOWER_CYAN) _(BSZTALLFLOWER_YELLOW) _(BSZTALLFLOWER_ORANGE) _(BSZFLOWER_RED) _(BSZFLOWER_PURPLE) _(BSZFLOWER_BLUE) _(BSZFLOWER_CYAN) _(BSZFLOWER_YELLOW) _(BSZFLOWER_ORANGE) _(BSZSHORTFLOWER_RED) _(BSZSHORTFLOWER_PURPLE) _(BSZSHORTFLOWER_BLUE) _(BSZSHORTFLOWER_CYAN) _(BSZSHORTFLOWER_YELLOW) _(BSZSHORTFLOWER_ORANGE) _(BSZTULIP_RED) _(BSZTULIP_PURPLE) _(BSZTULIP_BLUE) _(BSZTULIP_CYAN) _(BSZTULIP_YELLOW) _(BSZTULIP_ORANGE) _(BSZCLUSTER_RED) _(BSZCLUSTER_PURPLE) _(BSZCLUSTER_BLUE) _(BSZCLUSTER_CYAN) _(BSZCLUSTER_YELLOW) _(BSZCLUSTER_ORANGE) _(BSZBUSH_RED) _(BSZBUSH_PURPLE) _(BSZBUSH_BLUE) _(BSZBUSH_CYAN) _(BSZBUSH_YELLOW) _(BSZBUSH_ORANGE) _(BSZVINE_RED) _(BSZVINE_PURPLE) _(BSZVINE_BLUE) _(BSZVINE_CYAN) _(BSZVINE_YELLOW) _(BSZVINE_ORANGE) _(BSZSHRUB) _(BSZCLOVER) _(BSZFISH) _(BSZSUNFLOWER) _(DBALL1) _(DBALL2) _(DBALL3) _(DBALL4) _(DBALL5) _(DBALL6) _(EGGSTATUE2) // Shield Orb _(ARMA1) _(ARMA2) _(ARMA3) _(ARMA4) _(ARMA5) _(ARMA6) _(ARMA7) _(ARMA8) _(ARMA9) _(ARMA10) _(ARMA11) _(ARMA12) _(ARMA13) _(ARMA14) _(ARMA15) _(ARMA16) _(ARMF1) _(ARMF2) _(ARMF3) _(ARMF4) _(ARMF5) _(ARMF6) _(ARMF7) _(ARMF8) _(ARMF9) _(ARMF10) _(ARMF11) _(ARMF12) _(ARMF13) _(ARMF14) _(ARMF15) _(ARMF16) _(ARMF17) _(ARMF18) _(ARMF19) _(ARMF20) _(ARMF21) _(ARMF22) _(ARMF23) _(ARMF24) _(ARMF25) _(ARMF26) _(ARMF27) _(ARMF28) _(ARMF29) _(ARMF30) _(ARMF31) _(ARMF32) _(ARMB1) _(ARMB2) _(ARMB3) _(ARMB4) _(ARMB5) _(ARMB6) _(ARMB7) _(ARMB8) _(ARMB9) _(ARMB10) _(ARMB11) _(ARMB12) _(ARMB13) _(ARMB14) _(ARMB15) _(ARMB16) _(ARMB17) _(ARMB18) _(ARMB19) _(ARMB20) _(ARMB21) _(ARMB22) _(ARMB23) _(ARMB24) _(ARMB25) _(ARMB26) _(ARMB27) _(ARMB28) _(ARMB29) _(ARMB30) _(ARMB31) _(ARMB32) _(WIND1) _(WIND2) _(WIND3) _(WIND4) _(WIND5) _(WIND6) _(WIND7) _(WIND8) _(MAGN1) _(MAGN2) _(MAGN3) _(MAGN4) _(MAGN5) _(MAGN6) _(MAGN7) _(MAGN8) _(MAGN9) _(MAGN10) _(MAGN11) _(MAGN12) _(MAGN13) _(FORC1) _(FORC2) _(FORC3) _(FORC4) _(FORC5) _(FORC6) _(FORC7) _(FORC8) _(FORC9) _(FORC10) _(FORC11) _(FORC12) _(FORC13) _(FORC14) _(FORC15) _(FORC16) _(FORC17) _(FORC18) _(FORC19) _(FORC20) _(FORC21) _(ELEM1) _(ELEM2) _(ELEM3) _(ELEM4) _(ELEM5) _(ELEM6) _(ELEM7) _(ELEM8) _(ELEM9) _(ELEM10) _(ELEM11) _(ELEM12) _(ELEM13) _(ELEM14) _(ELEMF1) _(ELEMF2) _(ELEMF3) _(ELEMF4) _(ELEMF5) _(ELEMF6) _(ELEMF7) _(ELEMF8) _(ELEMF9) _(ELEMF10) _(PITY1) _(PITY2) _(PITY3) _(PITY4) _(PITY5) _(PITY6) _(PITY7) _(PITY8) _(PITY9) _(PITY10) _(PITY11) _(PITY12) _(FIRS1) _(FIRS2) _(FIRS3) _(FIRS4) _(FIRS5) _(FIRS6) _(FIRS7) _(FIRS8) _(FIRS9) _(FIRS10) _(FIRS11) _(FIRSB1) _(FIRSB2) _(FIRSB3) _(FIRSB4) _(FIRSB5) _(FIRSB6) _(FIRSB7) _(FIRSB8) _(FIRSB9) _(FIRSB10) _(BUBS1) _(BUBS2) _(BUBS3) _(BUBS4) _(BUBS5) _(BUBS6) _(BUBS7) _(BUBS8) _(BUBS9) _(BUBS10) _(BUBS11) _(BUBSB1) _(BUBSB2) _(BUBSB3) _(BUBSB4) _(BUBSB5) _(BUBSB6) _(ZAPS1) _(ZAPS2) _(ZAPS3) _(ZAPS4) _(ZAPS5) _(ZAPS6) _(ZAPS7) _(ZAPS8) _(ZAPS9) _(ZAPS10) _(ZAPS11) _(ZAPS12) _(ZAPS13) // blank frame _(ZAPS14) _(ZAPS15) _(ZAPS16) _(ZAPSB1) // blank frame _(ZAPSB2) _(ZAPSB3) _(ZAPSB4) _(ZAPSB5) _(ZAPSB6) _(ZAPSB7) _(ZAPSB8) _(ZAPSB9) _(ZAPSB10) _(ZAPSB11) // blank frame // Thunder spark _(THUNDERCOIN_SPARK) // Invincibility Sparkles _(IVSP) // Super Sonic Spark _(SSPK1) _(SSPK2) _(SSPK3) _(SSPK4) _(SSPK5) // Flicky-sized bubble _(FLICKY_BUBBLE) // Bluebird _(FLICKY_01_OUT) _(FLICKY_01_FLAP1) _(FLICKY_01_FLAP2) _(FLICKY_01_FLAP3) _(FLICKY_01_STAND) _(FLICKY_01_CENTER) // Rabbit _(FLICKY_02_OUT) _(FLICKY_02_AIM) _(FLICKY_02_HOP) _(FLICKY_02_UP) _(FLICKY_02_DOWN) _(FLICKY_02_STAND) _(FLICKY_02_CENTER) // Chicken _(FLICKY_03_OUT) _(FLICKY_03_AIM) _(FLICKY_03_HOP) _(FLICKY_03_UP) _(FLICKY_03_FLAP1) _(FLICKY_03_FLAP2) _(FLICKY_03_STAND) _(FLICKY_03_CENTER) // Seal _(FLICKY_04_OUT) _(FLICKY_04_AIM) _(FLICKY_04_HOP) _(FLICKY_04_UP) _(FLICKY_04_DOWN) _(FLICKY_04_SWIM1) _(FLICKY_04_SWIM2) _(FLICKY_04_SWIM3) _(FLICKY_04_SWIM4) _(FLICKY_04_STAND) _(FLICKY_04_CENTER) // Pig _(FLICKY_05_OUT) _(FLICKY_05_AIM) _(FLICKY_05_HOP) _(FLICKY_05_UP) _(FLICKY_05_DOWN) _(FLICKY_05_STAND) _(FLICKY_05_CENTER) // Chipmunk _(FLICKY_06_OUT) _(FLICKY_06_AIM) _(FLICKY_06_HOP) _(FLICKY_06_UP) _(FLICKY_06_DOWN) _(FLICKY_06_STAND) _(FLICKY_06_CENTER) // Penguin _(FLICKY_07_OUT) _(FLICKY_07_AIML) _(FLICKY_07_HOPL) _(FLICKY_07_UPL) _(FLICKY_07_DOWNL) _(FLICKY_07_AIMR) _(FLICKY_07_HOPR) _(FLICKY_07_UPR) _(FLICKY_07_DOWNR) _(FLICKY_07_SWIM1) _(FLICKY_07_SWIM2) _(FLICKY_07_SWIM3) _(FLICKY_07_STAND) _(FLICKY_07_CENTER) // Fish _(FLICKY_08_OUT) _(FLICKY_08_AIM) _(FLICKY_08_HOP) _(FLICKY_08_FLAP1) _(FLICKY_08_FLAP2) _(FLICKY_08_FLAP3) _(FLICKY_08_FLAP4) _(FLICKY_08_SWIM1) _(FLICKY_08_SWIM2) _(FLICKY_08_SWIM3) _(FLICKY_08_SWIM4) _(FLICKY_08_STAND) _(FLICKY_08_CENTER) // Ram _(FLICKY_09_OUT) _(FLICKY_09_AIM) _(FLICKY_09_HOP) _(FLICKY_09_UP) _(FLICKY_09_DOWN) _(FLICKY_09_STAND) _(FLICKY_09_CENTER) // Puffin _(FLICKY_10_OUT) _(FLICKY_10_FLAP1) _(FLICKY_10_FLAP2) _(FLICKY_10_STAND) _(FLICKY_10_CENTER) // Cow _(FLICKY_11_OUT) _(FLICKY_11_AIM) _(FLICKY_11_RUN1) _(FLICKY_11_RUN2) _(FLICKY_11_RUN3) _(FLICKY_11_STAND) _(FLICKY_11_CENTER) // Rat _(FLICKY_12_OUT) _(FLICKY_12_AIM) _(FLICKY_12_RUN1) _(FLICKY_12_RUN2) _(FLICKY_12_RUN3) _(FLICKY_12_STAND) _(FLICKY_12_CENTER) // Bear _(FLICKY_13_OUT) _(FLICKY_13_AIM) _(FLICKY_13_HOP) _(FLICKY_13_UP) _(FLICKY_13_DOWN) _(FLICKY_13_STAND) _(FLICKY_13_CENTER) // Dove _(FLICKY_14_OUT) _(FLICKY_14_FLAP1) _(FLICKY_14_FLAP2) _(FLICKY_14_FLAP3) _(FLICKY_14_STAND) _(FLICKY_14_CENTER) // Cat _(FLICKY_15_OUT) _(FLICKY_15_AIM) _(FLICKY_15_HOP) _(FLICKY_15_UP) _(FLICKY_15_DOWN) _(FLICKY_15_STAND) _(FLICKY_15_CENTER) // Canary _(FLICKY_16_OUT) _(FLICKY_16_FLAP1) _(FLICKY_16_FLAP2) _(FLICKY_16_FLAP3) _(FLICKY_16_STAND) _(FLICKY_16_CENTER) // Spider _(SECRETFLICKY_01_OUT) _(SECRETFLICKY_01_AIM) _(SECRETFLICKY_01_HOP) _(SECRETFLICKY_01_UP) _(SECRETFLICKY_01_DOWN) _(SECRETFLICKY_01_STAND) _(SECRETFLICKY_01_CENTER) // Bat _(SECRETFLICKY_02_OUT) _(SECRETFLICKY_02_FLAP1) _(SECRETFLICKY_02_FLAP2) _(SECRETFLICKY_02_FLAP3) _(SECRETFLICKY_02_STAND) _(SECRETFLICKY_02_CENTER) // Fan _(FAN) _(FAN2) _(FAN3) _(FAN4) _(FAN5) // Steam Riser _(STEAM1) _(STEAM2) _(STEAM3) _(STEAM4) _(STEAM5) _(STEAM6) _(STEAM7) _(STEAM8) // Bumpers _(BUMPER) _(BUMPERHIT) // Balloons _(BALLOON) _(BALLOONPOP1) _(BALLOONPOP2) _(BALLOONPOP3) _(BALLOONPOP4) _(BALLOONPOP5) _(BALLOONPOP6) // Yellow Spring _(YELLOWSPRING1) _(YELLOWSPRING2) _(YELLOWSPRING3) _(YELLOWSPRING4) // Red Spring _(REDSPRING1) _(REDSPRING2) _(REDSPRING3) _(REDSPRING4) // Blue Spring _(BLUESPRING1) _(BLUESPRING2) _(BLUESPRING3) _(BLUESPRING4) // Grey Spring _(GREYSPRING1) _(GREYSPRING2) _(GREYSPRING3) _(GREYSPRING4) // Invis-spring - this is used just for the sproing sound. _(INVISSPRING) // Yellow Diagonal Spring _(YDIAG1) _(YDIAG2) _(YDIAG3) _(YDIAG4) // Red Diagonal Spring _(RDIAG1) _(RDIAG2) _(RDIAG3) _(RDIAG4) // Blue Diagonal Spring _(BDIAG1) _(BDIAG2) _(BDIAG3) _(BDIAG4) // Grey Diagonal Spring _(GDIAG1) _(GDIAG2) _(GDIAG3) _(GDIAG4) // Yellow Horizontal Spring _(YHORIZ1) _(YHORIZ2) _(YHORIZ3) _(YHORIZ4) // Red Horizontal Spring _(RHORIZ1) _(RHORIZ2) _(RHORIZ3) _(RHORIZ4) // Blue Horizontal Spring _(BHORIZ1) _(BHORIZ2) _(BHORIZ3) _(BHORIZ4) // Grey Horizontal Spring _(GHORIZ1) _(GHORIZ2) _(GHORIZ3) _(GHORIZ4) // Booster _(BOOSTERSOUND) _(YELLOWBOOSTERROLLER) _(YELLOWBOOSTERSEG_LEFT) _(YELLOWBOOSTERSEG_RIGHT) _(YELLOWBOOSTERSEG_FACE) _(REDBOOSTERROLLER) _(REDBOOSTERSEG_LEFT) _(REDBOOSTERSEG_RIGHT) _(REDBOOSTERSEG_FACE) // Rain _(RAIN1) _(RAINRETURN) // Snowflake _(SNOW1) _(SNOW2) _(SNOW3) // Blizzard Snowball _(BLIZZARDSNOW1) _(BLIZZARDSNOW2) _(BLIZZARDSNOW3) // Water Splish _(SPLISH1) _(SPLISH2) _(SPLISH3) _(SPLISH4) _(SPLISH5) _(SPLISH6) _(SPLISH7) _(SPLISH8) _(SPLISH9) // Lava Splish _(LAVASPLISH) // added water splash _(SPLASH1) _(SPLASH2) _(SPLASH3) // lava/slime damage burn smoke _(SMOKE1) _(SMOKE2) _(SMOKE3) _(SMOKE4) _(SMOKE5) // Bubbles _(SMALLBUBBLE) _(MEDIUMBUBBLE) _(LARGEBUBBLE1) _(LARGEBUBBLE2) _(EXTRALARGEBUBBLE) // breathable _(POP1) // Extra Large bubble goes POP! _(WATERZAP) // Spindash dust _(SPINDUST1) _(SPINDUST2) _(SPINDUST3) _(SPINDUST4) _(SPINDUST_BUBBLE1) _(SPINDUST_BUBBLE2) _(SPINDUST_BUBBLE3) _(SPINDUST_BUBBLE4) _(SPINDUST_FIRE1) _(SPINDUST_FIRE2) _(SPINDUST_FIRE3) _(SPINDUST_FIRE4) _(FOG1) _(FOG2) _(FOG3) _(FOG4) _(FOG5) _(FOG6) _(FOG7) _(FOG8) _(FOG9) _(FOG10) _(FOG11) _(FOG12) _(FOG13) _(FOG14) _(SEED) _(PARTICLE) _(PARTICLEGEN) // Score Logos _(SCRA) // 100 _(SCRB) // 200 _(SCRC) // 500 _(SCRD) // 1000 _(SCRE) // 10000 _(SCRF) // 400 (mario) _(SCRG) // 800 (mario) _(SCRH) // 2000 (mario) _(SCRI) // 4000 (mario) _(SCRJ) // 8000 (mario) _(SCRK) // 1UP (mario) _(SCRL) // 10 // Drowning Timer Numbers _(ZERO1) _(ONE1) _(TWO1) _(THREE1) _(FOUR1) _(FIVE1) _(ZERO2) _(ONE2) _(TWO2) _(THREE2) _(FOUR2) _(FIVE2) _(FLIGHTINDICATOR) _(LOCKON1) _(LOCKON2) _(LOCKON3) _(LOCKON4) _(LOCKONINF1) _(LOCKONINF2) _(LOCKONINF3) _(LOCKONINF4) // Tag Sign _(TTAG) // Got Flag Sign _(GOTFLAG) // Finish flag _(FINISHFLAG) _(CORK) _(LHRT) // Red Ring _(RRNG1) _(RRNG2) _(RRNG3) _(RRNG4) _(RRNG5) _(RRNG6) _(RRNG7) // Weapon Ring Ammo _(BOUNCERINGAMMO) _(RAILRINGAMMO) _(INFINITYRINGAMMO) _(AUTOMATICRINGAMMO) _(EXPLOSIONRINGAMMO) _(SCATTERRINGAMMO) _(GRENADERINGAMMO) // Weapon pickup _(BOUNCEPICKUP) _(BOUNCEPICKUPFADE1) _(BOUNCEPICKUPFADE2) _(BOUNCEPICKUPFADE3) _(BOUNCEPICKUPFADE4) _(BOUNCEPICKUPFADE5) _(BOUNCEPICKUPFADE6) _(BOUNCEPICKUPFADE7) _(BOUNCEPICKUPFADE8) _(RAILPICKUP) _(RAILPICKUPFADE1) _(RAILPICKUPFADE2) _(RAILPICKUPFADE3) _(RAILPICKUPFADE4) _(RAILPICKUPFADE5) _(RAILPICKUPFADE6) _(RAILPICKUPFADE7) _(RAILPICKUPFADE8) _(AUTOPICKUP) _(AUTOPICKUPFADE1) _(AUTOPICKUPFADE2) _(AUTOPICKUPFADE3) _(AUTOPICKUPFADE4) _(AUTOPICKUPFADE5) _(AUTOPICKUPFADE6) _(AUTOPICKUPFADE7) _(AUTOPICKUPFADE8) _(EXPLODEPICKUP) _(EXPLODEPICKUPFADE1) _(EXPLODEPICKUPFADE2) _(EXPLODEPICKUPFADE3) _(EXPLODEPICKUPFADE4) _(EXPLODEPICKUPFADE5) _(EXPLODEPICKUPFADE6) _(EXPLODEPICKUPFADE7) _(EXPLODEPICKUPFADE8) _(SCATTERPICKUP) _(SCATTERPICKUPFADE1) _(SCATTERPICKUPFADE2) _(SCATTERPICKUPFADE3) _(SCATTERPICKUPFADE4) _(SCATTERPICKUPFADE5) _(SCATTERPICKUPFADE6) _(SCATTERPICKUPFADE7) _(SCATTERPICKUPFADE8) _(GRENADEPICKUP) _(GRENADEPICKUPFADE1) _(GRENADEPICKUPFADE2) _(GRENADEPICKUPFADE3) _(GRENADEPICKUPFADE4) _(GRENADEPICKUPFADE5) _(GRENADEPICKUPFADE6) _(GRENADEPICKUPFADE7) _(GRENADEPICKUPFADE8) // Thrown Weapon Rings _(THROWNBOUNCE1) _(THROWNBOUNCE2) _(THROWNBOUNCE3) _(THROWNBOUNCE4) _(THROWNBOUNCE5) _(THROWNBOUNCE6) _(THROWNBOUNCE7) _(THROWNINFINITY1) _(THROWNINFINITY2) _(THROWNINFINITY3) _(THROWNINFINITY4) _(THROWNINFINITY5) _(THROWNINFINITY6) _(THROWNINFINITY7) _(THROWNAUTOMATIC1) _(THROWNAUTOMATIC2) _(THROWNAUTOMATIC3) _(THROWNAUTOMATIC4) _(THROWNAUTOMATIC5) _(THROWNAUTOMATIC6) _(THROWNAUTOMATIC7) _(THROWNEXPLOSION1) _(THROWNEXPLOSION2) _(THROWNEXPLOSION3) _(THROWNEXPLOSION4) _(THROWNEXPLOSION5) _(THROWNEXPLOSION6) _(THROWNEXPLOSION7) _(THROWNGRENADE1) _(THROWNGRENADE2) _(THROWNGRENADE3) _(THROWNGRENADE4) _(THROWNGRENADE5) _(THROWNGRENADE6) _(THROWNGRENADE7) _(THROWNGRENADE8) _(THROWNGRENADE9) _(THROWNGRENADE10) _(THROWNGRENADE11) _(THROWNGRENADE12) _(THROWNGRENADE13) _(THROWNGRENADE14) _(THROWNGRENADE15) _(THROWNGRENADE16) _(THROWNGRENADE17) _(THROWNGRENADE18) _(THROWNSCATTER) _(RINGEXPLODE) _(COIN1) _(COIN2) _(COIN3) _(COINSPARKLE1) _(COINSPARKLE2) _(COINSPARKLE3) _(COINSPARKLE4) _(GOOMBA1) _(GOOMBA1B) _(GOOMBA2) _(GOOMBA3) _(GOOMBA4) _(GOOMBA5) _(GOOMBA6) _(GOOMBA7) _(GOOMBA8) _(GOOMBA9) _(GOOMBA_DEAD) _(BLUEGOOMBA1) _(BLUEGOOMBA1B) _(BLUEGOOMBA2) _(BLUEGOOMBA3) _(BLUEGOOMBA4) _(BLUEGOOMBA5) _(BLUEGOOMBA6) _(BLUEGOOMBA7) _(BLUEGOOMBA8) _(BLUEGOOMBA9) _(BLUEGOOMBA_DEAD) // Mario-specific stuff _(FIREFLOWER1) _(FIREFLOWER2) _(FIREFLOWER3) _(FIREFLOWER4) _(FIREBALL) _(FIREBALLTRAIL1) _(FIREBALLTRAIL2) _(SHELL) _(PUMA_START1) _(PUMA_START2) _(PUMA_UP1) _(PUMA_UP2) _(PUMA_UP3) _(PUMA_DOWN1) _(PUMA_DOWN2) _(PUMA_DOWN3) _(PUMATRAIL1) _(PUMATRAIL2) _(PUMATRAIL3) _(PUMATRAIL4) _(HAMMER) _(KOOPA1) _(KOOPA2) _(KOOPAFLAME1) _(KOOPAFLAME2) _(KOOPAFLAME3) _(AXE1) _(AXE2) _(AXE3) _(MARIOBUSH1) _(MARIOBUSH2) _(TOAD) // Nights-specific stuff _(NIGHTSDRONE_MAN1) _(NIGHTSDRONE_MAN2) _(NIGHTSDRONE_SPARKLING1) _(NIGHTSDRONE_SPARKLING2) _(NIGHTSDRONE_SPARKLING3) _(NIGHTSDRONE_SPARKLING4) _(NIGHTSDRONE_SPARKLING5) _(NIGHTSDRONE_SPARKLING6) _(NIGHTSDRONE_SPARKLING7) _(NIGHTSDRONE_SPARKLING8) _(NIGHTSDRONE_SPARKLING9) _(NIGHTSDRONE_SPARKLING10) _(NIGHTSDRONE_SPARKLING11) _(NIGHTSDRONE_SPARKLING12) _(NIGHTSDRONE_SPARKLING13) _(NIGHTSDRONE_SPARKLING14) _(NIGHTSDRONE_SPARKLING15) _(NIGHTSDRONE_SPARKLING16) _(NIGHTSDRONE_GOAL1) _(NIGHTSDRONE_GOAL2) _(NIGHTSDRONE_GOAL3) _(NIGHTSDRONE_GOAL4) _(NIGHTSPARKLE1) _(NIGHTSPARKLE2) _(NIGHTSPARKLE3) _(NIGHTSPARKLE4) _(NIGHTSPARKLESUPER1) _(NIGHTSPARKLESUPER2) _(NIGHTSPARKLESUPER3) _(NIGHTSPARKLESUPER4) _(NIGHTSLOOPHELPER) // NiGHTS bumper _(NIGHTSBUMPER1) _(NIGHTSBUMPER2) _(NIGHTSBUMPER3) _(NIGHTSBUMPER4) _(NIGHTSBUMPER5) _(NIGHTSBUMPER6) _(NIGHTSBUMPER7) _(NIGHTSBUMPER8) _(NIGHTSBUMPER9) _(NIGHTSBUMPER10) _(NIGHTSBUMPER11) _(NIGHTSBUMPER12) _(HOOP) _(HOOP_XMASA) _(HOOP_XMASB) _(NIGHTSCORE10) _(NIGHTSCORE20) _(NIGHTSCORE30) _(NIGHTSCORE40) _(NIGHTSCORE50) _(NIGHTSCORE60) _(NIGHTSCORE70) _(NIGHTSCORE80) _(NIGHTSCORE90) _(NIGHTSCORE100) _(NIGHTSCORE10_2) _(NIGHTSCORE20_2) _(NIGHTSCORE30_2) _(NIGHTSCORE40_2) _(NIGHTSCORE50_2) _(NIGHTSCORE60_2) _(NIGHTSCORE70_2) _(NIGHTSCORE80_2) _(NIGHTSCORE90_2) _(NIGHTSCORE100_2) _(NIGHTSWING) _(NIGHTSWING_XMAS) // NiGHTS Paraloop Powerups _(NIGHTSSUPERLOOP) _(NIGHTSDRILLREFILL) _(NIGHTSHELPER) _(NIGHTSEXTRATIME) _(NIGHTSLINKFREEZE) _(EGGCAPSULE) // Orbiting Chaos Emeralds _(ORBITEM1) _(ORBITEM2) _(ORBITEM3) _(ORBITEM4) _(ORBITEM5) _(ORBITEM6) _(ORBITEM7) _(ORBITEM8) _(ORBIDYA1) _(ORBIDYA2) _(ORBIDYA3) _(ORBIDYA4) _(ORBIDYA5) // "Flicky" helper _(NIGHTOPIANHELPER1) _(NIGHTOPIANHELPER2) _(NIGHTOPIANHELPER3) _(NIGHTOPIANHELPER4) _(NIGHTOPIANHELPER5) _(NIGHTOPIANHELPER6) _(NIGHTOPIANHELPER7) _(NIGHTOPIANHELPER8) _(NIGHTOPIANHELPER9) // Nightopian _(PIAN0) _(PIAN1) _(PIAN2) _(PIAN3) _(PIAN4) _(PIAN5) _(PIAN6) _(PIANSING) // Shleep _(SHLEEP1) _(SHLEEP2) _(SHLEEP3) _(SHLEEP4) _(SHLEEPBOUNCE1) _(SHLEEPBOUNCE2) _(SHLEEPBOUNCE3) // Secret badniks and hazards, shhhh _(PENGUINATOR_LOOK) _(PENGUINATOR_WADDLE1) _(PENGUINATOR_WADDLE2) _(PENGUINATOR_WADDLE3) _(PENGUINATOR_WADDLE4) _(PENGUINATOR_SLIDE1) _(PENGUINATOR_SLIDE2) _(PENGUINATOR_SLIDE3) _(PENGUINATOR_SLIDE4) _(PENGUINATOR_SLIDE5) _(POPHAT_LOOK) _(POPHAT_SHOOT1) _(POPHAT_SHOOT2) _(POPHAT_SHOOT3) _(POPHAT_SHOOT4) _(POPSHOT) _(POPSHOT_TRAIL) _(HIVEELEMENTAL_LOOK) _(HIVEELEMENTAL_PREPARE1) _(HIVEELEMENTAL_PREPARE2) _(HIVEELEMENTAL_SHOOT1) _(HIVEELEMENTAL_SHOOT2) _(HIVEELEMENTAL_DORMANT) _(HIVEELEMENTAL_PAIN) _(HIVEELEMENTAL_DIE1) _(HIVEELEMENTAL_DIE2) _(HIVEELEMENTAL_DIE3) _(BUMBLEBORE_SPAWN) _(BUMBLEBORE_LOOK1) _(BUMBLEBORE_LOOK2) _(BUMBLEBORE_FLY1) _(BUMBLEBORE_FLY2) _(BUMBLEBORE_RAISE) _(BUMBLEBORE_FALL1) _(BUMBLEBORE_FALL2) _(BUMBLEBORE_STUCK1) _(BUMBLEBORE_STUCK2) _(BUMBLEBORE_DIE) _(BUGGLEIDLE) _(BUGGLEFLY) _(SMASHSPIKE_FLOAT) _(SMASHSPIKE_EASE1) _(SMASHSPIKE_EASE2) _(SMASHSPIKE_FALL) _(SMASHSPIKE_STOMP1) _(SMASHSPIKE_STOMP2) _(SMASHSPIKE_RISE1) _(SMASHSPIKE_RISE2) _(CACO_LOOK) _(CACO_WAKE1) _(CACO_WAKE2) _(CACO_WAKE3) _(CACO_WAKE4) _(CACO_ROAR) _(CACO_CHASE) _(CACO_CHASE_REPEAT) _(CACO_RANDOM) _(CACO_PREPARE_SOUND) _(CACO_PREPARE1) _(CACO_PREPARE2) _(CACO_PREPARE3) _(CACO_SHOOT_SOUND) _(CACO_SHOOT1) _(CACO_SHOOT2) _(CACO_CLOSE) _(CACO_DIE_FLAGS) _(CACO_DIE_GIB1) _(CACO_DIE_GIB2) _(CACO_DIE_SCREAM) _(CACO_DIE_SHATTER) _(CACO_DIE_FALL) _(CACOSHARD_RANDOMIZE) _(CACOSHARD1_1) _(CACOSHARD1_2) _(CACOSHARD2_1) _(CACOSHARD2_2) _(CACOFIRE1) _(CACOFIRE2) _(CACOFIRE3) _(CACOFIRE_EXPLODE1) _(CACOFIRE_EXPLODE2) _(CACOFIRE_EXPLODE3) _(CACOFIRE_EXPLODE4) _(SPINBOBERT_MOVE_FLIPUP) _(SPINBOBERT_MOVE_UP) _(SPINBOBERT_MOVE_FLIPDOWN) _(SPINBOBERT_MOVE_DOWN) _(SPINBOBERT_FIRE_MOVE) _(SPINBOBERT_FIRE_GHOST) _(SPINBOBERT_FIRE_TRAIL1) _(SPINBOBERT_FIRE_TRAIL2) _(SPINBOBERT_FIRE_TRAIL3) _(HANGSTER_LOOK) _(HANGSTER_SWOOP1) _(HANGSTER_SWOOP2) _(HANGSTER_ARC1) _(HANGSTER_ARC2) _(HANGSTER_ARC3) _(HANGSTER_FLY1) _(HANGSTER_FLY2) _(HANGSTER_FLY3) _(HANGSTER_FLY4) _(HANGSTER_FLYREPEAT) _(HANGSTER_ARCUP1) _(HANGSTER_ARCUP2) _(HANGSTER_ARCUP3) _(HANGSTER_RETURN1) _(HANGSTER_RETURN2) _(HANGSTER_RETURN3) _(CRUMBLE1) _(CRUMBLE2) // Spark _(SPRK1) _(SPRK2) _(SPRK3) // Robot Explosion _(XPLD_FLICKY) _(XPLD1) _(XPLD2) _(XPLD3) _(XPLD4) _(XPLD5) _(XPLD6) _(XPLD_EGGTRAP) // Underwater Explosion _(WPLD1) _(WPLD2) _(WPLD3) _(WPLD4) _(WPLD5) _(WPLD6) _(DUST1) _(DUST2) _(DUST3) _(DUST4) _(ROCKSPAWN) _(ROCKCRUMBLEA) _(ROCKCRUMBLEB) _(ROCKCRUMBLEC) _(ROCKCRUMBLED) _(ROCKCRUMBLEE) _(ROCKCRUMBLEF) _(ROCKCRUMBLEG) _(ROCKCRUMBLEH) _(ROCKCRUMBLEI) _(ROCKCRUMBLEJ) _(ROCKCRUMBLEK) _(ROCKCRUMBLEL) _(ROCKCRUMBLEM) _(ROCKCRUMBLEN) _(ROCKCRUMBLEO) _(ROCKCRUMBLEP) // Level debris _(GFZDEBRIS) _(BRICKDEBRIS) _(WOODDEBRIS) _(REDBRICKDEBRIS) // for CEZ3 _(BLUEBRICKDEBRIS) // for CEZ3 _(YELLOWBRICKDEBRIS) // for CEZ3 // Random Item Box _(RANDOMITEM1) _(RANDOMITEM2) _(RANDOMITEM3) _(RANDOMITEM4) _(RANDOMITEM5) _(RANDOMITEM6) _(RANDOMITEM7) _(RANDOMITEM8) _(RANDOMITEM9) _(RANDOMITEM10) _(RANDOMITEM11) _(RANDOMITEM12) _(RANDOMITEM13) _(RANDOMITEM14) _(RANDOMITEM15) _(RANDOMITEM16) _(RANDOMITEM17) _(RANDOMITEM18) _(RANDOMITEM19) _(RANDOMITEM20) _(RANDOMITEM21) _(RANDOMITEM22) _(RANDOMITEM23) _(RANDOMITEM24) _(DEADRANDOMITEM) // Random Item Pop _(RANDOMITEMPOP1) _(RANDOMITEMPOP2) _(RANDOMITEMPOP3) _(RANDOMITEMPOP4) // } _(ITEMICON) // Item capsules _(ITEMCAPSULE) // Signpost sparkles _(SIGNSPARK1) _(SIGNSPARK2) _(SIGNSPARK3) _(SIGNSPARK4) _(SIGNSPARK5) _(SIGNSPARK6) _(SIGNSPARK7) _(SIGNSPARK8) _(SIGNSPARK9) _(SIGNSPARK10) _(SIGNSPARK11) // Drift Sparks _(DRIFTSPARK_A1) _(DRIFTSPARK_A2) _(DRIFTSPARK_A3) _(DRIFTSPARK_B1) _(DRIFTSPARK_C1) _(DRIFTSPARK_C2) _(DRIFTSPARK_D1) _(DRIFTSPARK_D2) // Brake drift sparks _(BRAKEDRIFT) // Drift Smoke _(DRIFTDUST1) _(DRIFTDUST2) _(DRIFTDUST3) _(DRIFTDUST4) // Fast lines _(FASTLINE1) _(FASTLINE2) _(FASTLINE3) _(FASTLINE4) _(FASTLINE5) // Fast dust release _(FASTDUST1) _(FASTDUST2) _(FASTDUST3) _(FASTDUST4) _(FASTDUST5) _(FASTDUST6) _(FASTDUST7) // Sneaker boost effect _(BOOSTFLAME) _(DRIFTBOOSTFLAME) _(BOOSTSMOKESPAWNER) _(BOOSTSMOKE1) _(BOOSTSMOKE2) _(BOOSTSMOKE3) _(BOOSTSMOKE4) _(BOOSTSMOKE5) _(BOOSTSMOKE6) // Sneaker Fire Trail _(KARTFIRE1) _(KARTFIRE2) _(KARTFIRE3) _(KARTFIRE4) _(KARTFIRE5) _(KARTFIRE6) _(KARTFIRE7) _(KARTFIRE8) // Angel Island Drift Strat Dust (what a mouthful!) _(KARTAIZDRIFTSTRAT) // Invincibility Sparks _(KARTINVULN_SMALL1) _(KARTINVULN_SMALL2) _(KARTINVULN_SMALL3) _(KARTINVULN_SMALL4) _(KARTINVULN_SMALL5) _(KARTINVULN_LARGE1) _(KARTINVULN_LARGE2) _(KARTINVULN_LARGE3) _(KARTINVULN_LARGE4) _(KARTINVULN_LARGE5) // Invincibility flash _(INVULNFLASH1) _(INVULNFLASH2) _(INVULNFLASH3) _(INVULNFLASH4) _(KARTINVLINES1) _(KARTINVLINES2) _(KARTINVLINES3) _(KARTINVLINES4) _(KARTINVLINES5) _(KARTINVLINES6) _(KARTINVLINES7) _(KARTINVLINES8) _(KARTINVLINES9) _(KARTINVLINES10) _(KARTINVLINES11) _(KARTINVLINES12) _(KARTINVLINES13) _(KARTINVLINES14) _(KARTINVLINES15) // Wipeout dust trail _(WIPEOUTTRAIL1) _(WIPEOUTTRAIL2) _(WIPEOUTTRAIL3) _(WIPEOUTTRAIL4) _(WIPEOUTTRAIL5) // Rocket sneaker _(ROCKETSNEAKER_L) _(ROCKETSNEAKER_R) _(ROCKETSNEAKER_LVIBRATE) _(ROCKETSNEAKER_RVIBRATE) // Eggman Monitor _(EGGMANITEM1) _(EGGMANITEM2) _(EGGMANITEM3) _(EGGMANITEM4) _(EGGMANITEM5) _(EGGMANITEM6) _(EGGMANITEM7) _(EGGMANITEM8) _(EGGMANITEM9) _(EGGMANITEM10) _(EGGMANITEM11) _(EGGMANITEM12) _(EGGMANITEM13) _(EGGMANITEM14) _(EGGMANITEM15) _(EGGMANITEM16) _(EGGMANITEM17) _(EGGMANITEM18) _(EGGMANITEM19) _(EGGMANITEM20) _(EGGMANITEM21) _(EGGMANITEM22) _(EGGMANITEM23) _(EGGMANITEM24) _(EGGMANITEM_DEAD) // } // Banana _(BANANA) _(BANANA_DEAD) // Orbinaut _(ORBINAUT1) _(ORBINAUT2) _(ORBINAUT3) _(ORBINAUT4) _(ORBINAUT5) _(ORBINAUT6) _(ORBINAUT_DEAD) _(ORBINAUT_SHIELD1) _(ORBINAUT_SHIELD2) _(ORBINAUT_SHIELD3) _(ORBINAUT_SHIELD4) _(ORBINAUT_SHIELD5) _(ORBINAUT_SHIELD6) _(ORBINAUT_SHIELDDEAD) // } // Jawz _(JAWZ1) _(JAWZ2) _(JAWZ3) _(JAWZ4) _(JAWZ5) _(JAWZ6) _(JAWZ7) _(JAWZ8) _(JAWZ_DUD1) _(JAWZ_DUD2) _(JAWZ_DUD3) _(JAWZ_DUD4) _(JAWZ_DUD5) _(JAWZ_DUD6) _(JAWZ_DUD7) _(JAWZ_DUD8) _(JAWZ_SHIELD1) _(JAWZ_SHIELD2) _(JAWZ_SHIELD3) _(JAWZ_SHIELD4) _(JAWZ_SHIELD5) _(JAWZ_SHIELD6) _(JAWZ_SHIELD7) _(JAWZ_SHIELD8) _(JAWZ_DEAD1) _(JAWZ_DEAD2) // } _(PLAYERRETICULE) // Player reticule // Special Stage Mine _(SSMINE1) _(SSMINE2) _(SSMINE3) _(SSMINE4) _(SSMINE_SHIELD1) _(SSMINE_SHIELD2) _(SSMINE_AIR1) _(SSMINE_AIR2) _(SSMINE_DEPLOY1) _(SSMINE_DEPLOY2) _(SSMINE_DEPLOY3) _(SSMINE_DEPLOY4) _(SSMINE_DEPLOY5) _(SSMINE_DEPLOY6) _(SSMINE_DEPLOY7) _(SSMINE_DEPLOY8) _(SSMINE_DEPLOY9) _(SSMINE_DEPLOY10) _(SSMINE_DEPLOY11) _(SSMINE_DEPLOY12) _(SSMINE_DEPLOY13) _(SSMINE_EXPLODE) _(SSMINE_EXPLODE2) // New explosion _(QUICKBOOM1) _(QUICKBOOM2) _(QUICKBOOM3) _(QUICKBOOM4) _(QUICKBOOM5) _(QUICKBOOM6) _(QUICKBOOM7) _(QUICKBOOM8) _(QUICKBOOM9) _(QUICKBOOM10) _(SLOWBOOM1) _(SLOWBOOM2) _(SLOWBOOM3) _(SLOWBOOM4) _(SLOWBOOM5) _(SLOWBOOM6) _(SLOWBOOM7) _(SLOWBOOM8) _(SLOWBOOM9) _(SLOWBOOM10) // Land mine _(LANDMINE) _(LANDMINE_EXPLODE) // Drop Target _(DROPTARGET) _(DROPTARGET_SPIN) // Ballhog _(BALLHOG1) _(BALLHOG2) _(BALLHOG3) _(BALLHOG4) _(BALLHOG5) _(BALLHOG6) _(BALLHOG7) _(BALLHOG8) _(BALLHOG_DEAD) _(BALLHOGBOOM1) _(BALLHOGBOOM2) _(BALLHOGBOOM3) _(BALLHOGBOOM4) _(BALLHOGBOOM5) _(BALLHOGBOOM6) _(BALLHOGBOOM7) _(BALLHOGBOOM8) _(BALLHOGBOOM9) _(BALLHOGBOOM10) _(BALLHOGBOOM11) _(BALLHOGBOOM12) _(BALLHOGBOOM13) _(BALLHOGBOOM14) _(BALLHOGBOOM15) _(BALLHOGBOOM16) // Self-Propelled Bomb _(SPB1) _(SPB2) _(SPB3) _(SPB4) _(SPB5) _(SPB6) _(SPB7) _(SPB8) _(SPB9) _(SPB10) _(SPB11) _(SPB12) _(SPB13) _(SPB14) _(SPB15) _(SPB16) _(SPB17) _(SPB18) _(SPB19) _(SPB20) _(SPB_DEAD) // Thunder Shield _(THUNDERSHIELD1) _(THUNDERSHIELD2) _(THUNDERSHIELD3) _(THUNDERSHIELD4) _(THUNDERSHIELD5) _(THUNDERSHIELD6) _(THUNDERSHIELD7) _(THUNDERSHIELD8) _(THUNDERSHIELD9) _(THUNDERSHIELD10) _(THUNDERSHIELD11) _(THUNDERSHIELD12) _(THUNDERSHIELD13) _(THUNDERSHIELD14) _(THUNDERSHIELD15) _(THUNDERSHIELD16) _(THUNDERSHIELD17) _(THUNDERSHIELD18) _(THUNDERSHIELD19) _(THUNDERSHIELD20) _(THUNDERSHIELD21) _(THUNDERSHIELD22) _(THUNDERSHIELD23) _(THUNDERSHIELD24) // Bubble Shield _(BUBBLESHIELD1) _(BUBBLESHIELD2) _(BUBBLESHIELD3) _(BUBBLESHIELD4) _(BUBBLESHIELD5) _(BUBBLESHIELD6) _(BUBBLESHIELD7) _(BUBBLESHIELD8) _(BUBBLESHIELD9) _(BUBBLESHIELD10) _(BUBBLESHIELD11) _(BUBBLESHIELD12) _(BUBBLESHIELD13) _(BUBBLESHIELD14) _(BUBBLESHIELD15) _(BUBBLESHIELD16) _(BUBBLESHIELD17) _(BUBBLESHIELD18) _(BUBBLESHIELDBLOWUP) _(BUBBLESHIELDTRAP1) _(BUBBLESHIELDTRAP2) _(BUBBLESHIELDTRAP3) _(BUBBLESHIELDTRAP4) _(BUBBLESHIELDTRAP5) _(BUBBLESHIELDTRAP6) _(BUBBLESHIELDTRAP7) _(BUBBLESHIELDTRAP8) // Flame Shield _(FLAMESHIELD1) _(FLAMESHIELD2) _(FLAMESHIELD3) _(FLAMESHIELD4) _(FLAMESHIELD5) _(FLAMESHIELD6) _(FLAMESHIELD7) _(FLAMESHIELD8) _(FLAMESHIELD9) _(FLAMESHIELD10) _(FLAMESHIELD11) _(FLAMESHIELD12) _(FLAMESHIELD13) _(FLAMESHIELD14) _(FLAMESHIELD15) _(FLAMESHIELD16) _(FLAMESHIELD17) _(FLAMESHIELD18) _(FLAMESHIELDDASH) // The legend _(SINK) _(SINK_SHIELD) _(SINKTRAIL1) _(SINKTRAIL2) _(SINKTRAIL3) // Battle Mode bumpers _(BATTLEBUMPER1) _(BATTLEBUMPER2) _(BATTLEBUMPER3) _(BATTLEBUMPER_EXCRYSTALA1) _(BATTLEBUMPER_EXCRYSTALA2) _(BATTLEBUMPER_EXCRYSTALA3) _(BATTLEBUMPER_EXCRYSTALA4) _(BATTLEBUMPER_EXCRYSTALB1) _(BATTLEBUMPER_EXCRYSTALB2) _(BATTLEBUMPER_EXCRYSTALB3) _(BATTLEBUMPER_EXCRYSTALB4) _(BATTLEBUMPER_EXCRYSTALC1) _(BATTLEBUMPER_EXCRYSTALC2) _(BATTLEBUMPER_EXCRYSTALC3) _(BATTLEBUMPER_EXCRYSTALC4) _(BATTLEBUMPER_EXSHELLA1) _(BATTLEBUMPER_EXSHELLA2) _(BATTLEBUMPER_EXSHELLB1) _(BATTLEBUMPER_EXSHELLB2) _(BATTLEBUMPER_EXSHELLC1) _(BATTLEBUMPER_EXSHELLC2) _(BATTLEBUMPER_EXDEBRIS1) _(BATTLEBUMPER_EXDEBRIS2) _(BATTLEBUMPER_EXBLAST1) _(BATTLEBUMPER_EXBLAST2) _(BATTLEBUMPER_EXBLAST3) _(BATTLEBUMPER_EXBLAST4) _(BATTLEBUMPER_EXBLAST5) _(BATTLEBUMPER_EXBLAST6) _(BATTLEBUMPER_EXBLAST7) _(BATTLEBUMPER_EXBLAST8) _(BATTLEBUMPER_EXBLAST9) _(BATTLEBUMPER_EXBLAST10) // DEZ Laser respawn _(DEZLASER) // Audience Members _(RANDOMAUDIENCE) _(AUDIENCE_CHAO_CHEER1) _(AUDIENCE_CHAO_CHEER2) _(AUDIENCE_CHAO_WIN1) _(AUDIENCE_CHAO_WIN2) _(AUDIENCE_CHAO_LOSE) // 1.0 Kart Decoratives _(FLAYM1) _(FLAYM2) _(FLAYM3) _(FLAYM4) _(DEVIL) _(ANGEL) _(PALMTREE) _(FLAG) _(HEDGEHOG) // (Rimshot) _(BUSH1) _(TWEE) _(HYDRANT) // New Misc Decorations _(BIGPUMA1) _(BIGPUMA2) _(BIGPUMA3) _(BIGPUMA4) _(BIGPUMA5) _(BIGPUMA6) _(APPLE1) _(APPLE2) _(APPLE3) _(APPLE4) _(APPLE5) _(APPLE6) _(APPLE7) _(APPLE8) // D00Dkart - Fall Flowers _(DOOD_FLOWER1) _(DOOD_FLOWER2) _(DOOD_FLOWER3) _(DOOD_FLOWER4) _(DOOD_FLOWER5) _(DOOD_FLOWER6) // D00Dkart - Super Circuit Box _(DOOD_BOX1) _(DOOD_BOX2) _(DOOD_BOX3) _(DOOD_BOX4) _(DOOD_BOX5) // D00Dkart - Diddy Kong Racing Bumper _(DOOD_BALLOON) // Chaotix Big Ring _(BIGRING01) _(BIGRING02) _(BIGRING03) _(BIGRING04) _(BIGRING05) _(BIGRING06) _(BIGRING07) _(BIGRING08) _(BIGRING09) _(BIGRING10) _(BIGRING11) _(BIGRING12) // SNES Objects _(SNES_DONUTBUSH1) _(SNES_DONUTBUSH2) _(SNES_DONUTBUSH3) // GBA Objects _(GBA_BOO1) _(GBA_BOO2) _(GBA_BOO3) _(GBA_BOO4) // Sapphire Coast Mobs _(BUZZBOMBER_LOOK1) _(BUZZBOMBER_LOOK2) _(BUZZBOMBER_FLY1) _(BUZZBOMBER_FLY2) _(BUZZBOMBER_FLY3) _(BUZZBOMBER_FLY4) _(CHOMPER_SPAWN) _(CHOMPER_HOP1) _(CHOMPER_HOP2) _(CHOMPER_TURNAROUND) _(PALMTREE2) _(PURPLEFLOWER1) _(PURPLEFLOWER2) _(YELLOWFLOWER1) _(YELLOWFLOWER2) _(PLANT2) _(PLANT3) _(PLANT4) // Crystal Abyss Mobs _(SKULL) _(PHANTREE) _(FLYINGGARG1) _(FLYINGGARG2) _(FLYINGGARG3) _(FLYINGGARG4) _(FLYINGGARG5) _(FLYINGGARG6) _(FLYINGGARG7) _(FLYINGGARG8) _(LAMPPOST) _(MOSSYTREE) _(BUMP1) _(BUMP2) _(BUMP3) _(FLINGENERGY1) _(FLINGENERGY2) _(FLINGENERGY3) _(CLASH1) _(CLASH2) _(CLASH3) _(CLASH4) _(CLASH5) _(CLASH6) _(FIREDITEM1) _(FIREDITEM2) _(FIREDITEM3) _(FIREDITEM4) _(INSTASHIELDA1) // No damage instashield effect _(INSTASHIELDA2) _(INSTASHIELDA3) _(INSTASHIELDA4) _(INSTASHIELDA5) _(INSTASHIELDA6) _(INSTASHIELDA7) _(INSTASHIELDB1) _(INSTASHIELDB2) _(INSTASHIELDB3) _(INSTASHIELDB4) _(INSTASHIELDB5) _(INSTASHIELDB6) _(INSTASHIELDB7) _(POWERCLASH) // Grow/Invinc clash VFX _(PLAYERARROW) // Above player arrow _(PLAYERARROW_BOX) _(PLAYERARROW_ITEM) _(PLAYERARROW_NUMBER) _(PLAYERARROW_X) _(PLAYERARROW_WANTED1) _(PLAYERARROW_WANTED2) _(PLAYERARROW_WANTED3) _(PLAYERARROW_WANTED4) _(PLAYERARROW_WANTED5) _(PLAYERARROW_WANTED6) _(PLAYERARROW_WANTED7) _(PLAYERBOMB1) // Karma player overlays _(PLAYERBOMB2) _(PLAYERBOMB3) _(PLAYERBOMB4) _(PLAYERBOMB5) _(PLAYERBOMB6) _(PLAYERBOMB7) _(PLAYERBOMB8) _(PLAYERBOMB9) _(PLAYERBOMB10) _(PLAYERBOMB11) _(PLAYERBOMB12) _(PLAYERBOMB13) _(PLAYERBOMB14) _(PLAYERBOMB15) _(PLAYERBOMB16) _(PLAYERBOMB17) _(PLAYERBOMB18) _(PLAYERBOMB19) _(PLAYERBOMB20) _(PLAYERITEM1) // Player item overlay _(PLAYERITEM2) _(PLAYERITEM3) _(PLAYERITEM4) _(PLAYERITEM5) _(PLAYERITEM6) _(PLAYERITEM7) _(PLAYERITEM8) _(PLAYERITEM9) _(PLAYERITEM10) _(PLAYERITEM11) _(PLAYERITEM12) _(PLAYERFAKE1) // Player fake overlay _(PLAYERFAKE2) _(PLAYERFAKE3) _(PLAYERFAKE4) _(PLAYERFAKE5) _(PLAYERFAKE6) _(PLAYERFAKE7) _(PLAYERFAKE8) _(PLAYERFAKE9) _(PLAYERFAKE10) _(PLAYERFAKE11) _(PLAYERFAKE12) _(KARMAWHEEL) // Karma player wheels _(BATTLEPOINT1A) // Battle point indicators _(BATTLEPOINT1B) _(BATTLEPOINT1C) _(BATTLEPOINT1D) _(BATTLEPOINT1E) _(BATTLEPOINT1F) _(BATTLEPOINT1G) _(BATTLEPOINT1H) _(BATTLEPOINT1I) _(BATTLEPOINT2A) _(BATTLEPOINT2B) _(BATTLEPOINT2C) _(BATTLEPOINT2D) _(BATTLEPOINT2E) _(BATTLEPOINT2F) _(BATTLEPOINT2G) _(BATTLEPOINT2H) _(BATTLEPOINT2I) _(BATTLEPOINT3A) _(BATTLEPOINT3B) _(BATTLEPOINT3C) _(BATTLEPOINT3D) _(BATTLEPOINT3E) _(BATTLEPOINT3F) _(BATTLEPOINT3G) _(BATTLEPOINT3H) _(BATTLEPOINT3I) // Thunder shield use stuff; _(KSPARK1) // Sparkling Radius _(KSPARK2) _(KSPARK3) _(KSPARK4) _(KSPARK5) _(KSPARK6) _(KSPARK7) _(KSPARK8) _(KSPARK9) _(KSPARK10) _(KSPARK11) _(KSPARK12) _(KSPARK13) // ... that's an awful lot. _(LZIO11) // Straight lightning bolt _(LZIO12) _(LZIO13) _(LZIO14) _(LZIO15) _(LZIO16) _(LZIO17) _(LZIO18) _(LZIO19) _(LZIO21) // Straight lightning bolt (flipped) _(LZIO22) _(LZIO23) _(LZIO24) _(LZIO25) _(LZIO26) _(LZIO27) _(LZIO28) _(LZIO29) _(KLIT1) // Diagonal lightning. No, it not being straight doesn't make it gay. _(KLIT2) _(KLIT3) _(KLIT4) _(KLIT5) _(KLIT6) _(KLIT7) _(KLIT8) _(KLIT9) _(KLIT10) _(KLIT11) _(KLIT12) _(FZEROSMOKE1) // F-Zero NO CONTEST explosion _(FZEROSMOKE2) _(FZEROSMOKE3) _(FZEROSMOKE4) _(FZEROSMOKE5) _(FZEROBOOM1) _(FZEROBOOM2) _(FZEROBOOM3) _(FZEROBOOM4) _(FZEROBOOM5) _(FZEROBOOM6) _(FZEROBOOM7) _(FZEROBOOM8) _(FZEROBOOM9) _(FZEROBOOM10) _(FZEROBOOM11) _(FZEROBOOM12) _(FZSLOWSMOKE1) _(FZSLOWSMOKE2) _(FZSLOWSMOKE3) _(FZSLOWSMOKE4) _(FZSLOWSMOKE5) // Various plants _(SONICBUSH) // Marble Zone _(MARBLEFLAMEPARTICLE) _(MARBLETORCH) _(MARBLELIGHT) _(MARBLEBURNER) // CD Special Stage _(CDUFO) _(CDUFO_DIE) // Rusty Rig _(RUSTYLAMP_ORANGE) _(RUSTYCHAIN) // Smokin' & Vapin' (Don't try this at home, kids!) _(PETSMOKE0) _(PETSMOKE1) _(PETSMOKE2) _(PETSMOKE3) _(PETSMOKE4) _(PETSMOKE5) _(VVVAPING0) _(VVVAPING1) _(VVVAPING2) _(VVVAPING3) _(VVVAPING4) _(VVVAPING5) _(VVVAPE) // Hill Top Zone _(HTZTREE) _(HTZBUSH) // Ports of gardens _(SGVINE1) _(SGVINE2) _(SGVINE3) _(PGTREE) _(PGFLOWER1) _(PGFLOWER2) _(PGFLOWER3) _(PGBUSH) _(DHPILLAR) // Midnight Channel stuff: _(SPOTLIGHT) // Spotlight decoration _(RANDOMSHADOW) // Random Shadow. They're static and don't do nothing. _(GARU1) _(GARU2) _(GARU3) _(TGARU0) _(TGARU1) _(TGARU2) _(TGARU3) // Wind attack used by Roaming Shadows on Players. _(ROAMINGSHADOW) // Roaming Shadow (the one that uses above's wind attack or smth) _(MAYONAKAARROW) // Arrow sign // Mementos stuff: _(REAPER_INVIS) // Reaper waiting for spawning _(REAPER) // Reaper main frame where its thinker is handled _(MEMENTOSTP) // Mementos teleporter state. (Used for spawning particles) // JackInTheBox _(JITB1) _(JITB2) _(JITB3) _(JITB4) _(JITB5) _(JITB6) // Color Drive _(CDMOONSP) _(CDBUSHSP) _(CDTREEASP) _(CDTREEBSP) // Daytona Speedway _(DAYTONAPINETREE) _(DAYTONAPINETREE_SIDE) // Egg Zeppelin _(EZZPROPELLER) _(EZZPROPELLER_BLADE) // Desert Palace _(DP_PALMTREE) // Aurora Atoll _(AAZTREE_SEG) _(AAZTREE_COCONUT) _(AAZTREE_LEAF) // Barren Badlands _(BBZDUST1) // Dust _(BBZDUST2) _(BBZDUST3) _(BBZDUST4) _(FROGGER) // Frog badniks _(FROGGER_ATTACK) _(FROGGER_JUMP) _(FROGTONGUE) _(FROGTONGUE_JOINT) _(ROBRA) // Black cobra badniks _(ROBRA_HEAD) _(ROBRA_JOINT) _(ROBRASHELL_INSIDE) _(ROBRASHELL_OUTSIDE) _(BLUEROBRA) // Blue cobra badniks _(BLUEROBRA_HEAD) _(BLUEROBRA_JOINT) // Eerie Grove _(EERIEFOG1) _(EERIEFOG2) _(EERIEFOG3) _(EERIEFOG4) _(EERIEFOG5) // SMK ports _(SMK_PIPE1) // Generic pipes _(SMK_PIPE2) _(SMK_MOLE) // Donut Plains Monty Moles _(SMK_THWOMP) // Bowser Castle Thwomps _(SMK_SNOWBALL) // Vanilla Lake snowballs _(SMK_ICEBLOCK) // Vanilla Lake breakable ice blocks _(SMK_ICEBLOCK2) _(SMK_ICEBLOCK_DEBRIS) _(SMK_ICEBLOCK_DEBRIS2) // Ezo's maps _(BLUEFIRE1) _(BLUEFIRE2) _(BLUEFIRE3) _(BLUEFIRE4) _(GREENFIRE1) _(GREENFIRE2) _(GREENFIRE3) _(GREENFIRE4) _(REGALCHEST) _(CHIMERASTATUE) _(DRAGONSTATUE) _(LIZARDMANSTATUE) _(PEGASUSSTATUE) _(ZELDAFIRE1) _(ZELDAFIRE2) _(ZELDAFIRE3) _(ZELDAFIRE4) _(GANBARETHING) _(GANBAREDUCK) _(GANBARETREE) _(MONOIDLE) _(MONOCHASE1) _(MONOCHASE2) _(MONOCHASE3) _(MONOCHASE4) _(MONOPAIN) _(REDZELDAFIRE1) _(REDZELDAFIRE2) _(REDZELDAFIRE3) _(REDZELDAFIRE4) _(BOWLINGPIN) _(BOWLINGHIT1) _(BOWLINGHIT2) _(BOWLINGHIT3) _(BOWLINGHIT4) _(ARIDTOAD) _(TOADHIT1) _(TOADHIT2) _(TOADHIT3) _(TOADHIT4) _(EBARRELIDLE) _(EBARREL1) _(EBARREL2) _(EBARREL3) _(EBARREL4) _(EBARREL5) _(EBARREL6) _(EBARREL7) _(EBARREL8) _(EBARREL9) _(EBARREL10) _(EBARREL11) _(EBARREL12) _(EBARREL13) _(EBARREL14) _(EBARREL15) _(EBARREL16) _(EBARREL17) _(EBARREL18) _(EBARREL19) _(MERRYHORSE) _(BLUEFRUIT) _(ORANGEFRUIT) _(REDFRUIT) _(PINKFRUIT) _(ADVENTURESPIKEA1) _(ADVENTURESPIKEA2) _(ADVENTURESPIKEB1) _(ADVENTURESPIKEB2) _(ADVENTURESPIKEC1) _(ADVENTURESPIKEC2) _(BOOSTPROMPT1) _(BOOSTPROMPT2) _(BOOSTOFF1) _(BOOSTOFF2) _(BOOSTON1) _(BOOSTON2) _(LIZARDMAN) _(LIONMAN) // Opulence _(OPULENCE_PALMTREE) _(OPULENCE_FERN) _(TUMBLEGEM_IDLE) _(TUMBLEGEM_ROLL) _(TUMBLECOIN_IDLE) _(TUMBLECOIN_FLIP) _(KARMAFIREWORK1) _(KARMAFIREWORK2) _(KARMAFIREWORK3) _(KARMAFIREWORK4) _(KARMAFIREWORKTRAIL) // Opaque smoke version, to prevent lag _(OPAQUESMOKE1) _(OPAQUESMOKE2) _(OPAQUESMOKE3) _(OPAQUESMOKE4) _(OPAQUESMOKE5) // followers: // bubble: _(FOLLOWERBUBBLE_FRONT) _(FOLLOWERBUBBLE_BACK) // generic chao: _(GCHAOIDLE) _(GCHAOFLY) _(GCHAOSAD1) _(GCHAOSAD2) _(GCHAOSAD3) _(GCHAOSAD4) _(GCHAOHAPPY1) _(GCHAOHAPPY2) _(GCHAOHAPPY3) _(GCHAOHAPPY4) // cheese: _(CHEESEIDLE) _(CHEESEFLY) _(CHEESESAD1) _(CHEESESAD2) _(CHEESESAD3) _(CHEESESAD4) _(CHEESEHAPPY1) _(CHEESEHAPPY2) _(CHEESEHAPPY3) _(CHEESEHAPPY4) _(RINGDEBT) _(GAINAX_TINY) _(GAINAX_HUGE) _(GAINAX_MID1) _(GAINAX_MID2) _(WAYPOINTORB) _(WAYPOINTSPLAT) _(EGOORB) _(WATERTRAILS) _(WATERTRAILSUNDERLAY)