Alright, it's now confirmed .dc are decoration files. To prove, may I introduce you to section 253:

Do note, that this has been scaled down by a factor of 2. So any position given by any files is halved. Luckily we have no odd value objects :P
You'll notice 6 irregular black parts. These have been added by paint. the 253 so that we know this is section 253. The line towards the bottom right is...a smudge. It shouldn't be there, but no matter >_>
The other two dots, are special locations. The one at the top, is the spring. It's code is given as such:
CODE
z11.ev:
Block 253 Pointer.
Location: 0x3F4 - 0x3F7
Value: 30 16 00 00
Block Contents.
Location: 0x1630 - 0x163D
Values: 01 00 28 40 43 00 00 00 02 00 00 00 00 00
Now, springs like this are given the identifier 43 00. You can swap any object to a spring by making the word after the location values to 43 00. The isolated 02 value, seems to be a singular byte, and it relates to how high or low the spring bounces Sonic/Blaze. I've tried testing this value, however there doesn't seem to be a pattern to them. Values of F0-FF, 70-7F are little or no bounce at all. Values of 00-0F seem to be regular spring bouncing. 30-3F is pretty strong, however 40-4F is far stronger. I'll try looking into this more later, it's pretty confusing.
Now onto the .dc; This is what the .dc file says about that block:
CODE
z11.dc:
Block 253 Pointer.
Location: 0x3F4 - 0x3F7
Value: 94 16 00 00
Block Contents.
Location: 0x1694 - 0x169A
Values: 01 00 10 C8 10 00
Here's what it looks like in game:

Now this isn't -just- block 253. but it's the part we care about. That flower you see? THAT is what the .dc file is creating. So we now have a way to map decorations! Except we have to find all the decorations first, and if there isn't an easy way to do so, then I'll just produce sprites for it.
Also partially related, does anyone have something that can view .bac sprites?
This post has been edited by Cruizer: 12 January 2011 - 02:28 AM