Not really. At least as far as the ones in #Application go. I figured that there would be more lua files in the other archives for the levels themselves, but it seems that everything uses XML which we don't have to worry about. But if you really want to mess around with the lua files that bad you can just grab the #Application from the 360 version here. BTW - if you guys want invincibility, in bb3.cpk those three #Sonic(Classic)(Sp).ar files contain a .prm.xml file that you can set this to true. Just go to Debug with your editor and change what you want to true: Code (Text): <Debug> <Category> <Damage> <Param> <DebugNoDamage>false</DebugNoDamage> <DebugNoDead>false</DebugNoDead> <DebugNoDeadDrowning>false</DebugNoDeadDrowning> <DebugNoDrowningImmediately>false</DebugNoDrowningImmediately> <DebugNoFallDead>false</DebugNoFallDead> </Param> </Damage> <Skill> <Param> <DebugSkillCancelEnabled>false</DebugSkillCancelEnabled> <DebugSkillSpikeEndless>false</DebugSkillSpikeEndless> <DebugSkillSuperSonic>false</DebugSkillSuperSonic> </Param> </Skill> </Category> </Debug> Then rearchive, repack, etc.