I found a few interesting files/features no one has discussed yet. When in developer mode, you can press F3 to toggle through the game's shaders. Backspace speeds the game up. F12 freezes/unfreezes the game, like how pausing worked in the Genesis games. Pressing F11 while the game is frozen advances one frame. There is a file, \Images\CESA.tca that appears to be a Japanese copyright notice: Spoiler Trying to make sense of Google Translate gives: "Attention! It is strictly prohibited by law to distribute or attempt to distribute this game's software over the Internet without permission--or to knowingly download it from an illegal Internet distribution. Thank you for your understanding and cooperation." The interesting thing is that it's called CESA.tca. CESA (or the Computer Entertainment Supplier's Association) is a Japanese organization--whose chairman is the president of Sega Holdings--that holds Japanese game shows and game awards. I'm not sure why this is here. Several unused sprites from TMZ Act 2 Boss Fight (\Sprites\Eggman\EggmanTMZ.gif): Spoiler Namely, the bottom two rows. All of the sprites except the one on the far left, second from the bottom, are used in the GHZ2 cutscene but reversed. Perhaps Eggman would try to sic the HBH on Sonic again here? There's sprites in the \Sprites\Editor\Icons.gif that seem to be left over from, well, the level editor the devs used: The .bin files in the folder suggest that the "Start" boxes are for marking level starting positions for the characters and that the other sprites are for elements of the editor. There are three unused but fully functional test special stages in \Stages\SpecialBS named SceneTest3, SceneTest7, and SceneTest8. Test7, in particular, has some unexpected behavior with its first set of blue spheres. EyeKey beat me to the punch on the CFG files. I just couldn't figure the structure of the palette settings out (other than they used 24-bit RGB color)! I'm still not quite sure how the size of each palette struct is defined. I'd love to hear a quick explanation. I have a few clarifications about the .CFGs, too. About that byte for .wav files that your parser labels "unknown": it controls how many times the sound can be playing at once. Most sounds are set to 1 for obvious reasons, but rings are set to 2. This is because the game plays the ring SFX in either the left or right audio channel, so when you get two rings simultaneously, both channels play at once. The difference is VERY noticeable if you set the ring byte to 1 or the jump byte to 2 with Sonic & Tails. Setting the byte to 0 appears to remove the limit altogether. The section in GameConfig.bin directly after the global .wav files controls development mode settings. You can modify the menu text and even what zones are loaded in the development menu options by adjusting the file accordingly. The changes made here will also affect the level order, so now you can remove Hydrocity completely :specialed:. I have no idea what the last section is for though!