Sonic the Hedgehog - Object Position Fixing

Discussion in 'Engineering & Reverse Engineering' started by D.A. Garden, Feb 18, 2016.

  1. D.A. Garden

    D.A. Garden

    & Knuckles Member
    I've been going through the level layouts of the original Sonic the Hedgehog and found a large number of inconsistent, and incorrectly placed objects. These issues range from minor issues such as monitors floating in the air by 1 pixel (due to the way monitors work in Sonic 1), to objects placed in unknown locations (A stray rock in Green Hill Zone Act 3 says Hi), and even the wrong ID and subtype used on specific objects (Scrap Brain Zone Act 2, why do you use monitors instead of Invisible Solid Objects in places?).

    As a result, I have gone through the entire game and noted as many of these inconsistencies as I can make sense of. Please find this list hidden in the spoiler, below:

    Code (Text):
    1.  
    2. ** Sonic 1 - Object Placement Issues by D.A. Garden **
    3.  
    4. *Notes*
    5. Rings - Placed 8 pixels above ground level, if placed on the ground.
    6. Monitors - Placed 1 pixel lower vertically than expected (I.e. 0481, not 0480), so they don't appear to float above the ground.
    7. Horizontal Spike Single (Moves Horizontally) - Placed 4 pixels inside the wall. Prevents accidental damage when pushing against the wall.
    8. Large Moving Blocks (Spring Yard Zone) - Placed 1 or 2 pixels off intentionally. Blocks move and connect perfectly as a result.
    9. Large Steel Platform (Moves Horizontally) - Placed 1 pixel inside the wall. Prevents air balancing and drops Sonic to the floor.
    10.  
    11. *Green Hill Zone Act 1 - Object Issues*
    12. 0340 03AC - Motobug badnik placed 12 ($C) pixels too high.
    13. 046C 0320 - Horizontal Row of 5 rings placed 4 pixels too far left.
    14. 0960 02FA - Crabmeat badnik placed 6 pixels too high.
    15. 09C4 02C0 - Horizontal Row of 2 Rings placed 16 pixels too high.
    16. 09CD 02FD - Rock placed 3 pixels too far left.
    17. 0BA0 02FE - Rock placed 1 pixel too high. Floating above ground.
    18. 0C08 02F8 - Green Hill Zone wall object placed 8 pixels too low.
    19. 0C50 034C - Motobug badnik placed incorrectly. Correct placement unknown.
    20. 0D58 0376 - Spike Set Normal placed 1 pixel too high. Floating above grass.
    21. 0DB0 037B - Yellow Vertical Spring placed 1 pixel too high. Floating above grass.
    22. 0E2C 0278 - Yellow Vertical Spring placed 4 pixels too far left.
    23. 0F56 03B3 - Spike Set Normal placed 1 pixel too high. Floating above grass.
    24. 1220 032C - Horizontal Row of 3 rings placed 4 pixels too far right.
    25. 1224 0373 - Spike Set Normal placed too high. Floating above grass.
    26. 12C0 0330 - Super Ring Monitor placed 1 pixel too high. Floating above grass.
    27. 12E0 0330 - Super Ring Monitor placed 1 pixel too high. Floating above grass.
    28. 1300 0330 - Super Ring Monitor placed 1 pixel too high. Floating above grass.
    29. 1308 0170 - Super Ring Monitor placed 1 pixel too high. Floating above grass.
    30. 1320 0330 - Invincibility Monitor placed 1 pixel too high. Floating above grass.
    31. 1530 0330 - Spike Set Normal placed 8 pixels too far right. Floating on air.
    32. 1808 01C0 - Green Hill Zone wall object placed 16 ($10) pixels too low. Uses incorrect subtype (01); should be 00.
    33. 1AF8 00C0 - Green Hill Zone wall object placed 16 ($10) pixels too low.
    34. 1D78 0476 - Rock placed 1 pixel too high. Floating above grass.
    35. 1E20 04B4 - Spike Set Normal placed 8 pixels too far right. Can get between wall on the left and the spike set.
    36. 2180 048C - Crabmeat badnik placed 4 pixels too high.
    37. 2248 0350 - Super Ring Monitor placed 1 pixel too high. Floating above grass.
    38.  
    39. *Green Hill Zone Act 2 - Object Issues*
    40. 00E6 00FF - Rock placed 2 pixels too far left. Doesn't match up with grass tiles.
    41. 0180 00BF - Horizontal Row of 4 rings placed 4 pixels too far right, and 1 pixel too high.
    42. 0284 0182 - Spike Single placed 1 pixel too high. Floating above grass.
    43. 0440 0300 - Motobug badnik placed 4 pixels too high.
    44. 0590 03D0 - Large Spike Set Wide placed 8 pixels too far right. Can die to level boundary on the left.
    45. 0690 017F - Spike Single placed 1 pixel too high. Floating above grass.
    46. 0874 0334 - Vertical Row of 3 rings placed 4 pixels too far left.
    47. 0874 03B0 - Rock placed 4 pixels too far left. Doesn't match up with grass tiles.
    48. 0A2C 4208 - Bridge Pole placed 4 pixels too far left.
    49. 0C20 0370 - Rock placed 1 pixel too high. Floating above grass.
    50. 0E30 4338 - Red Vertical Spring unnecessarily flipped vertically. Lighting incorrect.
    51. 0F74 021F - Invincibility Monitor incorrectly placed in tree. Can cause collision issues when knocked down.
    52. 10D0 0370 - Crabmeat badnik placed incorrectly. Correct placement unknown.
    53. 13C0 0240 - Buzzbomber Badnik too close to lamp post object. Incorrect graphics can occur as a result.
    54. 15D4 4145 - Yellow Vertical Spring unnecessarily flipped vertically. Lighting incorrect.
    55. 1650 0150 - Super Ring Monitor placed 1 pixel too high. Floating above grass.
    56. 16A0 01B0 - Motobug badnik placed 8 pixels too high.
    57. 1710 0400 - Shield Monitor placed 3 pixels too high. Floating above grass.
    58. 188C 04D0 - Large Spike Set Wide placed too far right. Can die to level boundary on the left.
    59. 1AF8 04B0 - Green Hill Zone wall object incorrectly placed. Correct placement unknown.
    60. 1B94 0377 - Spike Set Wide placed 4 pixels too far left.
    61. 1BDC 0372 - Spike Set Wide placed 2 pixels too low, and 4 pixels too far left.
    62. 1C08 0200 - Green Hill Zone wall object placed 16 ($10) pixels too low. Also uses incorrect subtype (01); should be 00.
    63. 1D38 4428 - Red Vertical Spring placed 8 pixels too high.
    64. 1DA0 0407 - Super Ring Monitor placed 1 pixel too high. Floating above grass.
    65. 1DE4 0403 - Spike Set Normal placed 1 pixel too low, and 4 pixels too far left.
    66.  
    67. *Green Hill Zone Act 3 - Object Issues*
    68. 0128 03B8 - Yellow Vertical Spring placed 8 pixels too far left.
    69. 0190 03E0 - Large Spike Set Wide placed 12 ($C) pixels too far left. Can die to level boundary on the left.
    70. 0208 03E0 - Large Spike Set Wide placed 12 ($C) pixels too far left.
    71. 0420 0258 - Horizontal Row of 6 rings placed 4 pixels too far left.
    72. 0828 0201 - Horizontal Row of 6 rings placed 1 pixel too low.
    73. 0920 0250 - Horizontal Row of 6 rings placed 4 pixels too far left.
    74. 0A08 02C0 - Green Hill Zone wall object placed 16 ($10) pixels too low. Also uses incorrect subtype (01); should be 00.
    75. 0B00 026B - Lamp post placed 1 pixel too high. Floating above grass.
    76. 0BA0 0240 - Buzzbomber Badnik too close to lamp post object. Incorrect graphics can occur as a result.
    77. 0D20 0140 - Horizontal Row of 6 rings placed 4 pixels too far left.
    78. 0E20 0520 - Crabmeat badnik placed 16 ($10) pixels too high.
    79. 0F98 0533 - Spike Set Normal placed 1 pixel too high. Floating above grass.
    80. 1084 02F0 - Extra Life Monitor placed 4 pixels too far right, and 1 pixel too high. Floating above ground.
    81. 1270 0288 - Motobug badnik placed 2 pixels too high. Floating above grass.
    82. 1404 436F - Red Horizontal Spring placed 4 pixels too far left, and 1 pixel too high.
    83. 1420 036F - Rock placed 2 pixels too low. Floating above grass.
    84. 1428 0420 - Crabmeat badnik placed 16 ($10) pixels too high.
    85. 14A8 0406 - Spike Single placed 1 pixel too high. Floating above grass.
    86. 14C0 036C - Lamp post placed 1 pixel too high. Floating above grass.
    87. 14C0 0404 - Spike Single placed 1 pixel too high. Floating above grass.
    88. 1730 0479 - Yellow Vertical Spring placed 1 pixel too high. Floating above grass.
    89. 1778 0476 - Spike Set Wide placed 1 pixel too high. Floating above grass.
    90. 17D8 0470 - Spike Set Wide placed 1 pixel too high. Floating above grass.
    91. 18D4 0771 - Rock incorrectly placed. Correct placement unknown.
    92. 2050 03D0 - Large Spike Set Wide placed 8 pixels too far right. Can die to level boundary on the left.
    93. 2230 0000 - Buzzbomber Badnik placed incorrectly. Correct placement unknown.
    94. 2B60 03A2 - Egg Prison placed 2 pixels too high. Floating above grass.
    95.  
    96. *Marble Zone Act 1 - Object Issues*
    97. 0420 0268 - Caterkiller badnik placed 12 ($C) pixels too high.
    98. 0610 01A8 - Caterkiller badnik placed 12 ($C) pixels too high.
    99. 0798 0150 - Horizontal Row of 2 rings placed 4 pixels too far right.
    100. 07A0 01E8 - Large Platform (Moves Vertically) placed incorrectly. Either 8 pixels too high, or 8 pixels too low.
    101. 08D7 0248 - Single Ring placed 3 pixels too far right.
    102. 0958 0240 - Horizontal Row of 2 rings placed 4 pixels too far right.
    103. 0998 0258 - Horizontal Row of 2 rings placed 4 pixels too far right.
    104. 0920 02E8 - Large Platform (Moves Vertically) placed 8 pixels too high.
    105. 09A0 02C8 - Large Platform (Moves Vertically) placed 8 pixels too high. Can see lava surface underneath.
    106. 0A10 0550 - Sheild Monitor placed 1 pixel too high. Floating above ground.
    107. 0B40 03F4 - Spike Set Normal (Horizontally Moving) placed 8 pixels too far right. Can stand between spikes and left wall, unharmed.
    108. 0F20 03D8 - Large Platform (Moves Vertically) placed 8 pixels too high.
    109. 0F50 0530 - Wobbling Block that falls placed 32 ($20) pixels too high. Can be seen floating in the air.
    110. 0F60 0398 - Large Platform placed 8 pixels too high. Lava surface visible underneath the platform.
    111. 0F70 035D - Sheild Monitor placed 2 pixels too low. (Or, 6 pixels too high, depending on platform position, above.)
    112. 1110 0440 - Invisible Solid Object using incorrect subtype. Currently using 00, should be 11.
    113. 1310 0250 - Horizontal Row of 2 rings placed 4 pixels too far right.
    114. 1520 02C8 - Large Platform (Moves Vertically) placed 8 pixels too high.
    115. 15E0 02A8 - Caterkiller badnik placed 12 ($C) pixels too high.
    116.  
    117. *Marble Zone Act 2 - Object Issues*
    118. 0120 02E8 - Large Platform (Moves Vertically) placed incorrectly. Either 8 pixels too high, or 8 pixels too low.
    119. 0200 02A8 - Caterkiller badnik placed 12 ($C) pixels too high.
    120. 02E8 44C0 - Sideways Spike Set Normal placed incorrectly. Questionable use.
    121. 0300 0530 - Spike Set Wide placed incorrectly. Questionable use.
    122. 0340 0550 - Spike Set Wide placed incorrectly. Questionable use.
    123. 0440 43C8 - Caterkiller badnik placed 16 ($10) pixels too high.
    124. 0490 03D0 - Super Ring Monitor placed 1 pixel too high. Floating above ground.
    125. 04B0 03D0 - Sheild Monitor placed 1 pixel too high. Floating above ground.
    126. 0550 030C - Horizontal Row of 5 rings placed 4 pixels too high.
    127. 0634 0354 - Horizontal Row of 2 rings placed 4 pixels too low.
    128. 0728 4510 - Horizontal Spike Single (Moves Horizontally) placed 4 pixels too far left.
    129. 07B8 0510 - Horizontal Spike Single (Moves Horizontally) placed 4 pixels too far right.
    130. 07C8 04F4 - Horizontal Row of 3 rings placed 4 pixels too low.
    131. 07E8 4510 - Horizontal Spike Single (Moves Horizontally) placed 4 pixels too far left.
    132. 0948 43C8 - Caterkiller badnik placed 16 ($10) pixels too high.
    133. 0970 04B0 - Super Ring Monitor placed 1 pixel too high. Floating above ground.
    134. 0990 04B0 - Extra Life Monitor placed 1 pixel too high. Floating above ground.
    135. 09B0 04B0 - Super Ring Monitor placed 1 pixel too high. Floating above ground.
    136. 0AE8 447C - Sideways Spike Set Normal placed incorrectly. Questionable use.
    137. 0B20 029C - Large Platform (Moves Vertically) placed 12 ($C) pixels too low.
    138. 0C08 0414 - Horizontal Row of 3 rings placed 4 pixels too low.
    139. 0C20 0440 - Invisible Solid Object using incorrect subtype. Currently using 31, should be 33.
    140. 0D08 0414 - Horizontal Row of 3 rings placed 4 pixels too low.
    141. 0D20 0440 - Invisible Solid Object using incorrect subtype. Currently using 31, should be 33.
    142. 0D60 0548 - Caterkiller badnik placed 16 ($10) pixels too high.
    143. 0D80 01A0 - Caterkiller badnik placed 8 pixels too high.
    144. 0DE0 0548 - Caterkiller badnik placed 16 ($10) pixels too high.
    145. 0E38 0480 - Sideways Spike Set Normal placed incorrectly. Questionable use.
    146. 0E80 019C - Caterkiller badnik placed 12 ($C) pixels too high.
    147. 0EF0 0410 - Sheild Monitor placed 1 pixel too high. Floating above ground.
    148. 0F30 02D0 - Super Ring Monitor placed 1 pixel too high. Floating above ground.
    149. 0F50 02D0 - Super Ring Monitor placed 1 pixel too high. Floating above ground.
    150. 1010 0560 - Invincibility Monitor placed 1 pixel too high. Floating above ground.
    151. 1020 02E8 - Large Platform (Moves Vertically) placed 8 pixels too high.
    152. 10A0 02D8 - Large Platform (Moves Vertically) placed 8 pixels too high. Can see lava surface underneath.
    153. 1150 04C8 - Caterkiller badnik placed 16 ($10) pixels too high.
    154. 11F0 0490 - Sheild Monitor placed 1 pixel too high. Floating above ground.
    155. 1438 0550 - Caterkiller badnik placed 8 pixels too high.
    156. 14B0 0488 - Caterkiller badnik placed 16 ($10) pixels too high.
    157.  
    158. *Marble Zone Act 3 - Object Issues*
    159. 0110 04F0 - Sheild Monitor placed 1 pixel too high. Floating above ground.
    160. 0110 06D0 - Super Ring Monitor placed 1 pixel too high. Floating above ground.
    161. 0120 01CC - Large Platform (Moves Vertically) placed 4 pixels too high.
    162. 01A0 01CC - Large Platform (Moves Vertically) placed 4 pixels too high.
    163. 0160 0499 - Large Green Piston placed 1 pixel too low.
    164. 01E0 0499 - Large Green Piston placed 1 pixel too low.
    165. 0240 46D0 - Caterkiller badnik placed 8 pixels too high.
    166. 0310 054C - Caterkiller badnik placed 12 ($C) pixels too high.
    167. 0338 06A8 - Horizontal Row of 4 rings placed 8 pixels too low.
    168. 03E0 01A8 - Caterkiller badnik placed 16 ($10) pixels too high.
    169. 03F0 06A8 - Horizontal Row of 5 rings placed 8 pixels too low.
    170. 0430 029C - Spiked Chandelier placed 16 ($10) pixels too far left.
    171. 04C8 06A8 - Horizontal Row of 5 rings placed 8 pixels too low.
    172. 04F0 05A0 - Invisible Solid Object using incorrect subtype. Currently using 00, should be 11.
    173. 0540 02C8 - Caterkiller badnik placed 16 ($10) pixels too high.
    174. 0618 0454 - Horizontal Row of 3 rings placed 4 pixels too low.
    175. 0620 02E8 - Large Platform (Moves Vertically) placed 8 pixels too high.
    176. 0670 0414 - Single Ring placed 4 pixels too low.
    177. 0690 03D4 - Single Ring placed 4 pixels too low.
    178. 0698 06C0 - Sideways Spike Set Normal placed incorrectly. Questionable use.
    179. 06A0 02CC - Large Platform (Moves Vertically) placed 4 pixels too high.
    180. 06B0 03B4 - Single Ring placed 4 pixels too low.
    181. 06C0 05A8 - Caterkiller badnik placed 16 ($10) pixels too high.
    182. 06D4 0394 - Horizontal Row of 2 rings placed 4 pixels too low.
    183. 0754 05D4 - Horizontal Row of 2 rings placed 4 pixels too low.
    184. 07E8 05D4 - Horizontal Row of 3 rings placed 4 pixels too low.
    185. 07F0 02B0 - Super Ring Monitor placed 1 pixel too high. Floating above ground.
    186. 0848 4750 - Horizontal Spike Single (Moves Horizontally) placed 4 pixels too far left.
    187. 0888 4790 - Horizontal Spike Single (Moves Horizontally) placed 4 pixels too far left.
    188. 08A0 05D4 - Spike Set Normal (Horizontally Moving) placed 8 pixels too far left.
    189. 0940 04C0 - Caterkiller badnik placed 24 ($18) pixels too high.
    190. 0B90 05B0 - Extra Life Monitor placed 1 pixel too high. Floating above ground.
    191. 0E00 0748 - Caterkiller badnik placed 16 ($10) pixels too high.
    192. 0E30 0431 - Super Ring Monitor has 'Remember Sprite State' disabled. Should be enabled.
    193. 0E48 4450 - Horizontal Spike Single (Moves Horizontally) placed 4 pixels too far left.
    194. 0E88 4490 - Horizontal Spike Single (Moves Horizontally) placed 4 pixels too far left.
    195. 0EC8 44D0 - Horizontal Spike Single (Moves Horizontally) placed 4 pixels too far left.
    196. 0F94 06F2 - Horizontal Row of 2 rings placed 2 pixels too low.
    197. 0FE8 4578 - Sideways Spike Set Normal placed incorrectly. Questionable use.
    198. 1008 0514 - Horizontal Row of 3 rings placed too close to the left wall. Questionable placement.
    199. 1014 06F2 - Horizontal Row of 2 rings placed 2 pixels too low.
    200. 1030 0540 - Invisible Solid Object using incorrect subtype. Currently using 11, should be 13.
    201. 1060 069A - Large Green Piston placed 2 pixels too low.
    202. 1094 06F2 - Horizontal Row of 2 rings placed 2 pixels too low.
    203. 1108 0514 - Horizontal Row of 3 rings placed 4 pixels too low.
    204. 1130 0540 - Invisible Solid Object using incorrect subtype. Currently using 11, should be 13.
    205. 1160 07A7 - Large Green Piston placed 1 pixel too high.
    206. 1200 0598 - Invisible Lava Object placed incorrectly. Questionable use.
    207. 1208 0514 - Horizontal Row of 3 rings placed 4 pixels too low.
    208. 1230 0540 - Invisible Solid Object using incorrect subtype. Currently using 11, should be 13.
    209. 1280 0620 - Invisible Lava Object placed incorrectly. Questionable use.
    210. 12F0 06F0 - Sheild Monitor placed 1 pixel too high. Floating above ground.
    211. 13A0 44EC - Caterkiller badnik placed 12 ($C) pixels too high.
    212. 1418 07C0 - Sideways Spike Set Normal placed incorrectly. Questionable use.
    213. 1448 4550 - Horizontal Spike Single (Moves Horizontally) placed 4 pixels too far left.
    214. 1488 4590 - Horizontal Spike Single (Moves Horizontally) placed 4 pixels too far left.
    215. 14B8 04F4 - Horizontal Row of 3 rings placed 4 pixels too low.
    216. 14C0 02FC - Invisible Lava Object placed 4 pixels too low.
    217. 14C8 45D0 - Horizontal Spike Single (Moves Horizontally) placed 4 pixels too far left.
    218. 1518 0752 - Horizontal Row of 3 rings placed 2 pixels too low.
    219. 1580 02A8 - Large Platform (Moves Vertically) placed 8 pixels too low.
    220.  
    221. *Spring Yard Zone Act 1 - Object Issues*
    222. 0120 00D4 - Horizontal Row of 7 rings placed 4 pixels too low. Questionable use.
    223. 0125 03C2 - Crabmeat badnik placed 3 pixels too far left and 2 pixels too low.
    224. 0170 00D3 - Extra Life Monitor placed 1 pixel too low.
    225. 0183 03C2 - Crabmeat badnik placed 3 pixels too far right and 2 pixels too low.
    226. 0190 00D3 - Power Sneakers Monitor placed 1 pixel too low.
    227. 01DC 03C2 - Crabmeat badnik placed 4 pixels too far right and 2 pixels too low.
    228. 0610 00F0 - Horizontal Row of 3 rings placed 4 pixels too far left.
    229. 0658 00F0 - Horizontal Row of 7 rings placed 4 pixels too far left.
    230. 0710 0250 - Roller badnik placed 16 ($10) pixels too low.
    231. 0930 00F2 - Shield Monitor placed 1 pixel too low.
    232. 0950 00F2 - Super Ring Monitor placed 1 pixel too low.
    233. 0A78 010A - Large Circular Rotating Spike Ball placed 2 pixels too low.
    234. 0A78 810A - Large Circular Spike Ball placed 2 pixels too low.
    235. 0B60 0395 - Roller placed 8 pixels too low.
    236. 0C00 03CA - Switch placed 1 pixel too low.
    237. 10D5 4252 - Crabmeat badnik placed 3 pixels too far left and 2 pixels too low.
    238. 1140 4252 - Crabmeat badnik placed 2 pixels too low.
    239. 11E8 4252 - Crabmeat badnik placed 2 pixels too low.
    240. 150E 03CA - Vertical Red Spring placed 2 pixels too far left, and 1 pixel too low.
    241. 152E 03CA - Vertical Red Spring placed 2 pixels too far left, and 1 pixel too low.
    242. 154E 03CA - Vertical Red Spring placed 2 pixels too far left, and 1 pixel too low.
    243. 1580 03C3 - Invincibility Monitor placed 1 pixel too low.
    244. 15B2 03CA - Vertical Red Spring placed 2 pixels too far right, and 1 pixel too low.
    245. 15D2 03CA - Vertical Red Spring placed 2 pixels too far right, and 1 pixel too low.
    246. 15F2 03CA - Vertical Red Spring placed 2 pixels too far right, and 1 pixel too low.
    247. 1620 01C0 - Horizontal Row of 6 rings placed 4 pixels too low.
    248. 16E8 01CA - Vertical Yellow Spring placed 8 pixels too far left and 1 pixel too low.
    249. 18B2 03CA - Yellow Vertical Spring placed 2 pixels too far right, and 1 pixel too low.
    250. 1A21 01F9 - Floating Platform placed 1 pixel too far right.
    251. 1B78 020A - Large Circular Spike Ball placed 2 pixels too low.
    252. 1C78 820A - Large Circular Spike Ball placed 2 pixels too low.
    253. 1D0E 02CA - Vertical Red Spring placed 2 pixels too far left, and 1 pixel too low.
    254. 1D2E 02CA - Vertical Red Spring placed 2 pixels too far left, and 1 pixel too low.
    255. 1D4C 0088 - Horizontal Row of 5 rings placed 4 pixels too far left.
    256. 1D4E 02CA - Vertical Red Spring placed 2 pixels too far left, and 1 pixel too low.
    257. 1DB2 02CA - Vertical Red Spring placed 2 pixels too far right, and 1 pixel too low.
    258. 1DD2 02CA - Vertical Red Spring placed 2 pixels too far right, and 1 pixel too low.
    259. 1DF2 02CA - Vertical Red Spring placed 2 pixels too far right, and 1 pixel too low.
    260. 1E30 40C2 - Crabmeat badnik placed 2 pixels too low.
    261. 1ED0 00C2 - Crabmeat badnik placed 2 pixels too low.
    262. 1F0E 02CA - Vertical Red Spring placed 2 pixels too far left, and 1 pixel too low.
    263. 1F2E 02CA - Vertical Red Spring placed 2 pixels too far left, and 1 pixel too low.
    264. 1F4C 0088 - Horizontal Row of 5 rings placed 4 pixels too far left.
    265. 1F4E 02CA - Vertical Red Spring placed 2 pixels too far left, and 1 pixel too low.
    266. 1F7E 02C3 - Super Ring Monitor placed 2 pixels too far left and 1 pixel too low.
    267. 1FAE 02CA - Vertical Red Spring placed 2 pixels too far left, and 1 pixel too low.
    268. 1FCE 02CA - Vertical Red Spring placed 2 pixels too far left, and 1 pixel too low.
    269. 1FEE 02CA - Vertical Red Spring placed 2 pixels too far left, and 1 pixel too low.
    270. 2027 02C2 - Horizontal Yellow Spring placed 1 pixel too far left, and 2 pixels too low.
    271. 2040 02CA - Switch placed 1 pixel too low.
    272. 2360 02B2 - End-of-level Signpost placed 1 pixel too low.
    273.  
    274. *Spring Yard Zone Act 2 - Object Issues*
    275. 0440 4C32 - Crabmeat badnik placed 2 pixels too low.
    276. 0500 0C32 - Crabmeat badnik placed 2 pixels too low.
    277. 0610 00D4 - Horizontal Row of 6 rings placed 4 pixels too low.
    278. 0620 02F9 - Floating Platform placed 1 pixel too high.
    279. 0690 02C1 - Spikes (Yadrin) badnik placed 1 pixel too low.
    280. 06D0 00D4 - Horizontal Row of 7 rings placed 4 pixels too low.
    281. 06F0 02C1 - Spikes (Yadrin) badnik placed 1 pixel too low.
    282. 0778 030A - Large Circular Spike Ball placed 2 pixels too low.
    283. 0778 830A - Large Circular Spike Ball placed 2 pixels too low.
    284. 0780 00D3 - Invincibility Monitor placed 1 pixel too low.
    285. 07B0 00D4 - Horizontal Row of 3 rings placed 4 pixels too low.
    286. 0878 430A - Large Circular Spike Ball placed 2 pixels too low.
    287. 0878 C30A - Large Circular Spike Ball placed 2 pixels too low.
    288. 0930 42F1 - Crabmeat badnik placed 1 pixel too low.
    289. 09D0 02F1 - Crabmeat badnik placed 1 pixel too low.
    290. 09F0 02F9 - Vertical Red Spring placed 1 pixel too low.
    291. 0A30 4AF1 - Crabmeat badnik placed 1 pixel too low.
    292. 0AD0 0AF1 - Crabmeat badnik placed 1 pixel too low.
    293. 0BB2 05CA - Vertical Red Spring placed 2 pixels too far right, and 1 pixel too low.
    294. 0BF0 00EE - Spikes (Yadrin) badnik placed 2 pixels too high.
    295. 0C70 00EE - Spikes (Yadrin) badnik placed 2 pixels too high.
    296. 0CF0 00EE - Spikes (Yadrin) badnik placed 2 pixels too high.
    297. 0E92 02C0 - Vertical Red Spring placed 2 pixel too far right.
    298. 0E94 0180 - Vertical Row of 3 rings placed 4 pixels too far right.
    299. 0E94 0210 - Vertical Row of 3 rings placed 4 pixels too far right.
    300. 0D10 02F9 - Vertical Red Spring placed 1 pixel too low.
    301. 0D30 02F9 - Vertical Red Spring placed 1 pixel too low.
    302. 0D50 02F9 - Vertical Red Spring placed 1 pixel too low.
    303. 0DB0 02F9 - Vertical Red Spring placed 1 pixel too low.
    304. 0DD0 02F9 - Vertical Red Spring placed 1 pixel too low.
    305. 0DF0 02F9 - Vertical Red Spring placed 1 pixel too low.
    306. 140F 05B2 - Extra Life Monitor placed 1 pixel too far left, and 6 pixels too high.
    307. 1430 04F9 - Vertical Yellow Spring placed 1 pixel too low.
    308. 1450 04F9 - Vertical Yellow Spring placed 1 pixel too low.
    309. 1470 04F9 - Vertical Yellow Spring placed 1 pixel too low.
    310. 1490 05C2 - Vertical Red Spring placed 2 pixels too low.
    311. 14B0 04F9 - Vertical Yellow Spring placed 1 pixel too low.
    312. 14D0 04F9 - Vertical Yellow Spring placed 1 pixel too low.
    313. 14F0 04F9 - Vertical Yellow Spring placed 1 pixel too low.
    314. 1930 4252 - Crabmeat badnik placed 2 pixels too low.
    315. 1990 4252 - Crabmeat badnik placed 2 pixels too low.
    316. 19F0 4252 - Crabmeat badnik placed 2 pixels too low.
    317. 1AA0 01A0 - Horizontal Row of 7 rings using incorrect subtype. Currently using 56, should be 55. Ring overlap.
    318. 1AA0 03DA - Vertical Red Spring placed 1 pixel too low.
    319. 1D00 03C4 - Roller badnik placed 16 ($10) pixels too low.
    320. 1F00 0353 - Roller badnik placed 16 ($10) pixels too low.
    321. 2180 840A - Large Circular Spike Ball placed 2 pixels too low.
    322. 2646 0424 - Horizontal Row of 6 rings placed 2 pixels too far right, and 4 pixels too low.
    323. 2690 04CA - Vertical Yellow Spring placed 16 pixels too far left, and 1 pixel too low.
    324.  
    325. *Spring Yard Zone Act 3 - Object Issues*
    326. 0710 055A - Vertical Red Spring placed 1 pixel too low.
    327. 0730 055A - Vertical Red Spring placed 1 pixel too low.
    328. 0750 055A - Vertical Red Spring placed 1 pixel too low.
    329. 0780 0553 - Shield Monitor placed 1 pixel too low.
    330. 07B0 055A - Vertical Red Spring placed 1 pixel too low.
    331. 07D0 055A - Vertical Red Spring placed 1 pixel too low.
    332. 07F0 055A - Vertical Red Spring placed 1 pixel too low.
    333. 0868 03C3 - Super Ring Monitor placed 1 pixel too low.
    334. 08E0 032A - Vertical Floating Platform placed 10 ($A) pixels too low.
    335. 0A90 02C3 - Invincibility Monitor placed 1 pixel too low.
    336. 0C10 035A - Vertical Yellow Spring placed 1 pixel too low.
    337. 0C38 4352 - Crabmeat badnik placed 2 pixels too low.
    338. 0CC0 0352 - Crabmeat badnik placed 2 pixels too low.
    339. 0DA0 055A - Vertical Yellow Spring placed 1 pixel too low.
    340. 0E70 029A - Switch placed 1 pixel too low.
    341. 0FF0 0292 - Crabmeat badnik placed 2 pixels too low.
    342. 1010 05C0 - Searchlight - questionable placement.
    343. 1040 0292 - Crabmeat badnik placed 2 pixels too low.
    344. 1260 02F0 - Horizontal Tight Row of 4 Rings placed 4 pixels too high.
    345. 1278 030A - Large Circular Spike Ball placed 2 pixels too low.
    346. 1278 830A - Large Circular Spike Ball placed 2 pixels too low.
    347. 12F0 028A - Single Ring placed 2 pixels too low.
    348. 1300 028A - Single Ring placed 2 pixels too low.
    349. 1360 02F2 - Horizontal Tight Row of 4 Rings placed 2 pixels too high.
    350. 1378 430A - Large Circular Spike Ball placed 2 pixels too low.
    351. 1378 C30A - Large Circular Spike Ball placed 2 pixels too low.
    352. 1430 4152 - Crabmeat badnik placed 2 pixels too low.
    353. 1430 42C2 - Crabmeat badnik placed 2 pixels too low.
    354. 14D0 0152 - Crabmeat badnik placed 2 pixels too low.
    355. 14D0 02C2 - Crabmeat badnik placed 2 pixels too low.
    356. 1548 03C4 - Horizontal Row of 3 rings placed 4 pixels too low.
    357. 15D0 0340 - Spring Yard Zone Block Door placed incorrectly. Should be replaced with Object 74 (Invisible Solid Object).
    358. 1830 00C2 - Bumper placed 2 pixels too low.
    359. 19A0 03B2 - Invincibility Monitor placed 16 ($10) pixels too far left, and 6 pixels too high.
    360. 19C8 03B2 - Power Sneakers Monitor placed 8 pixels too far left, and 6 pixels too high.
    361. 1B78 055A - Switch placed 1 pixel too low.
    362. 1D30 4152 - Crabmeat badnik placed 767 ($2FF) pixels too high.
    363. 1D90 4152 - Crabmeat badnik placed 767 ($2FF) pixels too high.
    364. 1DF0 4152 - Crabmeat badnik placed 767 ($2FF) pixels too high.
    365. 1EA0 05DA - Vertical Red Spring placed 1 pixel too low.
    366. 1EC7 04FD - Invisible Solid Object placed 2 pixels too far right, and 3 pixels too high.
    367. 1EE0 0339 - Vertical Floating Platform placed 1 pixel too low.
    368. 1F30 42F1 - Crabmeat badnik placed 1 pixel too low.
    369. 1FD0 02F1 - Crabmeat badnik placed 1 pixel too low.
    370. 2011 0593 - Super Ring Monitor placed 11 ($B) pixels too far left, and 1 pixel too low.
    371. 2035 0593 - Shield Monitor placed 7 pixels too far left, and 1 pixel too low.
    372. 2058 0593 - Super Ring Monitor placed 4 pixels too far left, and 1 pixel too low.
    373. 2078 0308 - Floating Platform placed 2 pixels too high.
    374. 2160 02F0 - Horizontal Tight Row of 4 Rings placed 4 pixels too high.
    375. 2178 0308 - Floating Platform placed 2 pixels too high.
    376. 2278 0308 - Floating Platform placed 2 pixels too high.
    377. 2610 06CA - Vertical Red Spring placed 1 pixel too low.
    378. 2610 06CA - Vertical Red Spring placed 1 pixel too low.
    379. 2650 06CA - Vertical Red Spring placed 1 pixel too low.
    380. 2680 06C3 - Invincibility Monitor placed 1 pixel too low.
    381. 26B0 06CA - Vertical Red Spring placed 1 pixel too low.
    382. 26D0 06CA - Vertical Red Spring placed 1 pixel too low.
    383. 26F0 06CA - Vertical Red Spring placed 1 pixel too low.
    384. 28F0 02D4 - Horizontal Row of 7 rings placed 4 pixels too low.
    385. 29D0 02D4 - Horizontal Row of 2 rings placed 4 pixels too low.
    386. 2AA0 02B2 - Shield Monitor placed 16 ($10) pixels too far left, and 6 pixels too high.
    387. 2AC8 02B2 - Extra Life Monitor placed 8 pixels too far left, and 6 pixels too high.
    388.  
    389. *Labyrinth Zone Act 1 - Object Issues*
    390. 0118 00B4 - Horizontal Row of 3 rings placed 4 pixels too low.
    391. 02E8 0074 - Horizontal Row of 3 rings placed 4 pixels too low.
    392. 05F0 00F0 - Shield Monitor placed 1 pixel too high.
    393. 0A5C 0250 - Vertical Row of 5 rings placed 4 pixels too far left.
    394. 0B50 01F0 - Large Spike Set Wide placed too far right. Can stand on edge of platform.
    395. 0C20 0450 - Rising Platform placed 4 pixels too low.
    396. 0C4C 8310 - Upside-down Spike Set placed 12 ($C) pixels too far left.
    397. 0C7C 8310 - Upside-down Spike Set placed 12 ($C) pixels too far left.
    398. 0CAC 8310 - Upside-down Spike Set placed 12 ($C) pixels too far left.
    399. 0CDC 8310 - Upside-down Spike Set placed 12 ($C) pixels too far left.
    400. 0D5C 044C - Horizontal Row of 4 rings placed 4 pixels too high.
    401. 0FD8 0570 - Horizontal Row of 2 rings placed 4 pixels too far right.
    402. 1018 0590 - Horizontal Row of 2 rings placed 4 pixels too far right.
    403. 1020 8210 - Upside-down Spike Set placed 8 pixels too far right.
    404. 102F 0387 - Rotating Wheel placed 2 pixels too high.
    405. 10E0 8210 - Upside-down Spike Set placed 8 pixels too far left.
    406. 10F0 027B - Solid Block placed 5 pixels too high.
    407. 12CC 06D0 - Large Spike Set Wide incorrectly placed. Correct placement unknown.
    408. 1320 04F4 - Spike Set (Moves Vertically) using incorrect subtype. Currently using 01, should be 31 (Large Spike Set).
    409. 1454 0294 - Horizontal Row of 2 rings placed 4 pixels too low.
    410. 1494 0284 - Horizontal Row of 2 rings placed 4 pixels too low.
    411. 14D4 0274 - Horizontal Row of 2 rings placed 4 pixels too low.
    412. 1574 025C - Horizontal Row of 2 rings placed 4 pixels too low.
    413. 15D4 0274 - Horizontal Row of 2 rings placed 4 pixels too low.
    414. 17B0 016C - Switch placed 1 pixel too high. Questionable placement.
    415. 1A50 00E8 - End-of-level Signpost placed 8 pixels too low.
    416.  
    417. *Labyrinth Zone Act 2 - Object Issues*
    418. 0280 0104 - Spike Set (Moves Vertically) using incorrect subtype. Currently using 01, should be 31 (Large Spike Set).
    419. 04E4 8190 - Upside-down Spike Set placed 4 pixels too far right.
    420. 0A10 03F8 - Vertical Row of 3 rings placed 8 pixels too low.
    421. 0D2C 448D - Rotating wheel placed 1 pixel too low.
    422. 0D2C 45D2 - Rotating Wheel placed 2 pixels too high.
    423. 0D6D 03AB - Rotating Wheel placed 1 pixel too far right, and 1 pixel too high.
    424. 0D6D 04D4 - Rotating Wheel placed 1 pixel too far right.
    425. 0DA5 448D - Rotating Wheel placed 1 pixel too far right, and 1 pixel too low.
    426. 0DA5 45D3 - Rotating Wheel placed 1 pixel too far right, and 1 pixel too high.
    427. 0DE4 03AD - Rotating wheel placed 1 pixel too low.
    428. 0DE4 04D3 - Rotating wheel placed 1 pixel too high.
    429. 1050 03CC - Bonus Point Emblem placed 256 ($100) pixels too far left.
    430. 1058 03B4 - Bonus Point Emblem placed 256 ($100) pixels too far left.
    431. 1068 039C - Bonus Point Emblem placed 256 ($100) pixels too far left.
    432. 1150 03E8 - End-of-level Signpost placed 8 pixels too low.
    433.  
    434. *Labyrinth Zone Act 3 - Object Issues*
    435. 08E0 03F4 - Spike Set Normal placed incorrectly. Can stand between spikes and wall.
    436. 0D48 03F0 - Large Spike Set Wide placed 4 pixels too far right.
    437. 0DB4 03F0 - Spike Set Wide placed 4 pixels too far right.
    438. 0EE0 0338 - Bubble - Questionable placement.
    439. 125D 0214 - Rotating Wheel placed 1 pixel too far right.
    440. 125C 02B3 - Rotating wheel placed 1 pixel too high.
    441. 13D4 02B3 - Rotating wheel placed 1 pixel too high.
    442. 1890 0540 - Solid Block - Questionable placement. Object art is cut-off by chunk art.
    443. 18E0 0530 - Solid Block - Questionable placement. Object art is cut-off by chunk art.
    444. 1BE0 0030 - Solid Block - Questionable placement. Object art is cut-off by chunk art.
    445.  
    446. *Star Light Zone Act 1 - Object Issues*
    447. 03E8 01D0 - Walking Bomb badnik placed 8 pixels too far left.
    448. 08A8 05D4 - Horizontal Row of 5 rings placed 4 pixels too low.
    449. 0A08 4250 - Fan placed 8 pixels too far left.
    450. 0C40 0530 - Horizontal Row of 3 rings placed 24 ($18) pixels too far right.
    451. 0EC0 02C8 - Orbinaut placed 8 pixels too low.
    452. 0F80 04C8 - Orbinaut placed 8 pixels too low.
    453. 1630 0030 - Orbinaut placed 16 ($10) pixels too high.
    454. 17F8 03D0 - Fan placed 8 pixels too far right.
    455. 1E48 02E8 - Elevator Platform placed 8 pixels to far right.
    456.  
    457. *Star Light Zone Act 2*
    458. 0390 00B0 - Orbinaut placed 16 ($10) pixels too high.
    459. 0A10 41D0 - Fan using incorrect subtype. Currently using 01, should be 02.
    460. 0A20 42D0 - Fan placed placed 16 ($10) pixels too far right.
    461. 10E8 00D4 - Horizontal Row of 3 rings placed 4 pixels too low.
    462. 12E8 00D4 - Horizontal Row of 3 rings placed 4 pixels too low.
    463. 14E8 00D4 - Horizontal Row of 3 rings placed 4 pixels too low.
    464. 1508 4150 - Fan placed 8 pixels too far left.
    465. 1518 4550 - Fan placed 8 pixels too far right.
    466. 17D8 01AC - Orbinaut placed 4 pixels too low.
    467. 1C18 43D0 - Fan placed 8 pixels too far right.
    468.  
    469. *Star Light Zone Act 3*
    470. 0810 4450 - Fan using incorrect subtype. Currently using 01, should be 02.
    471. 08F8 0658 - Vertical Yellow Spring placed 24 ($18) pixels too far left.
    472. 0920 0658 - Vertical Yellow Spring placed 16 ($10) pixels too far left.
    473. 0948 0658 - Vertical Yellow Spring placed 8 pixels too far left.
    474. 1000 4750 - Fan placed placed 16 ($10) pixels too far left.
    475. 1184 0750 - Fan placed placed 12 ($C) pixels too far left.
    476. 1538 05D8 - Horizontal Row of 3 rings placed 4 pixels too high.
    477. 1CF0 05D0 - Super Ring Monitor placed 1 pixel too high.
    478. 1DE8 42D0 - Fan placed 8 pixels too far left.
    479. 2200 02BF - Egg Prison placed 1 pixel too high.
    480.  
    481. *Scrap Brain Zone Act 1*
    482. 0480 0468 - Caterkiller badnik placed 16 ($10) pixels too high.
    483. 0790 034C - Caterkiller badnik placed 12 ($C) pixels too high.
    484. 0850 034C - Caterkiller badnik placed 12 ($C) pixels too high.
    485. 09C0 06A8 - Caterkiller badnik placed 16 ($10) pixels too high.
    486. 0A30 06A8 - Caterkiller badnik placed 16 ($10) pixels too high.
    487. 0AD0 0688 - Caterkiller badnik placed 16 ($10) pixels too high.
    488. 0CD0 0792 - Horizontal Row of 5 rings placed 2 pixels too low.
    489. 0DD0 07B2 - Horizontal Row of 5 rings placed 2 pixels too low.
    490. 0ED0 0792 - Horizontal Row of 5 rings placed 2 pixels too low.
    491. 0EF0 05F0 - Invisible Solid Object placed 80 ($50) pixels too low.
    492. 0FD0 07B2 - Horizontal Row of 5 rings placed 2 pixels too low.
    493. 10D0 0792 - Horizontal Row of 5 rings placed 2 pixels too low.
    494. 1190 0760 - Caterkiller badnik placed 16 ($10) pixels too high.
    495. 1318 0194 - Horizontal Row of 3 rings placed 4 pixels too low.
    496. 1290 06F2 - Horizontal Row of 5 rings placed 2 pixels too low.
    497. 1378 0174 - Horizontal Row of 3 rings placed 4 pixels too low.
    498. 1390 04A0 - Caterkiller badnik placed 12 ($C) pixels too high.
    499. 14A0 06A4 - Caterkiller badnik placed 12 ($C) pixels too high.
    500. 1510 00E8 - Disappearing Platform using incorrect subtype. Currently using 80, should be 00.
    501. 1798 0094 - Horizontal Row of 7 rings placed 4 pixels too low.
    502. 18DC 060D - Horizontal Row of 4 rings placed 3 pixels too high.
    503. 1930 0510 - Invisible Solid Object using incorrect subtype. Currently using 17, should be 19.
    504. 195C 060D - Horizontal Row of 4 rings placed 3 pixels too high.
    505. 1994 00F1 - Vertical Row of 5 rings placed 1 pixel too low.
    506. 19B0 059B - Switch placed 3 pixels too low.
    507. 19DC 060D - Horizontal Row of 4 rings placed 3 pixels too high.
    508. 1A5C 060D - Horizontal Row of 4 rings placed 3 pixels too high.
    509. 1BD0 03B4 - Horizontal Row of 5 rings placed 4 pixels too low.
    510. 2260 0348 - End-of-level Signpost placed 8 pixels too low.
    511.  
    512. *Scrap Brain Zone Act 2 - Object Issues*
    513. 00D0 0138 - Horizontal Row of 3 rings placed 8 pixels too high.
    514. 00D0 0338 - Horizontal Row of 3 rings placed 8 pixels too high.
    515. 0358 06B4 - Horizontal Row of 3 rings placed 4 pixels too low.
    516. 03B8 0504 - Horizontal Row of 3 rings placed 4 pixels too low.
    517. 0438 0544 - Horizontal Row of 3 rings placed 4 pixels too low.
    518. 04F0 03D0 - Object using incorrect main ID. Currently using 26 (Monitor), should be 71 (Invisible Solid Object).
    519. 0590 03D0 - Object using incorrect main ID. Currently using 26 (Monitor), should be 71 (Invisible Solid Object).
    520. 0590 04C0 - Invisible Solid Object using incorrect subtype. Currently using 12, should be 13.
    521. 05A0 06A0 - Caterkiller badnik placed 16 ($10) pixels too high.
    522. 05A8 0394 - Horizontal Row of 3 rings placed 4 pixels too low.
    523. 05D0 06B2 - Horizontal Row of 5 rings placed 2 pixels too low.
    524. 05F0 04D0 - Object using incorrect main ID. Currently using 26 (Monitor), should be 71 (Invisible Solid Object).
    525. 05F0 03D0 - Object using incorrect main ID. Currently using 26 (Monitor), should be 71 (Invisible Solid Object).
    526. 0690 03D0 - Object using incorrect main ID. Currently using 26 (Monitor), should be 71 (Invisible Solid Object).
    527. 0690 04D0 - Object using incorrect main ID. Currently using 26 (Monitor), should be 71 (Invisible Solid Object).
    528. 06D0 0690 - Caterkiller badnik placed 8 pixels too high.
    529. 0710 01B0 - Object placed incorrectly. Correct placement unknown.
    530. 0830 0688 - Electric Generator placed 16 ($10) pixels too far left.
    531. 08B8 0148 - Horizontal Row of 3 rings placed 4 pixels too far left, and 8 pixels too low.
    532. 08B8 0540 - Horizontal Row of 3 rings placed 4 pixels too far left.
    533. 0958 0454 - Horizontal Row of 3 rings placed 4 pixels too low.
    534. 09D0 00B4 - Horizontal Row of 5 rings placed 4 pixels too low.
    535. 09D0 05B4 - Horizontal Row of 5 rings placed 4 pixels too low.
    536. 0A30 0200 - Object placed incorrectly. Correct placement unknown.
    537. 0AD0 01E0 - Object placed incorrectly. Correct placement unknown.
    538. 0AD0 0270 - Object placed incorrectly. Correct placement unknown.
    539. 0AD0 0690 - Caterkiller badnik placed 8 pixels too high.
    540. 0B00 01B4 - Horizontal Row of 3 rings placed 4 pixels too low.
    541. 0B90 0094 - Horizontal Row of 5 rings placed 4 pixels too low.
    542. 0BC4 0301 - Shield Monitor placed 4 pixels too far right.
    543. 0C70 0168 - Caterkiller badnik placed 16 ($10) pixels too high.
    544. 0C90 0094 - Horizontal Row of 5 rings placed 4 pixels too low.
    545. 0D90 0094 - Horizontal Row of 5 rings placed 4 pixels too low.
    546. 0DD0 0294 - Horizontal Row of 5 rings placed 4 pixels too low.
    547. 0E90 0094 - Horizontal Row of 5 rings placed 4 pixels too low.
    548. 0FB0 0094 - Horizontal Row of 5 rings placed 4 pixels too low.
    549. 11E0 81B0 - Invisible Solid Object unnecessarily flipped vertically.
    550. 1258 0254 - Horizontal Row of 3 rings placed 4 pixels too low.
    551. 13D0 0490 - Horizontal Row of 5 rings placed 32 ($20) pixels too high.
    552. 1530 0048 - Horizontal Row of 3 rings placed 8 pixels too low.
    553. 1578 0574 - Horizontal Row of 3 rings placed 4 pixels too low.
    554. 15DC 0554 - Horizontal Row of 3 rings placed 4 pixels too low.
    555. 1618 01B4 - Horizontal Row of 3 rings placed 4 pixels too low.
    556. 16B0 0530 - Caterkiller badnik placed 8 pixels too high.
    557. 1850 04F0 - Caterkiller badnik placed 8 pixels too high.
    558. 1900 04F0 - Caterkiller badnik placed 8 pixels too high.
    559. 19D0 0554 - Horizontal Row of 3 rings placed 4 pixels too low.
    560. 1CF8 0480 - Door placed incorrectly. Correct placement unknown.
    561. 1EE0 05A4 - End-of-level Signpost placed 4 pixels too low.
    562.  
    563. *Scrap Brain Zone Act 3 - Object Issues*
    564. 0450 0554 - Horizontal Row of 5 rings placed 4 pixels too low.
    565. 058C 01F4 - Horizontal Row of 2 rings placed 4 pixels too low.
    566. 0608 00D4 - Horizontal Row of 3 rings placed 4 pixels too low.
    567. 0688 0094 - Horizontal Row of 3 rings placed 4 pixels too low.
    568. 07F0 006C - Gargoyle Shooter placed 4 pixels too high.
    569. 0B50 05E0 - Vertical Row of 2 rings placed 4 pixels too low.
    570. 0B70 05C0 - Vertical Row of 2 rings placed 4 pixels too low.
    571. 0BB0 05C0 - Vertical Row of 2 rings placed 4 pixels too low.
    572. 0BB8 01F4 - Horizontal Row of 3 rings placed 4 pixels too low.
    573. 0BD0 05E0 - Vertical Row of 2 rings placed 4 pixels too low.
    574. 0C10 0208 - Moving platform has 'Remember Sprite State' enabled. Should be disabled. Fixes object unloading itself.
    575.  

    The object coordinates are on the left, followed by the object affected and how it's placed incorrectly. Please note that this entire list is subjective, based on my own opinions and thoughts, but many of the object position issues listed have been compared to other, correctly placed objects for comparison. I have also tested these changes in-game to verify that they are indeed an issue.

    I was also considering placing this list on the wiki, but I couldn't find a place to put it. If anyone has any ideas as to where, then please let me know.

    Also, if anyone has any questions about this list, please feel free to ask.
     
  2. redhotsonic

    redhotsonic

    Also known as RHS Tech Member
    1,587
    9
    18
    United Kingdom
    YouTuber
    You have too much time on your hands =P
     
  3. JcFerggy

    JcFerggy

    Do you want to taco 'bout it? Member
    1,342
    49
    28
    Nova Scotia, Canada
    GoldenEye: Source, Other Stuff
    Now release a rom with this issues fixed :p
     
  4. Mr Lange

    Mr Lange

    A wise guy eh. I know how to DEAL with wise guys. Member
    1,286
    10
    18
    The Land of Waldos
    Sonic Utopia, Sonic Overture
    Hooooly canoli.
    Well, props for your dedication.
     
  5. MarkeyJester

    MarkeyJester

    A D V A N C E Resident Jester
    2,101
    230
    43
    Japan
    This is fantastic! It is nice to see some misplacements that were unnoticeable.

    I think it also opens up ideas to the game's past beta, and some of the techniques used during production to serve or solve a problem.

    Do you plan to do the same with any other aspects of the game? (Such as art, music, SFX, etc, since we have a thread for code based fixes and such). Also, have you considered any other Sonic games?

    (In honesty, I was quite surprised at how fast you managed to generate your list, it seems like it was only a week).
     
  6. D.A. Garden

    D.A. Garden

    & Knuckles Member
    I did make one, although it's not complete. I felt against releasing it, though, as it's too similar to the original ROM and I know the rules regarding posting ROMs. However, making these changes to the object positions in a normal ROM doesn't take too long if you're interested.

    Also, Mr Lange, thanks. I had a bit of time on my hands and wanted to contribute something to the scene after my active hacking decreased over the last 6 months or so.
     
  7. nineko

    nineko

    I am the Holy Cat Tech Member
    6,139
    378
    63
    italy
    Well, you can make an IPS ;)

    By the way, two things:
    1. you used broken (because of the code block) bold tags instead of asterisks for GHZ2's heading;
    2. if I'm not mistaken (I can't check right now but I think I remember it right), one of the last monitors in MZ3 (the one right after the shortcut) uses a wrong flag, I'd like to be more precise but I really can't right now
     
  8. D.A. Garden

    D.A. Garden

    & Knuckles Member
    The heading for Green Hill Zone Act 2 is fixed. Must have been as a result of my original copy/paste.

    nineko, you are correct about Marble Zone Act 3. The Super Ring Monitor at 0E30 0431 has no 'Remember Sprite State' flag set. I'll update the list with this one. Thanks.

    MarkeyJester, I have considered doing some other things, but that's based entirely on how much time I have. I should be working on my assignments really. I'll consider doing the same to Sonic 2 in the future, although I'm not promising anything.
     
  9. Ralakimus

    Ralakimus

    IMPOLITE AND EVIL! Tech Member
    671
    287
    63
    Nice work, D.A. Garden! Pretty interesting to see all these object errors found in Sonic 1.

    It makes me wonder if the code used to automatically move some badniks to the ground was made because Sonic Team didn't want to properly fix the object placements. =P
     
  10. Espyo

    Espyo

    Member
    78
    0
    6
    Portugal, Porto, some street
    A Pikmin fan engine - Pikifen (https://pikminfanon.com/Pikifen)
    I'd like to see images of the more "out there" ones. Like the Crabmeat under the ground on the section right after the 1-up in GHZ2. (Reference map)