Well, here I am once more. Well, i saw so many questions about this topic in others Threads. So here we are. This was writen by me and I'll use it in my hack, which I'm going to show other day. Credit it's not fully obligatory, but if you want to give me credit for the code, thank you so much. Also, it should work in Hivebrain. Just search the corrects labels and you're ready 1) New Flag Like the last one (the one for make work giant rings mid-way through a level) its important to use a unused ram address and name it for not confuse it with another one. I'll use $FFFFF622 and I'll name it "f_victorypose". If you already use that address, search another one in https://info.sonicretro.org/SCHG:Sonic_the_Hedgehog_(16-bit)/RAM_Editing. You should put something like this Code: f_victorypose = $FFFFF622 Well, now the engine will know that f_victorypose is $FFFFF622. Also, if you use Hivebrain, remplace all "f_victorypose" with you selected address 2) Modifing the SignPost Well, the victory pose is supposed to only been set once you complete an act. Well, open "_incObj/0D Signpost.asm" and delete this in Sign_SonicRun Code: btst #1,(v_player+obStatus).w bne.s loc_EC70 Oh, and also the last line in the same part before loc_EC70, or the blue blur will go outscreen. Now put this also at the very end of Sign_SonicRun Code: move.b #01, (f_victorypose) ;Set Victory Flag This will set the flag you made before. But before make work the animation, go to sonic.asm because here where we go to 3) Reset the flag when the level restarts Yeah. the flag was set, but not cleared anywhere else. So, let's change it Now that you already opened the file I mention before, go to Level_ClrObjRam and put this: Code: clr.b (f_victorypose) Now the game will clear the victory flag each time we finish an act... which is not Scrap Brain act 2... For solve it, in "_incObj/3A Got Through Card.asm", go to Got_SBZ2 and put the same code line from adove Scrap Brain act 3 doesn't matter, because there's no signpost, so the flag will never be set in that level at first place. Well, now the most important part 4) Make Sonic do his victory pose Well, go to "_incObj/Sonic Move.asm" because it's here where is the idle script and in the label .notright, after: Code: bclr #5,obStatus(a0) insert this: Code: tst.b (f_victorypose) beq.s .continue .victory move.b #id_Leap1,obAnim(a0) ; use victory animation bra.s .common .continue move.b #id_Wait,obAnim(a0) ; use standing animation .common The .notright label should look like this: Spoiler: .notright .notright: move.b obAngle(a0),d0 addi.b #$20,d0 andi.b #$C0,d0 ; is Sonic on a slope? bne.w Sonic_ResetScr ; if yes, branch tst.w obInertia(a0) ; is Sonic moving? bne.w Sonic_ResetScr ; if yes, branch bclr #5,obStatus(a0) tst.b (f_victorypose) beq.s .continue .victory move.b #id_Leap1,obAnim(a0) ; use victory animation bra.s .common .continue move.b #id_Wait,obAnim(a0) ; use standing animation .common btst #3,obStatus(a0) beq.s Sonic_Balance I used the Leap anim in my hack, but you can change it with any other Conclusion Well, that's it. I hope this can be useful to someone. If did you see some kind of error in the code, just say me and I'll try to solve it. Also, someday I'll show the hack I was doing (only me and nobody else). Goodbye and see ya later!