The map is an actual tilemap rebuilt from the cartridge — each 32×32 block is baked from the zone's tile atlas. Animation runs the rings/flowers tiles and the water/lava palette cycle (the shimmer is colour rotation, not tile swapping). Collision shapes fills each block's solid region (the height-profile Sonic stands on) as a transparent red area. Objects marks enemies, items and Sonic's spawn — Sonic and a couple of enemies (crab, beetle) are their real sprites, lifted from the running game; the rest are coloured boxes. In Labyrinth the flooded acts split at the water line: above it is the surface palette (with the cycle), below it the static cyan underwater palette — the same raster swap the game does at that scanline. Music plays the zone's background tune — synthesized from the SN76489 (PSG) registers the real sound driver writes while the game runs in the emulator, baked to MP3. See the write-up for how it was decoded.