Add support for Sonic & SEGA All-Stars Racing for NTSC-U NDS
Isotarge opened this issue · 9 comments
Requested by https://www.youtube.com/@blazingmo684
I've found Y Velocity. 0xA80 = yVel
Related, the normalised velocity calculations appear to be wrong.
Odd, I found something for offset 0xAC4 (Seconds). When starting a race, the offset timer goes to 1 second 30 frames before the in-game timer. But then a few frames later, The offset timer is delayed from the in-game timer. 0xAC3 is milliseconds
Found Y Rot. 0x32
Related, the normalised velocity calculations appear to be wrong.
You mean because it's X+Z instead of XX+ZZ?
The rotation units are quite strange, I've seen them in the range -0x1000 to 0x1000 but they don't seem linear. Any idea how they work?
How's this? 4c85bce
That's good
The rotation units are quite strange, I've seen them in the range -0x1000 to 0x1000 but they don't seem linear. Any idea how they work?
As of this, I don't really know. The game barely has knowledge of speedrun techs and as my brain has not been able to understand the game 100% yet