Isotarge/ScriptHawk

Add support for Sonic & SEGA All-Stars Racing for NTSC-U NDS

Isotarge opened this issue · 9 comments

I've found Y Velocity. 0xA80 = yVel

Thank you! Added in 6534c7a

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?

How's this? 4c85bce

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