Posted 06 May 2012 - 04:00 AM
- I wouldn't trust me if I were you
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Update: I've completed Sonic 3 and Knuckles compatibility.
http://pastebin.com/m5jrzGtD Next, of course, is Sonic 1 compatibility, but the information on S1 seems incomplete compared to S2 and S3&K.
This post has been edited by Dr. D'nar: 06 May 2012 - 04:00 AM
Posted 06 May 2012 - 08:43 AM
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Project:Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
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In S1, rings are objects -- object $25, to be precise -- and they are controlled by the object re-spawn table and the level object layout.
Posted 07 May 2012 - 04:21 PM
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But how do they get their index into the respawn table?
The Sonic 2 level started flag (F711) doesn't seem to work for Sonic 1.
This post has been edited by Dr. D'nar: 07 May 2012 - 05:23 PM
Posted 07 May 2012 - 06:45 PM
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The entries in the object respawn table has to be computed by parsing the level's object data. Each entry in object data is 6 bytes long; bit 7 (the most significant bit) of the fifth byte (offset +4 from start of entry) indicates whether or not the object has an entry on object respawn. The first object with an object respawn entry has entry equal to 0; add 1 for each subsequent object. The actual object respawn entry for any given object is at $FFFFFC02 + object respawn entry; if bit 7 is set, the object has been destroyed/collected.