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Sonic 2 Speedometer, Boost Meter, and Ring Finder A Lua script for the Gens Rerecording branch

#16 User is offline Dr. D'nar 

Posted 06 May 2012 - 04:00 AM

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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

#17 User is offline flamewing 

Posted 06 May 2012 - 08:43 AM

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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.

#18 User is offline Dr. D'nar 

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

#19 User is offline flamewing 

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.

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