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S1 collision arrays

Discussion in 'Engineering & Reverse Engineering' started by JoseTB, Aug 18, 2004.

  1. JoseTB

    JoseTB

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    Updated.Added suport to angle/curve data and the code is optimized.Now it uses offset indexes.

    Updated again.Some bugs fixed,now is 100% stable.

    This is a simple hack that allows you to use different collision arrays for each level.The system is simple.There is a pointer to each level, (by default pointing to the main collision arrays) you just have to change it to point to somewhere in the rom (usually the end) and there paste your collision array for that level.The rom isn't shifted so you can use it without problems.Now,these are all the pointers:

    GHZ:
    Primary:$80036
    Secondary:$8004e
    Angle/Curve:$80066
    MZ:
    Primary:$8003a
    Secondary:$80052
    Angle/Curve:$8006a
    SYZ:
    Primary:$8003e
    Secondary:$80056
    Angle/Curve:$8006e
    LZ:
    Primary:$80042
    Secondary:$8005a
    Angle/Curve:$80072
    SLZ:
    Primary:$80046
    Secondary:$8005e
    Angle/Curve:$80076
    SBZ:
    Primary:$8004a
    Secondary:$80062
    Angle/Curve:$8007a

    Download (right click,save as...)
     
  2. Hivebrain

    Hivebrain

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    You also need each level to have its own pointer for angle/curve mapping data, otherwise using a non-S1 array would be pointless.
     
  3. JoseTB

    JoseTB

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    I knew I forgot something...Okay,I will update this soon.
     
  4. JoseTB

    JoseTB

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    Updated,so bump.
     
  5. Hivebrain

    Hivebrain

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    Much better! That's exactly what I had in mind.