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Basic Questions & Answers thread

Discussion in 'Engineering & Reverse Engineering' started by Tweaker, May 29, 2008.

  1. I am struggling to understand the S3K disassembly with a lack of notes and labels, so I will ask here: when the gravity is reversed in S3K, how are the left and right controls kept consistent for the ceiling? It's not just a matter of simply reversing the y velocity, right?
     
  2. Devon

    Devon

    pfp by @litchui on Twitter Tech Member
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    Yeah, it basically is. There are some checks for managing angles while upside down as well, like in Call_Player_AnglePos, which I would believe helps contribute to the controls not being reversed (comments added by me):

    [​IMG]

    And of course, collision detection with floors and ceilings are reversed as well.
     
    Last edited: May 17, 2025
  3. Okay, so there's some stuff going on with the angles as well. Good to know.
    What do you mean by this? Are the player's sensors reversed?
     
  4. Devon

    Devon

    pfp by @litchui on Twitter Tech Member
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    That's basically how it works, yeah. I mean, his feet sensors have to point upward in order to properly collide with ceilings after all.
     
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  5. CupcakeLove67

    CupcakeLove67

    More known as PeanutNoceda Member
    How I can do to make Sonic run in the intro of the level?
    Like in Sonic Megamix:
    [​IMG]
     
  6. Kilo

    Kilo

    The Scatterbrained Hacker Tech Member
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    Sonic 1 Source Code Recration
    Code (Text):
    1. move.w    #$800,obInertia(a0)
    at the start of Sonic_Main.