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Add support for Sonic & SEGA All-Stars Racing for NTSC-U NDS #27
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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 |
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? |
That's good
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 |
Requested by https://www.youtube.com/@blazingmo684
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