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Add support for Sonic & SEGA All-Stars Racing for NTSC-U NDS #27

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Isotarge opened this issue Apr 8, 2024 · 9 comments
Open

Add support for Sonic & SEGA All-Stars Racing for NTSC-U NDS #27

Isotarge opened this issue Apr 8, 2024 · 9 comments

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@Isotarge
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Isotarge commented Apr 8, 2024

Requested by https://www.youtube.com/@blazingmo684

@TheBlazingmo
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I've found Y Velocity. 0xA80 = yVel

@Isotarge
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Thank you! Added in 6534c7a

@YoshiRulz
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Related, the normalised velocity calculations appear to be wrong.

@TheBlazingmo
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TheBlazingmo commented May 17, 2024

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

@TheBlazingmo
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Found Y Rot. 0x32

@TheBlazingmo
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Related, the normalised velocity calculations appear to be wrong.

You mean because it's X+Z instead of XX+ZZ?

@Isotarge
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How's this? 4c85bce

@Isotarge
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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?

@TheBlazingmo
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How's this? 4c85bce

That's good

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?

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

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