Isotarge / ScriptHawk

A collection of Lua scripts and RAM watches for BizHawk.
MIT License
88 stars 15 forks source link

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

Open Isotarge opened 2 months ago

Isotarge commented 2 months ago

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

TheBlazingmo commented 1 month ago

I've found Y Velocity. 0xA80 = yVel

Isotarge commented 1 month ago

Thank you! Added in 6534c7ac9eee7cc2ce02b7bdb5b7e9bfbb215256

YoshiRulz commented 1 month ago

Related, the normalised velocity calculations appear to be wrong.

TheBlazingmo commented 1 month ago

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 commented 1 month ago

Found Y Rot. 0x32

TheBlazingmo commented 1 month ago

Related, the normalised velocity calculations appear to be wrong.

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

Isotarge commented 1 month ago

How's this? 4c85bcea84a3bb27fef7bb8a00b18426eb22a077

Isotarge commented 1 month ago

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 commented 1 month ago

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