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Sonic 1 final boss
Sonic 1 final boss








sonic 1 final boss sonic 1 final boss sonic 1 final boss

As mentioned above, this also includes when he's invulnerable. Hitting Eggman causes the RNG seed (high word) to be increased by 7. What's noteworthy is that you don't have to spam pause, pauses around ~0.7s get the same results as spamming it really quickly without any of the danger. As you know, this can be done during the pause where the game will decompress some tiles before stopping, needing another pause. This is done by checking an address ($FFF680) to see if there's any art left to decompress. ~ As a side note, the boss activates once the art for the boss has finished decompressing to avoid graphical glitches. ~ This explains why there are 1:13 and fast 1:12 manips, because 1:13 will arrive and load at a consistent time, and with the fast 1:12, as long as the boss has been loaded prior to it activating, you will arrive in the chamber at the exact same time, causing the same patterns. This does not increase while paused, and continues until the boss 'activates', where the seed will be used with the RNG function to generate the upcoming boss patterns, electricity etc. Once Sonic has reached the x-coordinates $2450+, the RNG seed is added by 1 every frame. At the start of every level, including Final Zone, the RNG seed is reset to 0, meaning it cannot be manipulated outside of the level. While you can safely hold buttons and hit him, hitting Eggman again, even while invulnerable, WILL change the RNG and hence the pattern. This COULD stem from running to the right, and hitting Eggman in the 4th crusher can cause you to bounce and hit him a second time while invulnerable. Upon testing however, there seems to be no indication of that. It's been said that holding the d-pad and hitting the boss messes up the order. Final Zone Boss Manipulation/Pattern Generation Notes (TL DR Included Below):










Sonic 1 final boss