LZ Breakable Pole - RetroKoH/S1Fixed GitHub Wiki
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The Breakable Pole is an object in Sonic the Hedgehog, appearing in Labyrinth Zone. It appears in water tunnels, where Sonic can latch onto them and hang on for a short time. Pressing one of the jump buttons releases Sonic's hold on the pole. If the player doesn't press one of the jump buttons, the pole will snap. In either case, Sonic is sent further down the current of the water tunnel.
Subtypes
This object's subtype dictates how long Sonic can hold onto it before it snaps.
The formula is subtype*60.
Object Status Table
| x0 | x1 | x2 | x3 | x4 | x5 | x6 | x7 | x8 | x9 | xA | xB | xC | xD | xE | xF | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0x | ID | Render | Gfx | Gfx | Map | Map | Map | Map | XPos | XPos | XPos | XPos | YPos | YPos | YPos | YPos |
| 1x | ~ | ~ | ~ | ~ | RespawnAddr | RespawnAddr | ~ | ~ | Priority | Priority | Frame | ~ | ~ | ~ | ~ | ~ |
| 2x | ColType | ~ | ~ | DispWid | Routine | ~ | ~ | ~ | Subtype | ~ | ~ | ~ | ~ | ~ | ~ | ~ |
| 3x | GrabTime | GrabTime | ~ | ~ | ~ | ~ | ~ | ~ | ~ | ~ | ~ | ~ | ~ | ~ | ~ | ~ |
Code File
_incObj/0B Pole That Breaks.asm
Changes from Sonic 1
- Word-length obPriority pointer due to the new Priority Manager.
- Word-Length obRespawnAddr added due to the S3K Object Manager.
- Faster timer calculation during object initialization.
- Routine 02: Pole_Action has had the logic for handling Sonic grabbing onto and hanging from it split off into their own separate routines: Pole_Grab and Pole_Hang, respectively. This reduces the amount of processing the object does on a given frame. Pole_Action now only runs RememberState. Sonic's object collision handling has been modified so that when he collides with the pole, the pole's routine will advance to Pole_Grab, which then immediately falls through to Pole_Hang.
Sprite Data
- Art Tiles: artnem/LZ Breakable Pole.nem (8 tiles; Nemesis-compressed)
- Sprite Mappings: _maps/Pole that Breaks.asm
- VRAM Location: ArtTile_LZ_Pole ($445)
Later Game Equivalents
- ObjC1 - Sonic 2 (Wing Fortress Zone)
- Obj_HCZBreakableBar - Sonic 3 & Knuckles (Hydrocity Zone)