SBZ Vanishing Platforms - RetroKoH/S1Fixed GitHub Wiki
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The Vanishing Platform is an object in Sonic the Hedgehog, appearing in Scrap Brain Zone Acts 1 and 2. It starts out invisible, with no solidity. After a set period of time, it appears and becomes top-solid temporarily. After some time, it disappears again.
Subtypes
This object's subtype follows the following bit format: %SSSSTTTT.
- SSSS - synchronization value
- TTTT - time between vanishing/appearing (0 = approx 2 secs; 6 = approx 15 secs)
The only subtypes actually used in the game are $00, $40, $80, $C0, $C6, $D6, and $E6.
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 | AniFrame | Anim | PrevAnim | FrameTime | DelayTime |
| 2x | ~ | ~ | Status | DispWid | Routine | ~ | ~ | ~ | Subtype | ~ | ~ | ~ | ~ | ~ | ~ | ~ |
| 3x | WaitTime | WaitTime | WaitMaster | WaitMaster | ~ | ~ | SyncDec | SyncDec | SyncBitMask | SyncBitMask | ~ | ~ | ~ | ~ | ~ | ~ |
Code File
_incObj/6C SBZ Vanishing Platforms.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.
- Optimal Animation loading (changed addressing mode).
- Minor Optimization w/ Subtype handling (Credit: TheBlad768).
Sprite Data
- Art Tiles: artnem/SBZ Vanishing Block.nem (28 tiles; Nemesis-compressed)
- Sprite Mappings: _maps/SBZ Vanishing Platforms.asm
- VRAM Location: ArtTile_SBZ_Vanishing_Block ($356)
- Animation Script: _anim/SBZ Vanishing Platforms.asm
Later Game Equivalents
- ObjBE - Sonic 2 (Wing Fortress Zone)