Update SonicGenerations.asl

Reordered stages to be in the order of completion from a new game.
This commit is contained in:
Christopher Torres
2018-04-27 16:43:44 -04:00
committed by GitHub
parent 5a94f38efd
commit 084e36017f

View File

@@ -36,6 +36,8 @@ startup
settings.Add("catagory", true, "Run Catagory"); settings.Add("catagory", true, "Run Catagory");
settings.CurrentDefaultParent = "catagory"; settings.CurrentDefaultParent = "catagory";
//TODO Do some work to be able to track for 100% catagory
settings.Add("any_percent", true); settings.Add("any_percent", true);
settings.Add("act1_only", false); settings.Add("act1_only", false);
settings.Add("act2_only", false); settings.Add("act2_only", false);
@@ -45,36 +47,42 @@ startup
init init
{ {
// We are connected to the process now
if (modules.First().ModuleMemorySize == 0x1CAB000) if (modules.First().ModuleMemorySize == 0x1CAB000)
version = "latest"; version = "latest";
// stage_id // stage_id
vars.stage_table = new Dictionary<string, byte>(); vars.stage_table = new Dictionary<string, byte>();
vars.stage_table.Add("pam", 01); // pam = Overworld vars.stage_table.Add("pam", 01); // pam = Overworld
vars.stage_table.Add("ghz", 02); // ghz = Green Hill vars.stage_table.Add("ghz", 02); // ghz = Green Hill
vars.stage_table.Add("cpz", 03); // cpz = Chemical Plant vars.stage_table.Add("cpz", 03); // cpz = Chemical Plant
vars.stage_table.Add("ssz", 04); // ssz = Sky Sanctuary vars.stage_table.Add("ssz", 04); // ssz = Sky Sanctuary
vars.stage_table.Add("sph", 05); // sph = Speed Highway
vars.stage_table.Add("cte", 06); // cte = City Escape
vars.stage_table.Add("ssh", 07); // ssh = Seaside Hill
vars.stage_table.Add("csc", 08); // csc = Crisis City
vars.stage_table.Add("euc", 09); // euc = Rooftop Run
vars.stage_table.Add("pla", 10); // pla = Planet Wisp
vars.stage_table.Add("cnz", 11); // cnz = Casino Night Zone
vars.stage_table.Add("fig", 12); // fig = Figurine Room
// Bosses // Bosses
vars.stage_table.Add("bde", 21); // bde = Death Egg Robo Boss Fight vars.stage_table.Add("bde", 05); // bde = Death Egg Robo Boss Fight
vars.stage_table.Add("bms", 22); // bms = Metal Sonic Rival Fight vars.stage_table.Add("bms", 06); // bms = Metal Sonic Rival Fight
vars.stage_table.Add("bpc", 23); // bpc = Perfect Chaos Boss Fight vars.stage_table.Add("sph", 07); // sph = Speed Highway
vars.stage_table.Add("bsd", 24); // bsd = Shadow Rival Fight vars.stage_table.Add("cte", 08); // cte = City Escape
vars.stage_table.Add("bsl", 25); // bsl = Silver Rival Fight vars.stage_table.Add("ssh", 09); // ssh = Seaside Hill
vars.stage_table.Add("bne", 26); // bne = Egg Dragoon Boss Fight // Bosses
vars.stage_table.Add("blb", 27); // blb = Time Eater Boss Fight vars.stage_table.Add("bsd", 10); // bsd = Shadow Rival Fight
vars.stage_table.Add("bpc", 11); // bpc = Perfect Chaos Boss Fight
vars.stage_table.Add("csc", 12); // csc = Crisis City
vars.stage_table.Add("euc", 13); // euc = Rooftop Run
vars.stage_table.Add("pla", 14); // pla = Planet Wisp
// Bosses
vars.stage_table.Add("bsl", 15); // bsl = Silver Rival Fight
vars.stage_table.Add("bne", 16); // bne = Egg Dragoon Boss Fight
vars.stage_table.Add("blb", 17); // blb = Time Eater Boss Fight
// Extra stages
vars.stage_table.Add("cnz", 18); // cnz = Casino Night Zone
vars.stage_table.Add("fig", 19); // fig = Figurine Room
vars.act = 0; vars.act = 0;
vars.stage_id = 0; vars.stage_id = 0;
@@ -177,6 +185,7 @@ update
split split
{ {
//TODO Make sure these conditions work correctly with when doing challange stages.
//TODO See if I can update different splits here? //TODO See if I can update different splits here?
// if(vars.stage_id > 1 && vars.current_stage_state != vars.prev_stage_state) // if(vars.stage_id > 1 && vars.current_stage_state != vars.prev_stage_state)
if( (vars.stage_id > 1) && if( (vars.stage_id > 1) &&