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