diff --git a/SonicGenerations.asl b/SonicGenerations.asl index 17dd604..6aab5ec 100644 --- a/SonicGenerations.asl +++ b/SonicGenerations.asl @@ -15,7 +15,8 @@ state("SonicGenerations", "latest") //ulong goal_hit : 0x01A0BE5C, 0x08, 0xa0, 0x00; // Gui active gives a much better result as it only ever is set to 1 when you have a gui like the goal screen is active - short gui_active : 0x00D724CC, 0x668, 0x1c, 0xb5; + short gui_active : 0x01A66B34, 0x04, 0x34, 0x58, 0x1c, 0xb5; + //SonicGenerations.exe+902AC1 = the address to the code that changes this // If the game is paused, this is true byte is_paused : 0x01A0BE5C, 0x08,0xD0; @@ -29,8 +30,8 @@ state("SonicGenerations", "latest") // When you hit a combo bumper or ring, this becomes true. (Just here because it may be useful later) bool in_combo_seq : 0x01A0BE5C, 0x08, 0x19c; - // Current game frame counter (only ticks if the game is rendering aka has focus) - int frame_counter : 0x00D724CC, 0x668, 0x1c, 0x80, 0xcc; + // Current game frame counter (only ticks if the game is rendering, aka has focus, and a game has been started or continued) + int frame_counter : 0x01A66B34, 0x04, 0x34, 0x58, 0x1c, 0xd8; //int looks_like_a_manager_class_of_some_kind : 0x00D724CC, 0x668, 0x1c, 0x80, 0xa8; //int selected_item_in_pause_menu : 0x00D724CC, 0x668, 0x1c, 0x80, 0xa8, 0x0c;