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Difference between revisions of "SPG:Solid Tiles"

From Sonic Retro

(While Airborne: Code order update)
(Updated the sensor information to better reflect the real game method. Added information about floor collision distance limits. Split page into 3 pages.)
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'''Notes:'''
 
'''Notes:'''
The research applies to all four of the [[Sega Mega Drive]] games and ''[[Sonic CD]]''.
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*The research applies to all four of the [[Sega Mega Drive]] games and ''[[Sonic CD]]''.
  
Following only describes how [[Sonic the Hedgehog|Sonic]] collides and interacts with solid tiles. Solid objects, such as [[Monitor|Monitors]], Moving Platforms, and Blocks each have their own collision routines with Sonic and don't necessarily behave exactly the same as the tiles do. For this, refer to [[SPG:Solid_Objects|Solid Objects]].
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*Following only describes how [[Sonic the Hedgehog|Sonic]] collides and interacts with solid tiles. Solid objects, such as [[Monitor|Monitors]], Moving Platforms, and Blocks each have their own collision routines with Sonic and don't necessarily behave exactly the same as the tiles do. For this, refer to [[SPG:Solid_Objects|Solid Objects]].
  
==Variables==
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*Variables and constants for Sonic and other characters such as ''xpos'' and ''acc'' will be referenced frequently, they can be found in [[SPG:Basics|Basics]].
  
The following variables/constants will be referenced frequently in this section.
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*The original games use solid tiles, however the ideas and mechanics of Sonic's base collision setup can be adapted (with adjustments) to other engines using sprite masks, line intersections, etc.
  
<nowiki>//Variables
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*While 16x16 tiles are "officially" named blocks, they are being referred to as solid tiles here since they are a simple grid pattern of sets of data which can be read simply, as opposed to objects or any other method. "Solid Tiles" and "Blocks" can be used interchangeably in this guide.
xpos: The X-coordinate of Sonic's center.
 
ypos: The Y-coordinate of Sonic's center.
 
xsp: The speed at which Sonic is moving horizontally.
 
ysp: The speed at which Sonic is moving vertically.
 
gsp: The speed at which Sonic is moving on the ground.
 
slope: The current slope factor (slp) value being used.
 
ang: Sonic's angle on the ground.
 
 
//Constants
 
acc: 0.046875
 
dec: 0.5
 
frc: 0.046875 (same as acc)
 
top: 6
 
jmp: 6.5 (6 for Knuckles)
 
slp: 0.125
 
slprollup: 0.078125
 
slprolldown: 0.3125
 
fall: 2.5
 
</nowiki>
 
  
 
==Introduction==
 
==Introduction==
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You may know that zones are broken down into 128x128 pixel chunks (or 256x256 pixel chunks in ''[[Sonic 1]]'' and ''[[Sonic CD]]''), which are in turn broken into 16x16 pixel blocks, which are again in turn broken into even smaller 8x8 pixel tiles. All of the solidity magic happens with the 16x16 blocks, so those are the only ones we will be interested in throughout this guide.  
 
You may know that zones are broken down into 128x128 pixel chunks (or 256x256 pixel chunks in ''[[Sonic 1]]'' and ''[[Sonic CD]]''), which are in turn broken into 16x16 pixel blocks, which are again in turn broken into even smaller 8x8 pixel tiles. All of the solidity magic happens with the 16x16 blocks, so those are the only ones we will be interested in throughout this guide.  
 
Note: ''While 16x16 tiles are "officially" named blocks, they are being referred to as solid tiles here since it gets the main point across, a simple grid pattern of sets of data which can be read simply, as opposed to objects or any other method. "Solid Tiles" and "Blocks" can be used interchangeably in this guide.''
 
  
 
Sonic's collisions and interactions with these solid tiles are what make up his basic engine. They dictate how he handles floors, walls, ceilings, slopes, and loops. Because this is such a large subject, and so complex, this guide is more proximate than other Sonic Physics Guides, but I have kept speculation to a minimum.
 
Sonic's collisions and interactions with these solid tiles are what make up his basic engine. They dictate how he handles floors, walls, ceilings, slopes, and loops. Because this is such a large subject, and so complex, this guide is more proximate than other Sonic Physics Guides, but I have kept speculation to a minimum.
  
First we will look at Sonic's method for detecting his environment, then how this environment is constructed and how Sonic handles it's complexity with such a simple system.
+
First we will look at how the environment is constructed from tiles, and then Sonic's method for detecting his environment.
  
Note: ''While solidity tiles are used in the original games, these basic collision methods and sensor layouts will still work (with adjustments) with sprite masks, or line intersections, etc, in your own engine.''
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==Solid Tiles==
  
==Sensors==
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Solid tiles are a grid of data blocks, which represent solid areas within each grid cell. This area is defined using height masks.
The collision with solid tiles is handled using 'sensors' that surround Sonic. You can imagine these as lines which Sonic will not allow solid tiles to overlap, along the different axis.
 
  
[[Image:SPGSensors.png|link=Special:FilePath/SPGSensors.png]]
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===Height Masks===
''An accurate approximation of the sensors''
 
  
  <span style="color:#00f000; font-weight: bold;">A</span> and <span style="color:#38ffa2; font-weight: bold;">B</span> - Floor collision
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When checking a solid tile, how is the height of the tile found?
  <span style="color:#00aeef; font-weight: bold;">C</span> and <span style="color:#fff238; font-weight: bold;">D</span> - Ceiling collision (only used mid-air)
 
  <span style="color:#ff38ff; font-weight: bold;">E</span> and <span style="color:#ff5454; font-weight: bold;">F</span> - Wall collision (shifting by 8px depending on certain factors, which will be explained)
 
  XY - Sonic's xpos and ypos
 
  
 +
Each tile has a value associated with it that references a mask stored in memory. Each mask is simply an array of 16 height values that range from 0px ($00) to 16px ($10) and an angle value.
  
Since Sonic's collision setup is symmetrical, it makes sense for the game to set up widths and heights using radius values. Sonic has separate radius values for his <span style="color:#ff38ff; font-weight: bold;">E</span> and <span style="color:#ff5454; font-weight: bold;">F</span> sensor pair (his '''Push Radius''') which always remains the same,  and for his <span style="color:#00f000; font-weight: bold;">A</span>, <span style="color:#38ffa2; font-weight: bold;">B</span>, <span style="color:#00aeef; font-weight: bold;">C</span> and <span style="color:#fff238; font-weight: bold;">D</span> sensors there is a width radius (his '''Body Width Radius''') and height radius (his '''Body Height Radius''') both of which will change depending on Sonic's state.
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[[Image:SPGHeightMask.PNG|link=Special:FilePath/SPGHeightMask.PNG]]
  
===Sprite alignment===
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This height mask, for example, has the height array 0 0 1 2 2 3 4 5 5 6 6 7 8 9 9 9, and the angle 33.75° ($E8).
Sonic's sprite is 1 pixel offset to the left when he faces left, which can result in him appearing to be 1px inside a tile when pushing leftwards. However to an average person playing, this won't appear to happen with most objects thanks to their hitboxes sticking out 1px further on their right and bottom (due to their origins being off-centre by 1 in X and Y). So while tiles are collided with more accurately than objects, bizarrely it will appear the opposite in-game, thanks to Sonic's sprite alignment when flipped. More about object collision in [[SPG:Solid_Objects|Solid Objects]].
 
  
==How Sensors Detect Solid Tiles==
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Which value of the height array is used? Subtract the tile's X position from the sensor's X position. The result is the index of the height array to use.
  
It's all well and good knowing that Sonic collides with solids using lines, but what's the process? First, we have to understand what Solid Tiles actually are.
+
If the height value found is 16px ($10), that's the entire tile filled at that X position, so then the sensor has to check for another tile above the first one found, and search for that one's height value.
  
===Height Masks===
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==Sensors==
  
When a sensor finds a tile, they return the "height" of the tile.  
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"Sensors" are simply checks performed by objects which look for solid tiles around them.  
  
How is the height of the tile found?
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An x, y position ('''anchor point''') is checked, and if it finds a solid tile, they will gather information about the tile.
 +
Sensors can point down, right, up, and left, and all behave the same in their respective directions.
  
Each tile has a value associated with it that references a mask stored in memory. Each mask is simply an array of 16 height values that range from 0px ($00) to 16px ($10) and an angle value.
+
[[Image:SPGSensorAnchors.png]] ''The white points represent the '''anchor''' positions of Sonic's sensors when uncurled.''
  
[[Image:SPGHeightMask.PNG|link=Special:FilePath/SPGHeightMask.PNG]]
+
In this example, the sensor to Sonic's right points right, and those at Sonic's feet point down.
  
This height mask, for example, has the height array 0 0 1 2 2 3 4 5 5 6 6 7 8 9 9 9, and the angle 33.75° ($E8).
+
So, they are points which look for solid tiles they touch. However, this is not the whole picture. If a sensor finds an empty tile or the array value of the tile found by the sensor is 16 (a full block amount), then it's likely that the surface of the solid terrain is actually found within an adjacent tile.
  
Which value of the height array is used? Subtract the tile's X position from the sensor's X position. The result is the index of the height array to use.
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====Sensor Regression & Extension====
 +
So when a sensor check is performed at a sensor's '''anchor point''' it has either found a solid tile, or it hasn't. If it has, what if the height value found is 16 and isn't actually the surface of the terrain? Or if it hasn't, what if there's a solid tile nearby?
  
If the height value found is 16px ($10), that's the entire tile filled at that X position, so then the sensor has to check for another tile above the first one found, and search for that one's height value.
+
Well, this is easily solved by checking nearby tiles also, until certain conditions are met.  
  
===Sensor Process===
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In the case of the <span style="color:#00f000; font-weight: bold;">A</span> sensor which is pointing down looking for solids below:
  
While the sensors here are described as lines, there's actually one initial '''anchor point''' pixel when a sensor is detecting the ground around Sonic.
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'''Regression:'''
For example, imagine a single point at the bottom of Sonic's <span style="color:#00f000; font-weight: bold;">A</span> sensor, this position is the '''anchor point''' and will check for a tile.
 
  
[[Image:SPGSensorAnchors.png]] ''The white points represent the active '''anchors''' of the sensor lines.''
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*If the '''anchor point''' finds a Solid Tile, and if the height array value at the sensor's x of that tile is 16, it will check up by 1 extra Solid Tile. We'll call this the "regression" since it goes back inwards towards Sonic.
  
====Sensor Regression & Extension====
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If a regression occurs and finds no solid in the second tile, the second tile will be ignored.
So when checked, a sensor's '''anchor point''' has found a solid tile, or it hasn't. If it has, what if the tile found isn't actually the surface of the terrain? Or if it hasn't, what if there's a tile nearby?
 
  
Well, this is easily solved by checking nearby tiles also, until certain conditions are met. Though of course, these conditions could be met on the first tile.
+
'''Extension:'''
  
In the case of the <span style="color:#00f000; font-weight: bold;">A</span> sensor:
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*If the '''anchor point''' just finds an empty tile (height array value of 0), it will check down by 1 extra Solid Tile. We'll call this the "extension" because it goes outwards, away from Sonic.
  
If this '''anchor point''' finds a Solid Tile, it will check up by 1 extra Solid Tile (effectively 16px up).  We'll call this the "regression" since it goes back inwards towards Sonic.
+
If an extension occurs and finds no solid in the second tile, the second tile will be ignored.
  
However, if the '''anchor point''' just finds an empty tile, it will check down by 1 extra Solid Tile (effectively a 16px extension down) just in case. We'll call this the "extension" because it goes outwards, away from Sonic.
+
If not the extension/regression does not fail, the new tile is the one which is processed.
  
 
The regression & extension will occur in the direction of the sensor, be it horizontal or vertical. So sensor <span style="color:#ff5454; font-weight: bold;">F</span>'s regression would check an extra tile to the left, and extension would check an extra tile to the right. While sensor <span style="color:#fff238; font-weight: bold;">D</span> 's regression would check an extra tile below, and extension would check an extra tile above.
 
The regression & extension will occur in the direction of the sensor, be it horizontal or vertical. So sensor <span style="color:#ff5454; font-weight: bold;">F</span>'s regression would check an extra tile to the left, and extension would check an extra tile to the right. While sensor <span style="color:#fff238; font-weight: bold;">D</span> 's regression would check an extra tile below, and extension would check an extra tile above.
  
So, for all intents and purposes the lines shown are Sonic's solid areas, but it's slightly more complex internally. This method of visualising the sensors as lines is also the most accurate way to translate the solidity to other engines/frameworks which don't need to use the same specific tile methods & calculations.
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The result of this, is the sensor will be able to find the open surface (and the tile containing that surface) of the terrain within a range of 2 tiles. The tile the sensor '''anchor point''' is touching plus another. All in the given direction of that sensor.
 +
 
 +
====Reaction====
 +
Once a final suitable tile has been found, information about the tile is returned.
  
=====Uses=====
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The information a sensor finds is as follows:
Regression is what makes the sensor anchor positions actually act as lines, and will let Sonic collide with the outside of a floor or wall even if his anchor points have already gone over 1 tile into it. Without this, collisions would effectively only happen for only a single pixel per sensor.
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*The distance from the sensor pixel to the surface of the solid tile found (in the sensor's direction)
 +
*The angle of the tile found
 +
*The tile ID
  
With extension however, most sensors will effectively '''ignore''' the extension and will only re-position Sonic when he's already close enough (when the Sensor's '''anchor point''' is actually touching a tile). The exception is Sonic's <span style="color:#00f000; font-weight: bold;">A</span> and <span style="color:#38ffa2; font-weight: bold;">B</span> sensors, while grounded, will use this extension to lock Sonic to the floor even if he happened to be 16px above it.
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=====Distance=====
 +
The distance to the solid surface (found by the sensor) is the most important piece of information dictating how an object will react to solid tiles.
  
====Reaction====
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The distance can either be 0, negative, or positive. When no Solid Tile is found by a sensor, a distance of 0 is returned by default.
Once a tile has been found, it's 'height' (or position horizontally for horizontal sensors) will be returned for Sonic to use to re-position himself.
+
 
 +
*A distance of 0 requires sonic not to move anywhere, though would still change his angle.
 +
 
 +
*Negative distances are almost reacted to when colliding, a negative distance means the surface found is closer to Sonic than the sensor position meaning he is inside it.
 +
 
 +
*Positive distances mean the surface found is further away than the sensor position. Since this means sonic isn't actually touching it, it's rarely used. A notable example of it's use is by Sonic's floor sensors to keep him attached to the ground even if the ground has sloped away from him a bit, which will be detailed further down.
 +
 
 +
If the object decides to snap itself to the terrain, it simply has to add or subtract this distance value from it's position depending on the direction.
  
 
====Summary====
 
====Summary====
 
Here's a demonstrative animation showing a very simplified process of how the floor sensors detect a tile and be moved upwards. In this case, Sonic will have a ''gsp'' of 6.
 
Here's a demonstrative animation showing a very simplified process of how the floor sensors detect a tile and be moved upwards. In this case, Sonic will have a ''gsp'' of 6.
  
[[Image:SPGSensorProcess.gif]] ''Again, of note is that while the floor sensors will not ignore the 1 tile extension when grounded, other sensors will only be "listened to" if the sensor line is already touching the tile.''
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[[Image:SPGSensorProcess.gif]]
 +
 
 +
 
 +
==Sonic's Sensors==
 +
 
 +
Like any object which wants to collide with tiles, sensors surround Sonic. Throughout this guide these will be drawn as lines, as these are the areas which Sonic will not allow solid tiles to overlap.
 +
 
 +
[[Image:SPGSensors.png|link=Special:FilePath/SPGSensors.png]]
 +
''Sonic's solidity for tiles. When solid tiles overlap these areas, he will be pushed out.''
 +
 
 +
  <span style="color:#00f000; font-weight: bold;">A</span> and <span style="color:#38ffa2; font-weight: bold;">B</span> - Floor collision
 +
  <span style="color:#00aeef; font-weight: bold;">C</span> and <span style="color:#fff238; font-weight: bold;">D</span> - Ceiling collision (only used mid-air)
 +
  <span style="color:#ff38ff; font-weight: bold;">E</span> and <span style="color:#ff5454; font-weight: bold;">F</span> - Wall collision (shifting by 8px depending on certain factors, which will be explained)
 +
  XY - Sonic's xpos and ypos
 +
 
 +
 
 +
Since Sonic's collision setup is symmetrical, it makes sense for the game to set up widths and heights using radius values. Sonic has separate radius values for his <span style="color:#ff38ff; font-weight: bold;">E</span> and <span style="color:#ff5454; font-weight: bold;">F</span> sensor pair (his '''Push Radius''') which always remains the same,  and for his <span style="color:#00f000; font-weight: bold;">A</span>, <span style="color:#38ffa2; font-weight: bold;">B</span>, <span style="color:#00aeef; font-weight: bold;">C</span> and <span style="color:#fff238; font-weight: bold;">D</span> sensors there is a width radius (his '''Body Width Radius''') and height radius (his '''Body Height Radius''') both of which will change depending on Sonic's state.
  
 +
Note on sprite alignment:
 +
* Sonic's sprite is 1 pixel offset to the left when he faces left, which can result in him appearing to be 1px inside a tile when pushing leftwards. Amusingly, this offset will appear corrected when pushing most objects thanks to their hitboxes sticking out 1px further on their right and bottom (due to their origins being off-centre by 1 in X and Y). So while tiles are collided with accuracy, it will appear the opposite in-game. More about object collision in [[SPG:Solid_Objects|Solid Objects]].
  
 
=== Floor Sensors (<span style="color:#00f000; font-weight: bold;">A</span> and <span style="color:#38ffa2; font-weight: bold;">B</span>) ===
 
=== Floor Sensors (<span style="color:#00f000; font-weight: bold;">A</span> and <span style="color:#38ffa2; font-weight: bold;">B</span>) ===
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While rolling or jumping (and otherwise generally curled up), Sonic's '''Body Height Radius''' becomes smaller at a value of 14, making him 29 pixels tall. Because of this, in the step in which Sonic rolls or jumps or otherwise becomes shorter, the engine adds 5 to his ''ypos'' so that his bottom point will remain unchanged despite him getting shorter and his center changing position. 5 also has to be subtracted from ''ypos'' when he unrolls or lands from a jump. The camera system also has to keep this offset in mind, otherwise, the view will jump when Sonic changes height.
 
While rolling or jumping (and otherwise generally curled up), Sonic's '''Body Height Radius''' becomes smaller at a value of 14, making him 29 pixels tall. Because of this, in the step in which Sonic rolls or jumps or otherwise becomes shorter, the engine adds 5 to his ''ypos'' so that his bottom point will remain unchanged despite him getting shorter and his center changing position. 5 also has to be subtracted from ''ypos'' when he unrolls or lands from a jump. The camera system also has to keep this offset in mind, otherwise, the view will jump when Sonic changes height.
 
As described initially, all sensors will check 16px further if they don't initially find a tile. Most sensors don't use this. The difference here, is the floor sensors will use this extension to check 16px below Sonic's feet and stick to a tile while Sonic is already grounded. So if Sonic ends up slightly above the ground because of a downward slope (and he's already on the ground) this extra space checked is to keep him attached to the ground at all times, until a cliff higher than or equal to 16px turns up, or he jumps.
 
  
 
====Method====
 
====Method====
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Assuming the ground level to be at a Y position of 736 ($02E0), while standing Sonic is atop it at a ''ypos'' of 716 ($02CC), which is 20 pixels above ground level.
 
Assuming the ground level to be at a Y position of 736 ($02E0), while standing Sonic is atop it at a ''ypos'' of 716 ($02CC), which is 20 pixels above ground level.
  
Floor sensors are a special case, there are 2 sensors and they need to detect slopes - so greater depth will be explored after establishing where these sensors are. The following simplified description applies when not on walls or ceilings.
+
Floor sensors are a special case, there are 2 sensors and they need to detect slopes - so greater depth will be explored after establishing where these sensors are. Both sensors behave the same and search for a Solid Tile.  
  
Both sensors behave the same and search for a Solid Tile. Whichever sensor finds the highest height, Sonic's ''ypos'' is set to the pixel above that height minus his '''Body Height Radius'''. His ''ang'' is also set to the angle of the Solid Tile that returned the highest height.
+
The smaller distance is the sensor that wins. For example, -10 is a smaller distance than -5. Effectively whichever sensor finds closer ground to Sonic's position. The sensor that wins, is the distance and angle used.
When no Solid Tile is found by a sensor, foot level (''ypos''+'''Body Height Radius''') is returned by default.
+
 
 +
Once the winning distance is found, it can be used to reposition sonic.
 +
 
 +
As with all sensors, Sonic is moved using the distance value returned by the sensor, adding it to his current position in this case.
 +
 
 +
If the floor is further from Sonic than the sensor, the distance is greater than 0. While most objects will not react to a positive distance for most sensors, floor sensors typically do.  
 +
When a positive distance is found for floor sensors, it will be added to Sonic's position and Sonic will be pulled and snapped down to the floors surface. This only occurs when Sonic is already previously grounded. Other sensors, like those for walls, will not pull sonic towards them, only push him out.
 +
 
 +
However, there is a limit to this. In Sonic 1, if the distance value is less than -14 or greater than 14, Sonic won't be moved.
 +
In Sonic 2 onward however the positive limit depends on Sonic's current speed - in this case, (for when Sonic is on the floor) if the distance is greater than
 +
 
 +
  minimum(absolute(xsp)+4, 14)
 +
 
 +
then he won't be moved. So the faster Sonic moves, the further the floor below him can be accepted. The -14 limit remains the same.
 +
 
 +
Note: when I say Sonic "isn't moved", it means he effectively hasn't found floor and won't be grounded.
  
 
=====Ledges=====
 
=====Ledges=====
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=====Balancing On Edges=====
 
=====Balancing On Edges=====
  
One nice touch is that Sonic goes into a balancing animation when near to the edge of a ledge. This only happens when he is stopped (his ground speed is 0).
+
One nice touch is that Sonic goes into a balancing animation when near to the edge of a ledge. This only happens when he is stopped (his ''gsp'' is 0).
  
 
How does the engine know? It is simple - any time only one of the ground sensors is activated, Sonic must be near a ledge. If <span style="color:#00f000; font-weight: bold;">A</span> is active and <span style="color:#38ffa2; font-weight: bold;">B</span> is not the ledge is to his right and vice versa.
 
How does the engine know? It is simple - any time only one of the ground sensors is activated, Sonic must be near a ledge. If <span style="color:#00f000; font-weight: bold;">A</span> is active and <span style="color:#38ffa2; font-weight: bold;">B</span> is not the ledge is to his right and vice versa.
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Assuming the wall's left side to be at an X position of 704 ($02C0), Sonic cannot get closer than an ''xpos'' of 693 ($02B5). Assuming the wall's right side to be at an X position of 831 ($033F), Sonic cannot get closer than an ''xpos'' of 842 ($034A). Thus both sensor lines combined should be 21 pixels wide, stretching from Sonic's ''xpos''-10 to ''xpos''+10.  
 
Assuming the wall's left side to be at an X position of 704 ($02C0), Sonic cannot get closer than an ''xpos'' of 693 ($02B5). Assuming the wall's right side to be at an X position of 831 ($033F), Sonic cannot get closer than an ''xpos'' of 842 ($034A). Thus both sensor lines combined should be 21 pixels wide, stretching from Sonic's ''xpos''-10 to ''xpos''+10.  
  
Any time it detects a solid tile, Sonic should be "popped out", set to the edge of the tile minus (or plus) 11, and his ground speed set to 0. (He cannot be popped out by only 10, because then a point at ''xpos''+10 would still lie within the edge pixel of the tile. This would register a continuous collision, and he would stick to the wall.) This will also set his '''gsp''' to 0 if he is moving in the direction of the wall, not away from it. If it were otherwise, he would stick to walls if he tried to move away.
+
Any time it detects a solid tile, Sonic should be "popped out", set to the edge of the solid (using the sensor's returned distance), and his ''gsp'' set to 0. (He cannot be popped out by only 10, because then a point at ''xpos''+10 would still lie within the edge pixel of the tile. This would register a continuous collision, and he would stick to the wall.) This will also set his '''gsp''' to 0 if he is moving in the direction of the wall, not away from it. If it were otherwise, he would stick to walls if he tried to move away.
  
 
Though the tile's edge minus Sonic's ''xpos'' might be 11, there are 10 free pixels between Sonic's ''xpos'' and the tile's edge. The eleventh pixel away is the tile's edge itself. This would be the same for a tile on the left. So Sonic is effectively 21 pixels wide when including ''xpos''.
 
Though the tile's edge minus Sonic's ''xpos'' might be 11, there are 10 free pixels between Sonic's ''xpos'' and the tile's edge. The eleventh pixel away is the tile's edge itself. This would be the same for a tile on the left. So Sonic is effectively 21 pixels wide when including ''xpos''.
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But that is not all. Because the highest sensor is the one Sonic gets the angle from, even though it looks like he should be considered to be at the angle of the ramp on the right (because he is closer to it), he will still have the angle of the ramp on the left. When you jump, he will jump at that angle, moving backward, not forward like you would expect.
 
But that is not all. Because the highest sensor is the one Sonic gets the angle from, even though it looks like he should be considered to be at the angle of the ramp on the right (because he is closer to it), he will still have the angle of the ramp on the left. When you jump, he will jump at that angle, moving backward, not forward like you would expect.
 
===Moving At Angles===
 
 
Well, that is all very well and good for having Sonic move smoothly over terrain with different heights, but that is not all there is to the engine. Sonic's speed has to be attenuated by angled ground in order to be realistic.
 
 
There are two ways in which Sonic's speed is affected on angles. The first will make sure that he does not traverse a hill in the same amount of time as walking over flat ground of an equal width. The second will slow him down when going uphill and speed him up when going downhill. Let's look at each of these in turn.
 
 
====The Three Speed Variables====
 
 
If Sonic were a simple platformer that required nothing but blocks, you would only need two speed variables: X speed (''xsp'') and Y speed (''ysp''), the horizontal and vertical components of Sonic's velocity. Acceleration (''acc''), deceleration (''dec''), and friction (''frc'') are added to ''xsp''; jump/bounce velocity and gravity (''grv'') are added to ''ysp'' (when Sonic is in the air).
 
 
But when slopes are involved, while Sonic moves along a slope, he's moving both horizontally and vertically. This means that both ''xsp'' and ''ysp'' have a non-zero value. Simply adding ''acc'', ''dec'', or ''frc'' to ''xsp'' no longer works; imagine Sonic was trying to run up a wall - adding to his horizontal speed would be useless because he needs to move upward.
 
 
The trick is to employ a third speed variable (as the original engine does), so let's call it Ground speed (''gsp''). This is the speed of Sonic along the ground, disregarding ''ang'' altogether. ''acc'', ''dec'', and ''frc'' are applied to ''gsp'', not ''xsp'' or ''ysp''.
 
 
While on the ground, ''xsp'' and ''xsp'' are derived from ''gsp'' every step before Sonic is moved. Perhaps a pseudo-code example is in order:
 
 
  xsp = gsp*cos(angle);
 
  ysp = gsp*-sin(angle);
 
 
 
  xpos += xsp;
 
  ypos += ysp;
 
 
No matter what happens to the ''ang'', ''gsp'' is preserved, so the engine always knows what speed Sonic is "really" moving at.
 
 
====Slope Factor====
 
 
By this point, Sonic should be able to handle any hills with an accurate velocity but he still needs to slow down when going uphill and speed up when going downhill.
 
 
Fortunately, this is simple to achieve - with something called the Slope Factor (''slope''). Just subtract ''slope''*sin(''ang'') from ''gsp'' at the beginning of every step.
 
 
  gsp -= slope*sin(ang);
 
 
The value of ''slope'' is always ''slp'' when running, but not so when rolling. When Sonic is rolling uphill (the sign of ''gsp'' is equal to the sign of sin(''ang'')), ''slope'' is ''slprollup'' ($001E). When Sonic is rolling downhill (the sign of ''gsp'' is '''not''' equal to the sign of sin(''ang'')), ''slope'' is ''slprolldown'' ($0050).
 
 
'''Note:''' In Sonic 1, it appears that ''slope'' doesn't get added if Sonic is stopped and in his standing/waiting cycle. But in Sonic 3 & Knuckles, ''slope'' seems to be added even then, so that Sonic can't stand on steep slopes - they will force him to walk them down.
 
 
===Jumping At Angles===
 
 
Jumping is also affected by the angle Sonic is at when he does it. He can't simply set ''ysp'' to negative ''jmp'' - he needs to jump away from the angle he's standing on. Instead, both ''xsp'' and ''ysp'' must have ''jmp'' subtracted from them, using cos() and sin() to get the right values.
 
 
More pseudo-code:
 
 
  xsp -= jmp*sin(angle);
 
  ysp -= jmp*cos(angle);
 
 
Notice how the jump values are subtracted from the ''xsp'' and ''ysp''. This means his speeds on the ground are preserved, meaning running up fast on a steep hill and jumping gives you the jump speeds and the speeds you had on the hill, resulting in a very high jump.
 
 
==Switching Mode==
 
 
So Sonic can run over hills and ramps and ledges, and all that is great. But it is ''still'' not enough. He cannot make his way from the ground to walls and ceilings without more work.
 
 
Why not? Well, because sensor <span style="color:#00f000; font-weight: bold;">A</span> and <span style="color:#38ffa2; font-weight: bold;">B</span> check straight downward, finding the height of the ground. There is just no way they can handle the transition to walls when everything is built for moving straight up and down on the Y-axis.
 
 
How can we solve this? By using four different modes of movement. This will take a little explaining.
 
 
===The Four Modes===
 
 
It seems pretty reasonable to assume that, because Sonic can traverse ground in 360 degrees, the engine handles all 360 degrees in much the same way. But, in fact, the engine splits the angles into four quadrants, greatly simplifying things.
 
 
To better understand what I am talking about, imagine a simpler platformer without full loops, just a few low hills and ramps. All the character would need to do is, after moving horizontally, move up or down until they met the level of the floor. The angle of the floor would then be measured. The angle would be used to attenuate ''gsp'', but nothing more. The character would still always move horizontally and move straight up and down to adhere to floor level.
 
 
This is much like how Sonic does things. Only, when ''ang'' gets too steep, Sonic switches "quadrant", moving from Floor mode to Right Wall mode (to Ceiling mode, to Left Wall mode, and back around to Floor mode, etc). At any one time, in any one mode, Sonic behaves like a simpler platformer. The magic happens by combining all four modes, and cleverly switching between them smoothly.
 
 
So how and when does Sonic switch mode?
 
 
When in Floor mode, and ''ang'' is steeper than 45° ($E0), the engine switches into Right Wall mode. Everything is basically the same, only the sensors check to the right instead of downward, and Sonic is moved to "floor" level horizontally instead of vertically.
 
 
Now that he's in Right Wall mode, if ''ang'' is shallower than 45° ($E0), the engine switches back into Floor mode.
 
 
The other transitions work in exactly the same way, with the switch angles relative to the current mode.
 
 
When the mode is being calculated, it simply checks which quadrant Sonic's ''ang'' is currently in, which will place Sonic in the correct mode (ranges are inclusive):
 
 
  Floor Mode (start of rotation)
 
  0° to 45° (1~32) ($FF~$E0)
 
 
  Right Wall Mode
 
  46° to 134° (33~95) ($DF~$A1)
 
 
  Ceiling Mode
 
  135° to 225° (96~160) ($A0~$60)
 
 
  Left Wall Mode
 
  226° to 314° (161~223) ($5F~$21)
 
 
  Floor Mode (end of rotation)
 
  315° to 360° (224~256) ($20~$00)
 
 
''Note: Since the classic games don't use degrees, and rather have angles ranging from 0 to 256, both approximate degree values and a more accurate decimal representation of the Hex values are included.''
 
 
These ranges are symmetrical for left and right, but does favour the floor and ceiling modes, with their ranges being a degree or two wider.
 
 
You might rightly ask where the ground sensors are when in Right Wall mode. They're in exactly the same place, only rotated 90 degrees. Sensor <span style="color:#00f000; font-weight: bold;">A</span> is now at Sonic's ''ypos''+9 instead of ''xpos''-9. Sensor <span style="color:#38ffa2; font-weight: bold;">B</span> is now at Sonic's ''ypos''-9, instead of ''xpos''+9. Instead of vertical sensor lines, they are now horizontal, stretching 16 pixels beyond his foot level (which is now 20 pixels "below" him, at ''xpos''+20).
 
 
Yes, because the sensors move so far, it is possible for Sonic to be "popped" out to a new position in the step in which he switches mode. However, this is hardly ever more than a few pixels and really isn't noticeable at all during normal play. To adjust for this in a new engine, an alternative method to switch mode would be to check for solid ground using a 90 degree rotated mask. For example, standing upright on flat ground, the left side would check rotated 90 degrees for steep slopes to switch to Left Wall Mode, and the right would check rotated -90 degrees for steep slopes to switch to Right Wall Mode. Only the lower ground sensor of the rotated mask would need to check for ground. This would have to exclude walls so Sonic doesn't begin walking on a wall when he gets near one, but would mean Sonic switched mode sooner on a slope which means less "popping".
 
 
One more thing: I said that solid tiles were made of height arrays. Operative word: ''height''. How do they work when in Right Wall mode? Well, rather gobsmackingly, it turns out that in the original engine, each solid tile has ''two'' complementary height arrays, one used for when moving horizontally, the other for when moving vertically.
 
 
What about Left Wall and Ceiling mode? Wouldn't there need to be ''four'' height arrays? No, because tiles of those shapes simply use normal height arrays, just inverted. When in Ceiling mode, Sonic knows that the height value found should be used to move him down and not up.
 
 
With these four modes, Sonic can go over all sorts of shapes. Inner curves, outer curves, you name them. Here are some approximate example images with their angle values to help give you some idea of what this results in:
 
 
[[Image:SPGInnerCurve.PNG|link=Special:FilePath/SPGInnerCurve.PNG]] [[Image:SPGInnerCurveChart.PNG|link=Special:FilePath/SPGInnerCurveChart.PNG]]
 
 
You can observe Sonic's mode changing on the frame after his floor angle (''ang'') exceeds 45°.  Sonic's position shifts a bit when the change occurs, due to the totally new collision angle and position.
 
 
The reason the gif shows the switch being the frame after the angle threshold is reached is simply because the collision being shown is the one used for ''that'' frame, ''before'' Sonic's ''ang'' updates, which is how you see Sonic in-game to begin with.
 
 
[[Image:SPGOuterCurve.PNG|link=Special:FilePath/SPGOuterCurve.PNG]] [[Image:SPGOuterCurveChart.PNG|link=Special:FilePath/SPGOuterCurveChart.PNG]]
 
 
You may notice Sonic's mode switches erratically on the convex curve, this is because his floor angle (''ang'') will suddenly decrease when switching to wall mode, causing it to switch back and forth until he is far enough down the curve to stabilise. This isn't usually noticeable, and happens less the faster you are moving.
 
 
===When to Change Mode===
 
 
Sonic's current "Mode" is decided precisely when collision occurs. It will measure his angle, and decide which Mode of collision to use right there. There is no "Mode" state stored in memory. So effectively, Sonic's mode changes whenever his angle (''ang'') does.
 
 
Since the floor angle (''ang'') is decided after floor collision (as a result of floor collision) the floor collision that frame has to use the previous frames angle, even though Sonic has moved to a new part of the slope since then. This results in Sonic's mode effectively changing 1 frame ''after'' Sonic reaches one of the 45 degree angle thresholds.
 
 
===Falling and Sliding Off Of Walls And Ceilings===
 
 
When in Right Wall, Left Wall, or Ceiling mode and Sonic's ''ang'' is between 90 and 270, Sonic will fall any time absolute ''gsp'' falls below ''fall'' ($0280) (''gsp'' is set to 0 at this time, but ''xsp'' and ''ysp'' are unaffected, so Sonic will continue his trajectory through the air). This happens even if there is ground beneath him. If Sonic is in Right Wall, Left Wall, or Ceiling Mode but Sonic's ''ang'' is not between 90 and 270 then the horizontal control lock timer described below will still be set to 30 but Sonic will not enter a falling state remaining in his current state.
 
 
====Horizontal Control Lock====
 
 
When Sonic falls or slides off in the manner described above, the [[SPG:Springs and Things#Horizontal Control Lock|horizontal control lock]] timer is set to 30 ($1E) (it won't begin to count down until Sonic lands back on the ground). While this timer is non-zero and Sonic is on the ground, it prevents the player from adjusting Sonic's speed with the left or right buttons. The timer counts down by one every step, so the lock lasts about half a second. During this time only ''slp'' and the speed Sonic fell back on the ground with is in effect, so Sonic will slip back down the slope.
 
 
  if (abs(gsp) < 2.5 && (angle >= 45 && angle <= 315))
 
  {
 
    if (angle >= 90 && angle <= 270)
 
    {
 
      floor_mode = 0;
 
      gsp = 0;
 
    }
 
    horizontal_lock_timer = 30;
 
  }
 
 
==The Air State==
 
 
Any time Sonic is in the air, he doesn't have to worry about angles, ''gsp'', ''slp'', or any of that jazz. All he has to do is move using ''xsp'' and ''ysp'' until he detects the ground, at which point he re-enters the ground state.
 
 
===Jumping "Through" Floors===
 
 
There are some ledges that Sonic can jump up "through". These are often in the hilly, green zones such as [[Green Hill Zone (Sonic the Hedgehog 16-bit)|Green Hill Zone]], [[Emerald Hill Zone]], [[Palmtree Panic Zone]], and so on. The solid tiles that make up these ledges are flagged by the engine as being a certain type that should only be detected by Sonic's <span style="color:#00f000; font-weight: bold;">A</span> and <span style="color:#38ffa2; font-weight: bold;">B</span> sensors. They are ignored entirely by C and D as well as the horizontal sensor line. Finally, sensor <span style="color:#00f000; font-weight: bold;">A</span> and <span style="color:#38ffa2; font-weight: bold;">B</span> (mostly) only detect the floor when Sonic is moving downwards (but always while on the ground). So with a slightly shorter jump, you will see Sonic 'pop' upwards onto a jump through surface once he begins to fall.
 
 
===Reacquisition Of The Ground===
 
Both ''xsp'' and ''ysp'' are derived from ''gsp'' while Sonic is on the ground. When he falls or otherwise leaves the ground, ''xsp'' and ''ysp'' are already the proper values for him to continue his trajectory through the air. But when Sonic lands back on the ground, ''gsp'' must be calculated from the ''xsp'' and ''ysp'' that he has when it happens.
 
You might think that they would use cos() and sin() to get an accurate value, but that is not the case. In fact, something much more basic happens, and it is different when hitting into a curved ceiling as opposed to landing on a curved floor, so I will cover them separately.
 
 
As you land the angle of the ground you touch is read (''ang'').
 
The following covers the angle (''ang'') of the ground (floor or ceiling) that Sonic touches as he lands, and only happens the frame when he lands when changing from in air to on ground.
 
 
''Note: Since the classic games don't use degrees, and rather have angles ranging from 0 to 256, both approximate degree values and a more accurate (and inverted) decimal representation of the Hex values are included.''
 
 
====When Falling Downward====
 
[[Image:SPGLandFloor.png|link=Special:FilePath/SPGLandFloor.png]]
 
 
The following ranges are inclusive.
 
 
'''Shallow:'''
 
When ''ang'' is in the range of
 
 
  0° to 23° (1~16) ($FF~$F0)
 
  and mirrored:
 
  339° to 360° (241~256) ($0F~$00)
 
 
''gsp'' is set to the value of ''xsp''.
 
 
'''Half Steep:'''
 
When ''ang'' is in the range of
 
 
  24° to 45° (17~32) ($EF~$E0)
 
  and mirrored:
 
  316° to 338° (225~240) ($1F~$10)
 
 
''gsp'' is set to ''xsp'' but only if the absolute of ''xsp'' is greater than ''ysp''. Otherwise, ''gsp'' is set to ''ysp''*0.5*-sign(sin(''ang'')).
 
 
'''Full Steep:'''
 
When ''ang'' is in the range of
 
 
  46° to 90° (33~64) ($DF~$C0)
 
  and mirrored:
 
  271° to 315° (193~224) ($3F~$20)
 
 
''gsp'' is set to ''xsp'' but only if the absolute of ''xsp'' is greater than ''ysp''. Otherwise, ''gsp'' is set to ''ysp''*-sign(sin(''ang'')).
 
 
====When Going Upward====
 
[[Image:SPGLandCeiling.png|link=Special:FilePath/SPGLandCeiling.png]]
 
 
The following ranges are inclusive.
 
 
'''Slope:'''
 
When the ceiling ''ang'' detected is in the range of
 
 
  91° to 135° (65~96) ($BF~$A0)
 
  and mirrored
 
  226° to 270° (161~192) ($5F~$40)
 
 
Sonic reattaches to the ceiling and ''gsp'' is set to ''ysp''*-sign(sin(''ang'')).
 
 
'''Ceiling:'''
 
When the ceiling ''ang'' is in the range of
 
 
  136° to 225° (97~160) ($9F~$60)
 
 
Sonic hits his head like with any ceiling, and doesn't reattach to it. ''ysp'' is set to 0, and ''xsp'' is unaffected.
 
 
===Air Rotation===
 
When Sonic leaves a slope, such as running up and off a quarter pipe, Sonic's angle smoothly returns to 0.
 
 
Sonic's angle (''ang'') changes by
 
  2.8125° (2) ($2)
 
each frame, in the direction towards 0.
 
*''Note: Degree angle is approximate, as the original game has angles ranging up to 256. Degree, decimal, and hex have been provided.''
 
*''Note: Regardless of Sonic's angle, Sonic's air sensors do not rotate. Air collision essentially ignores Sonic's mode.''
 
 
==Order of events==
 
 
So, we know what happens, but in what order? It depends based on Sonic's current state.
 
 
===While Normal===
 
 
"Normal" means when Sonic is not airborne or rolling.
 
 
* '''Check for special animations that prevent control (such as balancing).'''
 
* '''Check for starting a spindash.'''
 
* '''Adjust gsp based on current ang. (slope factor)'''
 
* '''Check for starting a jump.'''
 
* '''Update gsp based on directional input and apply friction/deceleration.'''
 
* '''Check for starting ducking, balancing on ledges, etc.'''
 
* '''Wall sensor collision occurs, the contents of which depend on the sensor activation.'''
 
** Notice it begins before Sonic physically moves, meaning it will check if the distance to a wall is closer than Sonic's xspeed in a given direction using the wall sensor's extension
 
* '''Check for starting a roll.'''
 
* '''Handle camera boundaries (keep Sonic inside the view and kill Sonic if he touches the kill plane).'''
 
* '''Move Sonic. (actually updates xpos and ypos based on xsp and ysp)'''
 
* '''Floor sensor collision occurs here.'''
 
** Update Sonic's angle and therefore collision mode;
 
** Lose ground if none found/too low;
 
** Adhere to level of terrain.
 
* '''Check for falling when gsp is too low on walls/ceilings.'''
 
 
===While Rolling===
 
 
* '''Adjust gsp based on current ang. (rolling slope factors)'''
 
* '''Check for starting a jump.'''
 
* '''Update gsp based on directional input and apply friction.'''
 
* '''Wall sensor collision occurs.'''
 
* '''Handle camera boundaries (keep Sonic inside the view and kill Sonic if he touches the kill plane).'''
 
* '''Move Sonic. (actually updates xpos and ypos based on xsp and ysp)'''
 
* '''Floor sensor collision occurs here.'''
 
** Update Sonic's angle and therefore collision mode;
 
** Lose ground if none found/too low;
 
** Adhere to level of terrain.
 
* '''Check for falling when gsp is too low on walls/ceilings.'''
 
 
===While Airborne===
 
 
"Airborne" means when Sonic is falling or jumping or otherwise not grounded.
 
 
* '''Check for jump button release i.e. jump resist.'''
 
* '''Check for turning Super.'''
 
* '''Update xsp based on directional input and apply air drag.'''
 
* '''Move Sonic. (actually updates xpos and ypos based on xsp and ysp)'''
 
* '''Update ysp by adding gravity to it.'''
 
** Notice it happens after Sonic's position was updated.
 
* '''Check underwater for reduced gravity.'''
 
* '''Rotate angle back to 0.'''
 
* '''Set collision mode to 0.'''
 
* '''Collision checks occurs here the contents of which depend on the sensor activation'''
 
** Wall collision occurs first.
 
  
 
==Notes==
 
==Notes==
* Sonic can only brake ("screech to a halt") in Floor mode.
+
* Find information on how Sonic's slope physics work at [[SPG:Slope_Physics|Slope Physics]]
 
* Sonic cannot jump when there is a low ceiling above him. If there is a collision detected with a sensor line stretching from Sonic's ''xpos''-9 to ''xpos''+9, at ''ypos''-25, Sonic won't bother jumping at all.
 
* Sonic cannot jump when there is a low ceiling above him. If there is a collision detected with a sensor line stretching from Sonic's ''xpos''-9 to ''xpos''+9, at ''ypos''-25, Sonic won't bother jumping at all.
 
  
 
[[Category:Sonic Physics Guide]]
 
[[Category:Sonic Physics Guide]]

Revision as of 17:22, 13 December 2020

Notes:

  • Following only describes how Sonic collides and interacts with solid tiles. Solid objects, such as Monitors, Moving Platforms, and Blocks each have their own collision routines with Sonic and don't necessarily behave exactly the same as the tiles do. For this, refer to Solid Objects.
  • Variables and constants for Sonic and other characters such as xpos and acc will be referenced frequently, they can be found in Basics.
  • The original games use solid tiles, however the ideas and mechanics of Sonic's base collision setup can be adapted (with adjustments) to other engines using sprite masks, line intersections, etc.
  • While 16x16 tiles are "officially" named blocks, they are being referred to as solid tiles here since they are a simple grid pattern of sets of data which can be read simply, as opposed to objects or any other method. "Solid Tiles" and "Blocks" can be used interchangeably in this guide.

Introduction

What are solid tiles? While there are often solid objects in Sonic zones, the zone itself would require far too much object memory if the environment were constructed entirely of solid objects, each with their own 64 bytes of RAM. A clever short-cut is used - the zone is constructed out of tiles anyway, so all that needs be done is have each tile know whether or not it is solid.

You may know that zones are broken down into 128x128 pixel chunks (or 256x256 pixel chunks in Sonic 1 and Sonic CD), which are in turn broken into 16x16 pixel blocks, which are again in turn broken into even smaller 8x8 pixel tiles. All of the solidity magic happens with the 16x16 blocks, so those are the only ones we will be interested in throughout this guide.

Sonic's collisions and interactions with these solid tiles are what make up his basic engine. They dictate how he handles floors, walls, ceilings, slopes, and loops. Because this is such a large subject, and so complex, this guide is more proximate than other Sonic Physics Guides, but I have kept speculation to a minimum.

First we will look at how the environment is constructed from tiles, and then Sonic's method for detecting his environment.

Solid Tiles

Solid tiles are a grid of data blocks, which represent solid areas within each grid cell. This area is defined using height masks.

Height Masks

When checking a solid tile, how is the height of the tile found?

Each tile has a value associated with it that references a mask stored in memory. Each mask is simply an array of 16 height values that range from 0px ($00) to 16px ($10) and an angle value.

SPGHeightMask.PNG

This height mask, for example, has the height array 0 0 1 2 2 3 4 5 5 6 6 7 8 9 9 9, and the angle 33.75° ($E8).

Which value of the height array is used? Subtract the tile's X position from the sensor's X position. The result is the index of the height array to use.

If the height value found is 16px ($10), that's the entire tile filled at that X position, so then the sensor has to check for another tile above the first one found, and search for that one's height value.

Sensors

"Sensors" are simply checks performed by objects which look for solid tiles around them.

An x, y position (anchor point) is checked, and if it finds a solid tile, they will gather information about the tile. Sensors can point down, right, up, and left, and all behave the same in their respective directions.

SPGSensorAnchors.png The white points represent the anchor positions of Sonic's sensors when uncurled.

In this example, the sensor to Sonic's right points right, and those at Sonic's feet point down.

So, they are points which look for solid tiles they touch. However, this is not the whole picture. If a sensor finds an empty tile or the array value of the tile found by the sensor is 16 (a full block amount), then it's likely that the surface of the solid terrain is actually found within an adjacent tile.

Sensor Regression & Extension

So when a sensor check is performed at a sensor's anchor point it has either found a solid tile, or it hasn't. If it has, what if the height value found is 16 and isn't actually the surface of the terrain? Or if it hasn't, what if there's a solid tile nearby?

Well, this is easily solved by checking nearby tiles also, until certain conditions are met.

In the case of the A sensor which is pointing down looking for solids below:

Regression:

  • If the anchor point finds a Solid Tile, and if the height array value at the sensor's x of that tile is 16, it will check up by 1 extra Solid Tile. We'll call this the "regression" since it goes back inwards towards Sonic.

If a regression occurs and finds no solid in the second tile, the second tile will be ignored.

Extension:

  • If the anchor point just finds an empty tile (height array value of 0), it will check down by 1 extra Solid Tile. We'll call this the "extension" because it goes outwards, away from Sonic.

If an extension occurs and finds no solid in the second tile, the second tile will be ignored.

If not the extension/regression does not fail, the new tile is the one which is processed.

The regression & extension will occur in the direction of the sensor, be it horizontal or vertical. So sensor F's regression would check an extra tile to the left, and extension would check an extra tile to the right. While sensor D 's regression would check an extra tile below, and extension would check an extra tile above.

The result of this, is the sensor will be able to find the open surface (and the tile containing that surface) of the terrain within a range of 2 tiles. The tile the sensor anchor point is touching plus another. All in the given direction of that sensor.

Reaction

Once a final suitable tile has been found, information about the tile is returned.

The information a sensor finds is as follows:

  • The distance from the sensor pixel to the surface of the solid tile found (in the sensor's direction)
  • The angle of the tile found
  • The tile ID
Distance

The distance to the solid surface (found by the sensor) is the most important piece of information dictating how an object will react to solid tiles.

The distance can either be 0, negative, or positive. When no Solid Tile is found by a sensor, a distance of 0 is returned by default.

  • A distance of 0 requires sonic not to move anywhere, though would still change his angle.
  • Negative distances are almost reacted to when colliding, a negative distance means the surface found is closer to Sonic than the sensor position meaning he is inside it.
  • Positive distances mean the surface found is further away than the sensor position. Since this means sonic isn't actually touching it, it's rarely used. A notable example of it's use is by Sonic's floor sensors to keep him attached to the ground even if the ground has sloped away from him a bit, which will be detailed further down.

If the object decides to snap itself to the terrain, it simply has to add or subtract this distance value from it's position depending on the direction.

Summary

Here's a demonstrative animation showing a very simplified process of how the floor sensors detect a tile and be moved upwards. In this case, Sonic will have a gsp of 6.

SPGSensorProcess.gif


Sonic's Sensors

Like any object which wants to collide with tiles, sensors surround Sonic. Throughout this guide these will be drawn as lines, as these are the areas which Sonic will not allow solid tiles to overlap.

SPGSensors.png Sonic's solidity for tiles. When solid tiles overlap these areas, he will be pushed out.

 A and B - Floor collision
 C and D - Ceiling collision (only used mid-air)
 E and F - Wall collision (shifting by 8px depending on certain factors, which will be explained)
 XY - Sonic's xpos and ypos


Since Sonic's collision setup is symmetrical, it makes sense for the game to set up widths and heights using radius values. Sonic has separate radius values for his E and F sensor pair (his Push Radius) which always remains the same, and for his A, B, C and D sensors there is a width radius (his Body Width Radius) and height radius (his Body Height Radius) both of which will change depending on Sonic's state.

Note on sprite alignment:

  • Sonic's sprite is 1 pixel offset to the left when he faces left, which can result in him appearing to be 1px inside a tile when pushing leftwards. Amusingly, this offset will appear corrected when pushing most objects thanks to their hitboxes sticking out 1px further on their right and bottom (due to their origins being off-centre by 1 in X and Y). So while tiles are collided with accuracy, it will appear the opposite in-game. More about object collision in Solid Objects.

Floor Sensors (A and B)

SPGStandingAnimated.gif

A and B stretch down from Sonic's ypos to his feet at ypos+Body Height Radius.

Movement

Typically, Sonic's Body Width Radius is 9, placing A on Sonic's left side, at xpos-9. While B should be on his right, at xpos+9, 19 pixels wide. His Body Height Radius is usually 19, making him 39 pixels tall in total.

However while rolling or jumping, his Body Width Radius becomes 7, placing A at xpos-7. With B at xpos+7, 15 pixels wide. This is to ensure Sonic doesn't appear too far away from the floor at steep angles while in curled up. Crouching does not affect his Body Width Radius.

Here's an example of that in action:

SPGWidthRadiusChange.gif

While rolling or jumping (and otherwise generally curled up), Sonic's Body Height Radius becomes smaller at a value of 14, making him 29 pixels tall. Because of this, in the step in which Sonic rolls or jumps or otherwise becomes shorter, the engine adds 5 to his ypos so that his bottom point will remain unchanged despite him getting shorter and his center changing position. 5 also has to be subtracted from ypos when he unrolls or lands from a jump. The camera system also has to keep this offset in mind, otherwise, the view will jump when Sonic changes height.

Method

Assuming the ground level to be at a Y position of 736 ($02E0), while standing Sonic is atop it at a ypos of 716 ($02CC), which is 20 pixels above ground level.

Floor sensors are a special case, there are 2 sensors and they need to detect slopes - so greater depth will be explored after establishing where these sensors are. Both sensors behave the same and search for a Solid Tile.

The smaller distance is the sensor that wins. For example, -10 is a smaller distance than -5. Effectively whichever sensor finds closer ground to Sonic's position. The sensor that wins, is the distance and angle used.

Once the winning distance is found, it can be used to reposition sonic.

As with all sensors, Sonic is moved using the distance value returned by the sensor, adding it to his current position in this case.

If the floor is further from Sonic than the sensor, the distance is greater than 0. While most objects will not react to a positive distance for most sensors, floor sensors typically do. When a positive distance is found for floor sensors, it will be added to Sonic's position and Sonic will be pulled and snapped down to the floors surface. This only occurs when Sonic is already previously grounded. Other sensors, like those for walls, will not pull sonic towards them, only push him out.

However, there is a limit to this. In Sonic 1, if the distance value is less than -14 or greater than 14, Sonic won't be moved. In Sonic 2 onward however the positive limit depends on Sonic's current speed - in this case, (for when Sonic is on the floor) if the distance is greater than

 minimum(absolute(xsp)+4, 14)
 

then he won't be moved. So the faster Sonic moves, the further the floor below him can be accepted. The -14 limit remains the same.

Note: when I say Sonic "isn't moved", it means he effectively hasn't found floor and won't be grounded.

Ledges

Sonic has to be able to run off of ledges. It would not do to just keep walking like Wile E. Coyote, not noticing that there is nothing beneath him.

If both sensor A and B detect no solid tiles, Sonic will "fall" - a flag will be set telling the engine he is now in the air.

Balancing On Edges

One nice touch is that Sonic goes into a balancing animation when near to the edge of a ledge. This only happens when he is stopped (his gsp is 0).

How does the engine know? It is simple - any time only one of the ground sensors is activated, Sonic must be near a ledge. If A is active and B is not the ledge is to his right and vice versa.

But if Sonic began balancing the instant one of the sensors found nothing, he would do it too "early", and it would look silly. So it only happens when only one sensor is active, and xpos is greater than the edge of the solid tile found by the active sensor.

SPGBalancingAnimated.gif

Assuming the right edge of the ledge to be an X position of 2655 ($0A5F), Sonic will only start to balance at an xpos of 2656 ($0A60) (edge pixel+1). He'll fall off at an xpos of 2665 ($0A69) (edge pixel+10) when both sensors find nothing.

In Sonic 2 and Sonic CD, if the ledge is the opposite direction than he is facing, he has a second balancing animation.

In Sonic 2, Sonic 3, and Sonic & Knuckles, Sonic has yet a third balancing animation, for when he's even further out on the ledge. Assuming the same values as above, this would start when he is at an xpos of 2662 ($0A66).

Note: While balancing, certain abilities are not allowed (ducking, looking up, spindashing, etc). In Sonic 3 & Knuckles, the player is still allowed to duck and spindash (not to look up, though) when balancing on the ground but not when balancing on an object.

Ceiling Sensors (C and D)

SPGHitCeiling.gif

Sonic's C and D sensors are always an exact mirror image of Sonic's floor sensors, they have the same X positions and length but are flipped upside down.

They perform in the exact same way simply up instead of down.

However, they aren't active at the same times.

Method

Sonic will detect ceilings and be pushed out of them whether he is moving up or down, unlike floors which are only detected when moving down. It is possible to hit a "ceiling" (which is just the bottom side of a block) while moving down - by pressing toward a wall with a gap in it, or jumping toward the side of an upper curve both with a high absolute xsp.


Wall Sensors (E and F)

SPGPushingAnimated.gif

E spans from Sonic's xpos to his left at xpos-Push Radius, while F spans from Sonic's xpos to his right at xpos+Push Radius.

Movement

Push Radius is always 10, stretching E to Sonic's left side, at xpos-10. While F stretches to his right, at xpos+10, giving Sonic a total width of 21 pixels when pushing.

Sensors E and F Spend most of their time at Sonic's ypos however while Sonic's ang is 0 (on totally flat ground) both wall sensors will move to his ypos+8 so that he can push against low steps and not just snap up ontop of them.

The horizontal sensor lines are always positioned at ypos while airborne.

Method

Assuming the wall's left side to be at an X position of 704 ($02C0), Sonic cannot get closer than an xpos of 693 ($02B5). Assuming the wall's right side to be at an X position of 831 ($033F), Sonic cannot get closer than an xpos of 842 ($034A). Thus both sensor lines combined should be 21 pixels wide, stretching from Sonic's xpos-10 to xpos+10.

Any time it detects a solid tile, Sonic should be "popped out", set to the edge of the solid (using the sensor's returned distance), and his gsp set to 0. (He cannot be popped out by only 10, because then a point at xpos+10 would still lie within the edge pixel of the tile. This would register a continuous collision, and he would stick to the wall.) This will also set his gsp to 0 if he is moving in the direction of the wall, not away from it. If it were otherwise, he would stick to walls if he tried to move away.

Though the tile's edge minus Sonic's xpos might be 11, there are 10 free pixels between Sonic's xpos and the tile's edge. The eleventh pixel away is the tile's edge itself. This would be the same for a tile on the left. So Sonic is effectively 21 pixels wide when including xpos.

You may remember that sensors A and B are only 19 pixels apart but Sonic is 21 pixels wide when pushing into walls. This means that Sonic is skinnier by 2 pixels when running off of ledges than when bumping into walls.

Sensor Activation

Knowing where the sensors are and what they do is only half the job since they are only sometimes active. This depends while you are grounded or airborne.

While Grounded

Floor Sensors A and B are always active while grounded, and will use their 1 tile extension to actively search for new floor below Sonic's feet.

When grounded, Wall Sensors E and F only activate when Sonic is walking in that direction. For example, while standing still Sonic isn't checking with his wall sensors at all, but while gsp is positive, Sonic's E sensor is inactive, and while gsp is negative, Sonic's F sensor is inactive.

However this is not always the case, both wall sensors simply don't appear when Sonic's ang is outside of a 0 to 90 and 270 to 360 (or simply -90 to 90) degree range, meaning when you running around a loop, the wall sensors will vanish for the top half of the loop. In S3K however these sensors will also appear when Sonic's 'ang' is a multiple of 90 in addition to the angle range.

While grounded Ceiling Sensors C and D are never active, and Sonic won't check for collision with solid tiles above himself while on the floor.

While Airborne

While in the air, all sensors play a part to find ground to reattach Sonic to. But rather than have all active at once and risk lag, only 2-3 will be active at any given time.

As you move, the game will check the angle of your motion (xsp and ysp) through the air. It will then pick a quadrant by rounding to the nearest 90 degrees. (this is different to the Mode, this is simply a measurement of if you are going mostly left, right up or down). The quadrant can be more easily found by simply comparing the xsp and ysp and finding which is larger or smaller.

 if absolute xsp is larger then or equal to absolute ysp then
   if xsp is larger than 0 then
     Sonic is going mostly right
   else
     Sonic is going mostly left
 else
   if ysp is larger than 0 then
     Sonic is going mostly down
   else
     Sonic is going mostly up

Depending on the quadrant, different sensors will be active.

When going mostly right, Sonic's F sensor will be active, along with both A and B floor sensors and the C and D ceiling sensors.

When going mostly left, it is the exact same as going right, but the E wall sensor instead.

When going mostly up, both the C and D ceiling sensors and the E and F wall sensors are active.

When going mostly down, it is the same as going up, but the A and B floor sensors are active instead of the ceiling sensors.

Summary

Here's a handmade visualisation of how sensors interact with solid tiles (here highlighted in bright blue, green, and cyan). You can notice how the sensor lines are pushing Sonic from the ground tiles, and is overall rather simple. The E and F sensors lower when on flat ground. You can also notice the sensor lines snap in 90 degree rotations resulting in four modes, this will be covered further down the guide.

SPGCollisionDemo.gif Keep in mind, while on the ground the upper C and D sensors would not exist, and while gsp is positive the left wall sensor would also not appear. These sensors are only included for illustration purposes.

Bugs Using This Method

Unfortunately, there are a couple of annoying bugs in the original engine because of this method.

If Sonic stands on a slanted ledge, one sensor will find no tile and return a height of foot level. This causes Sonic to be set to the wrong position.

SPGSlopeBug1Animated.gif

Sonic raises up with sensor B sensor as he moves right. When B drops off the ledge, Sonic defaults to the level of sensor A. Then he raises up with sensor A as he moves further right. So he will move up, drop down, and move up again as he runs off the ledge.

There are only a few areas where this is noticeable, but it applies to all Mega Drive titles and is pretty tacky.

The second form of it occurs when two opposing ramp tiles abut each other, as in some of the low hills in Green Hill Zone and Marble Zone.

SPGSlopeBug2Animated.gif

Sensor B starts climbing down the ramp on the right, but Sonic still defaults to the level of the previous ramp found by sensor A. Because these ramps are usually shallow, this only causes him to dip down in the middle by about 1 pixel.

But that is not all. Because the highest sensor is the one Sonic gets the angle from, even though it looks like he should be considered to be at the angle of the ramp on the right (because he is closer to it), he will still have the angle of the ramp on the left. When you jump, he will jump at that angle, moving backward, not forward like you would expect.

Notes

  • Find information on how Sonic's slope physics work at Slope Physics
  • Sonic cannot jump when there is a low ceiling above him. If there is a collision detected with a sensor line stretching from Sonic's xpos-9 to xpos+9, at ypos-25, Sonic won't bother jumping at all.