This is a sub-page of Development:Sonic the Hedgehog 4: Episode I.
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To do:
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'...But what does it mean?' |
Tegaki Sonic, or Sonic the Sketchhog has quite a bit of commented-out code and stuff.
Commented code#
// AdjustPosition( &vDrawPos );
This is found on all objects (almost).
Line 212, on SonicFlash_GameScene_InGame.mm:
// 一旦全て初期化。
// InitTitle();
// InitHelp();
// InitGame();
Line 63, on SonicFlash_GameScene_InGame_Imp.mm:
// pSpriteObj->SetPos( SDefSys::SCREEN_WIDTH / 2 - pSpriteObj->GetWH()->x / 2, 48 );
A large chunk of unused "Ring" score type. On SonicFlash_GameScore.mm:
//enScoreType_Ring
//tellTarget("obj_ring"){_x = 4; _y = 2;_visible = false;}// リング
//tellTarget("obj_enemy"){_x = 23; _y = 28;_visible = false;}// エネミー
//tellTarget("obj_distance"){_x = 95; _y = 2;_visible = false;}// 距離
// 表示テスト。
// m_stScoreParam[enScoreDispType_Game_Ring].bIsVisible = true;
// m_stScoreParam[enScoreDispType_Game_Enemy].bIsVisible = true;
// m_stScoreParam[enScoreDispType_Game_Distance].bIsVisible = true;
Large chunk of commented-out code, found in SonicFlash_GameSonic.mm:
// for( s32 i = 0; i < GANIGANI_MAX; i++ )
// {
// m_bEnemy_flag[i] = false;
// m_bEnemy_dead[i] = false;
//
// CSpriteAnimObject* pSpriteAnimObj = &m_SpriteAnimObj[i];
// pSpriteAnimObj->SetPos(
// 240, // _x
// 240 ); // _y
//
// pSpriteAnimObj->SetVisible( false );
// pSpriteAnimObj->SetAnimationNo( enAnimType_Ganigani_Run );
// }