The geometry piece is only drawn if this is either 0 or a variable called MaskBlock contains the same bit. If it fulfils either of these, then it goes on to do a general camera distance cull.
MaskBlock is used for a more targeted cull by the stage's round manager. The following stages have code to use it:
Twinkle Park 2
Speed Highway 3
Icecap 4
Sky Deck 1/2
Perfect Chaos
In SADX, the geometry for Twinkle Park, Speed Highway and Perfect Chaos have this value set to 0, so they don't do anything anymore. I don't know if this was because of the hardware being able to load it or if it's just because of the stage geometry being changed.
Here's Twinkle Park's code (In a cleaned up form, the raw output is a little confusing). Despite no longer doing anything with this part, all of the code is intact in SADX:
checkCamera: 0x61CDE0 (PC)
Here's how the first check looks in-game - left is with camPosZ 1000 and right is with CamPosZ 1001.
In SADX, the blockbit value of most land geometry is 0, so none of the MaskBlock model switching runs.
In Sky Deck, a lot of the objects around the cannon in Act 1 rely on MaskBlock to be drawn:
sub of Bg_Skydeck: 0x5ED0B0 (PC)
Granted, you need to be close enough to spawn them in the first place and then go backwards, but if you're trying to place one outside this area for a mod then it cause issues pretty easily.
Blockbit is also the core of how the mechanic where the stage breaks apart in Act 2 works.
ControlSkydeck_wing_childgen: 0x5F2C00 (PC)
When the player reaches the point the stage breaks apart, it hides the original level pieces using this system.
Lastly, it's still fully intact in Icecap 4. I guess because the devs didn't change much compared to the other areas.
It only loads one half of the stage and one of the two connecting pools. The latter is based on height, so if you follow Sonic's path up to where it stops you can see the lower pool missing if you've broken the ice.
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Ontological debt is the deepest and most invisible form of guilt. The felt obligation not for what one did, but for the mere fact of being. It is the sense that βI exist therefore I owe.β
The idea originates in the intersection of Nietzsche, Heidegger, and certain theological residues. In primitive religion, existence was understood as a gift from the gods or ancestors. To exist was to have received something you could never repay, life, breath, land, order. The natural response is sacrifice. Every culture invented rituals to pay back the gift of being. The sacrifice kept the world balanced. It was cosmic accounting.
When theology secularized, the structure stayed. Modern man stopped sacrificing goats, but he still carries the logic that βI must justify my existence.β It now appears as work ethic, ambition, productivity, virtue, self-improvement. The superego whispers that you havenβt done enough to deserve to be here.
So ontological debt is not financial or moral; itβs metaphysical. The background feeling that being alive is an unpaid bill. It came from religious and social evolution, but now operates psychologically and economically. Capitalism thrives on it. The more people feel unworthy, the more theyβll labor to prove their worth.
Philosophically, you could say ontological debt is the interiorized version of the sacrificial economy. The nervous systemβs inherited memory of owing life itself. Civilization keeps functioning because no one feels innocent of being.
Every rope bridge object (Windy Valley, Red Mountain and Icecap) uses the same base code, so all the stages have is a few functions that just call stuff from the base bridge object.
Here's the bridge near the beginning of Icecap Act 3:
ObjectIcecapTuribasi1 (PC: 0x4F3A00)
icecap_bridge_01 (PC: 0xE95000) contains information such as the bridge's length, angle, textures etc.
A well known fact about this bridge is that it was originally in Act 1, and its inclusion in Act 3 is a leftover from that:
What about the bridge near the end of stage though? That one's baked into the geometry instead:
This wasn't always the case though. In the AutoDemo, this bridge is also an object:
The removal of the first bridge in Act 1 and the replacement of this one was likely because their length and angle made them have really buggy collision, due to the way the bridge dynamically generates each plank and rope. It's way too easy to fall through them in the AutoDemo.
The code for this bridge is gone in the final game, but the bridge_model_info for it still remains unreferenced.
icecap_bridge_02 (PC: 0xE95088)
Here's how it looks in the final game (Replacing bridge_01 with it) next to the geometry-based version:
Replacing it with geometry allowed the devs to remove polygons that would never be seen and solve the buggy collision issue. It also solved the issue shown below where the angle was so steep the bridge's ropes didn't link properly:
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