// ----------------------------------
// RSDK Project: Sonic 1/Sonic 2
// Script Description: Sonic Team Object
// Script Author: Christian Whitehead/Simon Thomley
// Unpacked by Rubberduckycooly's script unpacker
// ----------------------------------

//-------Aliases-------//
private alias object.value0 : zone.highlight
private alias object.value1 : act.highlight
private alias object.value2 : specialstage.selected
private alias object.value3 : BestTime
private alias object.value4 : TotalTime
private alias object.value5 : fade.control
private alias object.value6 : fade.effect
private alias object.value7 : character.select
private alias object.value8 : SonicTimes
private alias object.value9 : TailsTimes
private alias object.value10 : KnuxTimes
private alias object.value11 : Act.Best
private alias object.value12 : Clock.Time
private alias object.value13 : ZigZag.March
private alias object.value14 : TA.xoffset
private alias object.value15 : TA.xtarget
private alias object.value16 : TA.yoffset
private alias object.value17 : TA.ytarget
private alias object.value18 : achievement.state
private alias object.value19 : achieve.xoffset
private alias object.value20 : achieve.timer
private alias object.value21 : SuperTimes
private alias object.value22 : AmyTimes
private alias object.value23 : level.scroll
private alias object.value24 : level.scroll.min
private alias object.value25 : level.scroll.max
private alias object.value26 : MenuFunction
private alias object.value27 : touch.delay
private alias object.value28 : touch.fade

private alias object.value35 : MightyTimes
private alias object.value36 : RayTimes

private alias 15 : TA.xspeed
private alias 5 : TA.yspeed

public alias saveRAM[257] : saved.spindash
public alias saveRAM[258] : saved.speedCap
public alias saveRAM[259] : saved.airSpeedCap
public alias saveRAM[260] : saved.spikeBehavior
public alias saveRAM[261] : saved.shieldType
public alias saveRAM[262] : saved.superStates
public alias saveRAM[263] : saved.Jumplock
public alias saveRAM[264] : saved.Supermusic
public alias saveRAM[265] : saved.Dropdash
public alias saveRAM[266] : saved.Instashield
public alias saveRAM[267] : saved.Peelout
public alias saveRAM[268] : saved.FlightCancel
public alias saveRAM[269] : saved.SonicMaxDash
public alias saveRAM[270] : saved.Speen
public alias saveRAM[271] : saved.Supercancel
public alias saveRAM[272] : saved.Drowning
public alias saveRAM[273] : saved.Timer
public alias saveRAM[274] : saved.region
public alias saveRAM[275] : saved.UFO
public alias saveRAM[276] : saved.rotate
public alias saveRAM[277] : saved.invincibilityType
public alias saveRAM[280] : saved.gogoplus
public alias saveRAM[281] : saved.lives
public alias saveRAM[282] : saved.bubble
public alias saveRAM[285] : saved.GHZwater
public alias saveRAM[286] : saved.language
public alias saveRAM[295] : saved.mobile
public alias saveRAM[296] : saved.transmobile
public alias saveRAM[8020] : saved.tailspal

// Function declarations
reserve function LoadTimeLevel
reserve function TimesSetUp
reserve function DrawClock
reserve function FirstMenu
reserve function FirstMenu43
reserve function SecondMenu
reserve function VersionNumber
reserve function touch.controls

// Static Values
private value time.achievement = 0

// Tables
private table TimeAttack_CharacterSelect
	 100, 0, 1, 2, 5, 6, 7, 8
end table

function LoadTimeLevel
		stage.player2Enabled = 0
		options.gameMode = 2
		options.attractMode = 0
		player.lives = 1
		player.continues = 0
		player.score = 0
		player.scoreBonus = 0xC350
		lampPostID = 0
		specialStage.emeralds = 0
		specialStage.nextZone = 0
		SuperTimeAttack = 0
		LoadStage()
end function

function touch.controls
	touch.delay++
	if touch.delay >= 15
		CheckTouchRect(0, 96, screen.xcenter, screen.ysize)
			if checkResult > -1
				arrayPos0 = checkResult
				temp0 = touchscreen[arrayPos0].xpos
				temp0 -= 56
				temp1 = touchscreen[arrayPos0].ypos
				temp1 -= 184
				ATan2(temp2, temp0, temp1)
				temp2 += 42
				temp2 &= 255
				temp2 >>= 6
				switch temp2
				case 0
					touch.delay = 0
					inputPress.right = 1
					break
				case 1
					touch.delay = 0
					inputPress.down = 1
					break
				case 2
					touch.delay = 0
					inputPress.left = 1
					break
				case 3
					touch.delay = 0
					inputPress.up = 1
					break
				end switch
			end if

		CheckTouchRect(screen.xcenter, 96, screen.xsize, 240)
		if checkResult > -1			
			inputDown.buttonA = 1
		end if
		if touchJump == 0
			inputPress.buttonA |= inputDown.buttonA
		end if
		touchJump = inputDown.buttonA
			
		CheckTouchRect(0, 0, 40, 40)
		if checkResult > -1
			touch.delay = 0
			inputPress.buttonB = 1
		end if
	end if
end function

event ObjectMain
	if saved.mobile == 1
		CallFunction(touch.controls)
	end if
	switch object.state
		case 0
			CallFunction(TimesSetUp)
			object.state++
		case 1			
			if inputPress.down == 1
				zone.highlight++
				zone.highlight %= 8
				PlaySfx(SfxName[Score Add], 0)
			end if
			
			if inputPress.up == 1
				zone.highlight--
				while zone.highlight < 0
					zone.highlight += 8
				loop
				PlaySfx(SfxName[Score Add], 0)
			end if
			
			switch zone.highlight
				case 7 //Special Stages
					if inputPress.right == 1
						specialstage.selected++
						specialstage.selected %= 7
						PlaySfx(SfxName[Score Add], 0)
					end if
					
					if inputPress.left == 1
						specialstage.selected--
						while specialstage.selected < 0
							specialstage.selected += 7
						loop
						PlaySfx(SfxName[Score Add], 0)
					end if
					
					CheckEqual(inputPress.buttonA, 1)
					temp0 = checkResult
					CheckEqual(inputPress.start, 1)
					temp0 |= checkResult
					if temp0 == 1
						stage.activeList = SPECIAL_STAGE
						stage.listPos = specialstage.selected
						character.select %= 4
						object.state++
						PlaySfx(SfxName[Lamp Post], 0)
					end if
					break
					
				case 6 //Final Zone
					CheckEqual(inputPress.buttonA, 1)
					temp0 = checkResult
					CheckEqual(inputPress.start, 1)
					temp0 |= checkResult
					if temp0 == 1
						stage.activeList = REGULAR_STAGE
						stage.listPos = 18
						object.state++
						PlaySfx(SfxName[Lamp Post], 0)
						character.select %= 4
					end if
					
					if object[9].value26 != FirstMenu43
						if inputPress.right == 1
							act.highlight = 0
							zone.highlight = 2
							PlaySfx(SfxName[Score Add], 0)
						end if
						
						if inputPress.left == 1
							act.highlight = 2
							zone.highlight = 2
							PlaySfx(SfxName[Score Add], 0)
						end if
					end if
					break
				default
					if inputPress.right == 1
						act.highlight++
						if object[9].value26 != FirstMenu43
							if act.highlight == 3
								zone.highlight += 4
								zone.highlight %= 8
							end if
						end if
						act.highlight %= 3
						PlaySfx(SfxName[Score Add], 0)
					end if
					
					if inputPress.left == 1
						act.highlight--
						if object[9].value26 != FirstMenu43
							if act.highlight == -1
								zone.highlight += 4
								zone.highlight %= 8
							end if
						end if
						while act.highlight < 0
							act.highlight += 3
						loop
						PlaySfx(SfxName[Score Add], 0)
					end if
					
					CheckEqual(inputPress.buttonA, 1)
					temp0 = checkResult
					CheckEqual(inputPress.start, 1)
					temp0 |= checkResult
					if temp0 == 1
						stage.activeList = REGULAR_STAGE
						stage.listPos = zone.highlight
						stage.listPos *= 3
						stage.listPos += act.highlight
						object.state++						
						PlaySfx(SfxName[Lamp Post], 0)
							CheckLower(zone.highlight, 6)
							temp0 = checkResult
							CheckGreater(saveRAM[413], 0)
							temp0 &= checkResult
							if temp0 == 0
								character.select %= 4
							end if
					end if
					break
			end switch
			
			if inputPress.buttonB == 1
				stage.activeList = PRESENTATION_STAGE
				stage.listPos = 6
				object.state = 101
				//PlaySfx(SfxName[Lamp Post], 0)
			end if
			break
		case 2			
			if inputPress.right == 1
				character.select++
				if character.select == 4
					character.select++
				end if
				CheckLower(zone.highlight, 6)
				temp0 = checkResult
				CheckGreater(saveRAM[413], 0)
				temp0 &= checkResult
				if temp0 == 0
					character.select %= 7
				else
					if character.select > 6
						character.select = -1
					end if
				end if
				PlaySfx(SfxName[Score Add], 0)
			end if
			
			if inputPress.left == 1
				character.select--
				if character.select == 4
					character.select--
				end if
				CheckLower(zone.highlight, 6)
				temp0 = checkResult
				CheckGreater(saveRAM[413], 0)
				temp0 &= checkResult
				if temp0 == 0
					temp1 = 0
				else
					temp1 = -1
				end if
				while character.select < temp1
					CheckLower(zone.highlight, 6)
					temp0 = checkResult
					CheckGreater(saveRAM[413], 0)
					temp0 &= checkResult
					if temp0 == 0
						character.select += 7
					else
						character.select += 8
					end if
				loop
				PlaySfx(SfxName[Score Add], 0)
			end if
			
			CheckEqual(inputPress.buttonA, 1)
			temp0 = checkResult
			CheckEqual(inputPress.start, 1)
			temp0 |= checkResult
			if temp0 == 1
				temp1 = character.select
				temp1++

				GetTableValue(stage.playerListPos, temp1, TimeAttack_CharacterSelect)
				
				object.state = 100
				if zone.highlight != 7
					PlaySfx(SfxName[Lamp Post], 0)
				end if
			end if
			
			if inputPress.buttonB == 1
				object.state = 1
			end if
			break
		case 100
		case 101			
			switch fade.control
				case 1
				case 2
				case 3
					fade.control = 4
					if stage.activeList == SPECIAL_STAGE
						fade.control = 6
					end if
					break
				case 5
				case 8
					saveRAM[610] = zone.highlight
					saveRAM[611] = act.highlight
					saveRAM[612] = specialstage.selected
					saveRAM[613] = character.select
					WriteSaveRAM()
					CallFunction(LoadTimeLevel)
					break
			end switch
			break
	end switch

	//Achievement Display
	if time.achievement == 1	
		switch achievement.state
			case 0
				if saveRAM[411] == 1
					time.achievement = 0	
					achievement.state = 0
				else
					saveRAM[411] = 1
					WriteSaveRAM()
					achievement.state++
				end if
				break
			case 1
				PlaySfx(SfxName[Event], 0)
				achieve.xoffset = 0
				achievement.state++
				break			
			case 2
				if achieve.xoffset < 200
					achieve.xoffset += 8
				end if
				if achieve.xoffset >= 200
					achieve.xoffset = 200
					achieve.timer = 0
					achievement.state++
				end if
				break
			case 3
				if achieve.timer < 180
					achieve.timer++
				else
					achievement.state++
				end if
				break
			case 4
				if achieve.xoffset > 0
					achieve.xoffset -= 8
				end if
				if achieve.xoffset <= 0
					achieve.xoffset = 0
					achievement.state++
				end if
				break
			case 5
				time.achievement = 0	
				achievement.state = 0
				break
		end switch
	end if
	
	switch saved.tailspal
	case 1
		CopyPalette(5, 4, 0, 192, 4) //sonic 2
		break
	case 2
		CopyPalette(5, 0, 0, 192, 4) //artwork
		break
	case 3
		CopyPalette(5, 12, 0, 192, 4) //artwork
		break		
	end switch
end event



//Drawing
event ObjectDraw
	//Offsetting
	temp0 = TA.xoffset
	temp0 -= TA.xtarget
	Abs(temp0)
	if temp0 < TA.xspeed
		TA.xoffset = TA.xtarget
	else
		if TA.xoffset < TA.xtarget
			TA.xoffset += TA.xspeed
		end if
		
		
		if TA.xoffset > TA.xtarget
			TA.xoffset -= TA.xspeed
		end if
	end if
	switch object.state
		case 2
		case 100
			TA.xtarget = screen.xsize
			TA.xtarget += 20
			break
		default
			TA.xtarget = 0
	end switch
	
	temp0 = TA.yoffset
	temp0 -= TA.ytarget
	Abs(temp0)
	if temp0 < TA.yspeed
		TA.yoffset = TA.ytarget
	else
		if TA.yoffset < TA.ytarget
			TA.yoffset += TA.yspeed
		end if
		
		
		if TA.yoffset > TA.ytarget
			TA.yoffset -= TA.yspeed
		end if
	end if
	
	switch object.state
		case 2
		case 100
			TA.ytarget = 100
			break
		default
			TA.ytarget = 0
	end switch
	
	//Fade
	switch fade.control
		case 0
			fade.effect = 256
			SetScreenFade(0, 0, 0, fade.effect)
			fade.control++
			break
		case 1
			if fade.effect > 0
				fade.effect -= 16
			else
				fade.control++
			end if
			SetScreenFade(0, 0, 0, fade.effect)
			break
		case 2
			PlayMusic(1)
			fade.control++
			break
		case 3
			break
		case 4
			if fade.effect < 255
				music.volume -= 10
				fade.effect += 16
			else
				StopMusic()
				fade.control++
			end if
			SetScreenFade(0, 0, 0, fade.effect)
			break
		case 5
			SetScreenFade(0, 0, 0, 256)
			break
		case 6
			PlaySfx(SfxName[Warp], 0)
			fade.control = 7
			fadeColor = 208
			fadeColor <<= 16
			temp0 = 255
			temp0 <<= 8
			fadeColor += temp0
			fadeColor += 224
			fade.effect = 0
			break
		case 7
			if fade.effect < 768
				music.volume -= 10
				fade.effect += 8
			else
				LoadPalette("SpecialStage.act",0,0,0,128)
				fade.control++
			end if
			SetScreenFade(color6, color7, color6, fade.effect)
			break
		case 8
			StopMusic()
			SetScreenFade(color6, color7, color6, 255)
		break
	end switch	
	
	
	
	
	//Background
	DrawRect(0, 0, screen.xsize, screen.ysize, color7, color7, color7, 255)
	DrawRect(0, 195, screen.xsize, screen.ysize, color5, color5, color7, 255)
	
	temp0 = screen.xsize
	temp0 *= 2
	temp0 += 40
	
	temp1 = 0
	temp1 -= TA.xoffset
	temp2 = 0
	temp2 -= TA.yoffset
	temp2 /= 2
	while temp1 < temp0
		DrawSpriteScreenXY(10, temp1, temp2)
		temp1 += 28
	loop
	
	temp2 = TA.xoffset
	temp2 /= 4
	
	ZigZag.March++
	ZigZag.March %= 56
	temp1 = 0
	temp1 -= ZigZag.March
	temp1 /= 2
	temp1 -= temp2
	while temp1 < temp0
		DrawSpriteScreenXY(12, temp1, 195)
		temp1 += 28
	loop
	
	
	CallFunction(DrawClock)
	
	CallFunction(MenuFunction)
	
	temp0 = screen.xcenter
	temp0 -= TA.xoffset
	temp2 = 0
	temp2 -= TA.yoffset
	temp2 /= 2
	DrawSpriteScreenXY(11, temp0, temp2)

	
	CallFunction(SecondMenu)
	
	//Achievement
	if time.achievement > 0
		//Achievement Display
		temp0 = screen.xsize
		temp0 -= achieve.xoffset
		temp1 = screen.ysize
		temp1 -= 29

		DrawSpriteScreenXY(92, temp0, temp1)
	end if

	//DrawNumbers(0, 20, 50, object.state, 5, 7, 0)

	if saved.mobile == 1
		object.inkEffect = INK_ALPHA
		CheckTouchRect(0, 0, screen.xsize, screen.ysize)
		if checkResult > -1
			touch.fade = 0
		else
			touch.fade++
		end if
	
		if touch.fade >= 400
			if object.alpha > 0
	   			 object.alpha -= 15
			end if
		else
			switch saved.transmobile
				case 0
					object.alpha = 191
					break
				case 1
					object.alpha = 255
					break
				case 2
					object.alpha = 0
					break
				case 3
					object.alpha = 63
					break
				case 4
					object.alpha = 127
					break
				default					
					object.alpha = 191
					break
			end switch
		end if

		temp0 = screen.xsize
		temp0 -= 44
		DrawSpriteScreenFX(113,FX_INK,26,149)
		temp0 -= screen.xsize
		temp0 += 55
		DrawSpriteScreenFX(120,0,temp0,8)	
		temp0 += screen.xsize
		temp0 -= 125
			if inputPress.Left==1
				DrawSpriteScreenFX(116,FX_INK,26,151)
			endif
			if inputPress.Down==1
				DrawSpriteScreenFX(115,FX_INK,26,189)
			end if
			if inputPress.Right==1
				DrawSpriteScreenFX(117,FX_INK,64,151)
			endif
			if inputPress.Up==1
				DrawSpriteScreenFX(114,FX_INK,26,151)
			endif
			temp0 += 32

			if inputDown.buttonA==1
				DrawSpriteScreenFX(119,FX_INK,temp0,163)
			else
				DrawSpriteScreenFX(118,FX_INK,temp0,163)
			endif
		end if
	end if
end event


event ObjectStartup
	ReadSaveRAM()	
	LoadPalette("TimeAttack.act", 0, 0, 0, 256)
	LoadPalette("TailsPals.act", 5, 0, 0, 256)	
	LoadSpriteSheet("Menus/TimeAttack.gif")
	
	//numbers first
	SpriteFrame(0, 0, 7, 11, 72, 224) //0
	SpriteFrame(1, 0, 6, 11, 1, 224) //1
	SpriteFrame(0, 0, 7, 11, 8, 224) //2
	SpriteFrame(0, 0, 7, 11, 16, 224) //3
	SpriteFrame(0, 0, 7, 11, 24, 224) //4
	SpriteFrame(0, 0, 7, 11, 32, 224) //5
	SpriteFrame(0, 0, 7, 11, 40, 224) //6
	SpriteFrame(0, 0, 7, 11, 48, 224) //7
	SpriteFrame(0, 0, 7, 11, 56, 224) //8
	SpriteFrame(0, 0, 7, 11, 64, 224) //9
	
	//Background 
	SpriteFrame(0, 0, 28, 26, 396, 1) //10 Border Top
	if saved.language == 0
		SpriteFrame(-105, 0, 212, 47, 183, 1) //11 Time Attack Sign
	end if
	if saved.language == 1
		SpriteFrame(-105, 0, 212, 47, 510, 0) //11 Time Attack Sign
	end if	
	if saved.language == 2
		SpriteFrame(-121, 0, 243, 47, 510, 48) //11 Time Attack Sign
	end if
	SpriteFrame(0, -22, 28, 22, 154, 1) //12 Bottom ZigZags
	SpriteFrame(-73, -73, 152, 149, 1, 1) //13 Large Circle
	SpriteFrame(-3, -70, 5, 70, 1, 151) //14 Minute Hand
	SpriteFrame(-5, -39, 9, 39, 7, 151) //15 Hour Hand
	
	//Background Pieces
	SpriteFrame(0, 0, 16, 15, 183, 120) //16
	SpriteFrame(0, 0, 12, 38, 193, 81) //17
	SpriteFrame(0, 0, 25, 31, 186, 49) //18
	SpriteFrame(0, 0, 31, 27, 154, 49) //19
	SpriteFrame(0, 0, 47, 9, 212, 61) //20
	SpriteFrame(0, 0, 38, 11, 154, 81) //21
	SpriteFrame(0, 0, 33, 11, 212, 49) //22
	SpriteFrame(0, 0, 33, 11, 212, 71) //23
	SpriteFrame(0, 0, 17, 16, 219, 119) //24
	SpriteFrame(0, 0, 28, 30, 154, 105) //25
	SpriteFrame(0, 0, 18, 17, 200, 120) //26
	SpriteFrame(0, 0, 32, 24, 206, 83) //27
	SpriteFrame(0, 0, 38, 11, 154, 93) //28
	
	//Act Menu
	SpriteFrame(0, 0, 200, 32, 1, 413) //29 Zone Frame Unhighlighted	
	SpriteFrame(0, 0, 200, 32, 1, 446) //30 Zone Frame Highlighted
	
	SpriteFrame(0, 0, 15, 14, 1, 398) //31 Act 1 Grey
	SpriteFrame(0, 0, 15, 14, 17, 398) //32 Act 2 Grey
	SpriteFrame(0, 0, 15, 14, 33, 398) //33 Act 3 Grey
	SpriteFrame(0, 0, 15, 14, 49, 398) //34 Act 4 Grey
	SpriteFrame(0, 0, 15, 14, 65, 398) //35 Act 5 Grey
	SpriteFrame(0, 0, 15, 14, 81, 398) //36 Act 6 Grey
	SpriteFrame(0, 0, 15, 14, 97, 398) //37 Act 7 Grey
	
	SpriteFrame(0, 0, 15, 14, 1, 383) //38 Act 1 Red
	SpriteFrame(0, 0, 15, 14, 17, 383) //39 Act 2 Red
	SpriteFrame(0, 0, 15, 14, 33, 383) //40 Act 3 Red
	SpriteFrame(0, 0, 15, 14, 49, 383) //41 Act 4 Red
	SpriteFrame(0, 0, 15, 14, 65, 383) //42 Act 5 Red
	SpriteFrame(0, 0, 15, 14, 81, 383) //43 Act 6 Red
	SpriteFrame(0, 0, 15, 14, 97, 383) //44 Act 7 Red
	
	SpriteFrame(0, 0, 15, 14, 1, 368) //45 Act 1 Blue
	SpriteFrame(0, 0, 15, 14, 17, 368) //46 Act 2 Blue
	SpriteFrame(0, 0, 15, 14, 33, 368) //47 Act 3 Blue
	
	//Level Icons
	switch saved.GHZwater
		case 0 //OG
			SpriteFrame(0, 0, 32, 24, 415, 200) //48 Green Hill
			break
		case 1 //Forever
			SpriteFrame(0, 0, 32, 24, 151, 200) //48 Green Hill
			break
		case 2 //Title Screen
			SpriteFrame(0, 0, 32, 24, 448, 200) //48 Green Hill
			break
	end switch	
	SpriteFrame(0, 0, 32, 24, 184, 200) //49 Marble
	SpriteFrame(0, 0, 32, 24, 217, 200) //50 Spring Yard
	SpriteFrame(0, 0, 32, 24, 250, 200) //51 Labyrinth
	SpriteFrame(0, 0, 32, 24, 283, 200) //52 Starlight
	SpriteFrame(0, 0, 32, 24, 316, 200) //53 Scrap Brain
	SpriteFrame(0, 0, 32, 24, 349, 200) //54 Final
	SpriteFrame(0, 0, 32, 24, 382, 200) //55 Special
	
	//Level Names 1
	SpriteFrame(46, 5, 71, 14, 202, 413) //56 Green Hill
	SpriteFrame(58, 5, 47, 14, 202, 428) //57 Marble
	SpriteFrame(43, 5, 78, 14, 202, 443) //58 Spring Yard
	SpriteFrame(49, 5, 67, 14, 202, 458) //59 Labyrinth
	SpriteFrame(46, 5, 71, 14, 274, 413) //60 Star Light
	SpriteFrame(42, 5, 79, 14, 202, 473) //61 Scrap Brain
	SpriteFrame(64, 5, 35, 14, 250, 428) //62 Final
	SpriteFrame(56, 5, 51, 14, 202, 495) //63 Special
	
	
	SpriteFrame(1, 1, 200, 32, 1, 479) //64 Red Dropshadow
	
	//Menu 2
	SpriteFrame(-3, 0, 317, 61, 166, 138) //65 Name Frame
	SpriteFrame(-20, 0, 78, 16, 431, 47) //66 Grey Silhouettes
	SpriteFrame(19, 0, 17, 16, 431, 30) //67 Sonic Silhouette
	SpriteFrame(20, 0, 16, 16, 449, 30) //68 Tails Silhouette
	SpriteFrame(19, 1, 18, 15, 465, 31) //69 Knuckles Silhouette
	SpriteFrame(-55, 0, 109, 29, 247, 78) //70 Sonic English
	SpriteFrame(-48, 0, 96, 29, 373, 108) //71 Tails English
	SpriteFrame(-68, 0, 135, 29, 237, 108) //72 Knuckles English
	SpriteFrame(-76, 0, 151, 14, 357, 64) //73 Sonic Japanese
	SpriteFrame(-76, 1, 151, 13, 357, 79) //74 Tails Japanese
	SpriteFrame(-70, 0, 140, 14, 357, 93) //75 Knuckles Japanese
	SpriteFrame(0, 0, 17, 16, 17, 151) //76 Banner Border
	SpriteFrame(0, 0, 148, 30, 17, 168) //77 Banner Text Area
	SpriteFrame(0, 0, 8, 5, 128, 211) //78 Double Inverted Commas
	SpriteFrame(0, 0, 4, 5, 128, 211) //79 Single Inverted Comma
	if saved.language == 0
		SpriteFrame(-33, 0, 27, 11, 102, 332) //80 "Act"
		SpriteFrame(-89, 0, 96, 11, 102, 344) //81 "Current Best"
		SpriteFrame(-74, 0, 81, 11, 102, 356) //82 "Total Best"
	end if
	if saved.language == 1
		SpriteFrame(-33, 0, 29, 11, 130, 332) //80 "Act"
		SpriteFrame(-97, 0, 104, 11, 199, 344) //81 "Current Best"
		SpriteFrame(-96, 0, 103, 11, 199, 356) //82 "Total Best"
	end if
	if saved.language == 2
		SpriteFrame(-41, 0, 37, 11, 160, 332) //80 "Act"
		SpriteFrame(-94, 0, 101, 11, 304, 344) //81 "Current Best"
		SpriteFrame(-85, 0, 92, 11, 304, 356) //82 "Total Best"
	end if	
	
	SpriteFrame(-109, 0, 116, 11, 102, 236) //83 "Green Hill"
	SpriteFrame(-83, 0, 90, 11, 102, 248) //84 "Marble"
	SpriteFrame(-122, 0, 129, 11, 102, 260) //85 "Spring Yard Zone"
	SpriteFrame(-110, 0, 117, 11, 102, 272) //86 "Labyrinth"
	SpriteFrame(-114, 0, 121, 11, 102, 284) //87 "Star Light"
	SpriteFrame(-118, 0, 125, 11, 102, 296) //88 "Scrap Brain"
	SpriteFrame(-71, 0, 78, 11, 102, 308) //89 "Final"
	SpriteFrame(-92, 0, 98, 11, 102, 320) //90 "Special"
	
	SpriteFrame(0, 0, 100, 94, 1, 236) //91 Star
	SpriteFrame(0, 0, 200, 29, 311, 482) //92 Achievement
	
	SpriteFrame(0, 0, 0, 0, 484, 125) //93 Super Silhouette
	SpriteFrame(19, 0, 17, 16, 484, 108) //94 Super Silhouette Highlighted
	SpriteFrame(-83, 2, 165, 17, 347, 225) //95 Super English Name
	SpriteFrame(-49, -6, 97, 14, 333, 49) //96 Super Japanese Name
		
	SpriteFrame(-9, 2, 5, 10, 55, 370) //97 Left Arrow
	SpriteFrame(19, 2, 5, 10, 49, 370) //98 Right Arrow
	
	SpriteFrame(0, 0, 8, 7, 257, 226) //99 0
	SpriteFrame(0, 0, 8, 7, 265, 226) //100 1
	SpriteFrame(0, 0, 8, 7, 272, 226) //101 2
	SpriteFrame(0, 0, 8, 7, 279, 226) //102 3
	SpriteFrame(0, 0, 8, 7, 287, 226) //103 4
	SpriteFrame(0, 0, 8, 7, 295, 226) //104 5
	SpriteFrame(0, 0, 8, 7, 303, 226) //105 6
	SpriteFrame(0, 0, 8, 7, 311, 226) //106 7
	SpriteFrame(0, 0, 8, 7, 320, 226) //107 8
	SpriteFrame(0, 0, 8, 7, 328, 226) //108 9
	SpriteFrame(0, 0, 3, 7, 337, 226) //109 .

	SpriteFrame(19, 0, 18, 16, 484, 30) //110 Amy Silhouette
	SpriteFrame(-48, 0, 96, 29, 250, 234) //111 Amy English
	SpriteFrame(274, 0, 40, 61, 471, 420) //112 Name Frame Corner

	//Sonic Forever Descarga Para Android
	SpriteFrame(0,0,64,66,347,243) //113 DPAD
	SpriteFrame(26,0,12,25,463,307) //114 DPAD up press
	SpriteFrame(26,0,12,26,463,345) //115 DPAD down press
	SpriteFrame(0,25,26,13,436,344) //116 DPAD left press
	SpriteFrame(0,25,26,13,436,358) //117 DPAD right press
	SpriteFrame(0,0,48,48,412,243) //118 A button
	SpriteFrame(0,0,48,48,412,292) //119 A button down
	SpriteFrame(0,0,16,16,419,354) // 120 Pause Button

	SpriteFrame(-38, 0, 75, 14, 271, 264) //121 Amy Japanese Name
	
	SpriteFrame(19, 0, 17, 16, 502, 108) //122 Mighty Silhouette
	SpriteFrame(-53, 0, 105, 29, 484, 142) //123 Mighty English
	SpriteFrame(-70, 0, 139, 14, 601, 172) //124 Mighty Japanese Name


	SpriteFrame(20, 0, 15, 16, 520, 108) //125 Ray Silhouette
	SpriteFrame(-73, 0, 145, 30, 590, 141) //126 Ray English
	SpriteFrame(-69, 1, 138, 13, 601, 187) //127 Ray Japanese Name

	SpriteFrame(40, 4, 5, 10, 49, 370) //128 Arrow Right
	SpriteFrame(10, 4, 5, 10, 55, 370) //129 Arrow Left

	
	SetMusicTrack("TimeAttack.ogg", 1, 17556)
	//SetMusicTrack("StartingTheShow.ogg", 1, 92561)
	stage.debugMode = 0	

	//we only need one main menu object
	foreach (TypeName[Time Menu], arrayPos0, ALL_ENTITIES)
		object[arrayPos0].type = TypeName[Blank Object]
		object[9].type = TypeName[Time Menu]
		object[9].priority = PRIORITY_ACTIVE
		object[9].drawOrder = 5
		object[9].propertyValue = object[arrayPos0].propertyValue
		object[9].value0 = saveRAM[610]
		object[9].value1 = saveRAM[611]
		object[9].value2 = saveRAM[612]
		object[9].value7 = saveRAM[613]
		object[9].drawOrder = 4
		if screen.xsize < 424
			object[9].value26 = FirstMenu43
		else
			if saved.mobile == 1
				object[9].value26 = FirstMenu43
			else
				object[9].value26 = FirstMenu
			end if
		end if
	next
	object[10].type = TypeName[Time Attack Portrait]
	object[10].drawOrder = 5
	
end event

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function FirstMenu
	//Act Menu
	temp0 = 0
	temp6 = TA.xoffset
	temp6 *= 2
	
	while temp0 < 4
		temp1 = temp0
		temp1 *= 47
		temp1 += 54
	
		//Main Table - Left Column
		temp2 = temp1
		temp2 += 6
		temp5 = 52
		temp5 -= temp6
		DrawRect(temp5, temp1, 86, 32, 0, 0, 0, 100)
		temp5 += 86
		DrawRect(temp5, temp2, 68, 20, 0, 0, 0, 100)
		temp5 -= 131
		DrawSpriteScreenXY(29, temp5, temp1)
		temp2 += 3
		temp5 += 179
		DrawNumbers(31, temp5, temp2, 012, 3, 21, 1)
		
		
		
		//Main Table - Right Column
		temp2 = temp1
		temp2 += 6
		temp5 = 259
		temp5 -= temp6
		DrawRect(temp5, temp1, 86, 32, 0, 0, 0, 100)
		temp5 += 86
		DrawRect(temp5, temp2, 68, 20, 0, 0, 0, 100)
		temp5 -= 131
		DrawSpriteScreenXY(29, temp5, temp1)
		temp2 += 3
		switch temp0
			case 2
				temp5 += 158
				//DrawNumbers(31, temp5, temp2, 0, 1, 21, 0)
				break
			case 3
				temp5 += 158
				DrawNumbers(31, temp5, temp2, specialstage.selected, 1, 21, 0)
				break
			default
				temp5 += 179
				DrawNumbers(31, temp5, temp2, 012, 3, 21, 1)
		end switch
		
		
		
		//Zone Selected - Left Column
		if temp0 == zone.highlight
			temp5 = 7
			temp5 -= temp6
			DrawSpriteScreenXY(64, temp5, temp1)
			DrawSpriteScreenXY(30, temp5, temp1)
			temp5 += 179
			DrawNumbers(45, temp5, temp2, 012, 3, 21, 1)
			switch act.highlight
				case 0
					temp5 -= 42
					DrawNumbers(38, temp5, temp2, 0, 1, 21, 1)
					break
				case 1
					temp5 -= 21
					DrawNumbers(38, temp5, temp2, 1, 1, 21, 1)
					break
				case 2
					DrawNumbers(38, temp5, temp2, 2, 1, 21, 1)
					break
			end switch
		end if		
		
		
		//Zone Selected - Right Column
		temp3 = temp0
		temp3 += 4
		if temp3 == zone.highlight
			temp5 = 214
			temp5 -= temp6
			DrawSpriteScreenXY(64, temp5, temp1)
			DrawSpriteScreenXY(30, temp5, temp1)
			switch temp0
			case 2
				temp5 += 158
				//DrawNumbers(38, temp5, temp2, 0, 1, 21, 0)
				break
			case 3
				temp5 += 158
				DrawNumbers(38, temp5, temp2, specialstage.selected, 1, 21, 0)
				DrawSpriteScreenXY(97, temp5, temp2)
				DrawSpriteScreenXY(98, temp5, temp2)
				break
			default
				temp5 += 179
				DrawNumbers(45, temp5, temp2, 012, 3, 21, 1)
				switch act.highlight
					case 0
						temp5 -= 42
						DrawNumbers(38, temp5, temp2, 0, 1, 21, 1)
						break
					case 1
						temp5 -= 21
						DrawNumbers(38, temp5, temp2, 1, 1, 21, 1)
						break
					case 2
						DrawNumbers(38, temp5, temp2, 2, 1, 21, 1)
						break
				end switch
				break
			end switch
		end if
		
		
		//Zone Names and Icons
		temp3 = temp0
		temp4 = temp1
		temp4 += 3
		temp5 = 14
		temp5 -= temp6
		DrawNumbers(48, temp5, temp4, temp3, 1, 21, 1)
		DrawNumbers(56, temp5, temp4, temp3, 1, 21, 1)
		temp3 += 4
		temp5 += 207
		DrawNumbers(48, temp5, temp4, temp3, 1, 21, 1)
		DrawNumbers(56, temp5, temp4, temp3, 1, 21, 1)
		
		
		
		temp0++
	loop
end function


function FirstMenu43
	//Act Menu
	level.scroll.min = zone.highlight
	level.scroll.min *= 35
	level.scroll.max = level.scroll.min
	level.scroll.min -= 145
	
	if level.scroll < level.scroll.min
		level.scroll = level.scroll.min
	else
		if level.scroll > level.scroll.max
			level.scroll = level.scroll.max
		end if
	end if
		
	temp0 = 0
	temp6 = TA.xoffset
	temp6 *= 2
	
	while temp0 < 8
		temp1 = temp0
		temp1 *= 35
		temp1 += 54
		temp1 -= level.scroll
	
		//Main Table - Left Column
		temp2 = temp1
		temp2 += 6
		temp5 = 105
			if screen.xsize > 320
				temp5 += screen.xcenter
				temp5 -= 160
			end if
		temp5 -= temp6
		DrawRect(temp5, temp1, 86, 32, 0, 0, 0, 100)
		temp5 += 86
		DrawRect(temp5, temp2, 68, 20, 0, 0, 0, 100)
		temp5 -= 131
		DrawSpriteScreenXY(29, temp5, temp1)
		temp2 += 3
		switch temp0
			case 6
				temp5 += 158
				//DrawNumbers(31, temp5, temp2, 0, 1, 21, 0)
				break
			case 7
				temp5 += 158
				DrawNumbers(31, temp5, temp2, specialstage.selected, 1, 21, 0)
				break
			default
				temp5 += 179
				DrawNumbers(31, temp5, temp2, 012, 3, 21, 1)
		end switch

		
		//Zone Selected - Left Column
		if temp0 == zone.highlight
			temp5 = 60
			temp5 -= temp6
			if screen.xsize > 320
				temp5 += screen.xcenter
				temp5 -= 160
			end if
			DrawSpriteScreenXY(64, temp5, temp1)
			DrawSpriteScreenXY(30, temp5, temp1)
			switch temp0
			case 6
				temp5 += 158
				//DrawNumbers(38, temp5, temp2, 0, 1, 21, 0)
				break
			case 7
				temp5 += 158
				DrawNumbers(38, temp5, temp2, specialstage.selected, 1, 21, 0)
				DrawSpriteScreenXY(97, temp5, temp2)
				DrawSpriteScreenXY(98, temp5, temp2)
				break
			default
				temp5 += 179
				DrawNumbers(45, temp5, temp2, 012, 3, 21, 1)
				switch act.highlight
					case 0
						temp5 -= 42
						DrawNumbers(38, temp5, temp2, 0, 1, 21, 1)
						break
					case 1
						temp5 -= 21
						DrawNumbers(38, temp5, temp2, 1, 1, 21, 1)
						break
					case 2
						DrawNumbers(38, temp5, temp2, 2, 1, 21, 1)
						break
				end switch
				break
			end switch
		end if		

		//Zone Names and Icons
		temp3 = temp0
		temp4 = temp1
		temp4 += 3
		temp5 = 67
		temp5 -= temp6
			if screen.xsize > 320
				temp5 += screen.xcenter
				temp5 -= 160
			end if
		DrawNumbers(48, temp5, temp4, temp3, 1, 21, 1)
		DrawNumbers(56, temp5, temp4, temp3, 1, 21, 1)	
		
		temp0++
	loop
end function

function SecondMenu
	//Banner
	temp0 = screen.xsize
	temp0 *= 2
	temp0 -= 129
	temp0 -= TA.xoffset
	temp1 = temp0
	temp1 += 57
	DrawRect(temp0, 0, screen.xsize, screen.ysize, color6, 0, 0, 255)
	DrawRect(temp1, 0, 72, screen.ysize, color7, color7, color7, 255)
	DrawRect(temp1, 0, 1, screen.ysize, color7, color4, color4, 255)
	
	temp1 = 0
	while temp1 < screen.ysize
		DrawSpriteScreenXY(76, temp0, temp1)
		temp1 += 16
	loop
	
	temp1 = temp0
	temp1 += 44
	DrawSpriteScreenXY(91, temp1, 140)
	
	temp0 += 1
	DrawSpriteScreenXY(77, temp0, 44)
	DrawSpriteScreenXY(77, temp0, 85)
	DrawSpriteScreenXY(77, temp0, 124)
	
	//Banner Times
	temp0 = screen.xsize
	temp0 *= 2
	temp0 -= TA.xoffset
	
	temp6 = zone.highlight
	temp6 += 83
	DrawSpriteScreenXY(temp6, temp0, 46)	
	switch zone.highlight
		case 7
			DrawNumbers(1, temp0, 59, specialstage.selected, 1, 6, 1)
			break
		case 6
			break
		default
			DrawSpriteScreenXY(80, temp0, 59)
			DrawNumbers(1, temp0, 59, act.highlight, 1, 6, 1)
			break
		
	end switch
	
	switch character.select
		case -1
			arrayPos1 = 590
			break
		case 0
			arrayPos1 = 500
			break
		case 1
			arrayPos1 = 530
			break
		case 2
			arrayPos1 = 560
			break
		case 3
			arrayPos1 = 470
			break
		case 5
			arrayPos1 = 7000
			break
		case 6
			arrayPos1 = 7030
			break
	end switch
	
	arrayPos1 += stage.listPos
	if stage.activeList == SPECIAL_STAGE
		arrayPos1 += 20
	end if
	Act.Best = saveRAM[arrayPos1]	
	
	switch character.select
		case -1
			temp5 = SuperTimes
			break
		case 0
			temp5 = SonicTimes
			break
		case 1
			temp5 = TailsTimes
			break
		case 2
			temp5 = KnuxTimes
			break
		case 3
			temp5 = AmyTimes
			break
		case 5
			temp5 = MightyTimes
			break
		case 6
			temp5 = RayTimes
			break
	end switch
	
		
	temp6 = 0
	temp7 = 0
	while temp5 >= 6000
		temp7++
		temp5 -= 6000
	loop
	while temp5 >= 100
		temp6++
		temp5 -= 100
	loop
	
	
	DrawSpriteScreenXY(82, temp0, 126)	
	DrawNumbers(0, temp0, 139, temp5, 2, 8, 1)
	temp0 -= 17
	DrawSpriteScreenXY(78, temp0, 139)
	temp0 -= 8
	DrawNumbers(0, temp0, 139, temp6, 2, 8, 1)
	temp0 -= 13
	DrawSpriteScreenXY(79, temp0, 139)
	temp0 -= 8
	DrawNumbers(0, temp0, 139, temp7, 5, 8, 0)
	
	
	temp0 = screen.xsize
	temp0 *= 2
	temp0 -= TA.xoffset
	
	temp5 = Act.Best
	temp6 = 0
	temp7 = 0
	while temp5 >= 6000
		temp7++
		temp5 -= 6000
	loop
			while temp5 >= 100
		temp6++
		temp5 -= 100
	loop
	
	DrawSpriteScreenXY(81, temp0, 87)	
	DrawNumbers(0, temp0, 100, temp5, 2, 8, 1)
	temp0 -= 17
	DrawSpriteScreenXY(78, temp0, 100)
	temp0 -= 8
	DrawNumbers(0, temp0, 100, temp6, 2, 8, 1)
	temp0 -= 13
	DrawSpriteScreenXY(79, temp0, 100)
	temp0 -= 8
	DrawNumbers(0, temp0, 100, temp7, 5, 8, 0)
	//End Banner Times
	
	//End Banner
	
	
	//Name Frame
	temp0 = screen.xsize
	temp0 *= 2
	if screen.xsize == 320
		temp0 -= 293
		
	else
		temp0 -= 403
	end if
	temp0 -= TA.xoffset
	temp1 = screen.ysize
	temp1 += 39
	temp1 -= TA.yoffset
	if screen.xsize == 320
		DrawSpriteScreenXY(65, temp0, temp1)
	else
		DrawSpriteScreenXY(65, temp0, temp1)
		DrawSpriteScreenXY(112, temp0, temp1)
	end if
	switch character.select
	case 0
		temp2 = 67
		temp3 = 70
		temp4 = 73
		break
	case 1
		temp2 = 68
		temp3 = 71
		temp4 = 74
		break
	case 2
		temp2 = 69
		temp3 = 72
		temp4 = 75
		break
	case 3
		temp2 = 110
		temp3 = 111
		temp4 = 121
		break
	case -1
		temp2 = 94
		temp3 = 95
		temp4 = 96
		break
	case 5
		temp2 = 122
		temp3 = 123
		temp4 = 124
		break
	case 6
		temp2 = 125
		temp3 = 126
		temp4 = 127
		break
	default
		temp2 = 67
		temp3 = 70
		temp4 = 73
		break
	end switch
	
	temp0 += 109
	temp1 += 10
	DrawSpriteScreenXY(temp3, temp0, temp1) //English Name
	temp1 += 32
	DrawSpriteScreenXY(temp4, temp0, temp1) //Japanese Name
	
	temp0 += 136 
	temp1 += 0
	//DrawSpriteScreenXY(66, temp0, temp1)
	if zone.highlight < 6
		if saveRAM[413] > 0
			DrawSpriteScreenXY(93, temp0, temp1)
		end if
	end if
	DrawSpriteScreenXY(temp2, temp0, temp1) //Silhouette
	DrawSpriteScreenXY(128, temp0, temp1) //right
	DrawSpriteScreenXY(129, temp0, temp1) //left

	//End Name Frame
end function


function DrawClock
	temp1 = TA.xoffset
	temp1 /= 4
	

	temp0 = screen.xsize
	temp0 -= 60
	temp0 -= temp1
	DrawSpriteScreenXY(13, temp0, 166)
	Clock.Time++
	Clock.Time %= 6144
	object.rotation = Clock.Time
	//object.rotation /= 7
	DrawSpriteScreenFX(14, FX_ROTATE, temp0, 166)
	object.rotation /= 12
	DrawSpriteScreenFX(15, FX_ROTATE, temp0, 166)
	
	//Pieces
	temp0 = screen.xsize
	temp0 -= temp1
	temp0 -= 36
	DrawSpriteScreenXY(16, temp0, 66)
	temp0 -= 42
	DrawSpriteScreenXY(17, temp0, 43)
	temp0 -= 67
	DrawSpriteScreenXY(18, temp0, 47)
	temp0 -= 8
	DrawSpriteScreenXY(19, temp0, 92)
	temp0 -= 80
	DrawSpriteScreenXY(20, temp0, 77)
	temp0 += 52
	DrawSpriteScreenXY(21, temp0, 146)
	temp0 -= 117
	DrawSpriteScreenXY(22, temp0, 148)
	temp0 -= 73
	DrawSpriteScreenXY(23, temp0, 111)
	temp0 += 349
	DrawSpriteScreenXY(24, temp0, 222)
	temp0 -= 91
	DrawSpriteScreenXY(25, temp0, 226)
	temp0 -= 37
	DrawSpriteScreenXY(26, temp0, 207)
	temp0 -= 72
	DrawSpriteScreenXY(27, temp0, 224)
	temp0 -= 104
	DrawSpriteScreenXY(28, temp0, 221)
end function

function TimesSetUp
	SonicTimes = 0
	arrayPos1 = 500
	while arrayPos1 <= 518
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		SonicTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop
	
	arrayPos1 = 520
	while arrayPos1 <= 526
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		SonicTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop
	
	if SonicTimes <= 180000
		time.achievement = 1
	end if
	
	
	TailsTimes = 0
	arrayPos1 = 530
	while arrayPos1 <= 548
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		TailsTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop
	
	arrayPos1 = 550
	while arrayPos1 <= 556
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		TailsTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop
	
	
	KnuxTimes = 0
	arrayPos1 = 560
	while arrayPos1 <= 578
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		KnuxTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop
	
	arrayPos1 = 580
	while arrayPos1 <= 586
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		KnuxTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop


	AmyTimes = 0
	arrayPos1 = 470
	while arrayPos1 <= 488
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		AmyTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop
	
	arrayPos1 = 490
	while arrayPos1 <= 496
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		AmyTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop

	SuperTimes = 0
	arrayPos1 = 590
	while arrayPos1 <= 607
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		SuperTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop
	
	MightyTimes = 0
	arrayPos1 = 7000
	while arrayPos1 <= 7018
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		MightyTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop
	
	arrayPos1 = 7020
	while arrayPos1 <= 7026
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		MightyTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop
	
	RayTimes = 0
	arrayPos1 = 7030
	while arrayPos1 <= 7048
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		RayTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop
	
	arrayPos1 = 7050
	while arrayPos1 <= 7056
		if saveRAM[arrayPos1] < 100
			saveRAM[arrayPos1] = 59999
		end if
		if saveRAM[arrayPos1] > 59999
			saveRAM[arrayPos1] = 59999
		end if
		RayTimes += saveRAM[arrayPos1]		
		arrayPos1++
	loop


	WriteSaveRAM()
	
	temp0 = KnuxTimes
	temp0 += SonicTimes
	temp0 += TailsTimes
	
	Rand(Clock.Time, temp0)
	//Clock.Time %= 6144
		
end function

function VersionNumber		
	temp0 = 7
	temp0 -= TA.xoffset
	temp1 = 10
	temp2 = temp0
	
	if versionone > 9
		temp0 += 8	
	end if	
	DrawNumbers(99, temp0, temp1, versionone, 2, 8, 0)
	temp0 += 8
	DrawSpriteScreenXY(109, temp0, temp1)
	
	temp0 += 4
	
	if versiontwo > 9
		temp0 += 8	
	end if		
	DrawNumbers(99, temp0, temp1, versiontwo, 2, 8, 0)
	temp0 += 8
	DrawSpriteScreenXY(109, temp0, temp1)
	
	temp0 += 4
	
	if versionthree > 9
		temp0 += 8	
	end if	
	DrawNumbers(99, temp0, temp1, versionthree, 2, 8, 0)
	temp0 += 8
	DrawSpriteScreenXY(109, temp0, temp1)
	
	temp0 += 68
	
	DrawNumbers(99, temp0, temp1, versionsub, 9, 8, 1)
	
	//DrawRect(temp2, temp1, 219, 6, 0, 0, 0, 175)
end function

event RSDKDraw
	DrawSprite(0)
end event

event RSDKLoad
	LoadSpriteSheet("Global/Display.gif")
	SpriteFrame(-16, -16, 32, 32, 1, 143)
end event
