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LilPinkus

infinite overworld transitions

May 8th, 2018
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  1. So, debugged a bit. The only thing that matters for a transition to not go infinite is that $E2[0x2] (for horizontal scroll) or $E8[0x2] (for vertical scroll) at some point is equal to the screen's "this is where you should stop scrolling" value, found at $0610[2 * 4], an array of four 2-byte coordinates, one for each direction (order: up, down, left, right). That's it.
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  3. The scroll value ($E2 or $E8) is incremented/decremented by 8 each frame, so at worst a transition can take 8191 frames or 136s before it finds this value. I think usually it will always be close tho. The problem occurs if $E2/$E8 has its first 3 bits set to an incompatible value (probably always if it's non-zero?) So like if $E2 is 0x0109 and the "end scrolling" value is 0x0100, it will go "0x0109 > 0x0101 > 0x00f9", hopping over the "end scrolling" value.
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  5. Luckily, we have a few methods to manipulate E2/E8 relative to link, namely holding certain inputs during an earlier transition, dashing and bonking. Also certain dashes into previous transitions.(edited)
  6. As for holding input, if you transition by walking (not dashing) you can hold a diagonal to mess with camera. different diagonals gives different values.
  7. need to transition up or down to manipulate horizontal camera and vice versa
  8. also some text boxes like when grabbing flute you can mess with camera by holding different dpad inputs (protip for flute qw: if you hold ^> you can align with tree and get quick warp :>)(edited)
  9. also just cus its kidna related, this is why we dont get easy quickwarps in 100 glitched when tempering sword. the last horizontal dash is leftwards not rightwards, so camera is different (and quick warp only cares about camera, not links position)(edited)
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