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DonkeyKongGenius

Journey to Silius Data

May 11th, 2019
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  1. Address
  2. 017E Spawn Location
  3. 0030 Macro Frame
  4. 0031 Micro Frame
  5. 0034 Run Speed
  6. 0177 Scroll Boundry
  7.  
  8. If the second to last frame before scroll stops is a value of 234 or higher the 22 run speed makes it 256 so it rolls to 0, it stops
  9. If the second to last frame before scroll stops is a value of 233 with speed 22, then you get 255 and one more frame of scroll, speed 26 means 25 micros
  10. '' a value of 233 with run speed of 26 then you get 259, so it rolls over zero and no extra frames.
  11.  
  12. The key seems to reach close to the end with a certain value so that the slower run speed can cause it to increment no more than 255
  13.  
  14. knocked onto elivator???
  15.  
  16.  
  17. Micro frames increment according to your run speed per frame, this occurs whether the screen scrolls or not.
  18.  
  19. First Stretch
  20. Kill Both 16: 20 fastest 20 version
  21. Both Hit 16: 8
  22. Last Hit 16: 20
  23. First Hit 16: 8 fastest 8 version
  24.  
  25. Full Jumps
  26. Without Jump 16:20
  27. Full Jump at speed 26 = 16:21
  28. Full Jump at speed 22 = 16:02
  29. Why the large variance?
  30.  
  31. The screen stops scrolling by the time you reach the second so only getting hit by the first causes this change.
  32.  
  33. No Hit: 22,26,22,26 pattern
  34. Hit: Restart running acceleration issue
  35. 0,4,8,12,16,20,24,22,26 then 22,26 pattern
  36. There appears to be one frame of scrolling upon getting hit when run speed is 0, micro frames can increase even if no visible scolling happens
  37.  
  38. Jump Influence
  39. Jumped for 1 frame on frame of 26 speed
  40. starting on 26 then, 22,23,24 x8 times then 22,26 begins
  41.  
  42. Jumped for 1 frame on frame of 22 speed
  43. starting on 22 then, 26, 22, 23, 24,
  44.  
  45. Therefore a jump only seems to occur after the speed of 26 is reached
  46.  
  47. If you initiate a one frame jump on speed 26 the 22,23,24 pattern begins immediately,
  48. if you initiate a one frame jump on speed 22 then we will see a speed of 26 first then the pattern
  49.  
  50. A one frame jump at speed 22 yields 16:18 instead of 16:20
  51. A one frame jump at speed 26 yields 16:18 instead of 16:20
  52.  
  53. A two frame jump at speed 22 yeilds 16:20
  54. A two frame jump at speed 26 yeilds 16:17
  55. The two frame jump has the 27, which is 3 more than 24, and is some how 3 off from 22 variation.
  56.  
  57. A 2 frame jump has 22,23,24 pattern x8, then 22,23,27, then back to 22, 26 pattern.
  58. A 3 frame jump has 22,23,24 pattern x9
  59. A 4 frame jump has 22,23,24 pattern x10
  60. A 5 frame jump has 22,23,24 pattern x10, then 22,23,27, then back to 22, 26 pattern.
  61. Etc.
  62. Therefore only a full jump can be used to buffer. And what frame you jump on will
  63.  
  64. Full Jump Data: Non-27 variation
  65.  
  66. Initiate Frame 3269, Run Speed 22, = 71:69
  67. Initiate Frame 3270, Run Speed 26, = 71:66
  68. Initiate Frame 3271, Run Speed 22, = 71:69
  69. Initiate Frame 3272, Run Speed 26, = 71:66
  70.  
  71.  
  72. Final Three Jumps
  73. Jump 1 changed by itself 1,4,1,4 only seems to be a value of 3 variance testing 4 frames in a row
  74. Jump 2
  75.  
  76.  
  77. 3367 = 2
  78. 3368 = 1
  79. 3369 = 2
  80. 3370 = 4
  81. 3371 = 2
  82. 3372 = 4
  83. 3373 = 4
  84. 3374 = 0
  85. 3375 = 4
  86. 3376 = 0
  87. 3377 = 0
  88.  
  89. Jump 3 changed by itself 1,4,1,4 same as jump one
  90.  
  91. When reach the end, it will always be 96: 0 or higher, it will always be 96. The last increment from running speed it key
  92. It rolls to 96 from 95: 255, so a final 26 run speed at end makes 96: 25
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