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- Pinkus - Today at 3:46 PM
- I know this might not be relevant to above discussion, but looked a little bit more into it and the disassembly is very helpful in understanding how text works in general:
- All text is handled the same. Basically you have a huge array of "commands". Each message will just have a different array. The items in the array is stuff like "Render A Character", "Go to line 2", "Set speed", "Let player choose between 2 options" etc.
- Then we have 2 commands that are relevant for this, "Wait for key" and "End message".
- - "Wait for key" waits for A, B, X and Y presses, and is used to advance the message forward. Pressing it usually scrolls the text up, then adds new text, into another "Wait for key" for example.
- - "End message" is at the end of each message array. It checks for any input (can use START or SELECT if you want) and is used to end a message completely. This always returns to normal gameplay (or to whatever you were doing before the message came up)
- Some sprites initiates messages twice or more in a row. For example when you rescue Zelda, after she approaches Link she just says "I had a feeling you were close" and it ends with a "End message" command. So it's just a one box message. Then on the next frame, her AI is advanced, and she will start another message that contains more boxes/text. So when you rescue Zelda, you can press all keys on the first box, then you need to use AXYB for a while, until the last text box where you can use all keys again.
- There is only 2 places the input memory variables is mentioned at all, and that is in the "Wait for key" and "End message" commands. So I doubt pressing any inputs in between those does anything at all. You simply just want to press a button as close to the frame where those two commands starts. The best way to do that would be to mash as fast as you can.
- Like. If you press one button per second (1 hertz) you will on average lose half a second per text box over the game. If you can mash 10hz (normal speed for one button mash) you will on average lose 3 frames per text box. Let's say a good mashing technique is 20hz, it would lose on average 1.5f per text box. So just mash as fast as you can.
- Use more inputs on the text boxes that allows for that, and use a good technique no matter what
- Which can be measured (different mashing techniques) with the practice hack by looking at Idle frames
- And just do the same text box with a bunch of techniques and see which gives you the best average
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