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- Z Positions that the updraft is between:
- Z = -208.3498 and Z = -115.1994 EDIT: Z = -224 and Z = -107
- Try X Positions between X = 2375 and X = 2446.1
- Assert that deku must land in this region with Y Position less than -400
- Wait for Y Position to become -325 (this means you voided as deku and are back on the initial ground)
- for initial position (after the setup is done), wait like 50 visual frames before trying to check Y Position to be -325 again. If Y Position becomes -325 after these 50 frames pass AND you never land in the updraft (the 3D region defined above), then In_Updraft = false and don't test for the clip to save computation time. Otherwise, In_Updraft = true and wait N frames before testing clip.
- Maybe start by just trying setups that use backwalks or deku spins (Up + A on same frame) to get to the updraft because sidehops are more complicated. Also, only try to influence control stick direction or whether or not you are targeting after the 2nd-to-last deku bounce. Should have 10 options: ['Left', 'Right', 'Up', 'Down', 'Neutral', 'Left + Target', 'Right + Target', 'Up + Target', 'Down + Target', 'Neutral + Target'] and for each option, we test it with M different timings (i.e. start of 4th bounce until end of last bounce roughly for the number of visual frames that we consider; M is however many visual frames I choose based on this).
- Then after voiding, test all 5 control stick options (left/right/up/down/neutral).
- Test Left Clip:
- Z Position strictly greater than -594 and X Position strictly less than 2234
- Test Right Clip (closer to HP):
- Z Position strictly less than -868 and, for safety, enforce that Y Position is strictly greater than -325
- If deku drowns in the updraft, create a savestate to test all 5 control stick options
- Count bounces by checking how many times you hit -400 Y Position (not including consecutive frames that have -400 Y Position), let M = 19 starting 3 visual frames before hitting -400 before the second-to-last bounce (i.e. starting on the 4th bounce if pause buffering)
- =======
- 4518E000 2446
- C2ED0A1A -118.5197
- C4110000
- =======
- water is at y position -400
- -400
- -395.5 <-- hop 1
- -392.5
- -391
- -391
- -392.5
- -395.5
- -400
- -400
- -395.5 <-- hop 2
- -392.5
- -391
- -391
- -392.5
- -395.5
- -400
- -400
- -394.075 <-- hop 3
- -389.65
- -386.725
- -385.3
- -385.3751
- -386.9501
- -390.0251
- -394.6001
- -400
- -391.42 <-- hop 4
- -384.34
- -378.76
- -375
- -376.5
- -379.5
- -384
- -390
- -397.5
- -400
- -389.26 <-- hop 5
- -380.02
- -375
- -376.5
- -379.5
- -384
- -390
- -397.5
- -406.5 <-- drown
- ---------------------
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