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imbuedl

Reverse PF Script Notes

Jan 9th, 2019
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  1. Z Positions that the updraft is between:
  2.  
  3. Z = -208.3498 and Z = -115.1994 EDIT: Z = -224 and Z = -107
  4. Try X Positions between X = 2375 and X = 2446.1
  5. Assert that deku must land in this region with Y Position less than -400
  6.  
  7. Wait for Y Position to become -325 (this means you voided as deku and are back on the initial ground)
  8.  
  9. 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.
  10.  
  11. 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).
  12.  
  13. Then after voiding, test all 5 control stick options (left/right/up/down/neutral).
  14.  
  15.  
  16. Test Left Clip:
  17.  
  18. Z Position strictly greater than -594 and X Position strictly less than 2234
  19.  
  20.  
  21. Test Right Clip (closer to HP):
  22.  
  23. Z Position strictly less than -868 and, for safety, enforce that Y Position is strictly greater than -325
  24.  
  25.  
  26.  
  27. If deku drowns in the updraft, create a savestate to test all 5 control stick options
  28.  
  29. 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)
  30.  
  31. =======
  32.  
  33.  
  34. 4518E000 2446
  35. C2ED0A1A -118.5197
  36. C4110000
  37.  
  38. =======
  39.  
  40. water is at y position -400
  41.  
  42. -400
  43. -395.5 <-- hop 1
  44. -392.5
  45. -391
  46. -391
  47. -392.5
  48. -395.5
  49. -400
  50. -400
  51. -395.5 <-- hop 2
  52. -392.5
  53. -391
  54. -391
  55. -392.5
  56. -395.5
  57. -400
  58. -400
  59. -394.075 <-- hop 3
  60. -389.65
  61. -386.725
  62. -385.3
  63. -385.3751
  64. -386.9501
  65. -390.0251
  66. -394.6001
  67. -400
  68. -391.42 <-- hop 4
  69. -384.34
  70. -378.76
  71. -375
  72. -376.5
  73. -379.5
  74. -384
  75. -390
  76. -397.5
  77. -400
  78. -389.26 <-- hop 5
  79. -380.02
  80. -375
  81. -376.5
  82. -379.5
  83. -384
  84. -390
  85. -397.5
  86. -406.5 <-- drown
  87.  
  88.  
  89. ---------------------
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