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- That sounds great. I'd imagine. The history is rich.
- In regards to the superswim formulas here's what I can think of. Feel free to pick and choose what you think fits within the scope of your video.
- - after charging, when you release the control stick, the game looks at Links animation to determine how fast he'll go. The higher his head up is in the water the faster he'll go. A bad frame can result in a speed loss of up to 40%.
- - The game decides what part of Links animation to set Link based on a float value between 0-23. In normal gameplay, the game increments through this animation 1.0 each step, giving you a 23 frame cycle.
- - how much to increment through this animation is related to his speed. So as you charge, Link will go through his swimming animation faster and faster.
- - ESSing preserves speed 20x better than just releasing the controller in TAS (0.1 speed loss per frame compared to 2.0 per frame). The downside is that because the controller isn't neutral, the animation frame speed losses play a role. Link will oscillate between 60-100% max speed while ESSing, averaging around 80% max speed.
- - in addition, while ESSing, Links speed is also dependent on his air meter. Where a near depleted air meter will reduce Links speed as much an additional 25%. In many cases its best to get an air refill right before you release the swim.
- - In summary: the formulas are used to calculate where Link will be in his animation after charging for X amount of frames and therefore can be used to determine how fast he'll go. After that, we calculate, based on how far away we are from the destination, how long we should ESS for before the speed preservation benefits of ESS get overshadowed by releasing the stick and not having to deal with the 80% max top speed and air meter speed losses.
- - I think it's important to note that its still incomplete. The formulas make a few assumptions. A big one being that it assumes you'll always be charging straight up and down. TAS superswimming gives Link the ability to arrow swim (move while charging) with a small trade off of charging slightly slower (up to 0.5 less speed per frame). For optimized swimming in the future, we'll want to determine what is the best balance between moving closer to your destination while charging and getting to higher speeds faster.
- - that being said, the formulas have been shown to save a second or more compared to previous TAS swims. With further optimizations to be added in the future to the scripts to save even more time. It also removes the guess and check work of previous TASes which speeds up progress significantly.
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