theballaam96

Teetering Turtle Mechanics

Aug 15th, 2019
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  1. DK64'S MOST EXCITING GAME DECODED!
  2.  
  3. *Turns off sarcasm mode*
  4.  
  5. (Current figures are with Aztec TTT, values are likely different for Castle/Fungi/Snide's TTT)
  6.  
  7. Each Turtle-Snake combo starts with 2 variables set
  8. Timer (Snake + 0x180 | 4-byte floating point number): 275
  9. Cooldown Timer (Snake + 0x188 | 1-byte signed integer): 44
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  11. Upon the text for the start of the minigame finishing/getting cancelled, the cooldown timer starts counting down to 0 at a rate of 1 per VISUAL frame update (This means that the laggier the game is, the longer it will take for the regular timer to tick to 0). The regular timer will only count down when the cooldown timer is less than 1.
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  13. When the cooldown timer hits 0, the regular timer starts counting down at a rate of 0.5 units per Visual frame update.
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  15. If the regular timer dips below 219.5, then the turtle cries for help.
  16.  
  17. If the timer dips below 39, then the game goes into lose mode and you (predictably) lose the game.
  18. If you shoot the turtle and the cooldown timer is less than 1, then both the cooldown timer and the regular timer will be reset back to their initial values.
  19.  
  20. What can we learn from this?
  21. Basically, shooting within the first 1.3s of the minigame is totally useless and does not result in any progress towards turtle safety
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