Difference between revisions of "Subpixels"

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This game uses subpixels for its movement. This is how Link gets the movement speed of 2-1-2-1 on normal ground etc. This mechanic is not fully understood yet, so there might be some errors on this page.
 
This game uses subpixels for its movement. This is how Link gets the movement speed of 2-1-2-1 on normal ground etc. This mechanic is not fully understood yet, so there might be some errors on this page.
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If you want to help figure this out, you can memory watch 7E002A and 7E002B in your emulator (might be 002A and 002B in some emulators). Those are the Y and X subpixels.
  
 
== How subpixels are set ==
 
== How subpixels are set ==

Revision as of 18:54, 11 January 2018

This game uses subpixels for its movement. This is how Link gets the movement speed of 2-1-2-1 on normal ground etc. This mechanic is not fully understood yet, so there might be some errors on this page.

If you want to help figure this out, you can memory watch 7E002A and 7E002B in your emulator (might be 002A and 002B in some emulators). Those are the Y and X subpixels.

How subpixels are set

  • When moving around, the subpixel is incremented or decremented depending on the surface Link is moving on, and which direction he is moving.
  • Walking upwards or leftwards increments the corresponding X/Y subpixel, walking downwards or rightwards decrements the corresponding X/Y subpixel.
  • The only way to "start over" (reset) the subpixel value, is by changing direction of movement. A movement after a standstill counts as changing the direction of movement.

Explanation on why the movement works as it does

  • When the subpixel wraps, your movement speed gets a -1.
  • On normal ground, the default movement speed is 2.
  • On stairs, the default movement speed is 1.

Example: Walking on ground (movement speed is 2), upwards

  • frame 1: Subpixel = 0x00 + 0x80 = 0x80. Doesn't wrap, so you get 2.
  • frame 2: Subpixel = 0x80 + 0x80 = 0x00. Wraps, so you get 2 - 1 = 1.
  • Repeats

Example: Walking on ground (movement speed is 2), downwards

  • frame 1: Subpixel = 0x00 - 0x80 = 0x80. Wraps, so you get 1.
  • frame 2: Subpixel = 0x80 - 0x80 = 0x00. Doesn't wrap, so you get 2.
  • Repeats

Example: Walking on stairs (movement speed is 1), upwards

  • frame 1: Subpixel = 0x00 + 0x50 = 0x50. Doesn't wrap, so you get 1.
  • frame 2: Subpixel = 0x50 + 0x50 = 0xA0. Doesn't wrap, so you get 1.
  • frame 3: Subpixel = 0xA0 + 0x50 = 0xF0. Doesn't wrap, so you get 1.
  • frame 4: Subpixel = 0xF0 + 0x50 = 0x40. Wraps, so you get 1 - 1 = 0.

Example: Walking on stairs (movement speed is 1), downwards

  • frame 1: Subpixel = 0x00 - 0x50 = 0xB0. Wraps, so you get 1 - 1 = 0.
  • frame 2: Subpixel = 0xB0 - 0x50 = 0x60. Doesn't wrap, so you get 1.
  • frame 3: Subpixel = 0x60 - 0x50 = 0x10. Doesn't wrap, so you get 1.
  • frame 4: Subpixel = 0x10 - 0x50 = 0xC0. Wraps, so you get 1 - 1 = 0.

Basically it works like an "anti subpixel".

How it affects slope dashes

Dashing on a slope is a fairly volatile thing when you frame advance through it. Link will move anything from 0 to 3 pixels in both the horizontal or vertical direction, seemingly at random. We're not sure the exact rules, but it looks like different parts of the slope will give different pixel boosts.

Another factor is subpixels. Depending on what subpixel you have, you might or might not get an extra pixel boost at any point during the slope dash. This means that even if you start your dash from the exact same coordinate, the slopedash can go fast or slow depending on the subpixel value.

One way to make sure you get the same subpixel is to hit diagonal before starting the dash.

Bomb Clips

Since a criteria for performing a Bomb Clip is that you are positioned exactly blow the explosion, your subpixel value will matter just as much as your coordinate, since different paths through the slope might or might not include the coordinate where Link is directly below.

Some setups works the same for both subpixel=0x00 and subpixel=0x80, in which case it doesn't matter.

If a setup requires a specific subpixel, you would need to go from a standstill to a movement for an exact amount of frames.