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Double-slashing and Z3 movement

15 replies · 3,725 views · Started 13 December 2007

Well I know how much you guys love these. :toast:

I don't know what build it stopped working right as I haven't used Z3 movement too often thus far, but double-slashing seems to be picky about when it want's to work. You have to be in the perfect spot or something...
It always seems to work 100% from up to right, or up to left, ..but up-down, or left-right, or other combinations like I said are very finicky. Of the double-slash directions that do work, triple-slashes seem to work though so thats good.

If your wondering what in samhill I'm referring to:

It's when you hit "A" then quickly change directions to finish off the sword attack elsewhere, and even a third direction, which is very useful with the sword beam.

I don't really consider this a bug - double-slashing is a borderline glitch in the first place, and moreover since there is no slashing in the NES, it's not clear which behavior is "correct."

No no, I'm was using the term "slashing" loosely, I just meant sword attack basically. Stab or slash. The response for double or triple slashing(stabbing) is actually a little tighter timing-wise in the NES than in ZC with Z3 movement off, but you know how I hate the damn inconsistency bugs.

Anyway's what I meant by all that is, with Z3 movement on in 675, if you stab in a direction there is about a 50/50 chance that Link is stuck in that direction during the attack.

Probably came about from all those old Z3 movement bugs. :shrug:

Well, unless you come up with precise conditions for when you should be able to change direction mid-slash, I'm not sure what I can do.

hmm...tough cookie eh? ...I'll give it a twirl then. Perhaps I could make script to Trace Link's position upon InputA and have it print 9999 when I InputB, to keep track of when it fails. Alright then, well if there is a discernable pattern then i'll post it.

So wait, is he always suppose to be able to turn while slashing?

Extremely helpful would be to track down the first build in which the behavior changed.

DarkDragon wrote:
Extremely helpful would be to track down the first build in which the behavior changed.

Ugh crap...well i've got 364, 492, and 584-701 but none before then. I'll try those. Anyone have any earlier builds they'd like to try?

I would say doubleslashing is the master glitch and this is just a semi-glitch.
Which I mean by that you can't do the glitch without the doubleslashing glitch.

Well ok, I've got some new info:

I wen't back to build 364 where it's really bad. It seems in that build (and 492, most likely others as well) Link must be perfectly lined up in pixels like so;

Link's co-ordinates along X must be multiples of 8. Just like with Z3 movement off. If so then he can slash every time along X, meaning left or right, but not down or up.

Now it's the same for Y but just reverse the above.

Now, if Link is lined up perfectly where his X an Y are divisible by 8, then he can attack perfectly every time no problem in any direction. Just like Z3 movement off. But if say he is at 19,19 then it's a no go.

I'll see if it's the same in 701.

No, I pretty much hit it dead on the last post.

If you wan't to be sure that's where the problem lies then You could use a script to debug it. ...Here we go.


global script testz3{
void run(){
bool l;
bool r;
bool s;
while(true){
Waitframe();
if(Link->InputL&&!l){Link->X++;l=true;}
if(!Link->InputL)l=false;
if(Link->InputR&&!r){Link->Y++;r=true;}
if(!Link->InputR)r=false;
if(Link->InputStart&&!s){int lx=Link->X;int ly=Link->Y;Trace(lx);Trace(ly);s=true;}
if(!Link->InputStart)s=false;
}
}
}

L,R to increment Link one pixel. Hit Start when the double slashing works; I'm betting on Allegro spitting out numbers divisible by 8 for their corresponding X,Y slashing directions.

Who want's to try it out? C'mon everybody that see's this, you know you want to. 😉

...😃

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I put spaces in between the x,y locations to make it easier to read. 😊

In LOZ (NES) you can slash and change direction. the sword initially is never fully 'out' until you turned and you had to turn in the opposite direction you traveled in.