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The conditional will be true once you pass the gate of sen's in deathcam, so you can queue it up for a "on quitout" split afterwards. Since the player is in deathcam, the world-area is locked to 10-1 respectively rather than the 15-0 you normally get in Sens. Finally, the change in mpzone with the current value being 0x249F0 is the clue that the character passed the gate of sens (you could probably use coords for this too if you wanted).
I don't know exactly how mpzone works other than it is somehow tied to the multiplayer activity areas, but it is fairly reliable in my experience (I use it for boss splits like taurus, guardian, firesage, centipede too). Its value is -1 on loads (like world/area). Also, the deathcam pointer moves around a bit on loads like the CharData1Ptr, just as a heads up if you weren't aware.
I don't have visual studio set up properly, so sorry for the issue instead of just a pull request. Let me know if you need any more info. :)
The text was updated successfully, but these errors were encountered:
Saw this mentioned in speedsouls discord (bit lengthy for discord, so I put it here), here's something that should work for SGS (pseudo code):
The conditional will be true once you pass the gate of sen's in deathcam, so you can queue it up for a "on quitout" split afterwards. Since the player is in deathcam, the world-area is locked to 10-1 respectively rather than the 15-0 you normally get in Sens. Finally, the change in mpzone with the current value being
0x249F0
is the clue that the character passed the gate of sens (you could probably use coords for this too if you wanted).I don't know exactly how
mpzone
works other than it is somehow tied to the multiplayer activity areas, but it is fairly reliable in my experience (I use it for boss splits like taurus, guardian, firesage, centipede too). Its value is-1
on loads (like world/area). Also, the deathcam pointer moves around a bit on loads like theCharData1Ptr
, just as a heads up if you weren't aware.I don't have visual studio set up properly, so sorry for the issue instead of just a pull request. Let me know if you need any more info. :)
The text was updated successfully, but these errors were encountered: