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TODO.txt
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TODO.txt
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Big stuff
----------
- Movies
- Ghost Link
- Counters (spec below)
- Rewrite sd2snes save/load state code
- Mashing & Pumping mini-game
- Fix lag:
debug hacks:
A = $10
B = $00
C = $18
D = $08
- Refactoring gamemode (gamemode2.asm) to be more intuitive
Other stuff
------------
- Preset for double reddies
- Show kill counter for Agahnim 2
- Feature: Disable text? Like rando.
- Faster travel speed via shortcut
- Better frame advance mode. Perhaps only pause while holding L in, and if you press R while holding L it advances the game one frame. Would be good for clip learning. Maybe stop timer during this.
- Show sprite hitboxes in general?
- Show intermediate room time in more places (bonk, walk up stairs)
- See if I can make the menu prettier (let users change color?)
- Colorblind options?
- Frame counter for actions, like swinging your sword, throwing boomerang, enemy movement startup times. Startup/active/recovery.
- Room frame counts that show frame-pixel movement tallies. Would basically be to contrast how many nudge/slowdown/movement frames were lost that is pulled away from room overall time count and lag frames.
- Active movement speed counter. Like the above kinda but shows real time how fast you're going. Would help for things like understanding swim speeds or hidden bastard/rail type deals.
- A way to change/preset your antennae value for spoopy inputs presently lengthy. To easily engage in mirerod entanglements.
- hey pinkus! Thanks for working on the LTTP practice hack. I have a feature request. I'm still early enough in my NMG play that i get the powder. It's annoying to have to turn on for every single preset, I imagine in the same way turning on the sanc heart was annoying. Can we get a setting to have powder on for the presets? (medium priority)
- bug with presets and sq
Possible toggles/options
-------------------------
- Follower $7EF3CC
Low priority
-------------
- Make the menu redraw less often, just for practicality's sake and less disruptive fblank
======== MINIGAMES TODO ========
- Mini games (menu)
Duration: [2s, 5s, 10s]
[Start Mashing mini game]
Direction: [up, left]
[Start Pumping mini game]
- Mashing:
* Countdown 3s
* Count number of frames where $F0/$F2 is set vs not set
* Results:
- frames with new input
- frames with no new input
- hz
- average time loss per text box
- average time loss per nmg run
- Pumping:
* Countdown 3s
* Count number of frames where cardinal is held and diagonal is held
* Track number of dpad changes
* Results:
- # of pumps
- frames where cardinal is held
- frames where diagonal is held
- # of pixel boost chances per second on average
* for air and for wall, according to my hypothesis
======== MOVIES TODO ========
- Movies (menu)
[ Options ]
Record: [Disabled, Movies, Ghost Link, Both]
HUD: [No, Record, Play, Both]
[ Save current movie ]
- Should be put at the top, pushing everything down.
( List of movies )
- A to play movie
- Y to play ghost link
- X to delete
- Could use preset names
- Infinite scroll
- Stop movie before saving movie from menu
- Disable SD2SNES save/load state
- Disable movie record on Poverty states
- During playback:
* L = Pause playback when held
* L + tap R = Frame advance once.
* L + hold R = Slow motion (after 30f of holding)
* X = Stop movie (gives control back to player)
* A = Replay movie from start
======== GHOST LINK SPEC ========
- Record type
* 1 = movie only
* 2 = ghost only
* 3 = both
Needs to be stored in Movies meta.
- Depending on record type, we populate !ram_movie differently
* Ghost format:
ttffffff ffffffff yyyyyyyy yyyyyyyy xxxxxxxx xxxxxxxx ddaaaaaa
- t = 0
- f = frames
- y = y coord
- x = x coord
- d = direction
- a = animation data (dashing, picking up pot, holding wall, shooting bow, idk.. probably need more bytes if we want it to actually look good too)
* Movie format:
ttffffff ffffffff BYSTudlr AXLR0000
- t = 1
- f = frames of inputs held
- rest = which keys are held
* RNG format:
tt000000 nnnnnnnn
- t = 2
- n = rng value
- When replaying, we need to either select Movie or Ghost.
* Look for highest two bits to find out if it's a Ghost entry, Movie entry or RNG entry.
Jump over stuff we should jump over.
Track RNG index separately and call `LDA #!ENTRY_RNG : LDX !ram_rng_index : JSR find_next_entry`.
======== COUNTERS SPEC ========
DNGSCR ☑ hex1 0000A0 #
OWSCR ☑ hex1 00008A #
HSCRLL ▢ hex2 0000E2 #
VSCRLL ▢ hex2 0000E8 #
ROMDTA ☑ hex1 000403 #
LAYER ▢ dec1 0000EE #
GNOCNT ☑ dec2 000123 #
ALTITU ☑ dec2 0002A2 #
PODSCR ☑ dec2 00F0D4 #
ADD NEW
--------------------------
^ and v = Normal
< and > = Select what to edit
A = Edit
X = Remove line
☑ & ▢ = enabled/disabled
# = set position (use dpad to find position, A/Start to commit, B/X to cancel, L/R to change colors?)
--------------------------
enum Type {
dec1,
dec2,
dec4,
hex1,
hex2,
hex4
}
struct {
char name[6];
bool enabled;
Type type;
uint24 address;
uint16 position;
uint8 palette;
} counters[]
---------------------------
1. make linked list of counter-ouput
struct {
uint16 position;
uint8 palette;
char tiles[10];
} buffer[];
2. blit it to screen after vblank hud update