9/22/2023 0 Comments Dragons lair 3 speedrunIt keeps this value until the timer passes 40/0x28, at which point it reverses back to phase 0, one step at a time, and the cycle begins over again. This repeats until $574 contains a value of 0xFC and the DB is at its strongest. When the timer resets after 10/0xA, 1 is again subtracted from $574 (new value 0xFE). In this phase, 1 is subtracted from $574 for a new value of 0xFF. When it resets after reaching 60/0x3C, the upwind starts and the timer in $572 is reset. When the DB pit comes on screen, $572 starts to count up every 5 frames. The next sections will describe these in more detail. An incorrect, but conceptually acceptable (?), description could be to say that this works as a kind of sub-speed component to $576.Īs can be seen from the formula above, the DB strength works as the upward component, while $576 and $579 pull Dirk down towards the pit. Can either have a value of 2 (fast flapping), 3 (poor flapping) or 4 (no flapping). $576 - Downward pull (or speed component) that is countered by Dirk "flapping his arms and legs" (description from the manual) by mashing 'B'.$574 - Strength of DB (0xFC - 0), lifting Dirk up.$392 - y-position (from top of the screen to bottom).With reference to RAM-addresses, the new y-position is calculated according to the following formula: So instead of checking in the "jump look-up table", the game will calculate the new y-position depending on the DB strength and how well Dirk floats in the upwind. Once Dirk is above the pit with the DB, the jump mechanics will stop applying. It's not particularly intuitive from just playing the game and has therefore been analyzed in a bit more detail. In contrast to this, the section with the "Dragon's Breath" (DB) in the middle of the second level introduces different mechanics and complexity. The jump movements in this game don't rely on speed calculations, but instead follow pre-programmed movements and animations stored in look-up tables. Chaining jumps together, chaining ducking and rising, "corner landing" all have no additional impact on the animation times.Countdown for each additional gold - 24 frames.End-of-level gold countdown screen (1 gold) - 157 frames.Go straight into ducking position after a jump - saves 15 frames compared to performing jumping and ducking separately.Dropping down "1 height" - 35 frames (meaning that it's 5 frames faster to jump off ledges than drop down from them).Subsequent shot(s) - 20 frames (/per shot in the same "burst").If nothing else is stated, it's compared to walking in a straight line. This section looks at the cost of performing various actions. There doesn't appear to be any hidden items in this level. P - under the same archway as the above P P - under the second arc after the big skull guarding a big pit G - before jumping on the ledge of the first pendulumĪ - over the first floor support after the visible daggers P - after the first set of two moving blocks P - two blocks to the right of the hidden C The list below comes from searching with save states, but hasn't been verified by address watching, so it's possible that there are still hidden items to be found.Ī - right before the second set of gatewaysĬ - in the opening in the roof between the first two moving blocks F - Fireballs, deal 3 HP of damage, 1 can be on screen at the same time.A - Axes, deal 2 HP of damage, 2 can be on screen at the same time.D - daggers, deal 1 HP of damage, 3 can be on screen at the same time.
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