Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
metal_gear_solid:tts_info_dump [2018/08/19 19:19] – Plywood | metal_gear_solid:tts_info_dump [2018/10/02 06:22] (current) – Plywood | ||
---|---|---|---|
Line 5: | Line 5: | ||
====Dump 1==== | ====Dump 1==== | ||
when exiting darpa chiefs cell before the guard encounter | when exiting darpa chiefs cell before the guard encounter | ||
- | [9:00 PM] FurryFapMaster: | + | FurryFapMaster: |
- | [9:00 PM] FurryFapMaster: | + | hold down during the door opening cutscene and mash the x (the roll button) |
- | [9:01 PM] FurryFapMaster: | + | |
- | [9:01 PM] Blue: That's faster than I thought it would be | + | that lets you exit the room in 8 frames (after you regain control) |
- | [9:01 PM] FurryFapMaster: | + | |
- | [9:01 PM] FurryFapMaster: | + | just holding down is 10 frames |
+ | |||
+ | if you backup against the door and hold down, you exit in 14 frames | ||
Maybe 2 frames faster if you get a frame perfect mash. But does the game check for input at every frame interval? So if you were one frame early or one frame late you'd miss the bus per say, assuming an input check happens every 2 frames. I could be wrong here, I just seem to remember someone finding (when we were testing OG ninja phase skip) that inputs don't cause an action, depending on the action intended, until frames (of some number) after the input was made. | Maybe 2 frames faster if you get a frame perfect mash. But does the game check for input at every frame interval? So if you were one frame early or one frame late you'd miss the bus per say, assuming an input check happens every 2 frames. I could be wrong here, I just seem to remember someone finding (when we were testing OG ninja phase skip) that inputs don't cause an action, depending on the action intended, until frames (of some number) after the input was made. | ||
- | [9:29 PM] FurryFapMaster: | + | FurryFapMaster: |
- | [9:30 PM] FurryFapMaster: | + | from other testing i know that if you press a direction and x on the same frame, you do not roll |
- | [9:30 PM] FurryFapMaster: | + | |
- | [9:31 PM] FurryFapMaster: | + | but if you press x one frame after holding a direction, you do get a roll |
- | [9:33 PM] Wallguy: I have definitely noticed you can't press a direction and roll on the same frame. That's for sure. : | + | if you have down direction held, i dont think theres any risk of going prone |
- | [9:34 PM] Wallguy: so it probably checks every frame but with some limitations | + | |
+ | Wallguy: I have definitely noticed you can't press a direction and roll on the same frame. That's for sure. | ||
+ | | ||
====Dump 2==== | ====Dump 2==== | ||
- | PM] FurryFapMaster: | + | so how fast the elevator will come down does depend on which frame you interact with it |
- | [10:12 PM] FurryFapMaster: | + | when you interact with the elevator switch, the game starts a count down |
- | [10:13 PM] FurryFapMaster: | + | |
- | [10:13 PM] FurryFapMaster: | + | ive tested it about 10 times, and the countdown values ive gotten are |
- | [10:13 PM] FurryFapMaster: | + | 600, 360, 180 and 48 |
- | [10:14 PM] FurryFapMaster: | + | |
- | [10:14 PM] FurryFapMaster: | + | the game decrements this value by 1 every frame |
- | [10:14 PM] FurryFapMaster: | + | when the value reaches 0, the elevator door opens |
- | [10:15 PM] FurryFapMaster: | + | |
- | FurryFapMaster: | + | if you interact with the switch again while the value is counting down |
- | [10:24 PM] FurryFapMaster: | + | the value gets set to 123 and continues to count down |
- | [10:25 PM] FurryFapMaster: | + | |
- | [10:47 PM] FurryFapMaster: | + | if the value is already 123 or lower, interacting with the elevator switch has no effect |
- | [10:47 PM] FurryFapMaster: | + | so you can lose either about 200 frames if you get the 600 or 360 pattern |
+ | |||
+ | or lose 160ish frames if you get the 180 pattern | ||
+ | over the 48 pattern that is | ||
+ | ok so theres an 8 frame pattern that repeats over and over | ||
+ | 01. 360 | ||
02. 600 | 02. 600 | ||
03. 360 | 03. 360 | ||
Line 40: | Line 49: | ||
07. 360 | 07. 360 | ||
08. 180 | 08. 180 | ||
- | [10:49 PM] FurryFapMaster: | + | |
- | [10:50 PM] Blue: So is a fast elevator a frame-perfect timing sort of thing? | + | i was worried it would be 1/60 but 1/8 chance of getting fast elevator isnt so bad |
- | [10:50 PM] FurryFapMaster: | + | So is a fast elevator a frame-perfect timing sort of thing? |
- | [10:51 PM] FurryFapMaster: | + | every 8th frame is going to give you fast elevator |
+ | its probably tied to the global timer so you cant use any references, visuals or set ups | ||
====Dump 3==== | ====Dump 3==== | ||
dont try to roll through the door leading out of the ocelot room to b2 of the armory | dont try to roll through the door leading out of the ocelot room to b2 of the armory | ||
- | [11:28 PM] FurryFapMaster: | + | it can not save you a single frame |
- | Here's something I don't know if I've mentioned. For all the crawling you guys do in the caves, approx. 30 seconds, you do not save as much time as in other places. You save 64 frames. | + | Here's something I don't know if I've mentioned. For all the crawling you guys do in the caves, approx. 30 seconds, you do not save as much time as in other places. You save 64 frames. |
[11:32 PM] FurryFapMaster: | [11:32 PM] FurryFapMaster: | ||
+ | |||
[11:33 PM] Wallguy: I meant to say fapping vs not fapping. | [11:33 PM] Wallguy: I meant to say fapping vs not fapping. | ||
[11:33 PM] Wallguy: roll to prone always helps. | [11:33 PM] Wallguy: roll to prone always helps. | ||
+ | |||
after multiple attempts, i think i can conclude its faster to enter the elevator from the far left rather than the center | after multiple attempts, i think i can conclude its faster to enter the elevator from the far left rather than the center | ||
[11:59 PM] FurryFapMaster: | [11:59 PM] FurryFapMaster: | ||
Line 70: | Line 82: | ||
ninja, mantis and ocelot have the same hp on all difficulties | ninja, mantis and ocelot have the same hp on all difficulties | ||
remaining bosses have different HP values based on difficulty | remaining bosses have different HP values based on difficulty | ||
+ | |||
+ | |||
+ | so if dead zones are especially bad in a run, unplug your controller mid run and plug it back in, taking care that the left stick is perfectly neutral | ||
+ | |||
+ | |||
+ | |||
+ | yeah, and when your controller gets more loose, the stick tends to wobble easier without touching it. And the gamecube analog is very sensitive | ||
+ | |||
[[metal_gear_solid: | [[metal_gear_solid: |