Difference between revisions of "User:Ga-show/LSD Info/Units"

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3d space in the game is made of '''units'''. If the player were to take a step forward while looking perfectly straight, they would move 512 units forward in the X-Axis.  
 
3d space in the game is made of '''units'''. If the player were to take a step forward while looking perfectly straight, they would move 512 units forward in the X-Axis.  
 
<br><br>
 
<br><br>
The geometry of a field, the walls and floors, is split into an invisible grid of '''tiles''', squares of 256 units long.  
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The geometry of a field (the walls and floors) is split into an invisible grid of '''tiles''', squares of 256 units long.  
 
<br><br>
 
<br><br>
Finally, as far as coordinates are concerned, the tiles are within '''chunks''' of 256 tiles (65536 units) long. Walking into a new chunk from position 65536 will seamlessly keep your movement going through position 0 of the new chunk.
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Finally, as far as coordinates are concerned, the tiles are within '''chunks''' of 256 tiles (65536 units) long. Walking into a new chunk from position 65536 will seamlessly keep the player's movement going through position 0 of the new chunk.
 
<br><br>
 
<br><br>
 
The player's internal X, Y, and Z coordinates represent how they are located within their current chunk, not the entire field.
 
The player's internal X, Y, and Z coordinates represent how they are located within their current chunk, not the entire field.
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===Prerequisites:===
 
===Prerequisites:===
 
* [[User:Ga-show/LSD_Info/Bizhawk|Bizhawk]] (for viewing the player's coordinates)
 
* [[User:Ga-show/LSD_Info/Bizhawk|Bizhawk]] (for viewing the player's coordinates)
** X-Coordinate is stored at '''091E74''' as a ''4-byte unsigned''' integer
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** X-Coordinate is stored at '''091E74''' as a ''4-byte unsigned'' integer
** Y-Coordinate is stored at '''091E78''' as a ''4-byte unsigned''' integer
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** Y-Coordinate is stored at '''091E78''' as a ''4-byte unsigned'' integer
** Z-Coordinate is stored at '''091E7C''' as a ''4-byte unsigned''' integer
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** Z-Coordinate is stored at '''091E7C''' as a ''4-byte unsigned'' integer
  
 
===Experiments===
 
===Experiments===
 
# What happens when the player is forced to stand at 65,537 units within a chunk?
 
# What happens when the player is forced to stand at 65,537 units within a chunk?
# On fields with falling enabled such as [[The Natural World]], there is a certain Y-value that once reached or surpassed will cause the falling animation to occur when the player moves. Can you use trial and error to find it?
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# On fields with falling enabled such as [[The Natural World]], there is a certain Y-value that once reached will cause the falling animation to occur when the player moves. Can you use trial and error to find it?
# Editing the player's position can lead to interesting views and discoveries you wouldn't be able to find otherwise. What happens when editing your position to clip through the "WC" door in [[Bright Moon Apartment]]?  
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# Editing the player's position can lead to interesting views and discoveries you wouldn't be able to find otherwise. What happens when editing your position to clip through the "WC" door in [[Bright Moon Apartment]]?
  
 
===Experiment answers===
 
===Experiment answers===
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! colspan="2" | Experiment 3 &nbsp;
 
! colspan="2" | Experiment 3 &nbsp;
 
|-
 
|-
| Surprisingly, beyond this flat texture is an unfinished room! The walls are missing, enabling you to look through the interior of the apartment. The floor shows the design this area would have were there walls, being a square with a little flab of rectangle hanging off the top-left.
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| Surprisingly, beyond the flat door texture is an unfinished room! The walls are missing, enabling you to look through the interior of the apartment. The floor shows the shape this area would have been if there were walls, being a square with a little flab of rectangle hanging off the top-left.
 
|}
 
|}

Latest revision as of 22:07, 10 April 2024

3d space in the game is made of units. If the player were to take a step forward while looking perfectly straight, they would move 512 units forward in the X-Axis.

The geometry of a field (the walls and floors) is split into an invisible grid of tiles, squares of 256 units long.

Finally, as far as coordinates are concerned, the tiles are within chunks of 256 tiles (65536 units) long. Walking into a new chunk from position 65536 will seamlessly keep the player's movement going through position 0 of the new chunk.

The player's internal X, Y, and Z coordinates represent how they are located within their current chunk, not the entire field.

Experiments

Prerequisites:

  • Bizhawk (for viewing the player's coordinates)
    • X-Coordinate is stored at 091E74 as a 4-byte unsigned integer
    • Y-Coordinate is stored at 091E78 as a 4-byte unsigned integer
    • Z-Coordinate is stored at 091E7C as a 4-byte unsigned integer

Experiments

  1. What happens when the player is forced to stand at 65,537 units within a chunk?
  2. On fields with falling enabled such as The Natural World, there is a certain Y-value that once reached will cause the falling animation to occur when the player moves. Can you use trial and error to find it?
  3. Editing the player's position can lead to interesting views and discoveries you wouldn't be able to find otherwise. What happens when editing your position to clip through the "WC" door in Bright Moon Apartment?

Experiment answers

Experiment 1  
Attempting to warp to 65537 units will crash the game, as the player is still technically within the first chunk while outside the bounds of it.
Experiment 2  
The player will fall at Y ≥ 1546 or Y ≤ -1546. Both positive and negative 1546 are correct answers.
Experiment 3  
Surprisingly, beyond the flat door texture is an unfinished room! The walls are missing, enabling you to look through the interior of the apartment. The floor shows the shape this area would have been if there were walls, being a square with a little flab of rectangle hanging off the top-left.