I dont really like the new table layout, in the old layout you can easily find the total setting to use in SZS modifier.
In the new layout that isn't possible.
Vulcanus2 13:38, 20 August 2011 (CEST)
- I can't follow your arguments. The 3 columns are independent and anyway you must searching vertically. Maybe your irritation is because I removed the 0x prefix for numbers <10. The old format has one great disadvantage: No place for longer descriptions.
- Wiimm 15:19, 20 August 2011 (CEST)
- Well yeah. you're right :P, you have good arguments for this new layout.
- Vulcanus2 15:42, 20 August 2011 (CEST)
Offset 0x13, Value 0x80
I'm not longer sure that this is true: "Follow the route of the current section and ignore other sections.". I have tested several settings with Jungle Tour and in two places with Wario Colosseum. I have changed several parameters, an for all 3 I had set the 0x80 value and all works fine. Before I have analyzed some Nintendo tracks and found that they uses the 0x80 when routes are close together, but enemies should not change (like in the cavern of grumble volcano). I have tested the 0x80 value also on a line and no CPU drifted ("Non-forced drift" was the previous meaning about this value).
Because of all this I made my conclusion. But now I'm unsure. And therefor I have removed the 0x80 values and tested the tracks again. My other changed work, but the enemies falls more often down. It seems that value 0x80 stabilize the route. I will make a special test with this parameter to find out the truth.
Wiimm 20:22, 20 August 2011 (CEST)
- Yes I tested all this values before but this one was different from what I got, I concluded that Enemies have to stay close to the path but when closer to another section they just change section. This didn't happen when using the default settings. I wonder what your result will be.
- kHacker35000vr 21:56, 20 August 2011 (CEST)
Possible other theory for ? box
I was just thinking, sometimes cpu's get off the route for a random reason, but random doesnt exist in computers, so I thought what if the size of the dot matters. What if its required for the dots to overlap, so it creates a space for the route. So I started calculations, if dots are spheres, to overlap ? x 96 (or 128) needs to be bigger than half the distance between the 2 relevant dots. so: ? x 96 > [distance between dots]/2 or ? x 128 > [distance between dots]/2
after a few calculations I saw 96 is too small but 128 not. But to prove this, it needs to be true for ALL dots in ALL Nintendo tracks, I cant do that on my own, because each calculation takes 30s/1 minute, and with that speed you'll be doing this days (considering the amounts of dots). (maybe can wiimm create the script that does this automatically, that'd save a lot of time) NOTE: this may ONLY be true for ENPT (cpu routes).
(possible addition, a dot cant overlap 2 in the same section, I have no prove for this at all)
I'd like to know how others think about this. Vulcanus2 17:58, 31 August 2011 (CEST)
CPU always do tricks in Bouncy Mushrooms?
Is there a ENPT setting that can make the CPUs to always do tricks when they're in Bouncy Mushrooms (like the ones in Mushroom Gorge)? -- NewSuperMoiWii, 14:55, 8 August 2014 (UTC)
- The KCL is fine. I meant that the CPU only go forward, but they don't do any trick. -- NewSuperMoiWii, 17:38, 8 August 2014 (UTC)