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So I've been trying to find random stuff in Dolphin recently, and I'm tired of having to post it in my segmented run topic when it doesn't really belong there, so yeah. New thread to put all of this in. Anyway to start off, I found what's basically your "jump/standing state" value (address 46BBD4):

- It's 0 when you're on the ground (or in Aether). While unmorphed, your vertical speed is set to 0, and you can jump.

- It's 1 during a jump, while your vertical speed is increasing.

- It's 2 when you're in midair normally, where your vertical speed is constantly decreasing and you can't jump.

- It's 3 for a couple of frames after you walk off a ledge. Seems to be mostly identical to 0, meaning you can jump (which is what allows for Aether Jumping I guess), except that if you manually edit the value to 3 it'll stay there (instead of immediately changing to 2) and you'll end up in some weird standing in midair state until you jump.

- It's 4 for about 22 frames after you go airborne while morphed, after which it'll change to 2. Now, this is functionally identical to 0, which is what allows for BSJs/roll jumps; getting an instant unmorph allows you to jump before that 22 frame window runs out. So basically, it has absolutely nothing to do with your "momentum"; it's simply jumping soon enough after you go airborne. I'm guessing the reason it does this in the first place is because it sets your vertical speed to 0, which is why you don't go crashing to the ground if you unmorph soon enough after rolling off a ledge. It also explains why you don't get any unmorph height from a 3BJ etc., as you're unmorphing too soon and your speed's set back to 0.

- Anything 5 and higher is the same as 3, though AFAIK it never goes this high unless you manually edit the value.
Thread title: 
MP2 also a bit MP1 speedrunning
this is really nice to know since it helps to understand rolljumps better
rocks, locks, and invisible blocks
Wow that's pretty neat. though I'm a little confused as to how the address is only six digits...
Edit history:
arkarian: 2012-11-22 10:49:05 pm
red chamber dream
maybe dolphin just drops zeroes for some reason? seems unlikely though.
rocks, locks, and invisible blocks
All the addresses me and Petire have found in SA2B are 8 digit, so I doubt that.
Fine, 0046BBD4 if it makes you happy. <_<
now find the memory address that determines if infinite speed will activate the ridley fight.
rocks, locks, and invisible blocks
Quote from MilesSMB:
Fine, 0046BBD4 if it makes you happy. <_<

It made me feel all warm and fuzzy inside.

Quote from BioSpark:
now find the memory address that determines if infinite speed will activate the ridley fight.

I second this.
Quote from BioSpark:
now find the memory address that determines if infinite speed will activate the ridley fight.


it can activate the ridley fight!

...if you have all the artifacts.

seriously though, I don't have to dig around in the memory addresses to tell you it won't.
I need to find the memory address that determines if IS will activate the credits in Ice Ruins West.
It totally will. My cousin YoungBeezy did it once. He told me.
Life is sacred. So we move on
my umbrella goes directly to Bankai
looking up the address that tracks metroid prime pase 2's damage could be useful to see what are the exact conditions to reduce its HP.
Er... You reduce its HP when you shoot it? Not sure what you mean.
rocks, locks, and invisible blocks
Miles you seem to be pretty good at finding addresses, do you think you could find an address that shows the Sheegoths health? it would be nice to know if certain spots on his foot do even more damage than others.
The addresses for things like enemy HP are different every time, so I can't just give the address for it. Its HP is 500, so it shouldn't be that hard to find, as long as you're searching for floats (most values in MP1 are).
rocks, locks, and invisible blocks
Would have to search for adresses with a value of 500? or 500 in hexadecimal?
If you use that float custom search you shouldn't have a hex option.

(You are using Cheat Engine, right? >_>)
rocks, locks, and invisible blocks
I'm using dolphins debug mode. Maybe its time I learn how to use cheat engine..
If you're desperate to use Dolphin's memory watch, then the value to search for is 43FA0000... But seriously learn how to use Cheat Engine ASAP.
So the jump/standing state, I'd assume it works the same way in mp2 and mp3?

Someone on a twitch chat (who never plays metroid prime, mind you, and doesn't even realize that BSJs in mp1/2/3 are all the same) was trying to argue that they fixed glitches in trilogy not to hate speedrunners, but because they were giltches, and then argued that I had no say about how BSJs work in mp1/2/3, and that I have no right to say that they work the same way in all three games.

I guess it does?
1. "Someone" is an idiot, why do you care what they think?
2. Yes, it works exactly the same in all three.
rocks, locks, and invisible blocks
iirc you can't BSJ in Trilogy's version of Corruption, but I might have just sucked last time I played on that version, Idk.. :P
ANKOKU
Quote from itsPersonnal:
iirc you can't BSJ in Trilogy's version of Corruption, but I might have just sucked last time I played on that version, Idk.. :P


They probably changed the code since you can "flick jump" with the wiimote.
Anywhere, everywhere
Quote from itsPersonnal:
iirc you can't BSJ in Trilogy's version of Corruption, but I might have just sucked last time I played on that version, Idk.. :P


You can't bsj in Echoes or Corruption in trilogy. Still can in Prime though.