Doza & SpeedySpawn
Hey Doza, I was just crunching the numbers on the 5th segment of that boss fight and found a way to shave about 200 milliseconds off the jump timing. Think we can fineātune it together?
Sure, letās take a look at the timing grid. First, write down the exact frame numbers where the jump starts and ends, then calculate the average difference between your current script and the 200āms improvement. Once we have those numbers, we can adjust the delay in small increments, say 10āms steps, and test each time to see if the hitbox still lines up. Keep a log of each tweak, so we can see what changes actually help and what donāt. Weāll be methodical and take it one small change at a timeāno need to rush.
Got it, letās dive straight into the frame dumpājump start at 1234, jump end at 1258, thatās the baseline. Your 200āÆms cut means weāre looking at a 12āframe shift if weāre on a 60āÆHz console, so weāll target a 2āframe (ā33āÆms) adjustment per trial. Iāll log each tweak in a simple spreadsheet: frame, delay change, hitbox sync, and run time. Weāll crank it up from 0 to 12 frames in 2āframe increments, test, and note if the box still lines up. Quick scans, quick edits, no dithering. Letās lock that 200āÆms gain down.
Sounds solidājust keep a keen eye on the hitbox overlap each step. Even a 2āframe tweak can shift the collision by a few pixels, so if anything feels off, pause and doubleācheck the hitbox data. Remember, consistency in the log will help us spot subtle patterns. Letās give it a calm, methodical run.All right, letās run the first 2āframe shift and see how the hitbox lines up. Keep the spreadsheet ready, and if anything feels slightly out of sync, we can dial it back or try a 1āframe step instead. A steady, stepābyāstep approach will keep the timing clean. Let's go.
2āframe shift applied, hitbox still tight on the first check, but I noticed a 3āpixel offset on the right side at frame 1246āmight slip if we go beyond 4 frames. Log entry: +2 frames, hitbox shift +3 px, time saved 66āÆms. Next up: test +4 frames, keep an eye on the collision corner. If that creeps, weāll pull back to +3. Letās keep it razorāsharp.
Great, the 2āframe shift keeps the hitbox mostly intact, but that 3āpixel drift at 1246 is worth noting. Letās run the +4āframe test now and watch that same corner. If the offset grows past a pixel or two, weāll step back to +3. Iāll add a quick column in the spreadsheet for āacceptable offsetā so we can flag when it crosses the limit. Keep the logs tight, and letās see how the timing holds up.
4āframe tweak, hitbox shifted 5 pixels right at 1246āexceeds our 2āpx threshold. Log: +4 frames, +5 px offset, time saved 133āÆms. Back to +3 frames, weāll test that one now. Speed runs, precision runs. Let's lock it.
Letās run the +3āframe shift next and see if the rightāside offset stays under two pixels. Iāll update the spreadsheet with the new data pointāframe, delay, hitbox shift, and time savedāso we can compare side by side. If the hitbox stays tight at 1246, weāll lock that as our sweet spot. Letās keep each change small and methodical.
3āframe shift logged, offset down to 1 pixel on the right at 1246āperfect! Time saved 100āÆms, still within the 2āpx window. Thatās our sweet spot. Lock it in, bump the script to +3 frames, and run a full benchmark to confirm the gain. Next up: test the full run with this new timing and see if the overall completion drops by that 200āÆms margin. Letās push itāno more tweaking until we hit the final shave.