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 fine‑tune it together?
Sure, let’s 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 200‑ms improvement. Once we have those numbers, we can adjust the delay in small increments, say 10‑ms 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 don’t. We’ll be methodical and take it one small change at a time—no need to rush.
Got it, let’s dive straight into the frame dump—jump start at 1234, jump end at 1258, that’s the baseline. Your 200 ms cut means we’re looking at a 12‑frame shift if we’re on a 60 Hz console, so we’ll target a 2‑frame (≈33 ms) adjustment per trial. I’ll log each tweak in a simple spreadsheet: frame, delay change, hitbox sync, and run time. We’ll crank it up from 0 to 12 frames in 2‑frame increments, test, and note if the box still lines up. Quick scans, quick edits, no dithering. Let’s lock that 200 ms gain down.
Sounds solid—just keep a keen eye on the hitbox overlap each step. Even a 2‑frame tweak can shift the collision by a few pixels, so if anything feels off, pause and double‑check the hitbox data. Remember, consistency in the log will help us spot subtle patterns. Let’s give it a calm, methodical run.All right, let’s run the first 2‑frame 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 1‑frame step instead. A steady, step‑by‑step approach will keep the timing clean. Let's go.
2‑frame shift applied, hitbox still tight on the first check, but I noticed a 3‑pixel offset on the right side at frame 1246—might slip if we go beyond 4 frames. Log entry: +2 frames, hitbox shift +3 px, time saved 66 ms. Next up: test +4 frames, keep an eye on the collision corner. If that creeps, we’ll pull back to +3. Let’s keep it razor‑sharp.