Say in the bug capture page what a replay does when a conversation holds Link, and what was measured.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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epicmeme546
2026-11-13 08:20:11 -05:00
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@@ -89,9 +89,11 @@ What the game does in such a run (`NX2NAVI_CAPTURE_REPLAY`, environment only):
- Three seconds later the game changes area as its own doors do (`dbg_warp`), to the start position of the capture's
area that is nearest to the captured place; when the save already starts within 60 m of it, there is no teleport.
A refused teleport (an event still running after the load) is asked again, up to six times.
- Link runs to the captured `x z` (`dbg_route_to`), walking the last three metres, steered by the game's own camera, and counts as there within half a
metre. He is walked, not put: his position cannot be written (`debug_tools.c`). When something is in the way he
sidesteps, and after ten tries the walk is given up where he is.
- Link runs to the captured `x z` (`dbg_route_to`), steered by the game's own camera and walking the last three
metres, and counts as there within half a metre. He is walked, not put: his position cannot be written
(`debug_tools.c`). When something is in the way he sidesteps, and after ten tries the walk is given up where he is.
When he does not move at all for two seconds, the game holds him (a conversation that began where the teleport
arrived, on a save that had not been there): A is pressed until he moves, and the walk is asked for again.
- The free camera is turned on standing (the pad still plays the game) and put at `camera_pos`, `camera_yaw`,
`camera_pitch`. `NX2NAVI_CAPTURE_REPLAY_CAMERA=0` leaves the game's camera.
- Three seconds later the log says `capture: replay of <name> ready: ...` with how far Link is from the captured
@@ -99,8 +101,14 @@ What the game does in such a run (`NX2NAVI_CAPTURE_REPLAY`, environment only):
`replay_player_off_metres`, `replay_walk` and `replay_camera`.
What a replay does not bring back: the time of day, enemies and other actors, Link's pose and what he holds, an event
or cutscene that was running, and progress made since the last save (the save is the one on disk at the press; the
flags that differed are in `flags.tsv`). A capture taken at the title screen or while loading has no area: its replay
or cutscene that was running, the camera's field of view where the game had changed it (the comparison shows both),
and progress made since the last save (the save is the one on disk at the press; the flags that differed are in
`flags.tsv`).
Measured on the PC the feature was written on (RX 7900 XT, a 1720x720 test window, HDR on): a capture is written in
0.6 to 0.8 s and holds about 3.5 MB; a replay of a capture taken three metres from where the save starts took 45 s
from start to its own capture, with Link 0.4 m from the captured place and the camera's position and angles equal to
the last digit; one that teleports to another area and ends a conversation on the way took about 100 s. A capture taken at the title screen or while loading has no area: its replay
applies the settings and stops.
Without the script: set `NX2NAVI_CAPTURE_REPLAY` to the folder and start the game with `--profile <a copy of a