From cd0e87dd8c148ea477a13593f2d264470ccdafe5 Mon Sep 17 00:00:00 2001 From: epicmeme546 <178368684+epicmeme546@users.noreply.github.com> Date: Fri, 13 Nov 2026 08:20:11 -0500 Subject: [PATCH] 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 --- docs/bug-capture.md | 18 +++++++++++++----- 1 file changed, 13 insertions(+), 5 deletions(-) diff --git a/docs/bug-capture.md b/docs/bug-capture.md index 3120a6a1..3f291a38 100644 --- a/docs/bug-capture.md +++ b/docs/bug-capture.md @@ -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 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