6 Commits

Author SHA1 Message Date
chrg6
750034b7fd Run the water and floor surface simulations at their own 60 steps a second above 60 fps on 1.1.1.
The physics' two water managers and the game's interactive floor simulation (the Deku Tree's ground webs) step their
surfaces in fixed steps of 1/60 s, as many whole steps as the frame's time holds, and drop the fraction, so every
frame shorter than 1/60 s ran none and the surfaces stood still above 60 fps. The new set owater (water_steps, on by
default) calls the page between the division and the game's cut, which keeps the fraction per object; at 60 fps the
count is the game's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 03:42:40 -05:00
chrg6
d64a9b689c Move the sprint button's stance host off the water ripples' patch page slot, and fix how presses and timings reach it.
The stance site called page +0xf50, which the 0.10.0 line gives the water ripples above 60 fps: the second
registration ends every 1.1.1 start with "registered twice", the sprint button off included. It calls +0xf30 now, and
the comments say which slots the other sets hold. The set's switch is NX2NAVI_SPRINT_BUTTON_PATCH, not a name another
open request uses for a set of its own.

The stand-still timings count 60 Hz frames (frame_step_frames), so a toggled sprint no longer ends on a short stop at
high frame rates. A press is decided at its start for its whole length: kept from the game and the sprint's when it
begins in gameplay (B: while Link moves), else the game's alone, so a held B is not handed to the game half way and a
B that closes the pause menu starts no sprint. A sprint switched off with the button setting does not come back by
itself, Link's state is read only where the memory is readable, and the row, nx2navi.ini.example and the controls
page say that B is the jump under the game's Swap Jump Controls and name the button without assuming the layout.
tests\sprint_check.py covers the press latch, the menu press, 240 fps and the switch-off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-12 22:57:56 -05:00
kendo
aab082ff51 Say that the sprint button's B puts the weapon away when Link is not moving, not that it attacks. 2026-11-12 22:55:14 -05:00
kendo
54fa3bc0c7 Offer only L3 and the game's B button as sprint buttons, and name B as the Nintendo layout's bottom button. 2026-11-12 22:55:14 -05:00
kendo
0a4fe144c9 Run the sprint patch set only while a sprint button is chosen, and never switch it on over a start that kept it off. 2026-11-12 22:54:58 -05:00
kendo
6faf4bd7f5 Add a sprint button: a setting that makes Link sprint without rolling first, as a toggle or while held. 2026-11-12 22:54:58 -05:00