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MattEqualsCoder avatar MattEqualsCoder commented on July 3, 2024

I don't recall exactly what the limit is (I think 0x200/512), but QUSB2SNES has a limit in the amount of memory that can be requested, so trying to get the memory locations of each individual peg might be a bit difficult. It might be best to go with the first option.

I think the main thing is we'd probably only want this check to run while on that screen to avoid making other auto tracking checks run less frequently.

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CPColin avatar CPColin commented on July 3, 2024

Yeah, it's probably not worth adding the ASM we'd need in order to pack the peg states into three or five bytes or whatever. We could definitely enable the check on that screen only. Or maybe when the player says "we're going to Pegworld"? Or were you picturing that the player would no longer have to enable Pegworld first?

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MattEqualsCoder avatar MattEqualsCoder commented on July 3, 2024

Honestly, while I hadn't thought about it, I do wonder if we could automatically enable pegworld similar to the shaktool mode due to the issues betus has with enabling pegworld mode.

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CPColin avatar CPColin commented on July 3, 2024

I bet we could start checking that RAM location when the player enters that screen and automatically enable Pegworld as soon as the value is non-zero. That'd be pretty close to what happens now when Tracker hears "Hey Tracker, peg."

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CPColin avatar CPColin commented on July 3, 2024

It also just occurred to me that, since this RAM value also changes when opening the TR portal, we could have Tracker rarely say something like, "Pop. Oops, wrong screen." when hammering those three pegs.

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CPColin avatar CPColin commented on July 3, 2024

Good news: Tracker pronounces "pop", "popop", "popopop", etc., all the way up to "popopopopopopop", at least, how you'd expect, so we won't need to tinger with <prosody> stuff!

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CPColin avatar CPColin commented on July 3, 2024

Okay, initial implementation is in the two branches. I'm gonna sleep on it and see if I hate it later.

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