Lovely stream, and incredible TAS! The Sgt. Byrd weight thing piqued my interest though, so I just spent a few hours looking into how it works. The tl;dr is that it's performing some sort of check a couple times (they seem to be ray traces, but I don't know what for yet) and if one of the checks returns a nonzero result (which I think means a check failed?) then it moves the weight to a location stored in some specific variable, which seemingly holds the position that Sgt. Byrd is currently targeting (which usually matches Sgt. Byrd's current position, the wall in front of him, or a Moby). Why it does this isn't entirely clear but it seems to be a failsafe of sorts. And indeed, forcing one of these checks to always return zero does result in the behaviour seen in the glitch. If I had to guess, I think when the two weights are inside eachother, one of the rays from one of the weights is perhaps colliding with the other weight and causing those checks to fail. Needless to say, there doesn't seem to be very much potential in using this glitch, since it only ever moves the weight around and never writes anywhere else.
Thanks for looking into it. Glitches that require RAM watching and the like definitely aren't my forte, so this is helpful. I'm glad you enjoyed the TAS.
17:24 Goodness, that's slick. Great TAS and commentary, very entertaining.
Lovely stream, and incredible TAS! The Sgt. Byrd weight thing piqued my interest though, so I just spent a few hours looking into how it works.
The tl;dr is that it's performing some sort of check a couple times (they seem to be ray traces, but I don't know what for yet) and if one of the checks returns a nonzero result (which I think means a check failed?) then it moves the weight to a location stored in some specific variable, which seemingly holds the position that Sgt. Byrd is currently targeting (which usually matches Sgt. Byrd's current position, the wall in front of him, or a Moby). Why it does this isn't entirely clear but it seems to be a failsafe of sorts. And indeed, forcing one of these checks to always return zero does result in the behaviour seen in the glitch. If I had to guess, I think when the two weights are inside eachother, one of the rays from one of the weights is perhaps colliding with the other weight and causing those checks to fail. Needless to say, there doesn't seem to be very much potential in using this glitch, since it only ever moves the weight around and never writes anywhere else.
Thanks for looking into it. Glitches that require RAM watching and the like definitely aren't my forte, so this is helpful. I'm glad you enjoyed the TAS.
Nice!
Nice I missed the first part of the stream
Nice thumbnail!