Difference between revisions of "Vertical Speed"
(→See also: Link to Horizontal Speed) |
(Directly adding Galamoz' jump speed chart, and linking FreyasSpirit's writeup) |
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| [[Shinespark]] || 14.? || 2 || N/A || 7.07168 for first frame, then 14.? for all frames after (before crashing occurs); subpixel speed per frame is either random or uses an indiscernible pattern | | [[Shinespark]] || 14.? || 2 || N/A || 7.07168 for first frame, then 14.? for all frames after (before crashing occurs); subpixel speed per frame is either random or uses an indiscernible pattern | ||
|} | |} | ||
+ | |||
+ | == Compared with Run Speed == | ||
+ | |||
+ | [[File:GalamozJumpSpeed.png]] | ||
+ | |||
+ | [https://pastebin.com/GEyywzs1 Writeup from FreyasSpirit on why this chart is non-linear] | ||
== See also == | == See also == | ||
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* [[General Movement]] | * [[General Movement]] | ||
* [[Horizontal Speed]] | * [[Horizontal Speed]] | ||
− | * [https://imgur.com/a/VP5jP | + | * [https://imgur.com/a/VP5jP Original source for the jump speed chart] |
Revision as of 16:24, 14 May 2019
Introduction
There are two memory addresses for vertical speed. The first can either have a value of 1 or 2, where 1 is for rising and 2 is for falling. The second is for the vertical speed, and is always used regardless of the first's value.
Rising speed starts with a value which decreases by 7168 subpixels per frame. After the value goes under zero, the first address will switch from 1 to 2, and Samus will start to fall.
The values can be read as "pixels.subpixels."
The maximum amount of subpixels is 65536. You simply divide the decimal (subpixel) amount by 65536 to find the fraction of pixels involved.
"Ramp" means the amount of frames the source takes to reach the amount listed in the column.
"HGBFS" stands for "height gained before falling starts."
Crouching before jumping will cause Samus to begin her jump eight pixels higher than if she did not crouch.
Speed Values
Falling
Movement | Amount | Ramp | Notes |
---|---|---|---|
Falling | 5.02048 | 46 | 7168 subpixel increase per frame |
Falling (underwater without Gravity Suit equipped)
Movement | Amount | Ramp | Notes |
---|---|---|---|
Falling | 5 | 60 | 2048 subpixel increase per frame |
Rising
Movement | Amount | Ramp | HGBFS | Notes |
---|---|---|---|---|
Jump / Space Jump | 4.57344 | 46 | 111.06144 | Same values apply to Spring Ball |
Jump / Space Jump (Hi-Jump Boots) | 6.00000 | 56 | 167.37888 | Same values apply to Spring Ball |
Walljump | 4.40960 | 44 | 101.58368 | |
Walljump (Hi-Jump Boots) | 5.32768 | 52 | 140.62464 | |
Bomb Jump | 2.49152 | 27 | 34.62464 | |
Shinespark | 14.? | 2 | N/A | 7.07168 for first frame, then 14.? for all frames after (before crashing occurs); subpixel speed per frame is either random or uses an indiscernible pattern |
Rising (underwater without Gravity Suit equipped)
Movement | Amount | Ramp | HGBFS | Notes |
---|---|---|---|---|
Jump | 1.49152 | ? | ? | |
Jump (Hi-Jump Boots) | ? | ? | ? | |
Walljump | ? | ? | ? | |
Walljump (Hi-Jump Boots) | ? | ? | ? | |
Shinespark | 14.? | 2 | N/A | 7.07168 for first frame, then 14.? for all frames after (before crashing occurs); subpixel speed per frame is either random or uses an indiscernible pattern |
Compared with Run Speed
Writeup from FreyasSpirit on why this chart is non-linear