Difference between revisions of "Horizontal Speed"
(Fixed typo) |
(→See also: Link to Vertical Speed) |
||
Line 155: | Line 155: | ||
* [[General Movement]] | * [[General Movement]] | ||
+ | * [[Vertical Speed]] |
Revision as of 20:32, 29 January 2019
Contents
Introduction
The dash value is added towards the momentum value to create the speed value. The speed value indicates how many pixels per frame Samus will move.
Here's an example referencing information below: Assuming a dash value of 0, the horizontal speed of a normal jump on NTSC is 1.25 pixels per frame.
An armpump will shift Samus forward one pixel.
In summation, Samus's total speed in pixels per frame = dash value + momentum value + armpump value (if it applies - 1 if it does, 0 if it does not).
Dash
NTSC
The maximum dash value without Speed Booster equipped is 2.
The maximum dash value with Speed Booster equipped is 7.
4096 subpixels (0.0625 pixels) are added to the dash value for every frame dash is held.
Without Speed Booster, it takes 32 frames to gain full dash amount.
With Speed Booster, it takes 112 frames to gain full dash amount.
PAL
The maximum dash value without Speed Booster equipped is 2.26112.
The maximum dash value with Speed Booster equipped is 8.
5120 subpixels (0.078125 pixels) are added to the dash value for every frame dash is held.
Without Speed Booster, it takes 31 frames to gain full dash amount.
With Speed Booster, it takes 103 frames to gain full dash amount.
Both
It is possible to maintain the dash value for all types of momentum except for turnaround and moonwalk (tool-assisted only).
The dash value is immediately reset if Samus becomes submerged in sand, or submerged in lava with Speed Booster equipped. The dash value cannot be increased in quicksand nor with Speed Booster equipped in lava. The dash value can be increased in lava if Samus has Gravity Suit equipped without Speed Booster equipped.
Momentum
The momentum values can be read as both the amount of pixels Samus moves per frame (assuming a dash value of 0), and 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.
Excluding moonwalk, all of these values are different (including shinespark) if Samus is underwater without Gravity Suit equipped.
All animations are twice as long when they take place underwater without Gravity Suit equipped.
Momentum is forced to decrease to 0 if Samus performs a turnaround, or if Samus runs forward and then forward is released. The latter is the reason "stuttering" works, and is the reason why, with tools, the dash amount can be increased in a shorter distance than what is humanly possible.
Morphing and unmorphing animations ignore the momentum value and only utilize the dash value.
"Ramp" means the amount of frames the source of momentum takes to reach the amount listed in the column, which is its standard amount. Technically, all sources could have a 'minimum' amount of 0, and a variable 'maximum' amount if they have oscillating values.
All ramp amounts assume that Samus's starting momentum is 0.
NTSC
Movement | Amount | Ramp | Notes |
---|---|---|---|
Walking | 2.49152 | 12 | This value + dash value = running speed; when momentum value bypasses 2 during the ramp-up, the momentum value will immediately jump to 2.49152 |
Morphing Ball | 3.16384 | 5 | This value + dash value = "mockball" speed; increases by 0.49152 per frame and upon reaching 3.49152, immediately drops to 3.16384 |
Jump | 1.16384 | 2 | Same values apply if performing a controllable Spring Ball jump |
Spinjump | 1.24576 | 2 | It is faster to stay in spin for as long as possible before breaking spin to perform actions (such as mockballs) |
Bomb jump | 3 | 16 | Dash can be applied if speed is being maintained when the bomb jump is performed |
Falling | 1.24576 | 2 | Oscillates between 1 and 1.49152; same values apply if morphed, performing a downback, or performing an uncontrollable Spring Ball jump |
Damage boost | 5.24576 | 8 | Oscillates between 5 and 5.49152; dash can be applied if speed is being maintained ("speedkeep") when the damage boost is performed |
Knockback | 5 | 4 | |
Turnaround | 0.24576 | 1 | Oscillates between 0 and 0.49152 |
Moonwalk | 0.32768 | 1 | |
Shinespark | 15 | 64 | Starts at 8, then takes 64 frames to accelerate to 15 |
NTSC (underwater without Gravity Suit equipped)
Movement | Amount | Ramp | Notes |
---|---|---|---|
Walking | ? | ? | |
Morphing Ball | 2.49152 | ? | |
Jump | 1.16384 | ? | Same values apply if performing a controllable Spring Ball jump |
Spinjump | 1.24576 | ? | |
Falling | 1.24576 | ? | Same values applies if performing a downback or performing an uncontrollable Spring Ball jump |
Falling (morphed) | 1.32768 | ? | |
Damage boost | 0.32768 | ? | |
Knockback | 5 | 4 | |
Turnaround | 0.24576 | 1 | Oscillates between 0 and 0.49152 |
Moonwalk | 0.32768 | 1 | |
Shinespark | 15 | 224 | Starts at 8, then takes 224 frames to accelerate to 15 |
PAL
Movement | Amount | Ramp | Notes |
---|---|---|---|
Walking | 3.19456 | 15 | This value + dash value = running speed |
Morphing Ball | 3.58880 | 5 | This value + dash value = "mockball" speed |
Falling | 1.32768 | 2 | Same values apply if performing a jump, a controllable Spring Ball jump, or falling (including downback) |
Falling (morphed) | 1.13056 | 2 | Same values apply if performing an uncontrollable Spring Ball jump |
Spinjump | 1.42496 | 2 | It is faster to stay in spin for as long as possible before breaking spin to perform actions (such as mockballs) |
Bomb jump | 3.39168 | 17 | Dash can be applied if speed is being maintained when the bomb jump is performed |
Damage boost | 6.29440 | 8 | Oscillates between 6 and 6.58880; dash can be applied if speed is being maintained ("speedkeep") when the damage boost is performed |
Turnaround | 0.29440 | 1 | Oscillates between 0 and 0.58880 |
Moonwalk | 0.39168 | 1 | |
Shinespark | 15 | 45 | Starts at 8, then takes 45 frames to accelerate to 15 |