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ThaBrl

nmbc-movtech

Jun 9th, 2015
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  1. When running at max speed attempting to turn around slows Jack down for several frames like so:
  2. This example assumes Jack is running to the right and then is turning towards the left.
  3.  
  4. F1> 156672
  5. F2> 149504
  6. F3> 142336
  7. F4> 135168
  8. F5> 128000
  9. F6> 120832
  10. F7> 113664
  11. F8> 106496
  12. F9> 99328
  13. F10> 92160
  14. F11> 84992
  15. F12> 77824
  16. F13> 70656
  17. F14> 63488
  18. F15> 56320
  19. F16> 49152
  20. F17> 41984
  21. F18> 34816
  22. F19> 27648
  23. F20> 20480
  24. F21> 13312
  25. F22> 6144
  26. F23> -1024 (turn around)
  27. F24> -8192
  28. F25> -15360
  29. F26> -22528
  30. F27> -29696
  31. F28> -36864
  32. F29> -44032
  33. F30> -51200
  34. F31> -58368
  35. F32> -65536
  36. F33> -73728
  37. F34> -81920
  38. F35> -90112
  39. F36> -98304
  40. F37> -106496
  41. F38> -114688
  42. F39> -122880
  43. F40> -131072
  44. F41> -139264
  45. F42> -147456
  46. F43> -155648
  47. F44> -163840 (max speed)
  48.  
  49. * By jumping to turn around you save quite a bit of time. Again, this is assuming right to left movement.
  50.  
  51. F1> 163840 (Hold left and hit jump for this one frame)
  52. F2> 147456
  53. F3> 131072 (sprite turn around, still moving to the right)
  54. F4> 114688
  55. F5> 98304
  56. F6> 81920
  57. F7> 65536
  58. F8> 49152
  59. F9> 0 (land and jump for this frame and the next two)
  60. F10> -16384 (Jump)
  61. F11> -32768 (Jump)
  62. F12> -49152
  63. F13> -65536
  64. F14> -81920
  65. F15> -98304
  66. F16> -114688
  67. F17> -131072 (max jump speed)
  68. F18> -131072
  69. F19> -131072
  70. F20> -131072
  71. F21> -131072
  72. F22> -139264 (land)
  73. F23> -147456
  74. F24> -155648
  75. F25> -163840 (max running speed)
  76.  
  77. 19 frames are saved in this case, though this doesnโ€™t come up often.
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