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swordsmankirby

Emulator Test (4/17)

May 21st, 2015
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  1. ====old paste from 4/17/15====
  2.  
  3. TODO: test fire underwater
  4.  
  5. caveat emptor:
  6. I only tested things in the most obvious manner, maybe Nahoc knows better.
  7. My math/guesstimation might be off by a little.
  8.  
  9. measurements in 30fps
  10.  
  11. base references:
  12. -running speed: 6 units/frame (horizontal)
  13. -terminal velocity: 16 units/frame (vertical)
  14.  
  15. height of 1-1: 183.8 units
  16.  
  17. ===FIRE ON GROUND===
  18.  
  19. times of fire: 30, 23, 17, 17, 17... frames
  20. distances of fire: 265.975, 190.45, 127.45 units
  21. avg speed: 8.866, 8.280, 7.497 units/frame
  22.  
  23. ===FIRE IN AIR===
  24.  
  25. times of fire+puff: 35, 28, 22, 22, 22... frames
  26. distances of fire: 308.35, 232.825, 169.825 units
  27. avg speed: 8.81, 8.315, 7.719 units/frame
  28.  
  29. height loss: a PERFECT fire cancel loses 0.9807 units (negligible, see terminal velocity)
  30. a perfect frame cancel consists of:
  31. -float two frames before fire animation ends
  32. -puff the next frame
  33. -fire six frames after
  34. to get the same height:
  35. -two frames to do float
  36. -seven frames to do puff
  37. -one frame to do fire
  38. to get the same distance:
  39. -frame perfect, gg
  40.  
  41. ===DOUBLE FIRE===
  42. time: 93 frames
  43. distance (stand/walk/run): 734.125, 811.625, 821.124
  44. avg speed: 7.89, 8.727, 8.829
  45. (note the last two are misleading because you need to get into walking/running speed)
  46.  
  47. It's possible that double-fire is faster for certain parts. >_>
  48. More testing (maybe with proper TAS tools) upcoming.
  49.  
  50. ===CURLING STONE===
  51. takes 8 frames to enter (and get its speed) after pressing B
  52.  
  53. initial velocity when
  54. standing/walking: 6.975
  55. running: 8.975
  56. deceleration: 0.025 units/frame^2
  57. it takes exactly 4 seconds from running curling stone to get back to running speed (6)
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