Tomtelala

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Jun 21st, 2018
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  1. 2, 3, 2, 2, 2, 3, 2, 2, 2, 2, 3, 2, 2, 2, 3, 2, 2, 2, 3
  2. 2, 2, 3
  3. 3530
  4. 3538
  5.  
  6.  
  7. Hops
  8. ----
  9. Hopping takes 20f.
  10. Hovering for 1f reduces landing time by 6f.
  11. Klonoa can skip 2f after hopping.
  12. Hopping decreases Klonoa's Y position by:
  13. 0 1 2 3 4 5 6 7 8 91011121314151617181920
  14. +0+4+4+3+3+3+3+3+3+2+2+2+2+2+1+1+1+1+1+1 -1
  15. 0 4 81114172023262830323436373839404142424242424241
  16. * [ ]
  17. Pressing A at * cuts out [].
  18.  
  19. Skips
  20. -----
  21. Skipping takes 11f.
  22. The first opportunity to quickfall is 32f after A.
  23.  
  24. Memory Locations
  25. ----------------
  26. 03002920 short X position
  27. 03002922 short Y position
  28. 03002924 short X screen offset
  29. 03002926 short Y screen offset
  30. 03002928 byte Invulnerability flicker
  31.  
  32. 03005210 short Screen opacity (0100=level 0000=white)
  33.  
  34. 03005220 short Something to do with Items (increments 20 on gem, 04 on star, starts on 03)
  35. Level Start 0003
  36. 1st Star + 4
  37. 2nd Star + B
  38. 3rd Star + 10
  39. Dream Stone + 20
  40. Red Key + 1000
  41. Blue Key + 2000
  42. 100% Level = x3DF
  43. 03005223 byte ? Flags (20=door open)
  44.  
  45. 03005230 long Board X Position (add 20+BSM per frame)
  46. 03005235 byte Something to do with Keys
  47.  
  48. 03005238 short Board Slope Momentum
  49. 0000 Start (also minimum)
  50. 0060 Max on degree change
  51. 00A0 Max on 45'
  52. +4 Frame on descent
  53. +8 Frame on steep descent
  54. -30 Frame on ascent
  55. 0300523C short Idle Timer (reaching 4B0 triggers Idle Anim)
  56.  
  57. 03005246 short X momentum (E800=left 0000=none 1800=right)
  58. 03005248 short Y momentum (0300=down 0080=rope 0000=none FCB0=up)
  59.  
  60. 03005250 short Position Flags
  61. 0100 Ground
  62. 0001 Falling
  63. 03005252 byte Air Bullet Direction
  64. 03005253 byte Air Bullet TTL
  65. 03005254 byte Hang Flags
  66. 01 Hanging
  67. 03005256 byte Rope Climb (00=up 01=down)
  68. 0300525C short Air Flags
  69. 0200 Hovering
  70. 0100 Cannot Hover
  71. 0002 Double Jumping
  72. 0001 Jumping
  73. 0300525E byte Invincibility Timer
  74.  
  75. 03005261 byte Grabbed Usage (01=using)
  76. 03005262 byte Grabbed Object (some kind of internal level index I guess)
  77. 03005263 byte Grabbed Anim (01=normal 02=squished)
  78. 0300526A byte Headbanging (01=ceiling)
  79.  
  80. 03005276 byte X held offset (from stationary object)
  81. 03005277 byte Y held offset
  82.  
  83. Movement
  84. --------
  85. Klonoa moves 1, then 2 pixels horizontally at max speed. [1.5]
  86. This means every jump can be a pixel SLOW, always double jump the frame you're about to do 2.
  87.  
  88. Boarding
  89. --------
  90. Klonoa accelerates as he moves downhill; this acceleration is only lost once contacting an upwards hill or landing from hovering.
  91. See BSM for an explanation on speeds. Hopping repeatedly up inclines should help preserve speed a little.
  92.  
  93. Ladders and Ropes
  94. -----------------
  95. Holding l/r while climbing up to exit saves 14f.
  96. Holding l/r while climbing down to exit saves 10f.
  97. You can ladder hop every 11f; it saves 19f each time.
  98. Hopping off a rope takes 18f, not 20f.
  99.  
  100. Springs
  101. -------
  102. From contact, it takes 38f to hop.
  103.  
  104. Air Stepping
  105. ------------
  106. While falling, assuming you haven't hovered yet, use AB.
  107. Klonoa will fire the ring but also his vertical speed will reset, allowing for longer jumps. (see 1-1r2)
  108.  
  109. Grabbing
  110. --------
  111. When you have grabbed a non-stationary object, you can throw it after 7f. You can skip off it almost immediately.
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