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- 2, 3, 2, 2, 2, 3, 2, 2, 2, 2, 3, 2, 2, 2, 3, 2, 2, 2, 3
- 2, 2, 3
- 3530
- 3538
- Hops
- ----
- Hopping takes 20f.
- Hovering for 1f reduces landing time by 6f.
- Klonoa can skip 2f after hopping.
- Hopping decreases Klonoa's Y position by:
- 0 1 2 3 4 5 6 7 8 91011121314151617181920
- +0+4+4+3+3+3+3+3+3+2+2+2+2+2+1+1+1+1+1+1 -1
- 0 4 81114172023262830323436373839404142424242424241
- * [ ]
- Pressing A at * cuts out [].
- Skips
- -----
- Skipping takes 11f.
- The first opportunity to quickfall is 32f after A.
- Memory Locations
- ----------------
- 03002920 short X position
- 03002922 short Y position
- 03002924 short X screen offset
- 03002926 short Y screen offset
- 03002928 byte Invulnerability flicker
- 03005210 short Screen opacity (0100=level 0000=white)
- 03005220 short Something to do with Items (increments 20 on gem, 04 on star, starts on 03)
- Level Start 0003
- 1st Star + 4
- 2nd Star + B
- 3rd Star + 10
- Dream Stone + 20
- Red Key + 1000
- Blue Key + 2000
- 100% Level = x3DF
- 03005223 byte ? Flags (20=door open)
- 03005230 long Board X Position (add 20+BSM per frame)
- 03005235 byte Something to do with Keys
- 03005238 short Board Slope Momentum
- 0000 Start (also minimum)
- 0060 Max on degree change
- 00A0 Max on 45'
- +4 Frame on descent
- +8 Frame on steep descent
- -30 Frame on ascent
- 0300523C short Idle Timer (reaching 4B0 triggers Idle Anim)
- 03005246 short X momentum (E800=left 0000=none 1800=right)
- 03005248 short Y momentum (0300=down 0080=rope 0000=none FCB0=up)
- 03005250 short Position Flags
- 0100 Ground
- 0001 Falling
- 03005252 byte Air Bullet Direction
- 03005253 byte Air Bullet TTL
- 03005254 byte Hang Flags
- 01 Hanging
- 03005256 byte Rope Climb (00=up 01=down)
- 0300525C short Air Flags
- 0200 Hovering
- 0100 Cannot Hover
- 0002 Double Jumping
- 0001 Jumping
- 0300525E byte Invincibility Timer
- 03005261 byte Grabbed Usage (01=using)
- 03005262 byte Grabbed Object (some kind of internal level index I guess)
- 03005263 byte Grabbed Anim (01=normal 02=squished)
- 0300526A byte Headbanging (01=ceiling)
- 03005276 byte X held offset (from stationary object)
- 03005277 byte Y held offset
- Movement
- --------
- Klonoa moves 1, then 2 pixels horizontally at max speed. [1.5]
- This means every jump can be a pixel SLOW, always double jump the frame you're about to do 2.
- Boarding
- --------
- Klonoa accelerates as he moves downhill; this acceleration is only lost once contacting an upwards hill or landing from hovering.
- See BSM for an explanation on speeds. Hopping repeatedly up inclines should help preserve speed a little.
- Ladders and Ropes
- -----------------
- Holding l/r while climbing up to exit saves 14f.
- Holding l/r while climbing down to exit saves 10f.
- You can ladder hop every 11f; it saves 19f each time.
- Hopping off a rope takes 18f, not 20f.
- Springs
- -------
- From contact, it takes 38f to hop.
- Air Stepping
- ------------
- While falling, assuming you haven't hovered yet, use AB.
- Klonoa will fire the ring but also his vertical speed will reset, allowing for longer jumps. (see 1-1r2)
- Grabbing
- --------
- 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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