Exarion

Gen 1 movement mechanics

May 6th, 2017
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  1. Gen 1 games run at ~59.7275 frames per second. Basic movement timings are as follows:
  2.  
  3. Walking/Surfing: 16 frames per tile
  4. Biking: 8 frames
  5. Getting on the bike: ~110 frames (depends greatly on lag; assumes not in menu)
  6. Stationary turn (aka "turn frame"): 2 frames
  7. Pressing A while in motion: 2 frames (assuming you hold the press until the end of a tile)
  8. Jumping a ledge: 40 frames
  9.  
  10. Most areas also have lag frames that are applied on each tile. So walking is usually 17 frames and biking is usually 9. Certain lag-heavy areas have two lag frames per tile. Areas where the player cannot interact with any visible object, such as the undergrounds, have no lag frames.
  11.  
  12. A stationary turn occurs on the first turn you make after coming to a standstill. You come to a standstill when you:
  13. - Use a warp (stairs, door squares, carpet squares)
  14. - Transition from land to water (not water to land)
  15. - Trigger an event (e.g., Pewter Gym guy)
  16. - Manually stop moving (meaning you're not pressing a directional button on a frame when the game can execute a directional input)
  17.  
  18. You come out of a standstill when you:
  19. - End a trainer battle
  20. - End a wild battle
  21. - Close the menu
  22.  
  23. The last item above has an important implication: If you enter a new area from a warp, and you need to turn at some point after this, you can avoid the 2-frame loss from a stationary turn by opening the menu. So you if you need to menu and turn in the same area, menu first. Note that some areas have more menu lag than others, so if you have the option to menu in area A or B, and you can kill a turn frame by menuing in area A, it might still be faster to menu in area B.
  24.  
  25. After you exit an encounter or trainer battle, you have encounter immunity for the next two tiles. You also have immunity on warp tiles, and on the first step after entering a new area from the overworld. The game checks for an encounter on both non-immune steps and non-immune stationary turns. Repel steps count whenever an encounter check occurs, so if you want to make a repel last longer, waste your stationary turns whenever you have encounter immunity.
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