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OBD:ONCC: Difference between revisions

331 bytes added ,  15 March 2006
m
Line 28: Line 28:
| BGCOLOR="#00FF00" | CD CC 0C 3F
| BGCOLOR="#00FF00" | CD CC 0C 3F
| 0.550000
| 0.550000
| ALIGN=LEFT | unknown; always the same
| ALIGN=LEFT | unknown; always the same (affects midair control? probably not)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FF00" | 8F C2 75 3D
| BGCOLOR="#00FF00" | 8F C2 75 3D
| 0.060000
| 0.060000
| ALIGN=LEFT | unknown
| ALIGN=LEFT | gravity acceleration
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FF00" | CD CC 8C 3F
| BGCOLOR="#00FF00" | CD CC 8C 3F
| 1.100000
| 1.100000
| ALIGN=LEFT | unknown
| ALIGN=LEFT | height prefactor for the simple jump (tap JUMP)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FF00" | 00 00 80 C0
| BGCOLOR="#00FF00" | 00 00 80 C0
| -4.000000
| -4.000000
| ALIGN=LEFT | unknown; always the same
| ALIGN=LEFT | limit velocity for jumping and gravity flight
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FF00" | 8F C2 F5 3C
| BGCOLOR="#00FF00" | 8F C2 F5 3C
| 0.030000
| 0.030000
| ALIGN=LEFT | unknown
| ALIGN=LEFT | upward acceleration during a jump (hold JUMP)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FFFF" | 07 00
| BGCOLOR="#00FFFF" | 07 00
| 7
| 7
| ALIGN=LEFT | unknown; always the same
| ALIGN=LEFT | unknown; always the same (similar to 0x1E ?)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FFFF" | 14 00
| BGCOLOR="#00FFFF" | 14 00
| 20
| 20
| ALIGN=LEFT | unknown
| ALIGN=LEFT | affects the length of the dashing jump
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8C8" | 00 00 34 42
| BGCOLOR="#FFC8C8" | 00 00 34 42
Line 62: Line 62:
| ALIGN=LEFT | maximal falling height with damage
| ALIGN=LEFT | maximal falling height with damage
|}
|}
;Units:heights are in world units
:velocities are in world units per frames
:accelerations are in world units per frames squared
;Falling height: let FH1 be the height at 0x20
;Falling height: let FH1 be the height at 0x20
:let FH2 be the height at 0x24
:let FH2 be the height at 0x24