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OBD:ONCC: Difference between revisions

420 bytes added ,  14 April 2006
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Line 10: Line 10:




==0x00-0x27==
==0x00 - 0x27==
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
|- BGCOLOR="#FFDDBB"
|- BGCOLOR="#FFDDBB"
Line 31: Line 31:
| BGCOLOR="#00FF00" | CD CC 0C 3F
| BGCOLOR="#00FF00" | CD CC 0C 3F
| 0.550000
| 0.550000
| ALIGN=LEFT | unknown; always the same (affects midair control? probably not)
| ALIGN=LEFT | downwards velocity? (unknown, always 0.55)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x0C
| 0x0C
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| BGCOLOR="#00FF00" | CD CC 8C 3F
| BGCOLOR="#00FF00" | CD CC 8C 3F
| 1.100000
| 1.100000
| ALIGN=LEFT | height prefactor for the simple jump (tap JUMP)
| ALIGN=LEFT | starting velocity for a simple (tap) JUMP
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x14
| 0x14
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| BGCOLOR="#00FF00" | 8F C2 F5 3C
| BGCOLOR="#00FF00" | 8F C2 F5 3C
| 0.030000
| 0.030000
| ALIGN=LEFT | upward acceleration during a jump (hold JUMP)
| ALIGN=LEFT | upward acceleration (jetpack) if you hold JUMP
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x1C
| 0x1C
| BGCOLOR="#00FFFF" | 07 00
| BGCOLOR="#00FFFF" | 07 00
| 7
| 7
| ALIGN=LEFT | unknown; always the same (similar to 0x1E ?)
| ALIGN=LEFT | gravity timer? (unknown, always 7)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x1E
| 0x1E
| BGCOLOR="#00FFFF" | 14 00
| BGCOLOR="#00FFFF" | 14 00
| 20
| 20
| ALIGN=LEFT | affects the length of the dashing jump
| ALIGN=LEFT | jetpack timer; time during which you can use the jetpack
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x20
| 0x20
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| ALIGN=LEFT | maximal falling height with damage
| ALIGN=LEFT | maximal falling height with damage
|}
|}
;Units:heights are in world units
;Units:times are in frames
:heights are in world units
:velocities are in world units per frames
:velocities are in world units per frames
:accelerations are in world units per frames squared
:accelerations are in world units per frames squared
;Downwards velocity: could correspond to the steady push experienced when neither jumping nor falling
:would be roughly equivalent to the starting velocity of a fall
:although the value .55 seems right, the "sinking" seems to be hardcoded now
;Gravity timer:Seems to be hardcoded now (could be the time until gravity switches on)
;Jetpack timer:You can press JUMP multiple times during the time window (quite fun!)
;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