User:Jongyon7192p: Difference between revisions
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the tumbling bridge block rotates in a stupid way, but i managed to decompose its euler angle frequencies into parts. Turned out fucking useless cuz we could just fucking yeet ourselves or smth, idk, ask iwer. | the tumbling bridge block rotates in a stupid way, but i managed to decompose its euler angle frequencies into parts. Turned out fucking useless cuz we could just fucking yeet ourselves or smth, idk, ask iwer. | ||
and i'll try to summarize my block of text now. | |||
'''Crouch Sliding:''' | |||
''(1) the 10k glitch step'' | |||
The fwd component of your joystick tilt is multiplied by (speed+100)/200. (It's intended that the result is your fwd component is halved or stays the same cuz your max slide speed should be 100 unit/f. But ofc, you hyperspeed, and you can do the 10k glitch.) | |||
We'll name this the "modified fwd". | |||
''(2) turn mario'' | |||
based on the sideward component of stick tilt (which i define as "side"), rotate mario's velocity vector like this. | |||
[ 1 0.05*side ] [velX] | |||
[ -0.05*side 1 ] [velZ] | |||
And then you do v\*oldSpd/newSpd for both x and z component, cuz the game wants to not change your speed. You can think about the implications of this yourself. (the max and min angle it can change depending on your speed, and other questions) | |||
''(3) update_sliding_angle'' | |||
Your velocity vector is added by a vector of magnitude 7\*normal.H, pointing downhill. | |||
Then the resulting vector is multiplied by the lossFactor, which is smth dumb defined by the slope type, and increases depending on the modified fwd. So this step does depend on your speed. | |||
Finally, mario's facing angle changes by 2.8125 (360/128) degrees or less towards your velocity vector's angle. | |||
'''C^ Sliding:''' | |||
Speed - 4 + 1.7\*normal.H (range: -4 ≤ accel < -2.3) | |||
'''HyperSpeed Punching:''' | |||
Speed - 1 + 1.7\*normal.H (range: -1 ≤ accel < 0.7) | |||
'''Effects Overlap for 1f between the C^ and the Punch:''' | |||
Speed - 5 + 3.4\*normal.H (range: -5 ≤ accel < -1.6) | |||
==arctan strain== | ==arctan strain== |
Revision as of 07:10, 19 July 2020
joystick angles
glitchy wall kicks [failure to analyze]
https://cdn.discordapp.com/attachments/267091914027696129/379482773507014656/unknown.png
walking
sm64 1 key
2336 ( 3,-3) +3,-3
2337 (14,-1) +11,+2
2354 ( 6, 3) -8,+4
2354 A (kill speed)
2356 A (kill speed)
2365 ( 0, 0) -6,-3
this is an OJ. no other explanation needed.
https://cdn.discordapp.com/attachments/309838966125756416/372970560696614916/unknown.png
TTC Pendulum
https://cdn.discordapp.com/attachments/309838966125756416/349389479967981579/unknown.png
https://cdn.discordapp.com/attachments/309838966125756416/349389742409908225/unknown.png
cog misa
It's just a desmos graph.
ttm dr
Proved ttm DR is impossible without a breakthrough. Tyler Kehne then finds breakthrough.
bitfs 0x (wii vc)
Converges and reaches 0 after 2 or 3 months. Must find bad_boot's graph again to confirm.
jrb hsp
Approximated the speed cap to be 160. If mario can keep punching on the pillar for an extended 1 more frame, spd can reach 170 or more. i forgot my approximated 2nd value.
WF Tower platform rotation displacement
the tumbling bridge block rotates in a stupid way, but i managed to decompose its euler angle frequencies into parts. Turned out fucking useless cuz we could just fucking yeet ourselves or smth, idk, ask iwer.
and i'll try to summarize my block of text now.
Crouch Sliding: (1) the 10k glitch step The fwd component of your joystick tilt is multiplied by (speed+100)/200. (It's intended that the result is your fwd component is halved or stays the same cuz your max slide speed should be 100 unit/f. But ofc, you hyperspeed, and you can do the 10k glitch.) We'll name this the "modified fwd".
(2) turn mario based on the sideward component of stick tilt (which i define as "side"), rotate mario's velocity vector like this.
[ 1 0.05*side ] [velX] [ -0.05*side 1 ] [velZ] And then you do v\*oldSpd/newSpd for both x and z component, cuz the game wants to not change your speed. You can think about the implications of this yourself. (the max and min angle it can change depending on your speed, and other questions)
(3) update_sliding_angle Your velocity vector is added by a vector of magnitude 7\*normal.H, pointing downhill. Then the resulting vector is multiplied by the lossFactor, which is smth dumb defined by the slope type, and increases depending on the modified fwd. So this step does depend on your speed.
Finally, mario's facing angle changes by 2.8125 (360/128) degrees or less towards your velocity vector's angle.
C^ Sliding: Speed - 4 + 1.7\*normal.H (range: -4 ≤ accel < -2.3)
HyperSpeed Punching: Speed - 1 + 1.7\*normal.H (range: -1 ≤ accel < 0.7)
Effects Overlap for 1f between the C^ and the Punch: Speed - 5 + 3.4\*normal.H (range: -5 ≤ accel < -1.6)
arctan strain
All but proven at every math-skill level. Please implement it.
lamulana
https://clips.twitch.tv/FlirtyBrightKoalaVoteNay
misc
nsfw meme
https://cdn.discordapp.com/attachments/270777797138579457/344927706208796674/20170417_233514.jpg