Single Jump
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Single Jump | |
Properties | |
Official Name | Jump |
Hex | 0x03000880 |
Action Flags | Air, Allow Vertical Wind Action, Control Jump Height |
Action Group | Airborne |
ID | 0x080 |
Other | |
Animation | 0x4D |
A single jump is an action that can be entered in a variety of ways, including:
- By pressing the A button while in a variety of actions.
- While in quicksand, if Mario attempts to enter the double jump or twirling actions he will single jump instead. Doing this with twirling is very complicated and requires the use of the air throw landing action[1].
Behavior
As with all airborne actions, a variety of "cancels" are checked prior to actually performing the jump action. These checks are as follows:
- Water - If Mario's height is lower than 100 units below the water height, the action is transitioned into the water plunge action.
- Squish - If Mario is supposed to be squished, his action is changed to the squished action.
- Vertical Wind- If Mario is above a vertical wind floor, his action is changed to the vertical wind action. (This is due to the jump action having the "Allow Vertical Wind Action" flag.
At this point, two more things happen prior to the jump action:
- Mario's quicksand depth is set to 0.
- Mario plays a falling noise if he has fallen more than 1150 units from his peak.
With the jump action occurring, the following happens:
- If the B button is pressed, Mario will either enter the dive action if his speed is greater than 28 or the jump kick action otherwise. This stops the jump action.
- If the Z button is pressed, Mario will enter the ground pound action. This stops the jump action.
- Mario performs the other noises for the jump.
- Mario's velocity is updated via straining.
- Now, Mario performs the quarter-frame movement.
- The position a quarter of Mario's velocity ahead of Mario is checked for cancels/outcomes. Anything in bold is an exit out of the rest of the checks.
- If the position is above OOB but below Mario's current floor height, Mario's height is changed to the floor height and he lands.
- If the position is above OOB but not below Mario's current floor height, Mario's height is set to the new height and he hits a wall.
- If the position's height is 78 units or less below a floor and there is not a ceiling 160 units or less above it (because of how variable types an overflow jump may occur here):
- Mario's position horizontally is updated to the new position.
- Mario's height is set to that of the floor's height.
- Mario's floor and floor height are updated.
- Mario lands.
- If the position's height is 78 units or less below a floor and there is a ceiling 160 units or less above it (because of how variable types an overflow jump may occur here):
- Mario's height is set to that of the floor's height.
- Mario lands. (Because Mario's floor is not updated, this is where a pedro spot may occur)
- If the position's height is 160 units under, at, or above a ceiling and his vertical velocity is positive or zero:
- Mario's vertical velocity is set to zero.
- If the ceiling above Mario is hangable, Mario hangs. (Since this did not use the new position's ceiling/location, this is potentially a hangable-ceiling upwarp.)
- Otherwise, nothing happens.
- If the position's height is 160 units under, at, or above a ceiling and his vertical velocity is negative:
- If the position's height is at or below Mario's floor height, Mario's height is set to the floor height, and he lands.
- Otherwise, Mario's height is set to the new height and he hits a wall.
- If there is a wall 30 units above the position but not 150 units above the position:
- If Mario's velocity is positive, Mario is pushed by the wall opposite the velocity direction, and there is a floor 60 units behind the wall within 238 units upward, Mario ledge grabs. (Potentially a GLG)
- Otherwise Mario's position is set to the new position, his floor and floor height are updated, and nothing happens.
- Mario's position is set to the new position and his floor and floor height are updated.
- If Mario is colliding with a wall 150 or 30 units up and the upper or only wall is lava, he lava wall boosts.
- If Mario is colliding with a wall 150 or 30 units up and Mario is facing perpendicular to 0x6000 units away, he hits a wall.
- If no other exit has occurred, nothing happens.
- This repeats until Mario encounters something besides nothing happens, up to four times including the initial time.
- If Mario's velocity is not negative, his new height is the peak height.
- The footstep noise for Mario's floor is updated.
- If A is held and vertical speed is more than 20, divide it by 4.
- If A is held, Mario is wearing the wing cap, and his vertical speed is negative:
- Subtract two from the vertical speed.
- If the vertical speed is less than -37.5, add four.
- If the vertical speed is more than -37.5 now, set it to -37.5.
- If neither of those two previous situations occurred, subtract 4 from Mario's vertical speed and set it to -75 if it passes below.
- If Mario is above a vertical wind floor and his vertical position is above -1500 but below 3500:
- If Mario's height is 1500 or greater, add 10000/(8*(Mario's Height - 1300)) to the vertical velocity. If it passes 10000/(Mario's Height - 1300), set it to that instead.
- Otherwise, add 6.25 to the vertical speed and cap it to 50 if the vertical speed passes it.
- The Japanese version plays the wind sound now.
- The visual model's position and angle are updated.
- The position a quarter of Mario's velocity ahead of Mario is checked for cancels/outcomes. Anything in bold is an exit out of the rest of the checks.