Bob-omb: Difference between revisions

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(or just say "wen bomby touch a wall, dey r 2x faster!")
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bobomb walk into a wall make it a fast boi:  
bobomb walk into a wall make it a fast boi:  
Tyler, in discord: "@Kaztalek and others who were thinking there were a couple speed vectors being added were basically spot on. When testing for wall collisions on Bob-ombs, the game first adds the speed to the current position and uses that point in the collision calculations. The algorithm pushes the bob-omb outward from the wall if a collision occurs, so if it's already against the wall it effectively adds the component of the bobomb's speed that's tangent to the wall. Regardless of whether a collision occurs or not, the Bob-omb's position is incremented by its speed at a later point as well. Finally, since the point used for the collision calculation is only written to the Bob-omb's position if a collision occurs, the double speed increment doesn't happen in the open field."
Tyler, in discord: "@Kaztalek and others who were thinking there were a couple speed vectors being added were basically spot on. When testing for wall collisions on Bob-ombs, the game first adds the speed to the current position and uses that point in the collision calculations. The algorithm pushes the bob-omb outward from the wall if a collision occurs, so if it's already against the wall it effectively adds the component of the bobomb's speed that's tangent to the wall. Regardless of whether a collision occurs or not, the Bob-omb's position is incremented by its speed at a later point as well. Finally, since the point used for the collision calculation is only written to the Bob-omb's position if a collision occurs, the double speed increment doesn't happen in the open field."
Basically, Bob-ombs always check for wall collision before moving. If they do collide with a wall hitbox, then the Bob-omb's position is incremented and pushed away by the wall.
This is before the Bob-omb's actual movement step occurs, so then it moves a 2nd time before the frame ends. Thus, when Bob-ombs touch a wall, their speed is effectively doubled.


==Bloated Bob-omb==
==Bloated Bob-omb==

Revision as of 01:10, 16 September 2019

Bob-omb
STROOP- Bob-omb.png
Technical Constants
Object Group Destructive
Tangibility Radius 1000
Draw Distance 4000
Physical Constants
Gravity 2.5
Friction 0.8
Buoyancy 1.3
Hitbox
Interaction Type Grabbable
Damage 0
Health 0
Radius 65
Height 113
Down Offset 0

Bob-ombs are enemies in SM64. When they see Mario, their fuse lights and they start chasing him. After their fuse ends, they explode, creating an explosion object.

bobomb walk into a wall make it a fast boi: Tyler, in discord: "@Kaztalek and others who were thinking there were a couple speed vectors being added were basically spot on. When testing for wall collisions on Bob-ombs, the game first adds the speed to the current position and uses that point in the collision calculations. The algorithm pushes the bob-omb outward from the wall if a collision occurs, so if it's already against the wall it effectively adds the component of the bobomb's speed that's tangent to the wall. Regardless of whether a collision occurs or not, the Bob-omb's position is incremented by its speed at a later point as well. Finally, since the point used for the collision calculation is only written to the Bob-omb's position if a collision occurs, the double speed increment doesn't happen in the open field."

Basically, Bob-ombs always check for wall collision before moving. If they do collide with a wall hitbox, then the Bob-omb's position is incremented and pushed away by the wall.

This is before the Bob-omb's actual movement step occurs, so then it moves a 2nd time before the frame ends. Thus, when Bob-ombs touch a wall, their speed is effectively doubled.

Bloated Bob-omb

The bloated Bob-omb is the state when the Bob-omb gets bigger, right before exploding. Usually, this Bob-omb explodes. But if you grab it right before the explosion, it will be delayed for 12 frames. Note that if the explosion is early (by throwing the Bob-omb on the ground) It won't explode until the timer expires. The explosion is delayed, but the Bob-omb stays big, which means that its hitbox is bigger, enough to push Mario backwards.

Maintaining a Bloated State

After grabbing the bloated Bob-omb, you have to walk, then the Bob-omb will start exploding again, then you have to re-grab the Bob-omb. During these small frames of walking, you will be able to turn.

Another way of keeping it is by holding it Hands-free. You will be able to jump, jumpkick, double jump, triple jump, and ground pound. You can't turn except if you have a Wing Cap, where you will be able to fly while being pushed backwards.

Hands-free Teleported Bloated Bob-omb

If you teleport while holding a Bob-omb Hands-free, This Bob-omb will disappear. But if you go close to the first teleporter or if you teleport back, the Bob-omb will appear in front of you, giving you backwards momentum while keeping almost every movement. You can grab that Bob-omb by diving or punching. Kicking will cancel the momentum.

Uses

This trick is used frequently in the A Button Challenge, but also generally for clipping through walls, such as in the Chain Chomp's Gate clip.