Single Jump

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Revision as of 01:02, 21 January 2024 by Icecream17 (talk | contribs) (→‎Transition In: expand scope of second section)
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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
Transitions
Into Airborne cancels: Water Plunge, Squished, Vertical Wind, non cancel: Dive, Jump Kick, Ground Pound, air step: Jump Land, Air Hit Wall, Backwards Air Kb, Soft Bonk, Ledge Grab, Start Hanging, Lava Boost
Out of (todo) Idle, Start Sleeping, Coughing, In Quicksand, Panting
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].

Airborne cancels

A variety of "cancels" are checked prior to actually performing any airborne action. These are as follows:[2]

  1. If Mario's height is lower than 100 units below the water height: Water Plunge (see Idle#Stationary cancels)
  2. If Mario is supposed to be squished, mario_stop_riding_and_holding, Squished
  3. If Mario is above vertical wind (and the action allows vertical wind), then Vertical Wind
  4. Set quicksand depth to 0
  5. If (Mario's action is not (flag)invulnerable, twirling, or flying, (and the flag MARIO_UNKNOWN_18 is not there)) and Mario has fallen more than 1150 units from his peak, play SOUND_MARIO_WAAAOOOW and add the MARIO_UNKNOWN_18 flag

Transition In

Note: All airborne actions refer to (reference [3]) for the "Transition In".

Generally, when transitioning into the jump action a few things happen to begin the action. This is shared with the hold jump action.

  1. Mario's current animation is stopped.
  2. Mario's vertical speed is set to 42 + a quarter of the current forward speed.
  3. If Mario is squished and/or has a quicksand depth more than 1, the vertical speed is halved.
  4. Mario's forward speed is multiplied by "0.8".

Then, some more general things occur. These happen to all airborne actions.

  1. Mario's peak height is updated.
  2. Mario's voice clip played flag is reset.
  3. Some other flags are set/reset.
  4. The previous action is set to the current action (which is not yet the jump action).
  5. The current action is set to the jump action.
  6. The action argument is set.
  7. The action state is set to 0.
  8. The action timer is set to 0.

Behavior

Certain things here are more explained on their individual pages. If something lacks detail, check the link for more information.

As with all airborne actions, a variety of "cancels" are checked prior to actually performing the jump action. (See above section #Airborne cancels)

Then, the following happens:

  1. 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.
  2. If the Z button is pressed, Mario will enter the ground pound action. This stops the jump action.
  3. Mario performs the other noises for the jump.
  4. Now, Mario performs the quarter-frame movement via a full common air step. The landing action is a jump land action and the check has both the "Check Ledge Grab" and "Check Hang" flags.

References