User:Tjk113/Speed-TAS Encyclopedia: Difference between revisions

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=== BLJ ===
=== BLJ ===
{{main|BLJ}}
{{main|BLJ}}
BLJ requires Mario to land from a longjump in less than about 8<!--someone verify this number--> frames. This can be achieved using a small ledge (such as stairs), a steep slope, an upwards-moving platform, or a ceiling.
A notable optimisation is the use of neutral joystick input during landing frames to avoid losing speed. It is not applicable to side BLJs though.
==== Slope BLJ ====
==== Slope BLJ ====
  TODO (is this necessary?)
  TODO: shallow water, unit squares maybe
==== 0-Input BLJ ====
==== Side BLJ ====
TODO
Side BLJ utilises a ledge that is between 7 and 30 units tall. Mario faces almost parallel to the ledge, the smallest possible angle upwards. He then lands on the lower floor next to the ledge, longjumps and strains onto the ledge, landing instantly, then moves back down because of his angle. This is repeated to perform a side BLJ.
==== Elevator BLJ ====
==== Elevator BLJ ====
TODO (is this necessary?)
Elevator BLJ utilizes a platform moving upwards by [some] units per frame to cancel a long jump's vertical ascent.
==== Side BLJ ====
 
TODO
They are one of the only few hyperspeed methods that can reach PU speeds, and the only method viable in speed TASing.
==== Ceiling BLJ ====
==== Ceiling BLJ ====
TODO
Ceiling BLJ utilises either a low ceiling or an exposed ceiling. A ceiling both holds Mario in place and cancels his vertical speed. Mario must hit the ceiling on the first quarter-step, so he never moves off the floor.
==== Low Ceiling BLJ ====
 
TODO
It is often possible to hit the ceiling for 2 frames during the initial longjump to cancel Mario's vertical and horizontal speed, allowing to start the BLJ much faster.
==== Pause-buffered BLJ ====
TODO (mention small slope bljs, including ! switch bljs)
==== Shallow Water BLJ ====
TODO (not really a specific kind of blj, but shallow water allows slope bljs to work in places they otherwise couldn't)
=== Hyperspeed Wallkicks ===
=== Hyperspeed Wallkicks ===
  TODO
  TODO
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== Speed-Preserving Actions ==
== Speed-Preserving Actions ==
=== Optimal Speedkick ===
=== Optimal Speedkick ===
If Mario’s angle and the camera are aligned with a cardinal axis of the joystick, then dropping down to 54 magnitude for a speedkick is optimal. Now, however, it's much better to just use the built-in speedkick function included in the Input Direction Lua.
For a speedkick, the joystick magnitude must be 48 or less. The optimal input is whatever has the greatest component in Mario's facing direction.
=== Buffered Jumpkick ===
 
If you hold A either before the first frame that Mario is able to move, or, if landing from the air, before the landing action has started, then you can (while still holding A) press B to do a buffered jumpkick. If starting from idle, this allows you to choose an arbitrary angle to jumpkick with. Note: a normal jumpkick (where you press A and B on the same frame, or press B after A) does not allow you to choose an arbitrary angle from idle.
Input Direction Lua includes a speedkick function, but it only works properly in one version. The one currently in the repack does not do it correctly.
=== Buffered Kick ===
If you hold A either before the first frame that Mario is able to move, or, if landing from the air, before the landing action has started, then you can (while still holding A) press B to do a buffered kick. If starting from idle, this allows you to choose an arbitrary angle to kick with. Note: a jumpkick (where you press A and B on the same frame, or press B after A) does not allow you to choose an arbitrary angle from idle.
=== Speedpunch ===
=== Speedpunch ===
TODO
When Mario is on the ground, pressing B will do a punch rather than a dive if the joystick magnitude is 48 or less. A must not be held, otherwise Mario will kick.
 
This is usually done on the first possible frame after landing, which preserves speed. It is not possible if landing from a longjump. It is also possible from braking, for example a C^ slide.
=== Pole Speed Redirection ===
=== Pole Speed Redirection ===
TODO
Grabbing a pole preserves sliding speed. It can be reactivated by touching a floor, which puts Mario in the idle action, then pressing Z and a direction on the joystick.
=== Instant Pole Release ===
 
TODO
If Mario grabs the pole from below the base, he will release it instantly. If this puts Mario on a floor, he will go into idle, allowing for a very fast speed redirection.
=== Text Speed Redirection ===
=== Text Speed Redirection ===
TODO
Text also preserves sliding speed.
=== Turnaround Speed Preservation ===
=== Turnaround Speed Preservation ===
  TODO
  TODO
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=== Punch into Unreferenced Wall or ? ===
=== Punch into Unreferenced Wall or ? ===
  TODO (idk how this works exactly)
  TODO (idk how this works exactly)
=== Pause-buffered Wallkick ===
TODO
=== C-up/C^ Backwards Deceleration / Braking ===
=== C-up/C^ Backwards Deceleration / Braking ===
  TODO (mention crouch + c^ to slide down slopes w/ negative spd)
  TODO (mention crouch + c^ to slide down slopes w/ negative spd)
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  TODO
  TODO
=== Water Sliding Speed Preservation ===
=== Water Sliding Speed Preservation ===
  TODO
  TODO Also mention water jump conservation (15 - 15.99 speed and 0-input landing only)
=== Hyperjump ===
=== Hyperjump ===
TODO (mention jong's hspd equation from h_spd_calc?)
The initial vertical speed of a single or double jump depends on Mario's horizontal speed before the jump. Specifically, it is <math>\frac{\text{hspd}}4 + 42</math> for a single jump and <math>\frac{\text{hspd}}4 + 52</math> for a double jump. The height of a jump scales with the square of that speed. This means that with high horizontal speed, Mario's jump will go very high.
=== Flight Reflection ===
=== Flight Reflection ===
  TODO
  TODO OOB, Walls, Ceilings
== Movement Starting Actions ==
== Movement Starting Actions ==
=== Punch Cancel ===
=== Punch Cancel ===
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  TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28)
  TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28)
=== Eru Drop ===
=== Eru Drop ===
TODO
When walking at a minimal magnitude (8 units from neutral in any direction on TASInput), Mario tip-toes in place without moving much. However he is not constantly moving forward. On some frames, Mario actually moves backwards. Abusing this, we can walk off a ledge backwards to initiate an instant double jump (which can lead into a triple jump), fall onto a platform below whilst facing it or instantly dive recover. (There are probably more options out of an Eru drop as well.) To do this, Mario needs to be positioned less than a unit away from the ledge, walk facing away from the ledge and Mario should drop off of the ledge. It is advised to use STROOP's map tab to do this.
 
The fastest an Eru drop can be performed is in 3 frames from when Mario begins walking, however doing it in 3 frames gives less freedom as to what angles you can fall off the ledge with.


It is called the Eru drop as it was found by [https://youtu.be/Tl1qDika4Bk?t=7 Japanese TASer Eru]
== Optimization-Based Actions ==
== Optimization-Based Actions ==
=== Quickstop ===
=== Quickstop ===
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=== Z-Drop Off Ledge ===
=== Z-Drop Off Ledge ===
  TODO
  TODO
=== Optimal Star GP ===
=== Star Collecting Optimization ===
  TODO (- ground pound 19.99 units below the star
  TODO  
      -in a situation where groundpounding is not viable/optimal, try to collect the star as low as possible since the star fall action reduces gravity
(- ground pound 19.99 units below the star
      -try to collect the star in using a ground action if it is low enough e.g. walking, dive slide, etc.)
-in a situation where groundpounding is not viable/optimal, try to collect the star as low as possible since the star fall action reduces gravity
-try to collect the star in using a ground action if the star is low enough e.g. walking, dive slide, etc.)
=== Breaking Box w/ WK ===
=== Breaking Box w/ WK ===
  TODO
  TODO
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=== Death Star Glitch ===
=== Death Star Glitch ===
By touching OOB or the death barrier, Mario can initiate the death fade out before getting a star. The setup to do it may be longer than the single star time, but by doing a DSG we can avoid the star dance and the animation Mario does out of the painting and the save and quit, which is longer than Mario's animation he does when he dies. (His death animation also makes him face the painting, allowing for a punch cancel trick to be used for re-entry)
By touching OOB or the death barrier, Mario can initiate the death fade out before getting a star. The setup to do it may be longer than the single star time, but by doing a DSG we can avoid the star dance and the animation Mario does out of the painting and the save and quit, which is longer than Mario's animation he does when he dies. (His death animation also makes him face the painting, allowing for a punch cancel trick to be used for re-entry)
=== Steep Jump Position Change ===
=== Steep Jump Angle Change ===
  TODO (bob island alt strat)
  TODO (bob island alt strat: https://www.youtube.com/watch?v=OUwjcfjzbGk)
=== Lava Bouncing Optimization ===
TODO (but see https://discordapp.com/channels/716292258638462986/716297441548304385/999227467896201317)
=== Floor Clip ===
=== Floor Clip ===
  TODO
  TODO
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{{main|Parallel Universe}}
{{main|Parallel Universe}}
  TODO (basically would just need to be an "easy-as-possible" tutorial, if that's possible)
  TODO (basically would just need to be an "easy-as-possible" tutorial, if that's possible)
== Glitchy Wallkicks ==
== Glitchy Wallkicks ==
{{main|Glitchy Wall Kick}}
{{main|Glitchy Wall Kick}}
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