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SM64 SpeedTAS Encyclopedia
= SM64 SpeedTAS Encyclopedia =
Current Entry Count: 64
== Current Entry Count: 64 ==
TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS
''TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS''
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----------------------------------------------------------------------------------------------------------
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.
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.
                              
                              
Buffered Jumpkick
=== 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.
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.


Punch Cancel
=== Punch Cancel ===
  TODO                             
  TODO                             
                              
                              
Quickstop
=== Quickstop ===
When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is neagtive) throughout the action. You can still do a quickstop if you hold return to neutral on the 4th frame. Additionally, holding a low joystick magnitude for 2 frames after Mario has 0 speed will also allow him to enter an idle action as long as you return to neutral on the next frame. If you are entering a warp, then you can save time by returning to neutral and pressing Z after holding a low joystick magnitude for 1 frame. This will allow you to stop 1 frame sooner than you would if you did a regular quickstop. Note: on some slopes, it's possible to do a "1 frame quickstop," in which you only have to hold a low joystick magnitude for 1 frame before you can enter idle. As a general rule, if you're landing on any kind of slope, it's worth seeing if a 1 frame quickstop is possible.
When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is neagtive) throughout the action. You can still do a quickstop if you hold return to neutral on the 4th frame. Additionally, holding a low joystick magnitude for 2 frames after Mario has 0 speed will also allow him to enter an idle action as long as you return to neutral on the next frame. If you are entering a warp, then you can save time by returning to neutral and pressing Z after holding a low joystick magnitude for 1 frame. This will allow you to stop 1 frame sooner than you would if you did a regular quickstop. Note: on some slopes, it's possible to do a "1 frame quickstop," in which you only have to hold a low joystick magnitude for 1 frame before you can enter idle. As a general rule, if you're landing on any kind of slope, it's worth seeing if a 1 frame quickstop is possible.
                              
                              
Quickturn
=== Quickturn ===
Once you enter the idle action of a quickstop, you then have a number of options for changing direction quickly. Bufferedjumpkicks, walking at full magnitude with an arbitrary angle, punching off a ledge (usually to start dive grinding), or, in some rarer cases on very steep slopes, crouch sliding, can all be efficient ways to change direction after a quickstop.
Once you enter the idle action of a quickstop, you then have a number of options for changing direction quickly. Bufferedjumpkicks, walking at full magnitude with an arbitrary angle, punching off a ledge (usually to start dive grinding), or, in some rarer cases on very steep slopes, crouch sliding, can all be efficient ways to change direction after a quickstop.
                              
                              
C-up/C^ Sliding
=== C-up/C^ Sliding ===
On certain slope types, (// TODO: SPECIFY DIFFERENT SLOPE TYPES AND EFFECTS) either entering the C-up camera mode 1 frame before walking onto the slope, or, after landing on the slope within the correct angle range, walking for 1 frame on the slope will Mario to begin accelerating/decelerating. If you want to activate C-up sliding after landing *on* a slope, then you must be pressing the C-up button on the frame you land. Keep in mind that, no matter how you activate the C-up slide, it will only initiate 1 frame after you press the button. Also, if your speed isn't activated in some way after the C-up slide is over, you will have to activate it yourself. The exact method of doing so will depend on the situation, but most regular speed-preserving actions will suffice.
On certain slope types, (// TODO: SPECIFY DIFFERENT SLOPE TYPES AND EFFECTS) either entering the C-up camera mode 1 frame before walking onto the slope, or, after landing on the slope within the correct angle range, walking for 1 frame on the slope will Mario to begin accelerating/decelerating. If you want to activate C-up sliding after landing *on* a slope, then you must be pressing the C-up button on the frame you land. Keep in mind that, no matter how you activate the C-up slide, it will only initiate 1 frame after you press the button. Also, if your speed isn't activated in some way after the C-up slide is over, you will have to activate it yourself. The exact method of doing so will depend on the situation, but most regular speed-preserving actions will suffice.
                              
                              
C-up/C^ Jump & Jumpdive
=== C-up/C^ Jump & Jumpdive ===
  TODO
  TODO


C-up/C^ Reflection
=== C-up/C^ Reflection ===
  TODO
  TODO


C-up/C^ Backflip
=== C-up/C^ Backflip ===
While in the idle action, if you enter the C-up camera mode and press Z, you can choose an arbitrary joystick angle thatMario will crouch at. You can then press A to perform a backflip. This kind of quick backflip is useful in some situations, like grabbing a closeby star above  a platform you just ledgegrabbed onto.
While in the idle action, if you enter the C-up camera mode and press Z, you can choose an arbitrary joystick angle thatMario will crouch at. You can then press A to perform a backflip. This kind of quick backflip is useful in some situations, like grabbing a closeby star above  a platform you just ledgegrabbed onto.
                              
                              
C-up/C^ Backwards  Deceleration
=== C-up/C^ Backwards  Deceleration ===
  TODO
  TODO


Dive Grinding
=== Dive Grinding ===
  TODO (need to mention XZ momentum)
  TODO (need to mention XZ momentum)


Ledge Cancel(name?)
=== Ledge Cancel(name?) ===
  TODO
  TODO


.99 Trick
=== .99 Trick ===
  TODO
  TODO


.99 Straining
=== .99 Straining ===
  TODO
  TODO


Arctan Straining
=== Arctan Straining ===
  TODO (get someone who actually understands this to write this one)
  TODO (get someone who actually understands this to write this one)


Inverse Arctan Strain
=== Inverse Arctan Strain ===
  TODO (is this necessary?)
  TODO (is this necessary?)


Slope BLJ
=== Slope BLJ ===
  TODO (is this necessary?)
  TODO (is this necessary?)


0-Input BLJ
=== 0-Input BLJ ===
  TODO
  TODO
Elevator BLJ
=== Elevator BLJ ===
  TODO (is this necessary?)
  TODO (is this necessary?)


Side BLJ
=== Side BLJ ===
  TODO
  TODO


Ceiling BLJ
=== Ceiling BLJ ===
  TODO
  TODO


Low Ceiling BLJ
=== Low Ceiling BLJ ===
  TODO
  TODO


Pause-buffered BLJ
=== Pause-buffered BLJ ===
  TODO (mention small slope bljs, including ! switch bljs)
  TODO (mention small slope bljs, including ! switch bljs)


Pause-buffered Wallkick
=== Pause-buffered Wallkick ===
  TODO
  TODO


Hyperspeed Wallkicks
=== Hyperspeed Wallkicks ===
  TODO
  TODO


Water Speed Preservation
=== Water Speed Preservation ===
  TODO
  TODO


Hyperjump
=== Hyperjump ===
  TODO (mention jong's hspd equation from h_spd_calc?)
  TODO (mention jong's hspd equation from h_spd_calc?)


Slidekick Start
=== Slidekick Start ===
  TODO
  TODO


Pole Speed Redirection
=== Pole Speed Redirection ===
  TODO
  TODO


Text Speed Redirection
=== Text Speed Redirection ===
  TODO
  TODO


Turnaround Speed Preservation
=== Turnaround Speed Preservation ===
  TODO
  TODO


Lower GP Under Star Box
=== Lower GP Under Star Box ===
  TODO
  TODO




Flight Reflection
=== Flight Reflection ===
  TODO
  TODO


Stored Yaw Angle
=== Stored Yaw Angle ===
  TODO (not only flight; don't forget c-up slide stored yaw)
  TODO (not only flight; don't forget c-up slide stored yaw)


Tess Turning
=== Tess Turning ===
  TODO (mention all 3 applications here)
  TODO (mention all 3 applications here)


Wall Push
=== Wall Push ===
  TODO
  TODO


Quick Dive Grind Turn
=== Quick Dive Grind Turn ===
  TODO
  TODO


Vertical Speed Manip
=== Vertical Speed Manip ===
  TODO
  TODO


Misalignments
=== Misalignments ===
  TODO (not really a trick; more a phenomena)
  TODO (not really a trick; more a phenomena)


Breaking Box w/ WK
=== Breaking Box w/ WK ===
  TODO
  TODO


Optimal Star GP
=== Optimal Star GP ===
  TODO (19.9999 units below star hitbox; GPing slightly lower to avoid a bad QF landing)
  TODO (19.9999 units below star hitbox; GPing slightly lower to avoid a bad QF landing)


Star Dance Clip
=== Star Dance Clip ===
  TODO
  TODO


Quick Release
=== Quick Release ===
  TODO (bob king; chuckyas)
  TODO (bob king; chuckyas)


Break Box w/ Double Wall Push
=== Break Box w/ Double Wall Push ===
  TODO (too niche?)
  TODO (too niche?)


Quarter Frame GWK
=== Quarter Frame GWK ===
  TODO (basically just gonna link to the GWK documentary for more in-depth explanations of GWKs)
  TODO (basically just gonna link to the GWK documentary for more in-depth explanations of GWKs)


Bonk GWK
=== Bonk GWK ===
  TODO
  TODO




Unreferenced Wall GWK
=== Unreferenced Wall GWK ===
  TODO
  TODO


Open Corner GWK
=== Open Corner GWK ===
  TODO
  TODO


Frame GWK Chain
=== Frame GWK Chain ===
  TODO
  TODO


New Eru GWK Chain
=== New Eru GWK Chain ===
  TODO
  TODO


QF Optimization
=== QF Optimization ===
  TODO (whole tutorial thing)
  TODO (whole tutorial thing)


Neutral on Slope to Enter Dive Slide
=== Neutral on Slope to Enter Dive Slide ===
  TODO
  TODO


Optimal Dive Slide on Slope
=== Optimal Dive Slide on Slope ===
  TODO (someone figure out the optimal equation for this?)
  TODO (someone figure out the optimal equation for this?)


Instant Pole Release
=== Instant Pole Release ===
  TODO
  TODO


Death Star Glitch
=== Death Star Glitch ===
  TODO
  TODO


Steep Jump Position Change
=== Steep Jump Position Change ===
  TODO (bob island alt strat)
  TODO (bob island alt strat)


Floor Clip
=== Floor Clip ===
  TODO
  TODO


Wall Push Floor Clip
=== Wall Push Floor Clip ===
  TODO (ttm monkey)
  TODO (ttm monkey)


Squish Cancel
=== Squish Cancel ===
  TODO
  TODO


Pedro Spot Speed Building
=== Pedro Spot Speed Building ===
  TODO
  TODO


Bruteforcing Tutorial
=== Bruteforcing Tutorial ===
  TODO (more and more relevant as time goes on)
  TODO (more and more relevant as time goes on)


Parallel Universes
=== Parallel Universes ===
  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)


f32 Rounding Errors
=== f32 Rounding Errors ===
  ? (can't think of an application of this in speedtasing)
  ? (can't think of an application of this in speedtasing)


1 Key Clock Punch
=== 1 Key Clock Punch ===
  ? (link to Tyler Kehne's explanation? / too niche?)
  ? (link to Tyler Kehne's explanation? / too niche?)

Revision as of 04:13, 28 April 2022

SM64 SpeedTAS Encyclopedia

Current Entry Count: 64

TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS


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.

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.

Punch Cancel

TODO                            
                           

Quickstop

When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is neagtive) throughout the action. You can still do a quickstop if you hold return to neutral on the 4th frame. Additionally, holding a low joystick magnitude for 2 frames after Mario has 0 speed will also allow him to enter an idle action as long as you return to neutral on the next frame. If you are entering a warp, then you can save time by returning to neutral and pressing Z after holding a low joystick magnitude for 1 frame. This will allow you to stop 1 frame sooner than you would if you did a regular quickstop. Note: on some slopes, it's possible to do a "1 frame quickstop," in which you only have to hold a low joystick magnitude for 1 frame before you can enter idle. As a general rule, if you're landing on any kind of slope, it's worth seeing if a 1 frame quickstop is possible.

Quickturn

Once you enter the idle action of a quickstop, you then have a number of options for changing direction quickly. Bufferedjumpkicks, walking at full magnitude with an arbitrary angle, punching off a ledge (usually to start dive grinding), or, in some rarer cases on very steep slopes, crouch sliding, can all be efficient ways to change direction after a quickstop.

C-up/C^ Sliding

On certain slope types, (// TODO: SPECIFY DIFFERENT SLOPE TYPES AND EFFECTS) either entering the C-up camera mode 1 frame before walking onto the slope, or, after landing on the slope within the correct angle range, walking for 1 frame on the slope will Mario to begin accelerating/decelerating. If you want to activate C-up sliding after landing *on* a slope, then you must be pressing the C-up button on the frame you land. Keep in mind that, no matter how you activate the C-up slide, it will only initiate 1 frame after you press the button. Also, if your speed isn't activated in some way after the C-up slide is over, you will have to activate it yourself. The exact method of doing so will depend on the situation, but most regular speed-preserving actions will suffice.

C-up/C^ Jump & Jumpdive

TODO

C-up/C^ Reflection

TODO

C-up/C^ Backflip

While in the idle action, if you enter the C-up camera mode and press Z, you can choose an arbitrary joystick angle thatMario will crouch at. You can then press A to perform a backflip. This kind of quick backflip is useful in some situations, like grabbing a closeby star above a platform you just ledgegrabbed onto.

C-up/C^ Backwards Deceleration

TODO

Dive Grinding

TODO (need to mention XZ momentum)

Ledge Cancel(name?)

TODO

.99 Trick

TODO

.99 Straining

TODO

Arctan Straining

TODO (get someone who actually understands this to write this one)

Inverse Arctan Strain

TODO (is this necessary?)

Slope BLJ

TODO (is this necessary?)

0-Input BLJ

TODO

Elevator BLJ

TODO (is this necessary?)

Side BLJ

TODO

Ceiling BLJ

TODO

Low Ceiling BLJ

TODO

Pause-buffered BLJ

TODO (mention small slope bljs, including ! switch bljs)

Pause-buffered Wallkick

TODO

Hyperspeed Wallkicks

TODO

Water Speed Preservation

TODO

Hyperjump

TODO (mention jong's hspd equation from h_spd_calc?)

Slidekick Start

TODO

Pole Speed Redirection

TODO

Text Speed Redirection

TODO

Turnaround Speed Preservation

TODO

Lower GP Under Star Box

TODO


Flight Reflection

TODO

Stored Yaw Angle

TODO (not only flight; don't forget c-up slide stored yaw)

Tess Turning

TODO (mention all 3 applications here)

Wall Push

TODO

Quick Dive Grind Turn

TODO

Vertical Speed Manip

TODO

Misalignments

TODO (not really a trick; more a phenomena)

Breaking Box w/ WK

TODO

Optimal Star GP

TODO (19.9999 units below star hitbox; GPing slightly lower to avoid a bad QF landing)

Star Dance Clip

TODO

Quick Release

TODO (bob king; chuckyas)

Break Box w/ Double Wall Push

TODO (too niche?)

Quarter Frame GWK

TODO (basically just gonna link to the GWK documentary for more in-depth explanations of GWKs)

Bonk GWK

TODO


Unreferenced Wall GWK

TODO

Open Corner GWK

TODO

Frame GWK Chain

TODO

New Eru GWK Chain

TODO

QF Optimization

TODO (whole tutorial thing)

Neutral on Slope to Enter Dive Slide

TODO

Optimal Dive Slide on Slope

TODO (someone figure out the optimal equation for this?)

Instant Pole Release

TODO

Death Star Glitch

TODO

Steep Jump Position Change

TODO (bob island alt strat)

Floor Clip

TODO

Wall Push Floor Clip

TODO (ttm monkey)

Squish Cancel

TODO

Pedro Spot Speed Building

TODO

Bruteforcing Tutorial

TODO (more and more relevant as time goes on)

Parallel Universes

TODO (basically would just need to be an "easy-as-possible" tutorial, if that's possible)

f32 Rounding Errors

? (can't think of an application of this in speedtasing)

1 Key Clock Punch

? (link to Tyler Kehne's explanation? / too niche?)