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

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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''
----------------------------------------------------------------------------------------------------------
=== 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 ===
== Speed-Generating Actions ==
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 ===
=== 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 ===
TODO


=== C-up/C^ Reflection ===
=== C-up/C^ Reflection ===
  TODO
  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 ===
=== Slope BLJ ===
Line 56: Line 15:
=== 0-Input BLJ ===
=== 0-Input BLJ ===
  TODO
  TODO
=== Elevator BLJ ===
=== Elevator BLJ ===
  TODO (is this necessary?)
  TODO (is this necessary?)
Line 71: Line 31:
  TODO (mention small slope bljs, including ! switch bljs)
  TODO (mention small slope bljs, including ! switch bljs)


=== Pause-buffered Wallkick ===
=== Hyperspeed Wallkicks ===
  TODO
  TODO


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


=== Water Speed Preservation ===
=== Pedro Spot Speed Building ===
  TODO
  TODO


=== Hyperjump ===
== Speed-Preserving Actions ==
TODO (mention jong's hspd equation from h_spd_calc?)
=== 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.


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


=== Pole Speed Redirection ===
=== Pole Speed Redirection ===
TODO
=== Instant Pole Release ===
  TODO
  TODO


Line 95: Line 62:
  TODO
  TODO


=== Lower GP Under Star Box ===
=== Squish Cancel ===
  TODO
  TODO


=== Punch into Unreferenced Wall or ? ===
TODO (idk how this works exactly)


=== Flight Reflection ===
=== Pause-buffered Wallkick ===
  TODO
  TODO


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


=== Tess Turning ===
=== Water Sliding Speed Preservation ===
  TODO (mention all 3 applications here)
  TODO


=== Wall Push ===
=== Hyperjump ===
TODO (mention jong's hspd equation from h_spd_calc?)=== Flight Reflection ===
  TODO
  TODO


=== Quick Dive Grind Turn ===
== Movement Starting Actions ==
=== Punch Cancel ===
TODO                           
 
=== 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.
 
=== Dive Grinding ===
TODO (need to mention XZ momentum)
 
=== Slidekick Start ===
TODO
                           
== Optimization-Based Actions ==
=== 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.
   
=== C-up/C^ Jump & Jumpdive ===
  TODO
  TODO


=== Vertical Speed Manip ===
=== 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.
                           
=== Ledge Cancel(name?) ===
  TODO
  TODO


=== Misalignments ===
=== .99 Trick ===
  TODO (not really a trick; more a phenomena)
  TODO


=== Breaking Box w/ WK ===
=== .99 Straining ===
  TODO
  TODO
=== Arctan Straining ===
TODO (get someone who actually understands this to write this one)
=== Inverse Arctan Strain ===
TODO (is this necessary?)


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


=== Quick Release ===
=== Breaking Box w/ WK ===
  TODO (bob king; chuckyas)
  TODO


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


=== Quarter Frame GWK ===
=== Tess Turning ===
  TODO (basically just gonna link to the GWK documentary for more in-depth explanations of GWKs)
  TODO (mention all 3 applications here)


=== Bonk GWK ===
=== Wall Push ===
  TODO
  TODO


=== Quick Dive Grind Turn ===
TODO


=== Unreferenced Wall GWK ===
=== Vertical Speed Manipulation (Reduction) ===
  TODO
  TODO


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


=== Frame GWK Chain ===
=== Star Dance Clip ===
  TODO
  TODO


=== New Eru GWK Chain ===
=== Quick Release ===
  TODO
  TODO (bob king; chuckyas)


=== QF Optimization ===
=== QF Optimization ===
Line 158: Line 156:


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


Line 178: Line 170:
  TODO (ttm monkey)
  TODO (ttm monkey)


=== Squish Cancel ===
=== 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)
 
== Glitchy Wallkicks ==
=== 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
  TODO


=== Pedro Spot Speed Building ===
=== Open Corner GWK ===
  TODO
  TODO


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


=== Parallel Universes ===
=== New Eru GWK Chain ===
  TODO (basically would just need to be an "easy-as-possible" tutorial, if that's possible)
  TODO


== Miscellaneous Phenomenon ==
=== 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 ===
=== Stored Yaw Angle ===
  ? (link to Tyler Kehne's explanation? / too niche?)
  TODO (not only flight; don't forget c-up slide stored yaw)

Revision as of 04:50, 28 April 2022

SM64 SpeedTAS Encyclopedia

Current Entry Count: 64 TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS

Speed-Generating Actions

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^ Reflection

TODO

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)

Hyperspeed Wallkicks

TODO

Optimal Dive Slide on Slope

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

Pedro Spot Speed Building

TODO

Speed-Preserving Actions

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.

Speedpunch

TODO

Pole Speed Redirection

TODO

Instant Pole Release

TODO

Text Speed Redirection

TODO

Turnaround Speed Preservation

TODO

Squish Cancel

TODO

Punch into Unreferenced Wall or ?

TODO (idk how this works exactly)

Pause-buffered Wallkick

TODO

C-up/C^ Backwards Deceleration

TODO

Water Sliding Speed Preservation

TODO

Hyperjump

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

Movement Starting Actions

Punch Cancel

TODO                            

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.

Dive Grinding

TODO (need to mention XZ momentum)

Slidekick Start

TODO
                           

Optimization-Based Actions

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.

C-up/C^ Jump & Jumpdive

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.

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?)

Optimal Star GP

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

Lower GP Under Star Box

TODO

Breaking Box w/ WK

TODO

Break Box w/ Double Wall Push

TODO (too niche?)

Tess Turning

TODO (mention all 3 applications here)

Wall Push

TODO

Quick Dive Grind Turn

TODO

Vertical Speed Manipulation (Reduction)

TODO

Misalignments

TODO (not really a trick; more a phenomena)

Star Dance Clip

TODO

Quick Release

TODO (bob king; chuckyas)

QF Optimization

TODO (whole tutorial thing)

Neutral on Slope to Enter Dive Slide

TODO

Death Star Glitch

TODO

Steep Jump Position Change

TODO (bob island alt strat)

Floor Clip

TODO

Wall Push Floor Clip

TODO (ttm monkey)

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)

Glitchy Wallkicks

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

Miscellaneous Phenomenon

f32 Rounding Errors

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

Stored Yaw Angle

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