Iwerlipse: Difference between revisions

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(shitty article, but I need to start somewhere)
 
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dx/dt = v_x*cos[f(t)]
dx/dt = v_x*cos[f(t)]
d^2y/dt^2 = a*sin[f(t)] - D
d^2y/dt^2 = a*sin[f(t)] - D


f(t) is the function for a SM64 player's joystick tilt in terms of time.
f(t) is the function for a SM64 player's joystick tilt in terms of time.
a is forward acceleration, and is usually defined in game as 1.5.
a is forward acceleration, and is usually defined in game as 1.5.
v_x is sideways velocity and is usually defined in game as 10.
v_x is sideways velocity and is usually defined in game as 10.
D is drag, which usually can be values: +2.35, +0.35, 0, -0.35, -1.35. For TASing purposes, where high speed is always ideal, D is most commonly set to -1.35, for cases when Mario's forward speed is above 32.
D is drag, which usually can be values: +2.35, +0.35, 0, -0.35, -1.35. For TASing purposes, where high speed is always ideal, D is most commonly set to -1.35, for cases when Mario's forward speed is above 32.


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x = (+/-)v_x*n*t/sinh(t)
x = (+/-)v_x*n*t/sinh(t)
y = v_i*n + a/2*n^2(coth(t)-t/sinh^2(t)-D/a)
y = v_i*n + a/2*n^2(coth(t)-t/sinh^2(t)-D/a)
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