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Jongyon7192p (talk | contribs) (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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