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

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'''Current Entry Count: 73'''
'''Current Entry Count: 74'''


''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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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.
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: shallow water, unit squares maybe
  TODO: shallow water, unit squares maybe
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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.
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
Elevator BLJ utilizes a platform moving upwards by [some] units per frame to cancel a long jump's vertical ascent.
 
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 ====
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.
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.


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.
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.
=== Hyperspeed Wallkicks ===
=== Hyperspeed Wallkicks ===
  TODO
  TODO
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== Speed-Preserving Actions ==
== Speed-Preserving Actions ==
=== Optimal Speedkick ===
=== Optimal Speedkick ===
For a speedkick, the joystick magnitude must be 48 or less. The optimal input is whatever has the highest component in Mario's facing direction.
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.


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.
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 ===
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.


=== Buffered Jumpkick ===
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.
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 ===
=== 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
In cases in which Mario is moving forwards, and his horizontal speed is greater than 48, it can be advantageous to spend some frames in the "turning around" state. This is due to the hard speed limit on Mario's walking speed being 48. In most cases on default flat ground, if Mario's speed is above 52.xx when transitioning to walking, it is advantageous to hold back for one frame, as the deceleration from the turning around state is 4 units per frame.
 
Example: Mario lands from a dive rollout with 56.87 speed, he enters walking and his speed snaps to 48, and then decreases to 47, 46, 45.... However if he enters turnaround before walking, his speed shall go 56.87, 52.87, 48.87. Once Mario's speed reaches 48.xx, or in some cases slightly above it, it is optimal to begin walking at that frame.
 
=== Squish Cancel ===
=== Squish Cancel ===
  TODO
  TODO
=== 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 Also mention water jump conservation (15 - 15.99 speed and 0-input landing only)
  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 OOB, Walls, Ceilings
  TODO OOB, Walls, Ceilings
When Mario initiates flying via the "Flying Triple Jump" action, Mario will reflect off of all Out Of Bounds, Ceilings (when Y speed is negative), and walls (within the wallkickable 44.99 range).
In the following cases, Mario will reflect 180 degrees, and will face and move in the opposite direction:
* Out of bounds
* Ceilings
* Bonking on a wall, but having no wall reference on his 4th quarter step (same logic as when you try and wallkick on a wall but get a "glitchy bonk")
Walls are different, when performing flight reflection using walls, the game takes the referenced wall Mario is interacting with at the end of the frame, and reflects Mario's facing angle according to that. The wall that triggers the flight reflection and the angle reflection do not necessarily have to be the same. This is the same logic as glitchy wallkicks, and can be observed in Cynimal's first place submission in [https://youtu.be/RdjVuuM0Kak?t=260 this TAS Tournament task]
== Movement Starting Actions ==
== Movement Starting Actions ==
=== Punch Cancel ===
=== Punch Cancel ===
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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 (GWK) ==
{{main|Glitchy Wall Kick}}
{{main|Glitchy Wall Kick}}
=== Quarter Frame GWK ===
=== Quarter Frame GWK ===
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