Difference between revisions of "Template:Cannon characteristics"

From Custom Mario Kart
Jump to navigation Jump to search
Line 4: Line 4:
 
|+ Properties of the cannons
 
|+ Properties of the cannons
 
|-
 
|-
! index !! Speed!! Height !! P2 !! P2
+
! index !! Speed!! Height !! P3 !! P4
 
|-
 
|-
 
! 0
 
! 0
Line 16: Line 16:
 
|}
 
|}
 
;Notes:
 
;Notes:
* Each cannon has 4 floating point properties P0..P3.
+
* Each cannon has 4 floating point properties P1..P4. Nintendo uses only integral number without fraction for all settings. As usual, all 4 regions share the same values.
* Cannon -1 (=0xffff) is the same as cannon 0 (rounded up).
+
* '''Cannon -1''' (=0xffff) is the same as cannon 0 (rounded up).
* Cannon 3 does not exist. If using it, the property pointer points to the next data section, which is a class vtable. The result will be undefined.
+
* '''Cannon 3''' does not exist. If using it, the property pointer points to the next data section, which is a class vtable. The result will be undefined.  
* Nintendo uses only integral number without fraction for all settings.
 
* As usual, all 4 regions share the same values.
 
 
* '''Speed''' is the number of units each frame. For example, 500.0 means 500 units each frame or 60*500=30000 units each second.
 
* '''Speed''' is the number of units each frame. For example, 500.0 means 500 units each frame or 60*500=30000 units each second.
* '''Height''' defines a point above the middle of the direct connection, where the player goes through. ''At the moment this is only tested for horizontal cannons.''
+
* '''Height''' defines a point above the middle of the direct connection, where the player goes through. This is the value of ''curved''. At the moment this is only tested for horizontal cannons.

Revision as of 20:17, 26 February 2019

In Progress
The properties of the cannons are currently under investigation. A test series to find the impact of each settings is planned.
Properties of the cannons
index Speed Height P3 P4
0 500.0 0.0 6000.0 -1.0
1 500.0 5000.0 6000.0 -1.0
2 120.0 2000.0 1000.0 45.0
Notes
  • Each cannon has 4 floating point properties P1..P4. Nintendo uses only integral number without fraction for all settings. As usual, all 4 regions share the same values.
  • Cannon -1 (=0xffff) is the same as cannon 0 (rounded up).
  • Cannon 3 does not exist. If using it, the property pointer points to the next data section, which is a class vtable. The result will be undefined.
  • Speed is the number of units each frame. For example, 500.0 means 500 units each frame or 60*500=30000 units each second.
  • Height defines a point above the middle of the direct connection, where the player goes through. This is the value of curved. At the moment this is only tested for horizontal cannons.