Difference between revisions of "Template:Cannon characteristics"
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|+ Properties of the cannons | |+ Properties of the cannons | ||
|- | |- | ||
− | ! index !! Speed!! Height !! | + | ! index !! Speed!! Height !! P3 !! P4 |
|- | |- | ||
! 0 | ! 0 | ||
Line 16: | Line 16: | ||
|} | |} | ||
;Notes: | ;Notes: | ||
− | * Each cannon has 4 floating point properties | + | * 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. |
− | |||
− | |||
* '''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.
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.