Difference between revisions of "Template:Cannon characteristics"

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<noinclude>{{textbox|red|In Progress|The properties of the cannons are currently under investigation. A test series to find the impact of each settings is planned.}}</noinclude>
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{| class="textbox grid center"
 
 
{| class="textbox grid"
 
 
|+ Properties of the cannons
 
|+ Properties of the cannons
 
|-
 
|-
! index !! Speed!! Height !! Deceleration Factor !! End Deceleration
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! index !! Speed!! Height !! Deceleration<br>Factor !! End<br>Deceleration
 
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|-
 
! 0
 
! 0

Revision as of 18:05, 28 February 2019

Properties of the cannons
index Speed Height Deceleration
Factor
End
Deceleration
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.
  • Deceleration Factor determines how much the player decelerates each frame on the cannon. A bigger value means a bigger deceleration, and hence the cannon progresses slower.
  • End Deceleration is the final deceleration value, once the cannon reaches its end. If <0, there is no deceleration. A bigger value means a longer stop time when reaching the end of the cannon.