Difference between revisions of "Template:Cannon characteristics"

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(Created page with "{{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.}} {| class="textbox g...")
 
 
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{{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.}}
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{| class="textbox grid center"
 
 
{| class="textbox grid"
 
 
|+ Properties of the cannons
 
|+ Properties of the cannons
 
|-
 
|-
! index !! P0 !! P1!! P2 !! P2
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! index !! Speed!! Height !! Deceleration<br>Factor !! End<br>Deceleration
 
|-
 
|-
 
! 0
 
! 0
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|-
 
|-
 
! 2
 
! 2
| align=right | 120.0 || align=right | 2000.0 || align=right | 1000.0 || align=right | -1.0
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| align=right | 120.0 || align=right | 2000.0 || align=right | 1000.0 || align=right | 45.0
 
|}
 
|}
 
;Notes:
 
;Notes:
* Each cannon has 4 floating point properties P0..P3.
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* 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).
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* '''Cannon -1 and any negative index''' is the same as cannon 0 (minimum clamp).
* Cannon 3 does not exist. If using it, the property pointer points to the next data section. And here all values are Null.
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* '''Cannons ≥3''' do 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.
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* '''Speed''' is the number of units each frame. For example, 500.0 means 500 units each frame or 60*500=30000 units each second.
* Like usual, all 4 regions share the same values.
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* '''Height''' defines a point above the middle of the direct connection, where the player goes through. This is the value of ''curved''.
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* '''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.
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* '''End Deceleration''' is the final deceleration value, once the cannon reaches its end. If &le;0, there is no deceleration. A bigger value means a longer stop time when reaching the end of the cannon.
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* [[LE-CODE]] supports alternative properties for any number of cannon types on track base. See [[LE-CODE/Track FAQ#cannon|LE-CODE Track FAQ]] for details.
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<noinclude>
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[[category:Template/Include]]
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</noinclude>

Latest revision as of 07:58, 16 March 2020

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 and any negative index is the same as cannon 0 (minimum clamp).
  • Cannons ≥3 do 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.
  • 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.
  • LE-CODE supports alternative properties for any number of cannon types on track base. See LE-CODE Track FAQ for details.