Kadano
Magical Express
I think it’s nice to have all physics calculation in one thread / guide. I believe I can be relied on to update this thread for a long time.
This is what I already know:
Knockback
Calculated as knockback and launch speed—knockback*0.03 equals launch speed. Launch speed seems to be the more useful unit because it’s the same one used by falling speed, gravity and the likes.
It decays by 0.0051 per frame (source) until it becomes zero. Jump force is expected to be treated just like knockback.
Falling speed
Equal to min([airborne frame]*[gravity];[terminal velocity]). Airborne frame starts counting at 0.
Example: Fox’ gravity is 0.23, his terminal velocity is 2.8. Terminal velocity is reached on airborne frame 13.
Fastfalling
Determined by FF gravity and FF terminal velocity. Interestingly, while the FF term vel is higher than the normal term vel for every character, FF gravity is always lower than normal gravity.
Example: Fox’ FF term vel is 3.4, but his FF gravity is only 0.02.
Question 1: I suspect that fastfalling accelerates the falling speed similarly to how gravity does, but only for the first frame of fastfalling. Maybe you reach normal (non-FF) term vel immediately upon fastfalling, and approach FF term vel with FF gravity afterwards?
Has anyone tested this with Dolphin memory adress reading / comparing? I tried to find the relevant offsets, but didn’t have any success yet.
Question 2: @tauKhan once mentioned that Samus can fastfall multiple times from her second jump. Does anyone here happen to know how this works? Is it possible for every second jump, or does Samus have certain reset frames where you are forced out of fastfall maybe?
This is what I already know:
Knockback
Calculated as knockback and launch speed—knockback*0.03 equals launch speed. Launch speed seems to be the more useful unit because it’s the same one used by falling speed, gravity and the likes.
It decays by 0.0051 per frame (source) until it becomes zero. Jump force is expected to be treated just like knockback.
Falling speed
Equal to min([airborne frame]*[gravity];[terminal velocity]). Airborne frame starts counting at 0.
Example: Fox’ gravity is 0.23, his terminal velocity is 2.8. Terminal velocity is reached on airborne frame 13.
Fastfalling
Determined by FF gravity and FF terminal velocity. Interestingly, while the FF term vel is higher than the normal term vel for every character, FF gravity is always lower than normal gravity.
Example: Fox’ FF term vel is 3.4, but his FF gravity is only 0.02.
Question 1: I suspect that fastfalling accelerates the falling speed similarly to how gravity does, but only for the first frame of fastfalling. Maybe you reach normal (non-FF) term vel immediately upon fastfalling, and approach FF term vel with FF gravity afterwards?
Has anyone tested this with Dolphin memory adress reading / comparing? I tried to find the relevant offsets, but didn’t have any success yet.
Question 2: @tauKhan once mentioned that Samus can fastfall multiple times from her second jump. Does anyone here happen to know how this works? Is it possible for every second jump, or does Samus have certain reset frames where you are forced out of fastfall maybe?
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