Difference between revisions of "Tricks & Movement"
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*Dixie can use her glide to cancel vertical momentum and take shortcuts. Because of this, Diddy is rarely used throughout the run, other than damage boosts | *Dixie can use her glide to cancel vertical momentum and take shortcuts. Because of this, Diddy is rarely used throughout the run, other than damage boosts | ||
*Dixie will halt when landing from a glide unless a roll is buffered | *Dixie will halt when landing from a glide unless a roll is buffered | ||
− | *Dixie's rolling state lasts for 42F before dead roll, including rolls which defeat enemies. Jump out of rolls to prevent | + | *Dixie's rolling state lasts for 42F before dead roll, including rolls which defeat enemies. Jump out of rolls to prevent stopping |
*When rolling from a ledge, Diddy's roll descends slower than Dixie's, but this doesn't have much practical use for now | *When rolling from a ledge, Diddy's roll descends slower than Dixie's, but this doesn't have much practical use for now | ||
Revision as of 19:51, 28 September 2023
Contents
Map Movement
The first input after entering each world can be buffered.
- For example, when selecting the file at the start, hold Jump or Run to buffer the entrance to both Gangplank Galleon and Pirate Panic
- This will not work for each level afterwards, though. Only the first entrances
The Kongs will automatically move to the next level unless there is a Wrinkly or Funky space. If there is, the direction will need to be held.
Kong Movement
All movement properties are shared between Diddy and Dixie:
Walk
- 25
Run
- 35
Jump
- 35 (walk)
- 40 (run)
Rolling
- 35
- 45 (defeat 1 enemy)
- 55 (defeat 2 enemies)
Falling
- 35 (Dixie)
- 30 (Diddy)
Bounce from stepping on an enemy
- 30
Glide
- 35
Summarize
- Run and short jump whenever possible
- If there is an enemy, it is fastest to defeat it with rolling
- Otherwise, avoid rolling, as releasing Run to start the roll is slower
Miscellaneous
- Dixie can use her glide to cancel vertical momentum and take shortcuts. Because of this, Diddy is rarely used throughout the run, other than damage boosts
- Dixie will halt when landing from a glide unless a roll is buffered
- Dixie's rolling state lasts for 42F before dead roll, including rolls which defeat enemies. Jump out of rolls to prevent stopping
- When rolling from a ledge, Diddy's roll descends slower than Dixie's, but this doesn't have much practical use for now
Memory Addresses
0x1F0E: Speed (target)
0x1F10: Speed (fine)
Water Movement
Top speed in water is
- Normal: 20
- Ascent: 26
However, ascent while pressing down will be normal speed.
So in the water, hit A repeatedly as much as possible. Dixie or Diddy will bump against the ceiling and move.
Coaster Movement
Coaster Speed will vary depending on the level.
Target Terror
- Normal: 43
- Climb: 30
- Descent: 47
Rickety Race & Krazy Koaster
- Normal: 50
- Climb: 35
- Descend: 55
In the air, the speed will be the same as the terrain of the jump point.
Therefore, it is better to jump before climbing, and jump at the end of a descent before flattening.
Animal Buddies
Enguarde
Speed
- Normal: 30
- Dash: 35
- Super Dash: 63
Properties
- Dash: 34F Duration
- Super Dash: 37F Charge
- Super Dash: 62F Duration
Rambi
Speed
- Normal: 35
- Jump: 40
- Dash: 35
- Super Dash: 63
Properties
- Dash: 24F Duration
- Super Dash: 51F Charge
Rattly
Speed
- Normal: 25
- Jump: 40
- Super Jump: 40
Properties
- Super Jump: 35F Charge
Squitter
Speed
- Normal: 35
- Jump: 40
Squawks
Speed
- Horizontal: 35
- Vertical:
- Holding Up and pressing B will increase Squawks' vertical momentum by 44 Units (0x1F25)
- Afterwards, this will immediately decelerate at 1 unit per frame
Properties
- Speed is fixed for 19F while Squawks is attacking with eggs
Lag & Camera
The camera will scroll slower when lag is generated. If the Kongs pass the bottom of the camera, they will lose a life as if it were a pit. Watch out for this in vertical levels such as Parrot Chute Panic, especially.
Other Memory Addresses
0x1F30: Invincibility / I Frame Countdown
- When taking damage, this will start at 74 and lower at 1 per 2F
- Freeze and poke this to any value >0 for invincibility
0x02A4: Miscellaneous Boss Value
- This address is linked to various things related to the bosses, such as:
- King Zing I Frame Countdown (begins at 240, decreases 1 per 2F, ~8 seconds)
- K. Rool's Attack
0x1F0F: Wind Speed / Air
- Gusty Glade, Windy Well, etc.
0x1F13: "State"
- 0 = Standing
- 2 = Walking
- 3 = Running
- 4 = Roll
- (-128 = Dead Roll break)
- 5 = Jump Start, glides can be performed
- (-122 = Transition Frame 5 -> 6)
- 6 = Jump End, glides cannot be performed
- 7 = Landing
- 9 = Glide
- 10 = Rope, still
- 11 = Rope, climbing
- 12 = Rope, descending
- 13 = Rope, turning
- (-118 = Transition frame between rope states)
- 18 = Crouching
- (there are many more)
Resources
DKL2 Practice Rom v2.1
https://github.com/SBDWolf/dkl2-practice/releases
Features
- Level Select
- Kong Select
- Star Barrel Toggle
- Room Counter
- Level Counter