Difference between revisions of "General"
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0x1F0E: Speed (target) | 0x1F0E: Speed (target) | ||
− | 0x1F10: Speed (fine) | + | 0x1F10: Speed (fine) |
Walk | Walk |
Revision as of 16:56, 28 September 2023
Welcome to Land 2
I will do my best to explain properly below.
Kong Movement
All movement properties are shared between Diddy and Dixie except for falling speed.
Memory Addresses
0x1F0E: Speed (target)
0x1F10: Speed (fine)
Walk
- 25
Run
- 35
Jump
- 35 (walk)
- 40 (run)
Rolling
- 35 (normal)
- 45 (Defeat 1 enemy)
- 55 (Defeat 2 enemies)
Falling
- 30 (Dixie)
- 35 (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.
- 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 if buffered from the glide.