Difference between revisions of "General"
Line 31: | Line 31: | ||
Summarize | Summarize | ||
− | *Run and short jump whenever possible | + | *Run and short jump whenever possible |
− | *If there is an enemy, it is fastest to defeat it with rolling | + | *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 | + | *Otherwise, avoid rolling, as releasing run to start the roll is slower |
− | *Dixie can use her glide to cancel vertical momentum and take shortcuts | + | *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 | + | ** 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 out of the glide | + | *Dixie will halt when landing from a glide, unless a roll is buffered out of the glide |
*(rolling state lasts for 42F) | *(rolling state lasts for 42F) | ||
Line 137: | Line 137: | ||
Properties | Properties | ||
− | *Speed is fixed for 19F while Squawks is attacking with eggs | + | *Speed is fixed for 19F while Squawks is attacking with eggs |
==Lag & Camera== | ==Lag & Camera== | ||
Line 169: | Line 169: | ||
*0 = Standing | *0 = Standing | ||
− | 2 = Walking | + | *2 = Walking |
− | 3 = Running | + | *3 = Running |
− | 4 = Roll | + | *4 = Roll |
− | (-128 = Dead Roll break) | + | *(-128 = Dead Roll break) |
− | 5 = Jump Start, glides can be performed | + | *5 = Jump Start, glides can be performed |
− | (-122 = Transition Frame 5 -> 6) | + | *(-122 = Transition Frame 5 -> 6) |
− | 6 = Jump End, glides cannot be performed | + | *6 = Jump End, glides cannot be performed |
− | 7 = Landing | + | *7 = Landing |
− | 9 = Glide | + | *9 = Glide |
− | + | *10 = Rope, still | |
− | 10 = Rope, still | + | *11 = Rope, climbing |
− | 11 = Rope, climbing | + | *12 = Rope, descending |
− | 12 = Rope, descending | + | *13 = Rope, turning |
− | 13 = Rope, turning | + | *(-118 = Transition frame between rope states) |
− | (-118 = Transition frame between rope states) | + | *18 = Crouching |
− | + | **There are many more, but I haven't looked into this too much | |
− | 18 = Crouching |
Revision as of 17:48, 28 September 2023
Contents
Welcome to Land 2
Respect the Land. DataFace
I will do my best to explain properly below.
Kong Movement
All movement properties are shared between Diddy and Dixie except for falling speed.
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 is buffered out of the glide
- (rolling state lasts for 42F)
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 stick to 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
- Super Dash: ∞ Duration
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
Memory Addresses
0x1F0E: Speed (target)
0x1F10: Speed (fine)
1F0F: Wind Speed / Air
- Gusty Glade, Windy Well, etc.
1F30: 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
02A4: 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
1F13: "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, but I haven't looked into this too much