Difference between revisions of "Tricks & Movement"

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The first input after entering each world can be buffered.
 
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.
+
*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.
+
*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.
 
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.
  
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*35
 
*35
  
----
+
'''Summarize'''
Summarize
 
  
 
*Run and short jump whenever possible
 
*Run and short jump whenever possible
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*(rolling state lasts for 42F)
 
*(rolling state lasts for 42F)
  
 
+
'''Memory Addresses'''
----
 
 
 
Memory Addresses
 
  
 
0x1F0E: Speed (target)
 
0x1F0E: Speed (target)
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Coaster Speed will vary depending on the level.
 
Coaster Speed will vary depending on the level.
  
Target Terror
+
'''Target Terror'''
 
*Normal: 43
 
*Normal: 43
 
*Climb: 30
 
*Climb: 30
 
*Descent: 47
 
*Descent: 47
  
Rickety Race & Krazy Koaster
+
'''Rickety Race & Krazy Koaster'''
 
*Normal: 50
 
*Normal: 50
 
*Climb: 35
 
*Climb: 35
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==Animal Buddies==
 
==Animal Buddies==
  
Enguarde
+
'''Enguarde'''
  
 
Speed
 
Speed
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*Super Dash: 62F Duration
 
*Super Dash: 62F Duration
  
----
+
'''Rambi'''
 
 
Rambi
 
  
 
Speed
 
Speed
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*Super Dash: 51F Charge
 
*Super Dash: 51F Charge
  
----
+
'''Rattly'''
 
 
Rattly
 
  
 
Speed
 
Speed
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*Super Jump: 35F Charge
 
*Super Jump: 35F Charge
  
----
+
'''Squitter'''
 
 
Squitter
 
  
 
Speed
 
Speed
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*Jump: 40
 
*Jump: 40
  
----
+
'''Squawks'''
 
 
Squawks
 
  
 
Speed
 
Speed

Revision as of 19:10, 28 September 2023

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 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

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, but I haven't looked into this too much