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Tales98's video: SA2B - Speed storage through restart

@SA2B - Speed storage through restart
So... Last night Brianpso and I wanted to understand a little better how rising start/restart repositions work, mostly because we wanted to understand the first Wild Canyon reposition clip shown in this video. We found a group of 3 variables that cause that, which we called XAccel, YAccel and ZAccel (they are in the 12 bytes right after XSpeed, YSpeed and ZSpeed in the game memory). They are activated mostly by things that either push or pull you, like winds, water currents and the gravity tube, and they KEEP their value when the stage is restarted. So it means that if you're getting accelerated by the wind in the frame you restart the stage, the game will push you when you reset. This is exactly what you can see in the Security Hall and Crazy Gadget clips in the video. In Security Hall, we keep the 0.4 YAccel value through the restart, so when the timer starts we're a bit higher than we normally would be. In Crazy Gadget, we use the gravity tube pull to keep a value of -0.8 in YAccel while restarting, so we can hit the ground earlier than normally (this would save time in an IL!!). Now for Wild Canyon, while we're climbing that wind tunnel wall, we are under the wind's vertical effects, although we don't move. But when we restart that gets converted to forward speed. We believe that this happens because of Knuckles's gravity angle while he's climbing a wall, which points towards the wall itself. So when the restart happens, that gravity angle gets reset and the result speed points forward. This also explains how Pumpkin Hill's rising start works. Below the kill plane, the wind gives us 25 in YAccel, which can only be triggered when you die. The thing is, as you already hit the kill plane, you can't pause and restart. So that has to be done with a well timed death. The 25 YAccel gets converted to 16 YSpeed when the game restarts, as it hits the speed cap. There are a few other places where this trick can be applied: Dry Lagoon's water current; Dry Lagoon's underwater wind (bottom of turtle lake in first area); White Jungle's slingshot vines (they activate acceleration for only 1 frame though, right after the slingshot animation); Knuckles's Cannons Core's water current; Radical Highway's wind near the loops (has to be tested yet). Enjoy!

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This video was published on 2018-09-13 22:42:39 GMT by @Tales98 on Youtube. Tales98 has total 5.2K subscribers on Youtube and has a total of 216 video.This video has received 52 Likes which are lower than the average likes that Tales98 gets . @Tales98 receives an average views of 21K per video on Youtube.This video has received 5 comments which are lower than the average comments that Tales98 gets . Overall the views for this video was lower than the average for the profile.

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