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Game Resources / G Bx / F Zero Maximum Velocity

Machine statistics

All numbers are based off of internal memory watch.
Values of speed are in units of 0.25 km/h.
Values of acceleration are in units of 0.25 km/h per frame.
Rotation is in units of 1/65536 of full revolution.
All values represented in decimal, base 10.

Name Sp1 Sp2 Sp3 Sp4 Bst Hys LR # Mnt Brk Cst Turn Bal Body BT Jump
Hot Violet 767
20
1279
14
1471
6
1696
1
2304
16
1679
2287
384 -4
-4
-14 -3 341
16384
176
512
11264 367 480
Fire Ball 895
10
1279
6
1535
4
1760
1
2256
12
1755
2239
384 -2
-1
-13 -2 296
13312
108
568
13312 383 512
J.B.Crystal 511
32
1023
16
1407
6
1672
2
2240
10
1647
2231
376 -3
-2
-18 -5 308
15360
224
480
10240 575 472
Wind Walker
Crazy Horse
511
40
895
28
1279
16
1712
3
2320
40
1703
2303
448 -3
-3
-16 -3 384
16384
112
576
8192 319 576
Sly Joker
Dirty Joker
895
22
1023
16
1535
8
1744
2
2344
32
1711
2335
368 -1
-5
-13 -6 304
14336
200
464
12288 175 448
The Stingray 639
24
1023
16
1343
4
1840
1
2096
16
1831
2087
352 -2
-1
-6 -2 288
20480
112
528
13824 719 592
Silver Thunder 639
6
1151
4
1535
2
1856
1
2352
40
1851
2335
320 -2
-1
-4 -1 256
12288
136
512
14848 223 428
Falcon Mk-II 767
24
1151
16
1535
5
1792
1
2288
18
1767
2255
416 -3
-1
-14 -4 320
15360
192
496
10752 431 528
Fighting Comet 959
24
1279
12
1535
3
1648
1
2360
24
1643
2351
372 -1
-1
-20 -3 272
13824
220
448
9216 543 580
Jet Vermilion 383
48
639
24
1023
8
1824
1
2368
48
1807
2363
512 -1
-1
-12 -1 236
8192
104
768
16320 255 432

Sp1, Sp2, Sp3, Sp4: First, second, third, and fourth "gears" of the machine. Upper number is the maximum speed, and the lower number is the acceleration. The full acceleration applies as long as your speed is equal to or below the respective maximums.

Bst: When boost is active, what the maximum speed and acceleration is. This overrides the usual maximum speed and acceleration, even if the before-boost acceleration is better.

It's possible for acceleration to speed you up above the maximum, or to get pushed up to that speed through other means, which then triggers a mechanic that disables acceleration and applies some friction for being over your maximum.

Hys: Hysteresis. If you go over the maximum or boosted maximum, this lists where your speed must fall down to in order to accelerate once again. This is one effect which causes your machine to oscillate through a few numbers when it reaches top speed. Upper number for regular, lower number for boosted.

LR: Drift speed by holding L or R. This moves your machine based on what direction it's facing, not based on its momentum. Often helpful in going faster by using L or R while turning in the opposite direction. This full value is only used at speeds of 512 or more (128 km/h); Below which, it is proportionally reduced.

Mnt: Commonly referred to as boost maintenance, this lists friction for being over your current limit. Upper number for regular, lower number for boosted. Acceleration is disabled while over your maximum speed.

Brk: Brakes. How much friction is applied when holding brakes. Acceleration is disabled while holding brakes.

Cst: Coast. How much friction is applied while on the ground and the accelerator is released. Will stack with other forms of friction. This stat will not apply friction if you keep the accelerator held even if acceleration is disabled.

Turn: (Upper) How quickly the machine can turn, changing its facing. (Lower) Maximum difference between facing and momentum before losing speed from turning too sharply. In a sense, this limit also affects the use of L or R buttons for going faster. For reference, 8192 is 45 degrees, 16384 is 90 degrees.

It should be noted that, although The Stingray can face more than 90 degrees away from its momentum without aid of collisions, it will lose speed after exceeding 90 degrees. It is still prevented from turning farther past a certain point some ways past 90 degrees.

Bal: How fast the machine changes its momentum to match its facing. Upper number for regular, lower number for Blast Turns. A Blast Turn is when you release and later press the accelerator again. For 10 frames after pressing the accelerator again, you use the lower number.

Body: Internal value for durability of machine.

BT: Boost time in frames.

Jump: Initial upward velocity when driving over a jump pad. Speeds below 2048 (512 km/h) will not use the full listed value.

Useful memory addresses

Machine stats begin at address 02012D60. If your machine is not the first one, add CC to the address for each place down you begin the race at.

Offsets to this address provides the following information:

+00 4 bytes X position
+04 4 bytes Y position
+54 4 bytes Height
+74 2 bytes Speed
+78 2 bytes Facing (direction)
+7A 2 bytes Momentum (direction)
+84 2 bytes Vertical speed
+8A 2 bytes Power
+8C 2 bytes Boost timer
+A1 1 byte Timer to trigger boost for holding down the boost button


See also



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GameResources/GBx/FZeroMaximumVelocity last edited by FatRatKnight on 2017-07-22 15:08:34
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