Posts for BlueBlue

Experienced Forum User
Joined: 10/3/2005
Posts: 5
I have no experience with jumping making you lose time, that was something I read on these forums. nitsuja makes a good point though. As far as I know the pattern remains the same for jumping or running, but I only tested it by running a certain number of frames, then jumping, taking that distance and then comparing with just running the whole way. It could be that jumping has an effect on distance traveled after the jump, and maybe it takes a frame to land? As a hunch, I don't think this is the case but I will test that out. Wait, not so much a hunch, because I let both come to a halt, and they both slowed down in the same way, so I don't think a frame is lost, nor the pattern reset. I'll test it anyway, however. Edit: I think they were the same because I messed my save states up, jumping definitely has an impact on distance traveled. Edit x2: Ok, during a full jump, here is the forward movement: 1,1,2,1,1,1,2,1,1,2,1,1,2,1,1,2,1,1,2,1,1,1,2,1,1,2,1,1,2,1,1,2,1,1,2,1,1,1,2,1,1 The repeated frames are 1,1,1,2,1,1,2,1,1,2,1,1,2,1,1,2 Average 1.3125 Contrasting running 1,1,2,1,1,2,1,2 Average 1.375 Sorry for the confusion!
Experienced Forum User
Joined: 10/3/2005
Posts: 5
You asked for the movement pettern for jumping and falling, here's what I've found. The first frame of the jump takes you vertically nowhere, this is followed by 5 pixels up, 5, 4, 4, 4, 4, 3, 3, 3, 3, ... , 0, 0, 0, 0, -1... and likewise subtracting one from your vertical speed every 4 frames. Also, it seems like the terminal velocity is -12. Releasing jump causes three frames of one pixel upward movement. However, if you release on a frame on which your speed would normally decrease, then you will only move upwards for 2 more frames. As for horizontal movement when jumping, I can't find any difference between running and jumping. Is this what you were asking for? This also seems like information that would be "rather basic knowledge."
Experienced Forum User
Joined: 10/3/2005
Posts: 5
Ah, I figured it would have been but I hadn't seen the most recent movies, since no one mentioned anything I assumed they hadn't heard of it, sorry.
Experienced Forum User
Joined: 10/3/2005
Posts: 5
It seems that there are many strange things in rockman (understatement). Today I'll look towards jumping/falling, I assume you want to know how it bears an impact on forwards and backwards movement? There is something else interesting that happens, though I doubt it could be put to good use in a speedrun because it deals with moving slowly. Rockman can move at two speeds: running, and nudging forward. Playing slowly, you probably would notice that before you run, you will sometimes move forward one pixel, but sometimes you will not. I don't know how the actual code for that works, but I have found a system that predicts when the one pixel move happens. If you have two groups of moving forward separated by any amount of frames, it takes 6 total frames of holding forward to move forward. If there are three such groups, then it takes 5 frames, and 4 groups only need 4 frames. I think of it in terms of "charge" points. One group of seven charge points causes you to start running. Two that add to 6, 3 that add to 5, or 4 that add to 4 will cause you to move one pixel. If you take this and assume that for each frame of running you get two additional points, and that you will move one forward for one group of 8, you can see how the 2,1,2,1,1,2,1,1 pattern of running happens. I'm sorry for my complicated explanation but this is the way I have come to think of it. I haven't yet tested to see if this view is consistant with how many "charge" points you would have left over after a run to contribute to the next one pixel move. So, I am looking forward to my investigation of jumping, and I hope that it is much less complicated than running! But, as I said before, I think the pertinent part for a speedrun is that by jumping on the first frame, you can bypass the 7 frames it takes to start running.
Experienced Forum User
Joined: 10/3/2005
Posts: 5
Hi everyone, I was working on a project to remake Rockman 2 into flash when I came across something that I thought might help out a speedrun. It takes 7 frames from a standstill to make him start running forwards, during these frames you do not move at all. However, if you jump, you bypass these startup frames completely. I have read here that when you jump you can lose 1-2 frames, but I think the 5 frame gain each time makes up for it. Also, I read in the rockman section that he moves in groups of four frames, at 1,1,1,2 pixels. This doesn't seem to be true for rockman 2, where he runs in groups of 8 frames at 1,2,1,1,2,1,1,2. I tried to read as much as I could but if this is old information then I apologize.