http://tasvideos.org/userfiles/info/12809468352107768 - Two laps in the first Pawn track on Expert (clean SRAM, so no Master).
F-Zero: Maximum Velocity is another game in the F-Zero series, so expect high speed racing with machines. This plays more similarly to the SNES version than the N64 or other "more 3D" games. Oddly enough, none of the machines you're familiar with are seen here, although Falcon Mk-II has a close resemblance to a classic machine.
Hot Viol Fire Bal J.B.Crys Wind Wal Address info in Grand Prix
02012D60 02012E2C 02012EF8 02012FC4 4 bytes, X position
02012D64 02012E30 02012EFC 02012FC8 4 bytes, Y position
02012DD4 02012EA0 02012F6C 02013038 2 bytes, Speed
02012DD8 02012EA4 02012F70 0201303C 2 bytes, Facing (direction)
02012DDA 02012EA6 02012F72 0201303E 2 bytes, Momentum (direction)
Machine data apparently fits within 0xCC or 204 bytes per machine. I have not produced any lua scripts that are more than a fancy memory watch, except to calculate the difference of Facing and Momentum.
I've also been producing a simple text file with hopefully practical numbers:
Machine |Sp1:Sp2:Sp3:Sp4>Bst|Brk:Cst:OVR|L-R|Trn|Bal|
--------------+---:---:---:--->---+---:---:---+---+---+---+
Hot Violet |192:320:368:424>576|-14:- 3:- 4| 96|341|176|
| 20: 14: 6: 1> 16| | | |512|
--------------+---:---:---:--->---+---:---:---+---+---+---+
Fire Ball |224:320:384:440>564|-13:- 2:- 2| 96|296|108|
| 10: 6: 4: 1> 12| | | |568|
--------------+---:---:---:--->---+---:---:---+---+---+---+
J.B.Crystal |128:256:352:418>560|-18:- 5:- 3| 94|308|224|
| 32: 16: 6: 2> 10| | | |480|
--------------+---:---:---:--->---+---:---:---+---+---+---+
Wind Walker |128:224:320:428>580|-16:- 3:- 3|112|384|112|
| 40: 28: 16: 3> 40| | | |576|
--------------+---:---:---:--->---+---:---:---+---+---+---+
Jet Vermilion | 96:160:256:456>592|-12:- 1:- 1|128|236|104|
| 48: 24: 8: 1> 48| | | |768|
--------------+---:---:---:--->---+---:---:---+---+---+---+
Top speed values relate to the displayed km/h speed. Acceleration values relate to internal memory. Internal speed is in units of 0.25 km/h, so multiply the top speed values by 4 to get the internal version. The top speed values are the five upper numbers under
Sp1:Sp2:Sp3:Sp4>Bst, while acceleration values are the ones right below that, as well as under
Brk:Cst:OVR.
If you release the accelerator while on the ground, the
Cst is used on top of anything else slowing you down. Releasing while in the air doesn't add the
Cst friction.
If you go over your speed limit for any reason, your acceleration stops and
OVR kicks in. There is a small hysteresis between top speed and some lower threshold that your machine must slow down to when the overspeeding mechanic kicks in. If you're not turning, a pattern of releasing and pressing the accelerator will keep you closer to the top speed on average. I did not measure this hysteresis in detail, except I know that Fire Ball goes below 439 km/h before being allowed to speed back up to 440 km/h.
Boosting uses its own acceleration value, regardless of whether your current speed would be better. J.B.Crystal is highly encouraged to first get moving pretty fast before using the boost, as from a standing start, boosting actually cripples it by locking the acceleration at 10 instead of allowing it to gain speed at 32.
Apparently, boosting affects
OVR. Aside from Fire Ball reducing it to -1, I have not measured it.
The listed
L-R is also a speed value, in 1 km/h units. Multiply by 4 to get internal units. It seems constant as long as you're above 128 km/h, which you should be at all the time. It's the side-to-side motion caused by holding the L or R buttons. The movement caused by this is relative to your facing, not your momentum, so picking L or R opposite of your turns tend to make you go faster.
Trn is turning rate per frame.
Bal is how quickly the game shifts your momentum toward your facing. 65536 of this is a full circle. The upper
Bal number is used most of the time, while the lower
Bal number is used whenever you release and press the accelerator. This second number is used for 10 frames after the transition from unpressed to pressed, but it doesn't matter whether you keep the accelerator pressed or released then. If you do mash the accelerator, it will reset the 10-frame timer each time the transition from unpressed -> pressed is done.
That's roughly what I know of the mechanics so far. I'm not sure if I'll continue, but I may as well give an info dump.