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Castlevania Speedrunning β

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Cv4/tricks

109 bytes added, 14:11, 15 August 2021
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* Two frame jump is still a bit shorter as the full jump with 3 frames or more.
=== Lock Movment Movement on Ground and Stair ===
* If you keep holding the jump button you will be locked on the ground after landing. You can transit into the lock state form a whip state. The look state can be used to Whip in 5 Directions.
=== Damage Boosting ===
*Simon can only move so fast, but the game will move him a bit faster whenever he takes damage.
*After a damage boost you will be invincible for 80 frames. It can be used to walk over spikes and will help reducing lag on some screen screens since your Sprite does not need to be drawn every frame. The counter is at CPU-bus: 0x0000bc
=== Stairs ===
*Stairs slow you down, therefore, as little time as possible should be spent on them.
*Stairs are tile collision events that can interact with sprites. I think the game is programed programmed that Simon's x y coordinate can look onto the diagonal of the stair tile.
But every 8 pixel you can fall through if you jump toward the stairs. Tiles are square of 8*8 pixels. You can see the gap on this example very good.
It will also give you a idea on what pixels you have to watch out for. The jump close to the stair is a duck-jump since otherwise Simon will automatically hock to them.
You only hock lock automatically to stairs when they are on a edge so you can not simply walk off.
It will replace the frames where Simon has the legs close together when standing on a ledge.
Also jumping a view few pixels after where you usually hock lock to them will result in getting higher up on the stair.
[[File:StairBoss.gif]]
* Whipupgrade: This does waste time to collect but as you see in a low% run you will lose time after.
* Hearts: For the love of subweapon use. A small heart adds one (1) and a large heart adds five (5).* Multiplayer: Hit 10 things with a subeweaponsubweapon. Have more then 8 hearts and they the multiplier will drop instead of a small heart. Whip upgrades do have priority over multiplayermultiplier. You can find them in walls too. In more techinical thermstechnical terms. On the S-CPU bus at 0x0013c6 is a counter that counts up every time you hit a enemy/candle with a sub weapon. When you reach A ten (Dec 10) and the heart count is 8 or more , the next candle with a small heart will drop a multiplayermultiplier. Also hitting a small heart with a subweapon with count 9 will drop one.* Orb: Round , Shiny and finishes most stages.* Money bags: They don't slow you down what , which is strange ^^
* One Up: Can be found in a wall 6-3-3 or behind a pillar in the water-slide 2-3-2. It does the same thing as earning 20 000 or 70 000 points but without the points.
*Use that extra height to hit the ring a second time. Every time, Simon should get a bit of extra height, until he eventually is perfectly above the ring.
If Simon hits the ring while really close to it, the game may instantly completely extend him in a certain direction, depending on Simon's exact position. This can be used for a quick boost in any direction. Because he needs to get so close to the ring, this is usually done with a limp whip. The controls in glitched state above the ring are inverted(pressing left moves Simon right, etc.).
== Whip Cancelling ==
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