Superdavo0001 | PSS Star Spawn Discrepancy @Superdavo0001 | Uploaded 6 years ago | Updated 1 hour ago
Saves enough time for a nice GWK :P
I found this while working on Casino Bingo Slide, after mysteriously losing a ton of frames on what should've been a faster route. It seems that hitting the finish above a certain height (-3700 in this case) makes the star not bounce like it usually does.
I doubt this is useful in vanilla, as it is incompatible with the fastest route through the slide (you must be buttsliding to jump), but it's pretty interesting nonetheless!
The current WR for the sliding timer star in Star Road has this glitch, though it was probably accidental.
Cba to add an end-card for this video. I'll probably do an update once the glitch has been explained.
Update: bad_boot has figured out the cause of the glitch:
"When the star spawns, it is given a vertical speed of (homeY - posY) / 30. That means that after exactly 30 frames, it will be positioned at homeY exactly. It looks like it moves in an arc, but that doesn't affect anything since the arc offset is 0 at the end.
However, they accidentally(?) made it move for 31 frames, so it receives an extra y offset of (homeY - posY) / 30 before entering the bounce action.
Then the bounce action moves the star up 20 units the first frame. To know when to end the bounce, it checks if posY ⟨ homeY. So to perform Star Bounce Skip, we need that extra offset to be ⟨ -20.
So (homeY - posY) / 30 -20, which is true when posY ⟩ homeY + 600."
Update 2: This is now faster in PSS - barely. Great job to Plush & Dargod for making it work!
Saves enough time for a nice GWK :P
I found this while working on Casino Bingo Slide, after mysteriously losing a ton of frames on what should've been a faster route. It seems that hitting the finish above a certain height (-3700 in this case) makes the star not bounce like it usually does.
I doubt this is useful in vanilla, as it is incompatible with the fastest route through the slide (you must be buttsliding to jump), but it's pretty interesting nonetheless!
The current WR for the sliding timer star in Star Road has this glitch, though it was probably accidental.
Cba to add an end-card for this video. I'll probably do an update once the glitch has been explained.
Update: bad_boot has figured out the cause of the glitch:
"When the star spawns, it is given a vertical speed of (homeY - posY) / 30. That means that after exactly 30 frames, it will be positioned at homeY exactly. It looks like it moves in an arc, but that doesn't affect anything since the arc offset is 0 at the end.
However, they accidentally(?) made it move for 31 frames, so it receives an extra y offset of (homeY - posY) / 30 before entering the bounce action.
Then the bounce action moves the star up 20 units the first frame. To know when to end the bounce, it checks if posY ⟨ homeY. So to perform Star Bounce Skip, we need that extra offset to be ⟨ -20.
So (homeY - posY) / 30 -20, which is true when posY ⟩ homeY + 600."
Update 2: This is now faster in PSS - barely. Great job to Plush & Dargod for making it work!