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