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Notes:
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{{SPGPages}}
 +
'''Notes:'''
 +
*''The research applies to all four of the [[Sega Mega Drive]] games and [[Sonic CD]].''
 +
*''The following describes physics that only apply when the Player has no special power-up and is not [[SPG:Underwater|Underwater]].''
 +
*''General airborne physics is detailed in [[SPG:Air State|Air State]]''.
  
Research applies to all four of the [[Sega Mega Drive]] games, and [[Sonic CD]].
+
==Constants==
 +
{| class="prettytable" style="width: auto;"
 +
!Constant
 +
!Value
 +
|-
 +
|'''jump_force'''
 +
|''6.5 (6 pixels and 128 supbixels)'' - ''6'' for Knuckles
 +
|-
 +
|'''gravity_force'''
 +
|''0.21875 (56 subpixels)''
 +
|}
  
The following only applies when [[Sonic]] is out of water land with no special power-ups. Water physics, [[Super Sonic]], and [[Speed Shoes]] will be covered in separate guides.
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==Jump Velocity==
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Jumping is affected by the angle the Player is at when they do it. It can't simply set '''''Y Speed''''' to negative '''jump_force''', they need to jump away from the Ground Angle they're standing on. Instead, both '''''X Speed''''' and '''''Y Speed''''' must have '''jump_force''' subtracted from them, using cos() and sin() to get the right values.
  
==Variables==
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More pseudo-code:
 +
<syntaxhighlight>
 +
X Speed -= jump_force * sin(Ground Angle);
 +
Y Speed -= jump_force * cos(Ground Angle);
 +
</syntaxhighlight>
  
The following variables/constants will be referenced frequently in this section.
+
Notice how the jump speed values are subtracted from the '''''X Speed''''' and '''''Y Speed'''''. This means their speeds on the ground are preserved, meaning running up fast on a steep hill and jumping gives you the jump speeds ''and'' the speeds you had from running up the hill, resulting in a very high jump.
   
 
<nowiki>//Variables
 
xsp: the speed in which sonic is moving horizontally
 
ysp: the speed in which sonic is moving vertically
 
  
//Constants
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===Variable Jump Height===
air: 0.09375
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Though we've become accustomed to it now, at the time Sonic the Hedgehog was first released, there were a whole lot of games that had fixed jump heights.  No matter how quickly you released the jump button, the character would sail up into the air the same number of pixels. Games like Mario and Sonic were some of the first to have more variable and responsive controls, allowing for an improved sense of control over the character, and therefore a much more fun (and forgiving) gameplay experience.
jmp: -6.5
 
knxjmp: -6
 
top: 6
 
grv: 0.21875
 
</nowiki>
 
  
==Air Acceleration==
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So how does variable jump height work?
 
 
When Sonic is airborne, he can accelerate twice as fast as on land (''air'').
 
 
 
There is no friction in the air (but there is a complicated drag effect that will be explained later), and pretty much, once Sonic has a certain ''xsp'' in the air, he'll just keep going at that speed until you tell him otherwise or he hits a wall.
 
 
 
Furthermore, there is no distinction for deceleration in the air, either, so pressing {{left}} simply subtracts ''air'' from ''xsp'' no matter what, and pressing {{right}} adds ''air'' to ''xsp''.
 
 
 
Sonic's top speed (''top'') is the same in the air as on the ground.
 
 
==Gravity==
 
 
 
Gravity ''grv'' is added to ''ysp'' in every step in which Sonic isn't on the ground.  It's what makes him fall downward when he runs off of cliffs.  It's also what stops him from moving upward forever when he jumps.
 
 
==Top Y Speed==
 
  
In Sonic 1, Sonic's ''ysp'' does not seem to be limitedAs he falls, ''grv' continues to be added to ''ysp'', increasing indefinitely.
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If the jump button is no longer being held, and you are currently jumping (in the air after pressing jump, not walking or rolling off the ground or pushed away by a spring etc), the computer checks to see if '''''Y Speed''''' is less than ''-4'' (e.g. ''-5'' is "less" than ''-4'')If it is, then '''''Y Speed''''' is set to ''-4''.  In this way, you can cut your jump short at any time, just by releasing the jump button. If you release the button in the very next step after jumping, the Player makes the shortest possible jump. This happens whenever you aren't holding the jump button and are currently jumping, not just on the release of the button.
  
In Sonic CD, however, a limit was introduced so that ''ysp'' does not exceed 16 pixels per step.  This limit is important so that Sonic never outruns the camera, or passes through solid ground because he's moving so fast per step that he never even collides with it.  I believe it was introduced in Sonic CD because of the increased height in the design of levels such as Collision Chaos, and the endless vertical shaft in Tidal Tempest.  Without the limit, Sonic would accelerate to ridiculous velocities in some of these areas and probably break the game.
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The check to see if the button is not being held is performed before the Player is moved to his new position and ''gravity_force'' is added to '''''Y Speed'''''.
  
<nowiki>
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===Bugs when Jumping===
ysp += grv
+
Because the Player is moving from one action to another, at the same time as changing his [[SPG:Slope_Collision#The_Player.27s_Sensors|collision sensor arrangement]], and at the same time as changing speed and leaving the floor... some bugs can occur when launching from the ground and when landing.
if (ysp > 16) ysp = 16
 
</nowiki>
 
  
==Air Drag==
+
Disturbingly, the game checks to see if you press the jump button before moving the Player. If you do press the jump button, it exits the rest of the cycle - so the Player doesn't move at all during the step in which you jump, vertically or horizontally.
  
Each step Sonic is in the air, a special formula is performed on Sonic's ''xsp'', but only if certain conditions are met.  First, ''ysp'' must be negative.  Second, ''ysp'' must be more than -4 (e.g. -3, or -3.5, is "more" than -4).  Third, absolute ''xsp'' must be greater than 0.125.  If these conditions are true, ''xsp'' is multiplied by a factor of 0.96875.
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[[Image:SPGJumpDelay.gif]]
  
<nowiki>
+
This can mean that in the next step it can detect a release of the jump button and the Player will move up at a '''''Y Speed''''' of ''-4'' without having ever moved up at the speed of '''jump_force'''.
if (ysp < 0 && ysp > -4)
 
{
 
    if (absolute(xsp) >= 0.125) xsp = xsp * 0.96875;
 
}
 
</nowiki>
 
  
Actually, this is just an approximation, and I'll explain why.  Since the originals use 2 bytes for Sonic's speed value, where the first is pixels, and the second is sub-pixels, a speed of 6.5 pixels per step would be expressed with the hexadecimal value $0680. In decimal, that would be 1664. Clearly Sonic does not move over a thousand pixels per step!  1 pixel = $100 (256), half a pixel = $80 (128). Air drag in the original game is therefore something more like this:
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As described in [[SPG:Solid_Tiles#Sensors|Sensors]] the Player's sensor arrangement will change in size depending on what they're doing. When rolling/jumping, this arrangement becomes smaller. Whenever this happens, the Player will move up or down by ''5'' pixels to keep his bottom most pixel in the same position.
 +
However when you are rolling and perform a jump, the Player's collision size ''incorrectly'' becomes it's standing size rather than the smaller rolling size. This in turn causes a few bizarre issues.  
  
<nowiki>
+
Since while jumping the Player is in their ball form, they will still 'uncurl' when they land, and this involves setting the '''''Width Radius''''' and '''''Height Radius''''' to standing size and subtracting ''5'' from '''''Y Position'''''. This of course will simply move the Player's bottom most pixel up by ''5'' if their sizes don't change size.
if (ysp < 0 && ysp > -$0400)
+
So, when the Player lands from this jump, it just assumes their '''''Height Radius''''' is becoming big again, so ''5'' pixels is subtracted from their '''''Y Position'''''. However because their size didn't actually change at all and the Player was already at floor level, they just rise ''5'' pixels above the floor instantly upon landing.
{
 
    xsp -= (xsp div $0020); //"div" is division ignoring any remainder
 
}
 
</nowiki>
 
  
If we were to perform the same calculation on our comparatively lower ''xsp'' values, which are always going to be lower than $20 (32), ''xsp'' will be completely unaffected. Why?  Because any number lower than 32, when divided by 32, ignoring the remainder, results in 0.  This is why the original game doesn't have to check if ''xsp'' is higher than a certain value before bothering to calculate air drag - if ''xsp'' is $001F or less, nothing will happen anyway.
+
[[Image:SPGRollingJumpLandBug.gif]]
 
 
A way to more accurately emulate air drag, then, is this:
 
<nowiki>
 
if (ysp < 0 && ysp > -4)
 
{
 
    xsp -= ((xsp div 0.125) / 256);
 
}
 
</nowiki>
 
 
 
The difference between the two methods, however, is pretty negligible, the second is just technically more accurate.
 
 
 
Air drag is calculated each step before ''grv'' is added to ''ysp''.
 
 
 
==Jump Velocity==
 
 
 
Though we've become accustomed to it now, at the time Sonic the Hedgehog was first released, there were a whole lot of games that had fixed jump heights.  No matter how quickly you released the jump button, the character would sail up into the air the same number of pixels.  Games like Mario and Sonic were some of the first to have more variable and responsive controls, allowing for an improved sense of control over the character, and therefore a much more fun - and forgiving - gameplay experience.
 
 
 
So how does variable jump height work?
 
  
When Sonic is standing upon the ground, and you press the jump button, ''ysp'' is set to ''jmp'' (on flat ground, jumping at angles is further described in [[SPG:Solid_Tiles#Jumping_At_Angles|Jumping At Angles]]. The following still applies). In a game without variable jump heights, there would be no subsequent calculations besides gravity, and the character's velocity would be steadily depleted by gravity.  The result would be a jump that lasted almost exactly 1 second and 100 pixels high.  In fact, this is the kind of jump Sonic makes if you keep the jump button held until he reaches the apex of his trajectory.  But the trick that allows variable jump height is all about releasing the button.
+
This results in them making contact with the floor, then being moved up ''5'' pixels then falling back down slowly via gravity.
  
If the jump button is no longer being held, and you are currently jumping (in the air after pressing jump, not walking or rolling off the ground or pushed away by a spring etc), the computer checks to see if ''ysp'' is less than -4 (e.g. -5 is "less" than -4).  If it is, then ''ysp'' is set to -4.  In this way, you can cut your jump short at any time, just by releasing the jump button.  If you release the button in the very next step after jumping, Sonic makes the shortest possible jump. This happens whenever you aren't holding the jump button and are currently jumping, not just on the release of the button.
+
==Sonic Mania Jump Differences==
 +
[[Sonic Mania]] has extremely accurate classic Sonic physics, however some deliberate choices were made to modernise & smooth out the gameplay.
  
In the step in which the computer detects the press of the jump button, Sonic doesn't actually move upward.  Thus, in the next step it can detect a release of the jump button and Sonic will move up at a ''ysp'' of -4 without having ever moved up at the speed of ''jmp''.
+
Note: ''While Mania changes things, the [[Retro Engine]] remakes emulate jumping more accurately.''
  
The check to see if the button is not being held is performed before Sonic is moved to his new position and ''grv'' is added to ''ysp''.
+
===Jump Height===
 +
In [[Sonic Mania]], the Player has taller jumps than in the classic games.  For example, Sonic's jump will reach around 8 extra pixels high, and the entire jump lasts 2 frames longer. What causes this?
  
Disturbingly, the computer checks to see if you press the jump button before moving Sonic.  If you do press the jump button, it exits the rest of the cycle - so Sonic doesn't move at all during the step in which you jump, vertically or horizontally. This is lame, because ''xsp'' isn't lost, so he should continue to move.  This flaw can be buffed out in a new engine.
+
The jump force values are the same, however '''gravity_force''' is added to the normal value of '''jump_force''' used when applying the initial jump velocity, effectively cancelling the addition of gravity for that first frame. This gives the Player an extra frame of motion at either end of the jump arc. This applies to all characters.
  
Tails' jumping is identical to Sonic's, but Knuckles jumps a little lower. This is caused by a slightly smaller value for ''jmp'', ''knxjmp''.
+
===Jump Delay Fix===
 +
In Mania, the jump delay bug shown above doesn't apply. The Player will begin to move upwards on the frame of pressing jump.  
  
 
[[Category:Sonic Physics Guide|Jumping]]
 
[[Category:Sonic Physics Guide|Jumping]]

Latest revision as of 04:19, 27 July 2023

Sonic Physics Guide
Collision
Physics
Gameplay
Presentation
Special

Notes:

  • The research applies to all four of the Sega Mega Drive games and Sonic CD.
  • The following describes physics that only apply when the Player has no special power-up and is not Underwater.
  • General airborne physics is detailed in Air State.

Constants

Constant Value
jump_force 6.5 (6 pixels and 128 supbixels) - 6 for Knuckles
gravity_force 0.21875 (56 subpixels)

Jump Velocity

Jumping is affected by the angle the Player is at when they do it. It can't simply set Y Speed to negative jump_force, they need to jump away from the Ground Angle they're standing on. Instead, both X Speed and Y Speed must have jump_force subtracted from them, using cos() and sin() to get the right values.

More pseudo-code:

X Speed -= jump_force * sin(Ground Angle);
Y Speed -= jump_force * cos(Ground Angle);

Notice how the jump speed values are subtracted from the X Speed and Y Speed. This means their speeds on the ground are preserved, meaning running up fast on a steep hill and jumping gives you the jump speeds and the speeds you had from running up the hill, resulting in a very high jump.

Variable Jump Height

Though we've become accustomed to it now, at the time Sonic the Hedgehog was first released, there were a whole lot of games that had fixed jump heights. No matter how quickly you released the jump button, the character would sail up into the air the same number of pixels. Games like Mario and Sonic were some of the first to have more variable and responsive controls, allowing for an improved sense of control over the character, and therefore a much more fun (and forgiving) gameplay experience.

So how does variable jump height work?

If the jump button is no longer being held, and you are currently jumping (in the air after pressing jump, not walking or rolling off the ground or pushed away by a spring etc), the computer checks to see if Y Speed is less than -4 (e.g. -5 is "less" than -4). If it is, then Y Speed is set to -4. In this way, you can cut your jump short at any time, just by releasing the jump button. If you release the button in the very next step after jumping, the Player makes the shortest possible jump. This happens whenever you aren't holding the jump button and are currently jumping, not just on the release of the button.

The check to see if the button is not being held is performed before the Player is moved to his new position and gravity_force is added to Y Speed.

Bugs when Jumping

Because the Player is moving from one action to another, at the same time as changing his collision sensor arrangement, and at the same time as changing speed and leaving the floor... some bugs can occur when launching from the ground and when landing.

Disturbingly, the game checks to see if you press the jump button before moving the Player. If you do press the jump button, it exits the rest of the cycle - so the Player doesn't move at all during the step in which you jump, vertically or horizontally.

SPGJumpDelay.gif

This can mean that in the next step it can detect a release of the jump button and the Player will move up at a Y Speed of -4 without having ever moved up at the speed of jump_force.

As described in Sensors the Player's sensor arrangement will change in size depending on what they're doing. When rolling/jumping, this arrangement becomes smaller. Whenever this happens, the Player will move up or down by 5 pixels to keep his bottom most pixel in the same position. However when you are rolling and perform a jump, the Player's collision size incorrectly becomes it's standing size rather than the smaller rolling size. This in turn causes a few bizarre issues.

Since while jumping the Player is in their ball form, they will still 'uncurl' when they land, and this involves setting the Width Radius and Height Radius to standing size and subtracting 5 from Y Position. This of course will simply move the Player's bottom most pixel up by 5 if their sizes don't change size. So, when the Player lands from this jump, it just assumes their Height Radius is becoming big again, so 5 pixels is subtracted from their Y Position. However because their size didn't actually change at all and the Player was already at floor level, they just rise 5 pixels above the floor instantly upon landing.

SPGRollingJumpLandBug.gif

This results in them making contact with the floor, then being moved up 5 pixels then falling back down slowly via gravity.

Sonic Mania Jump Differences

Sonic Mania has extremely accurate classic Sonic physics, however some deliberate choices were made to modernise & smooth out the gameplay.

Note: While Mania changes things, the Retro Engine remakes emulate jumping more accurately.

Jump Height

In Sonic Mania, the Player has taller jumps than in the classic games. For example, Sonic's jump will reach around 8 extra pixels high, and the entire jump lasts 2 frames longer. What causes this?

The jump force values are the same, however gravity_force is added to the normal value of jump_force used when applying the initial jump velocity, effectively cancelling the addition of gravity for that first frame. This gives the Player an extra frame of motion at either end of the jump arc. This applies to all characters.

Jump Delay Fix

In Mania, the jump delay bug shown above doesn't apply. The Player will begin to move upwards on the frame of pressing jump.