Floaty Jump: Difference between revisions
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In the Metroid Prime series, water is made up of triggers that are placed in the individual rooms. This includes the lava in [[Magmoor Caverns]] and the dark water in the Dark Aether regions of Echoes. When Samus interacts with these triggers, multiple values in memory are changed to account for this. Two of these values are relevant for Floaty Jump: | In the Metroid Prime series, water is made up of triggers that are placed in the individual rooms. This includes the lava in [[Magmoor Caverns]] and the dark water in the Dark Aether regions of Echoes. When Samus interacts with these triggers, multiple values in memory are changed to account for this. Two of these values are relevant for Floaty Jump: | ||
* '''Fluid Counter''': Value that tracks whether or not Samus is currently interacting with a water box. This value can range from 0-3, corresponding with the number of water boxes Samus is interacting with. If this value goes over 3, it will instead go back to 0 and water physics will therefore be disabled. | * '''Fluid Counter''': Value that tracks whether or not Samus is currently interacting with a water box. This value can range from 0-3, corresponding with the number of water boxes Samus is interacting with. If this value goes over 3, it will instead go back to 0 and water physics will therefore be disabled. <small>(''see also'': [[Floaty Jump#Abusing Fluid Count|Abusing Fluid Count]])</small> | ||
* '''Fluid Depth''': Value for registering how far inside the water Samus is relative to the surface. Once this value is >1.25, the game applies water physics to Samus. | * '''Fluid Depth''': Value for registering how far inside the water Samus is relative to the surface of the waterbox that you are entering from. Once this value is >1.25, the game applies water physics to Samus. Game does not check where you left a water box from only that your fluid depth is >1.25 when you leave. <small>(''see also'': [[Floaty Jump#Abusing Fluid Depth|Abusing Fluid Depth]])</small> | ||
During normal gameplay, the changes to these values only last for as long as Samus is in the water itself. However, if Samus is suddenly transported out of the water, it is possible to get what is known as pre-floaty, which happens because the fluid counter value does not update when this happens. | During normal gameplay, the changes to these values only last for as long as Samus is in the water itself. However, if Samus is suddenly transported out of the water, it is possible to get what is known as pre-floaty, which happens because the fluid counter value does not update when this happens. | ||
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===Getting Out of Floaty=== | ===Getting Out of Floaty=== | ||
Once Samus has Floaty Jump, simply entering a water box like normal is enough to cancel the effects. Once Samus enters the water box, the fluid depth value will update like normal, removing the effects of Floaty. However, the fluid counter value will still be above 0 in the air, meaning that even when entering a water box, Samus will still maintain the pre-floaty state. Despite this, if the route being done requires carrying Floaty through multiple rooms, then it is important to never touch these boxes until it is desired to get rid of Floaty. | Once Samus has Floaty Jump, simply entering a water box like normal is enough to cancel the effects. Once Samus enters the water box, the fluid depth value will update like normal, removing the effects of Floaty. However, the fluid counter value will still be above 0 in the air, meaning that even when entering a water box, Samus will still maintain the pre-floaty state. Despite this, if the route being done requires carrying Floaty through multiple rooms, then it is important to never touch these boxes until it is desired to get rid of Floaty. | ||
===Abusing the Fluid Counter=== | |||
Inbounds the most water boxes Samus can be in is 3 at any given time. Because of this, if Samus' fluid count were to ever increase from here, it would go back down to 0 instead. This can allow samus to have a fluid counter of 0 while she's underwater. This gives Samus normal physics while underwater, typically referred to as [[Air Underwater]]. This allows acquiring the [[Energy Tank]] in [[Hydro Access Tunnel]] without [[Gravity Suit]]. | |||
===Abusing the Fluid Depth=== | |||
The fluid depth can be abused at the transitions between water boxes. By transitioning back and forth between two adjacent water boxes, it is possible to carry Samus' fluid depth from one water box to the next. This is only possible for one water box at a time and cannot be used to carry a fluid depth through multiple water boxes. This is because transitioning back and forth into the next water box will reset fluid depth you have carried to those respective water box depths. In carrying a high water box value into a low enough water box, Samus can leave the lower water box at a depth value >1.25 giving her floaty jump. By carrying a low water box value into a high enough water box, Samus can have negative water depth value while being underwater. This will give Samus normal physics but only as long as her fluid depth >1.25 or Samus gets a fluid depth >5. If samus gets too high a negative fluid depth the game considers this to be the same as being outside of the water and will set the fluid depth to 0. This will also give Samus normal physics. Both of these versions of [[Air Underwater]] will only last as long as Samus is inside that particular water box. | |||
==Metroid Prime== | ==Metroid Prime== | ||