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« Blogs Index < Game Guides < HATPC Guides < Useful Tricks and Glitches
« jellsprout's Blog

The purpose of this blog

In the past I have occasionally tried to figure out the exact mechanics of various features of HatPC, such as the exact running speed of Hannah in pixels/frame. Over the years I have continually enhanced my research methods, which made my findings all the more exact. This research has already had some startling discoveries, such as that jumping makes you move slower than running or that underwater running is faster than underwater swimming. With Aeon and the debug menu, I have had the idea of recreating HatPC in that game. So now I have restarted my research.
I will not only investigate all the statistics, but also various glitches or quirks I will encounter as well as known glitches that I want to know more about.

Old data

Here is the data I had already found before starting this blog. To find these numbers, I utilized the fact that water taps increase water with a rate of exactly one bit/frame, with a bit being 1/8th of a tile. I used levels such as this:
Code:
test
terrain 1
background 1
water clear
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The level was exactly 120 tiles long and I indicated every 10th tile with a metal crate in the floor. Over the first metal crate I put two tap crates and over the 11th metal crate I put 2 chests, making the distance between the front of the two stacks exactly 100 squares. Both of these chests don't give any knockback either, so I could run through them without any loss in time.
The tap would start when I hit the water tap crates. By filming myself with Camstudio and looking at that movie frame by frame, I could find the exact frame where I hit the treasure chests and look at the water level at that frame. That way I would know exactly how long it took me to run 100 squares.

By utilizing variations of this technique, I found the following speeds:

Hannah horizontal above water:
Running: 7.00 px/fr
Crawling: 3.00 px/fr
Jumping=floating: 6.20 px/fr
Crawl jumping=Crawl floating: 1.87 px/fr

Hannah horizontal underwater:
Regular swimming: 4.38 px/fr
Underwater running=Swimming after jump: 5.59 px/fr
Crawl swimming=Underwater crawling: 3.11 px/fr

Hannah vertical:
Falling: 16.00 px/fr

I also already knew the following which I both used for the experiment:
-Water taps had a rate of exactly 1 bit/frame
-At the water level water was at a height of 4/8, the square exactly halfway filled

30 July 2010

I wanted to find if my old findings were reliable. I don't really trust water taps, in some situations they are a bit inconsistent. It was also a bit tricky to find out exactly how high the water tap was. So I modified my set-up to the following:

Code:
test
terrain 1
background 1
water clear
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x        !                                                                                                   +         x
x#       !                                                                                                   +        Dx
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This would give me a certainty of less than 8 frames, and with the metal crates I am also somewhat able to read the exact bit height. This situation should also make the water tap more consistent. I would also do more tests to give a more accurate reading.
However, I got two results. Most often I would get 457 frames, which is also what I got earlier. However, I would also occasionally get 458. I even have a run where it is clearly visible that at 457 frames the chests were not broken. I expect that this difference is because of the current position in the animation Hannah is in. It appears some are a bit wider than the others, which causes Hannah to hit objects a frame earlier.
Because I forgot suicide spikes, I had to restart by drowning when I only had 1 or 0 lives left. When doing this I have found that Hannah can't drown till the water has reached a height of 8/8 on the level she is in when she's standing on terrain, but when she's standing on a crate she can drown when the water is at 3/8 when she's crawling or 6/8 when she's standing.

Because of Aeon's inclusion of acceleration I also wanted to test if HatPC also had acceleration. So I made the same set-up as above, only with a length of only 10 tiles between the chests and tap crates. I would first start running from a distance a few times, each time from a different distance to ensure I wasn't in the same point of my animation, and after that I would as close to the chests as I could before I started running.
When starting from away from the chests (hitting the chests at full speed) I got a results of either 45 or 46 frames. Once again I had an instance where at 45 frames the chests weren't hit yet.
When starting next to the chests, I got results of 47 frames. So it appears there isn't any acceleration, or a high one.

Today's results:
-Previous results of Hannah's running speed of 7.00 px/fr confirmed, which also fortifies the other found speeds.
-It is possible Hannah takes one frame longer to run a distance, probably because of animation.
-When standing on terrain, you can only drown in a full tile of water.
-When standing on a metal crate, you can drown in a 3/8 full tile of water when crawling and a 6/8 full tile of water when standing.
-There doesn't appear to be any acceleration in HatPC for running.

3 September 2010

I haven't done too much today, except polishing my recording a bit. However, it doesn't record every frame yet. It always skips one or occasionally two frames. But by messing with the playback options, I have been to make it play the movie extremely slow, allowing me to easily see every frame of the movie in the mediaplayer itself. By testing this, I also noticed the speed with which the door opens. As it turns out, the door moves up with a speed of exactly one pixel per frame. With this knowledge I intend to figure out how high you bounce up from a wooden crate.

4 September 2010

Today I tested out the vertical speed of Hannah when bouncing on a crate. I restricted myself merely to bounces from full speed for this test.

It appears when Hannah bounces on a crate at full speed, her speed will change from -16 px/fr to 14 px/fr and after that will accelerate at a rate of -2 px/fr^2 till she reaches her maximum speed of -16 px/fr again.


Image 1: At the left is a graph of Hannah's height in the time. The uncertainty in this image portrayes Hannah's length, with all the points measured at the center of the sprite. At the right is a speed of Hannah's vertical speed in the time. This clearly shows the linear acceleration of Hannah.

Time (fr)Height (px)Speed (px/fr)AnimationSize of sprite (px)
-3224--Falling48
-2208-16Falling48
-1192-16Falling48
0176-16Falling48
1190(14)Jumping46
220212Jumping46
321210Jumping46
42208Jumping46
52266Jumping46
62304Jumping46
72322Jumping46
8228.5(-3.5)Peak of jump41
9226.5-2Peak of jump41
10222.5-4Peak of jump41
11220(-2.5)Falling48
12212-8Falling48
13202-10Falling48
14190-12Falling48
15176-14Falling48
16160-16Falling48
17144-16Falling48
18128-16Falling48
19112-16Falling48
2096-16Falling48
2180-16Falling48
2264-16Falling48
2348-16Falling48
2432-16Falling48
2524-8Falling48
2623.5(-0.5)Standing47
2723.50Standing47
2823.50Standing47
2923.50Standing47
3023.50Standing47

Table 1: All the data collected from this test. The time was measured from the moment hit the wooden crate. The height was measured from the ground. It is clear from this data that the speed increases with 2 px/fr^2. The sprite of Hannah changes on certain frames, making it difficult to judge the speed between those two frames. Because of this the speed at those moments are put in parentheses. They weren't used in the graphs either.

This test also showed when in the jump Hannah uses what animation. It appears that she uses always uses her "jump" animation whenever she moves upward, she uses her "peak" animation when she is in the air and her speed is between 0 px/fr and -4 px/fr, making this animation generally last 3 frames. And when moving downward at a speed of 6 px/fr or greater she uses her falling animation.
Another oddity is when she hits the ground. Instead of immediately using her "standing" animation the moment she reaches the ground, she is still in her "falling" animation for one frame with the bottom of her sprite touching the ground. This causes the sudden leap of speed from -16 px/fr to -8 px/fr at frame 24.

Concerning the knockback from the wooden crate, these data suggest that if Hannah hits the crate at a vertical speed of v, her speed is changed to -v-2. But that is something which I shall have to test another time. I also still have to test the horizontal knockback when hitting a crate from the side.

8 September 2010

I have confirmed my previous hypothesis about the vertical knockback of crates. It appears that if Hannah is falling at a speed of v her speed is changed to -v-2. When she falls at a speed of -16 px/fr, her speed is changed to 14 px/fr directly after she hits the crate. When she falls at a rate of -8 px/fr, her speed is changed to 6 px/fr.
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User Comments (26)
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Livio
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Friday, July 30 2010, 2:59 pm EST

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this is amazing, jell.

And I find it hard to believe that HATPC doesn't have acceleration for running. Without at least a slight acceleration, the movements from left to right may seem unnatural. To see this, try going into Aeon and changing the acceleration into what the max running speed is, or more. Starting your run at max speed just feels weird. But if there really is no acceleration in HATPC, perhaps the sprite animations have something to do with the lack of such weirdness.
krotomo
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Friday, July 30 2010, 3:07 pm EST
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is this why only sometimes hold lefts/rights work?
jellsprout
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Friday, July 30 2010, 3:32 pm EST
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I think so. I notice in the running animation that Hannah slowly rises and goes into falling animation after some frames. Perhaps she is slightly wider or smaller when falling as when running.

And it is possible that Hannah accelerates with a rate of around 3.5 px/fr^2. It is difficult test something like this, so it might be possible that she takes a frame longer, especially when you consider that the same distance can vary a frame. It could also be that she simply has a delay of a frame between pressing the button and actually start running. I am pretty certain she has a delay of a frame in her jump.


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shos
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Friday, July 30 2010, 9:15 pm EST
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you could try and test it this way -

have hannah stand in position x, and have her go say, 10 tiles to the right, by holding right. measure number of frames.
then do it with 9 tiles, then 8, then 7, etc. watch the average per tile; for 1-3 tiles and 10-13....it should be different if there's acceleration.


jellsprout
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Saturday, July 31 2010, 6:18 am EST
Lord of Sprout Tower

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I already measured by having Hannah start several tiles away from the water tap crate and by having Hannah start as close to the crates as possible. In my clearest run I even had her start one pixel away from the crates, but it still took her 47 frames. That is as large a difference as it can get.


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jellsprout
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Friday, September 3 2010, 2:33 pm EST
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Small update. Nothing too important today, but I will start researching something more important, the recoil characteristics of wooden crates, soon by using this knowledge.


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jellsprout
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Saturday, September 4 2010, 4:16 pm EST
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Added a new entry. In short, I dropped Hannah at full speed on a wooden crate and noted her position at every frame. I figured out through this that Hannah has a vertical acceleration of -2 px/fr^2. I also confirmed the earlier found maximum speed of -16 px/fr.
Concerning the crate knockback itself, I found out that when Hannah hits the crate at full speed, she gets launched up at 14 px/fr, which immediately decreases at the earlier noted rate of -2 px/fr^2.

Some other small discoveries:
-Hannah is in her jumping animation when she has any upward velocity, she is in her second jumping animation when she travels at 0 px/fr, -2 px/fr or -4 px/fr and she is in her falling animation when she drops with higher speeds than those.
-When Hannah first touches the ground, she stays in her falling animation for a single frame before reverting to her standing animation.


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shos
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Tuesday, September 7 2010, 12:58 pm EST
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hmm that's an interesting thing to investigate. things I would like to know:
since you said the max speed is -16 px/fr and that she bounces with 14, it means that after 7 frames she starts falling once more, meaning that if she accelerates in the same acceleration that she decelerates, she'll hit another crate in the same line in the smaller speed of 14 px/fr, which means she will get a smaller bounce once more etc etc. so, after 8 bounces, she's not going to bounce anymore, right?

now, if we set up this:

#
x
xbbbbbbbbb
x123456789bbb..
xxx

or stuff like it, what's gonna happen? also, what happens if we duckjump to the first crate, and keep duckjumping? how many crates can we move to the side while bouncing, without having to lower the crates? and with duckjumping? and what happens when we hit the side of the crate? and the buttom-corner? (as in, the concept of to hit the middle of the first two in /// and bounce to the third)

i would also like to know why and when and in which cases you die when falling on a side-facing arrow. which also brings all the other questions we asked to the question - what if we get to bounce there a ladder?

~~~~
on another note: can you make a nice large pic of a wooden dynamite that shows in red the areas that if you hit them the dynamite is shot upwards, in green those for left and orange for those for right.


Isa
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Tuesday, September 7 2010, 1:11 pm EST
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Could you please add how fast an arrow moves, and how many frames it takes for it to pop out of the crate once hit?
jellsprout
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Tuesday, September 7 2010, 1:21 pm EST
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I was planning to test the box hopping next. Now that I know the acceleration it should be fairly easy.

I will also do all the exact hitboxes of every sprite of Hannah and of all the objects eventually, but that is somewhat low priority at the moment. I first want to finish all the speeds as those are easy to measure. Now that I know the door opens at a rate of 1 px/fr I should be work out more underwater speeds.

So far I already have the following speeds:
Hannah horizontal above water:
Running: 7.00 px/fr
Crawling: 3.00 px/fr
Jumping=floating: 6.20 px/fr
Crawl jumping=Crawl floating: 1.87 px/fr

Hannah horizontal underwater:
Regular swimming: 4.38 px/fr
Underwater running=Swimming after jump: 5.59 px/fr
Crawl swimming=Underwater crawling: 3.11 px/fr

Hannah vertical:
Falling: 16.00 px/fr

I think all I need now is Hannah swimming upwards, Hannah swimming downwards and floating upwards.
Then I'll need the horizontal speeds of the the five monsters, the falling speeds of the monsters, the speed of arrows, the horizontal and vertical speeds of dynamite and the falling speed of crates. The impact time of dynamites and arrows should also be easy to measure.

Edit: I wrote this before I read your post Isa, but I'll do the arrows speeds once I finish up all of Hannah's speeds.


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Isa
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Tuesday, September 7 2010, 1:40 pm EST
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What about running under water?  Is that 7.00 px/fr as well?
jellsprout
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Tuesday, September 7 2010, 2:07 pm EST
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Underwater running=Swimming after jump: 5.59 px/fr


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Isa
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Tuesday, September 7 2010, 2:12 pm EST
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Oops. Well, thanks.
canadianstickdeath
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Tuesday, September 7 2010, 2:31 pm EST

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You crawl faster underwater than when above ground? Does that mean I could, in theory, make a speed trap through a crawl-space that requires the water level to be higher in order to make it in time?
jellsprout
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Tuesday, September 7 2010, 2:40 pm EST
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I found it odd too, but that appears to be the case.


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shos
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Tuesday, September 7 2010, 3:03 pm EST
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canadianstickdeath said:
You crawl faster underwater than when above ground? Does that mean I could, in theory, make a speed trap through a crawl-space that requires the water level to be higher in order to make it in time?
seriously, that is exactly what i was thinking.

are you sure jell? this doesn't sound correct =\ doublecheck?


Isa
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Tuesday, September 7 2010, 3:06 pm EST
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It was possible previously anyway, because you could just swim-jump, or even swim as usual to get higher speed than crawling.
jellsprout
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Tuesday, September 7 2010, 3:18 pm EST
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You don't have the room to swim jump. When you are swimming at the slowest speed ("crawl swimming"), you need to swim for about one tile unhindered before you start swimming fast again. But because you constantly bump your head at the top, you won't be able to do that. It is possible to swim into the hole without crawl, thus retaining your speed, but this is pretty difficult. You can try this yourself at the bottom of Level 10.

And I'd try this, but I get the dreaded Shockwave Error when opening HatPC again.


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canadianstickdeath
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Tuesday, September 7 2010, 3:21 pm EST

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You can't not duck-swim in a crawl-space, since you can't un-duck when there is something just above you.

EDIT: My internet gave out before I could post that, lol. Jell's post was way more helpful than mine anyway. Actually, it reminds me of a couple traps in Fluid Frustration, where you had to get into a crawl space without touching the ground. Anyway, you put a secret area on the entrance, and then you can avoid that complication.
jellsprout
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Wednesday, September 8 2010, 10:22 am EST
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Small entry today, confirming my hypothesis about Hannah's change in speed after she hits a crate. Her new speed is -v-2.


Spoiler:
shos
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Wednesday, September 8 2010, 10:30 am EST
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8 228.5 (-3.5) Peak of jump 41
11 220 (-2.5) Falling 48

??? Shu hadda ???
jellsprout said:
Small entry today, confirming my hypothesis about Hannah's change in speed after she hits a crate. Her new speed is -v-2.
so my thing about the multiple crates gets through well, right?...also, i'm not sure how much hannah accelerates in one square. so, if we let her bounce for 6-7 crates or something and then lower the next box, is there a chance that hannah will get an odd speed? what should happen in that case? O_o


jellsprout
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Wednesday, September 8 2010, 12:49 pm EST
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Hannah accelerates at a rate of -2 px/fr^2. Her speeds starts at 0 and only even numbers get added to her speed. So it will be quite difficult to get an odd number as speed.

And what do you mean with the top of your post? If you are referring to the rational speeds, that is because at those points in the jump she changes her animation. I explained that in my entry. I measured the distance from the ground to the center of Hannah's sprite in pixels. The center of her sprite changes between the animations and because I simplified it and simply subtracted the two locations to get the speed, you get an unexpected result at those two times. That is also why I but them in parentheses and didn't include them in the graph.

Edit: I've been trying to get the knockback of a crate when you move into its side, but that is a bit difficult. However, during these tests I have remembered something that Livio will probably like to hear. There most certainly is acceleration. If you tap the left or right arrow once, you will move either 2 or 3 pixels. If Hannah would immediately reach her maximum speed of 7.00 px/fr, she couldn't have moved less than 7 pixels. This is a pretty clear indication that Hannah does actually have an acceleration.
Another thing of note that is actually quite noticable is that Hannah slides a bit when she stops. She doesn't suddenly stop. This means there also is a deceleration.
If I had to guess, I'd say the acceleration and deceleration would both be about 2 px/fr^2.


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Sefro
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Monday, September 13 2010, 12:59 am EST

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Here's something you could look in to.

Usually when Hannah jumps to the side and you release the arrow-key mid-air, she stops moving to the side and falls straight down. However, sometimes she keeps moving to the side, as if suddenly momentum decides to exist in-game. I've had this happen to me several times (and died from it several times). Hannah is still responsive, so you can move her and bring it back to normal.

For an example of what it looks like when this happens, skip to 1 minute 12 seconds in this video. I let go of the right arrow key over the platform and kept moving to the right. It seems to me like it's just a random occurrence resulting from the game not registering that you've released the arrow key (maybe if you release it in the split-second between frames? I dunno), but maybe you can find out more.
Livio
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Monday, September 13 2010, 8:53 pm EST

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I think that's a "feature" where the game kinda gives you a boost when jumping in a direction. Maybe it happens when you push the right and space keys down at the same time? Or during a certain part of the animation? Perhaps such a thing boosts your horizontal or vertical speed as well
jellsprout
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Tuesday, September 14 2010, 1:37 pm EST
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I doubt it. You know how you still slide a bit when you release the arrow button? Perhaps it happens when you jump during this sliding.


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