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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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x        !                                                                                                   +         x
x#       !                                                                                                   +        Dx
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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.
[?] Karma: +2
User Comments (26)
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Livio
[?] Karma: 0 | Quote - Link
Tuesday, September 14 2010, 2:27 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
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oh then in that case, this would be a glitch, and not a feature.

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