Movement
The hero walks, jumps and climbs at fixed speeds; monsters walk at the speed of their table row and move in one of three ways. Some of the physics is not worked out yet.
The hero
- The hero walks 5 units a tick and moves sideways at 7 units a tick in a jump. A third speed of 4 is probably the ladder speed.
- The jump's push is a shared constant of 256; next to it lie a value of 74 (probably gravity) and a fixed-point one (65,536). How many pixels a jump rises is unknown.
- In El Nath the ground is ice and the hero slides, unless wearing Snowshoes, which turn the slide off.
Example: at the default 20 ticks a second the hero walks 100 units a second, and a running jump carries the hero sideways at 140.
Monsters
Monsters walk at the speed of their table row and move by its movement kind: kind 1 walks and turns at the edges of its platform, kind 2 floats and never lands (the bosses), and kind 3 is the Malady Bomb, which explodes on contact. The movement shows on each monster's page.
Example: Red Snail is a walker: it paces its platform and turns round at each edge.
Not known yet
The units of the jump's push and of gravity, and so the height of a jump in pixels, need a trace of the hero's height over one jump.
Sources
The CHero constructor 0x68A59 (speeds at +0x20, +0x24 and +0x28), the shared physics constants set in the CMapleObject constructor 0x6DBF5 (the jump at 0x11A9C8 through the pointer at 0xF13C4, 0x11A9D0 and 0x11A9D4), the movement keys KeyWalk 0x60DD9, KeyJump 0x61651 and KeyUpDown 0x63665, monster walking in CNpc::Walk 0x6FCBD, and the ice slide in 0x64CA1 (world +0x94).