# Jumps with input changes in the air (B jumps). Traces of one jump are named STEM-1, STEM-2, ... and continue each
# other. 'stick 0 0' and 'hold -' first: input survives loadstate. Fixed dt 0.033 unless noted.
# Second tap of B at update 8 (rising) and 16 (falling) of a standing jump.
loadstate gameplay-start
frames 3
stick 0 0
hold -
dt 0.033 0.033
frames 2
trace 2 jdbl8-1 mem
hold B
trace 1 jdbl8-2 mem
hold -
trace 8 jdbl8-3 mem
hold B
trace 1 jdbl8-4 mem
hold -
trace 60 jdbl8-5 mem
loadstate gameplay-start
frames 3
stick 0 0
hold -
dt 0.033 0.033
frames 2
trace 2 jdbl16-1 mem
hold B
trace 1 jdbl16-2 mem
hold -
trace 16 jdbl16-3 mem
hold B
trace 1 jdbl16-4 mem
hold -
trace 60 jdbl16-5 mem
# Standing jump, stick pushed forward after 6 updates.
loadstate gameplay-start
frames 3
stick 0 0
hold -
dt 0.033 0.033
frames 2
trace 2 jstick-1 mem
hold B
trace 1 jstick-2 mem
hold -
trace 6 jstick-3 mem
stick 0 150
trace 60 jstick-4 mem
stick 0 0
# Running jump, stick released after 6 updates in the air.
loadstate gameplay-start
frames 3
stick 0 0
hold -
dt 0.033 0.033
frames 2
stick 0 150
trace 8 jrel-1 mem
hold B
trace 1 jrel-2 mem
hold -
trace 6 jrel-3 mem
stick 0 0
trace 60 jrel-4 mem
# Running jump, stick turned 90 degrees to the right after 6 updates in the air.
loadstate gameplay-start
frames 3
stick 0 0
hold -
dt 0.033 0.033
frames 2
stick 0 150
trace 8 jturn-1 mem
hold B
trace 1 jturn-2 mem
hold -
trace 6 jturn-3 mem
stick 150 0
trace 60 jturn-4 mem
stick 0 0
# Standing jumps at other time steps.
loadstate gameplay-start
frames 3
stick 0 0
hold -
dt 0.066 0.066
frames 2
trace 2 jdt066-1 mem
hold B
trace 1 jdt066-2 mem
hold -
trace 40 jdt066-3 mem
loadstate gameplay-start
frames 3
stick 0 0
hold -
dt 0.0165 0.0165
frames 2
trace 2 jdt0165-1 mem
hold B
trace 1 jdt0165-2 mem
hold -
trace 100 jdt0165-3 mem
