# First jump probes at the gameplay-start spawn with the A button: none of them jumps (A is not the jump button, B is:
# see jump-ground.txt). A tapped for one update while standing, running, and twice in a row.
# 'stick 0 0' and 'hold -' first: injected input survives loadstate. Fixed dt 0.033.
loadstate gameplay-start
frames 3
stick 0 0
hold -
dt 0.033 0.033
frames 2
hold A
frames 1
hold -
trace 60 jump_stand mem
loadstate gameplay-start
frames 3
stick 0 0
hold -
dt 0.033 0.033
frames 2
stick 0 150
frames 8
hold A
frames 1
hold -
trace 60 jump_run mem
loadstate gameplay-start
frames 3
stick 0 0
hold -
dt 0.033 0.033
frames 2
hold A
frames 1
hold -
trace 14 jump_double_a mem
hold A
frames 1
hold -
trace 60 jump_double_b mem
