Some levels of AAT where the Map16 gets changed dynamically in some of our custom code, and I wanted to know if something like that can be fixed. ![]() The reason I pointed this out was because I noticed it happening in I checked this level in ZSNES and got the same problem, but the flicker wasn't as bad as in Snes9x. You're right, it's likely a V-blank overflow issue. So does that mean that attaining the 10/10 score in the JUMP level is also luck? raocow got it on his second try, and I got it on my first try, so it wasn't clear to me if you got the reward for indeed getting the maximum height (or if there's a tiny bit of leeway for that). When Boo Clouds are used in a regular platforming context with normal gravity, that's when they can be annoying, because of the more limited space you get to navigate around the ghosts.Īs for that six-tile-high jump in the Deus Ex Machina level, I understand that it doesn't always work because of Mario's oscillating running speed. ![]() The Boo Cloud appears in the Sunken Ship level of the original SMW, where swimming gives you free movement to avoid the Boos. He didn't say it (or was about to and got interrupted midthought as usual), but I think another reason why the Boo Cloud was used well was because you had free movement in all directions with the Lakitu Cloud. Turns out, it would be the very next day.Ĭatching up on the videos, raocow remarked that the hall section of The Spooky House made good use of the Boo Cloud, because it's designed so that you can't outpace it and make their hitboxes disappear, thus removing the challenge. I wonder when he'll learn that you can talk to the NPCs in town. But this level would most likely need V-blank shenanigans to overwrite the plumber with the spider-plumber anyway, so perhaps it is running the web-ball code there after all? For this season, we are breaking the virtual barrier and will be hosting a 36. The only focus was to create something meaningful and enjoy the process of building, while also solving the shared struggles of our surroundings. While flickering can be caused by running too much code during V-blank, so many scanlines are lost that that code would have to be very inefficient for something so simple as just overwriting a tile, which doesn't even need any custom V-blank code in the first place. Hack This Fall began with a mindset of encouraging new hackers to build unique projects regardless of the tech or field. I don't think there's a fundamental reason for why changing tiles should cause this - the vanilla game also does these things fairly often, such as when you hit question mark blocks, so I'm inclined to say that this isn't an emulator thing. And the last time we heard that Dancing Mad remix on rao's channel was during the YUMP 2 LP (The Bridgekeeper's Third Question). I don't know if it's a Snes9x-only phenomenon, though (since I also use Snes9x). I noticed that this tends to happen in levels where the Map16 for a block is changed dynamically (e.g., the dots turning into webs). ![]() The top of the screen flickered a lot in yesterday's Spider-Plumber/Narshe level.
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