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=Collision Pause Glitch= | =Collision Pause Glitch= | ||
If you pause at the moment an enemy enters the screen, the enemy will move during the pause. This is a frame-perfect trick. If Kirby takes damage in this state, he will be able to move in the pause screen. While paused, the terrain determination is different from before the pause and refers to a specific location within that map. Therefore, while in this pseudo-paused state, a wall can be passed through, or conversely, a wall can be created where there is none. | If you pause at the moment an enemy enters the screen, the enemy will move during the pause. This is a frame-perfect trick. If Kirby takes damage in this state, he will be able to move in the pause screen. While paused, the terrain determination is different from before the pause and refers to a specific location within that map. Therefore, while in this pseudo-paused state, a wall can be passed through, or conversely, a wall can be created where there is none. Spikes and doors move in the same way (Kirby can still take damage from spikes and doors can still be entered during the pause). | ||
Collision changes are done in scroll units (1 scroll = 16 x 12 blocks). | |||
[[File:KA pauseglitch vertical 1screen.png|400px]] | |||
In the case of a room with only one vertical screen, the collision on screen 0 (the leftmost screen) applies to all screens. | |||
[[File:KA pauseglitch vertical 2screen.png|420px]] | |||
In the case of a map with two or more vertical screens, screen 0 is applied to all screens in the bottom row, and the screen one below is applied to all other rows. | |||
However, it appears that collision is normal when moving between screen borders. |