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NPC walking behavior glitches: Difference between revisions

About the Yellow version
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(New page. Not sure about the name. It may also make sense to separate this into two pages, but then I have even less idea how to name them.)
 
>Bbbbbbbbba
(About the Yellow version)
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In Japanese {{RGB}}, the last clause works just like the second clause, meaning that an NPC can get stuck by moving too far to the left as well as by moving too far upwards. The "left" version of this glitch is more dangerous, because there are five places (three Pokémon Centers and two Poké Marts) where a player can be trapped in a 1-tile wide aisle against an NPC that could only move left, resulting in a soft-lock. Perhaps this is the reason the English versions fixed the "left" part of this glitch, but kept the "up" part unchanged.
 
In {{Y}}, this glitch has been fixed by making both the second clause and the last clause do nothing. Plus, (presumably as a failsafe) impassable obstacles are placed in the aisles that used to be possible to be trapped in.
 
==Glitch related to the border of the screen==
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The consequence of this is the NPC cannot move along those two borders (i.e. move left or right on the bottom row, or move up or down on the rightmost column). Moving down onto the bottom row or right onto the rightmost column are still allowed, because after walking only one pixel, the relevant coordinates, Y = 0x71 or X = 0x81, are still considered on-screen. Moving up from the bottom row or left from the rightmost column are also allowed, because the relevant coordinates will then be Y = 0x7F or X = 0x8F.
 
This glitch still exists in {{Y}}.
 
{{clr}}
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