Out of bounds: Difference between revisions
Jump to navigation
Jump to search
Content added Content deleted
>Torchickens |
>Torchickens No edit summary |
||
Line 12: | Line 12: | ||
It is possible to appear past the boundary if the player's x position or y position is one tile greater than (for east connections and south connections) or one tile less than (for west connections and north connections) the freeze tile. |
It is possible to appear past the boundary if the player's x position or y position is one tile greater than (for east connections and south connections) or one tile less than (for west connections and north connections) the freeze tile. |
||
This is possible through the [[looping map |
This is possible through the [[Celadon looping map trick]] (requiring a [[walk through walls]] glitch or cheat), arbitrary code execution or through a [[Glitch City (Red/Blue/Yellow)|Glitch City]], because Glitch Cities can put the player in a place with invalid coordinates. |
||
If the player goes beyond an x boundary, the map will loop until x equals the west or east boundary after which the connection will be loaded, and if it was invalid a freeze or Glitch Hell (Japanese Red/Green/Yellow running on emulators) will occur. The 'copies' of the maps are called [[phantom town]]s, as warps and signs do not work there, and people cannot be found there. |
If the player goes beyond an x boundary, the map will loop until x equals the west or east boundary after which the connection will be loaded, and if it was invalid a freeze or Glitch Hell (Japanese Red/Green/Yellow running on emulators) will occur. The 'copies' of the maps are called [[phantom town]]s, as warps and signs do not work there, and people cannot be found there. |