Void: Difference between revisions

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(Fake Sinnoh)
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Once in the desired map ID, the player can either directly exploit its map scripts (for example in the [[Retire glitch]]), or save and reset to load the correct MatrixLayout for that map ID. All outdoor maps in Sinnoh share the same MatrixLayout, but the indoor maps all have their own MatrixLayouts. In an indoor MatrixLayout, the player can easily walk towards the "physical" indoor map, and for some maps, the player may be able to bypass the walls surrounding the walkable area from the outside. This is used, for example, to set up the [[Union Room wrong-warping glitch]].
 
Another important aspect of the void is the player's coordinates in the MatrixLayout, which are internally represented by two 32-bit integers, but when saving the game, or storing a location to warp back later, the coordinates are saved as 16-bit integers, signed in the former case and unsigned in the latter case. Normally those are all the same, because valid coordinates are always inside the 0 ~ 32767 range. However, when exploring the void, the player can go to coordinates out of this range, and cause a "[[coordinate warp]]". For example:
* By using the Explorer Kit at (-2, -3), the player can later take a wrong warp to (65534, 65533).
* By saving the game at (65534, 65533) and resetting, the player can go back to (-2, -3).
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