User talk:Bbbbbbbbba

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Revision as of 00:02, 15 February 2019 by >Bbbbbbbbba

Thank you for your elaboration on the page for Professor Oak's lab tilemap corruption glitch! Sherkel (talk) 12:09, 14 February 2019 (-06)

Thanks! I'm still trying to figure out the seemingly random circumstances that cause the sprite overflow. Currently the most useful clue I have is the characters ":" and "e" on the first line of the corrupted tilemap, which are hex 9C and A4 respectively. Those should correspond to the OAM entries of a male aide who is 4 pixels away from being fully off-screen. This is interesting because the player walks at 2 pixels per frame, meaning that it's not a simple off-by-one-frame error. I need to understand more about the overworld loop and sprite updating to make sense of this. Bbbbbbbbba (talk) 17:01, 14 February 2019 (-06)
Never mind, I just realized that all sprites are drawn 4 pixels higher, meaning that when the player walks up, they are designed abruptly disappear when they are still on screen by 4 pixels. Therefore the glitch indeed happens on that one exact frame. Bbbbbbbbba (talk) 18:02, 14 February 2019 (-06)