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TopicSo when you glitch outside the map in a game
OhhhJa
07/10/18 2:29:46 AM
#15:


Lokarin posted...
OhhhJa posted...
Lokarin posted...
Ya, it depends ENTIRELY on the game.

Some games will stop you when you reach a far enough distance - like if your position can no longer be represented by a 32bit integer.

Sonic 3 converts your position to a smaller bit, which means if you go beyond or behind the borders of the map the geometry starts to loop... this is known as the Loopback Area in Sonic 3 speedrunning circles.

Some games, particularly on the Gameboy, will just pull map data out of the next available RAM address and fill your screen with garbage (Mario Land 2 does this)

Ahhh ok it's starting to make sense to me now. I've just always been interested in stupid stuff like this because my knowledge of programming is shit


I may not look it, since I don't mention it often, but I had a long long career in video game design (doing virtually nothing but proofreading and troubleshooting, but still)

Sounds like cool work to me

Foppe posted...
OhhhJa posted...
Lokarin posted...
Ya, it depends ENTIRELY on the game.

Some games will stop you when you reach a far enough distance - like if your position can no longer be represented by a 32bit integer.

Sonic 3 converts your position to a smaller bit, which means if you go beyond or behind the borders of the map the geometry starts to loop... this is known as the Loopback Area in Sonic 3 speedrunning circles.

Some games, particularly on the Gameboy, will just pull map data out of the next available RAM address and fill your screen with garbage (Mario Land 2 does this)

Ahhh ok it's starting to make sense to me now. I've just always been interested in stupid stuff like this because my knowledge of programming is shit

Think of it like this.
An Integer is a container where you store a value.
32bits shows how big value you can store. In this case, it can store a maximum number of 4,294,967,295. Or if you use a positive and negative value, from 2,147,483,648 to 2,147,483,647.
16bits can store a number of 65,535, or between 32,768 and 32,767 if we use a positive and negative value.
8bit can store a number of 255, or between -128 to 127 if we use a positive and negative value.

Yeah I kinda get what you're saying. It represents your position I guess and eventually you'll reach that maximum number and you'll just ride the edge of the container or pop out as a negative on the other side?
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