Tweaking: Difference between revisions

10 bytes added ,  29 October 2017
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m (a better image has been uploaded, as well as a replacement for the ASCII art)
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==Cause==
==Cause==
[[File:Tweaking glitch chunk error.png|thumb|right|An example of a tweak where an incorrect chunk loaded.]]
[[File:Tweaking glitch chunk error.png|thumb|right|An example of a tweak where a visibly incorrect chunk is loaded.]]
All maps in [[Generation IV]] are broken up into square "sections" or "chunks" 32 tiles by 32 tiles across. At any given time, only four sections are loaded and visible: the section the player is currently in as well as two sections orthogonally away and one diagonally away, depending on which {{wp|Quadrant (plane geometry)|quadrant}} of the current section the player is in. (For example, if the player is standing in the northwest quadrant of their current section, the sections to the north, west, and northwest will be loaded.) "Load lines" exist halfway across each section at the boundaries between quadrants, so named because when the player crosses over one, the sections in that direction are loaded into memory, while the sections behind the player are unloaded. Through this, the overworld appears seamless.
All maps in [[Generation IV]] are broken up into square "sections" or "chunks" 32 tiles by 32 tiles across. At any given time, only four sections are loaded and visible: the section the player is currently in as well as two sections orthogonally away and one diagonally away, depending on which {{wp|Quadrant (plane geometry)|quadrant}} of the current section the player is in. (For example, if the player is standing in the northwest quadrant of their current section, the sections to the north, west, and northwest will be loaded.) "Load lines" exist halfway across each section at the boundaries between quadrants, so named because when the player crosses over one, the sections in that direction are loaded into memory, while the sections behind the player are unloaded. Through this, the overworld appears seamless.


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