Tweaking: Difference between revisions

48 bytes added ,  7 October 2017
m
a better image has been uploaded, as well as a replacement for the ASCII art
m (a better image has been uploaded, as well as a replacement for the ASCII art)
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{{incomplete|article|Look further into the name of the glitch among Japanese fans to see if there is an original term}}
{{incomplete|article|Look further into the name of the glitch among Japanese fans to see if there is an original term}}
{{bad image|reason=Low quality}}
[[File:Tweaking Glitch.png|thumb|right|An example of a successful tweak.]]
[[File:Tweaking Glitch.png|thumb|right|An example of a successful tweak.]]


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==Cause==
==Cause==
[[File:Tweaking glitch chunk error.png|thumb|right|An example of a tweak where an incorrect chunk 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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==Patterns==
==Patterns==
{{Incomplete|section|needs=writeup quality; better image than ASCII art; diagonal displacement with fast bike (necessary in HGSS)}}
[[File:Tweaking pattern example.png|thumb|right]]
  | 
{{Incomplete|section|needs=writeup quality; diagonal displacement with fast bike (necessary in HGSS)}}
  1|2
 
--+--
In the image to the right, the blue lines represent load lines (thus this is the center of a section) and the numbers represent tiles that the player can walk on. (For example, taking one step east from 1 will bring the player to 2, crossing a load line in the process.)
  3|4
  | 
In the diagram above, the vertical and horizontal lines represent load lines (thus this is the center of a section) and the numbers represent tiles that the player can walk on. (For example, taking one step east from 1 will bring the player to 2, crossing a load line in the process.)


In all patterns detailed below, the patterns can be flipped and rotated to produce displacements in different directions.
In all patterns detailed below, the patterns can be flipped and rotated to produce displacements in different directions.
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