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Castlevania Speedrunning β

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Cv1/ScrollGlitch

12 bytes removed, 16:00, 11 August 2022
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We are now going to choose which actual blocks on the column will be updated. The game manages a special variable called the Block Counter that determines that location. This variable maps to the tiles vertically like so:
[[File:CV1 ScrollGlitch2CV1_ScrollGlitch2.png|550px]]
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.
Here is how the algorithm works:
1. # Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over) a. : If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 02. ## Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter. a. : If the counter is 0 or 7, this does nothing.3. ### Increment the block counter by 14. #### If the block counter > 7, set the block counter to 0