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YO DAWG, WE HEARD YOU LIKE mis€™sing҉̵̞̟̠̖̗̘̙ ҉̵̞̟̠̖̗̘̙ ҉̵̞̟̠̖̗̘̙҉̵̞ SO WE PUT ͇̬̤͍̳̞͉͐ͭͯ̿̅͊̕͜A̸̛͍̜̺͙̗͓͈̰͐̆͠R̳̼̔͂̔ͅB̸͙̝̪̹̼̥͍͚̝̎̋̈̆̓Ąͦ͛ͨ̅̊ͩ̀҉͈̼͖̭̬̱͚̜̲G͑̂̅̂͘� �͈̩̪̫͇E̗͉̰ͪ̇̃̂̉̿̓̋̃͠͠ IN YO ͓̳̔B̸͙̝̪̹̼̥͍̎̋̈̆̓͑̂̅̂J͈̩̪̫͇̗͉̰́ͪ̇̃̂̉̿̓̋̃͘͠͠ SO YOU CAN ͥ̌ͤ҉͙̝̪̹̼̥͍͑̂̅̂͘҉̛̖̩̜̮̗͖͞ WHILE YOU ͥ̌ͤ҉͙̝̪̹̼̥͍͑̂̅̂͘҉̛̖̩̜̮̗͖͞


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File 127347840925.png - (75.49KB , 1118x702 , 1251928276592.png )
219 No. 219
Bike through the middle building in either route 16 or 18 and your character will completely stop half way for a second.
>> No. 220
*This is for HG and SS
>> No. 225
>>219
I believe it pauses to check for your bike, because it can't do that on the fly. I first noticed this in Ruby, so I just kinda accepted it.
>> No. 226
That's because the map is actually built up into smaller squares that are loaded into the DS' memory, one square at a time. When you are riding the bike, you actually are traveling faster than the DS can load the next area, so it pauses for a tiny amount of time to prevent you from seeing missing points on the new section of the map.

So, those slight pauses are actually kind of a loading screen of sorts. When you're walking, it isn't as noticeable as it tends to fit nicely between frames.

TL;DR: The DS treats its cartridge more like a CDROM drive than a ROM simply because the data access speed is so fucking horribly slow for a cartridge.
>> No. 228
>>226
That's how tweaking works, isn't it?
Has anybody found any use for that in HG/SS?
>> No. 231
>>228
You can tweak through Tohjo falls without Waterfall and beat the game early.
>> No. 235
>>231
Kind of neat.
I guess it's kind of soon to be expecting something groundbreaking.


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