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ING-X:
registered on 2005-11-19 05:27:17 pm.
 
Gender: male
Location: The Lylat System
yeah
Just thought this would be interesting.
Thread title: 
attachment:
P.JMan:
registered on 2005-11-30 10:52:21 am.
 
Gender: male
I like Big Butts and I can not lie
Should be worth noting that you used the europian ROM. Also I don't know what you were shooting at 14 blocks below the Torzio, I don't even think a diagonal shot would of hit
ING-X:
registered on 2005-11-19 05:27:17 pm.
 
Gender: male
Location: The Lylat System
yeah
Quote from P.JMan:
Should be worth noting that you used the europian ROM. Also I don't know what you were shooting at 14 blocks below the Torzio, I don't even think a diagonal shot would of hit


I was trying to hit the Torizo, but then discovered that I couldn't.
P.JMan:
registered on 2005-11-30 10:52:21 am.
 
Gender: male
I like Big Butts and I can not lie
He was 14 blocks below you, how could a parallel shot hit it!
ING-X:
registered on 2005-11-19 05:27:17 pm.
 
Gender: male
Location: The Lylat System
yeah
Quote from P.JMan:
He was 14 blocks below you, how could a parallel shot hit it!


Because I had Plasma.

Edit: Could you point out which frame I was shooting on? Because I'm not sure exactly what you're talking about.
Cpadolf:
registered on 2007-02-14 03:32:46 am.
 
Gender: male
Location: Sweden
Hurr Durr
When it seem you are right in front of him you are in fact one whole screen over him (correct me if I'm wrong) thus shooting straight ahead would in no way be able to damage him. If I understand this right then samus does not re enter the room from below when climbing but actually entering a whole new screen, the graphics stay the same though.
Kejardon:
registered on 2004-12-07 07:21:36 pm.
 
Gender: male
Embarrasing Fact: Power suit made by lowest bidder
SNES lesson time!
On the hardware side: Sprites have assigned to them 8 bits for Y position and 9 bits for X position. This means a sprite's positions are limited to 0,0 through 511,255. The size of the screen itself is 256x224. The extra positions allow the sprites to be offscreen above, to the right, to the left, or below the screen. However, if your Y is too big by just 32 pixels (2 blocks), you'll go from offscreen to the other side of the screen. X has to be too big by a good 256 pixels (16 blocks, or an entire screen) before it loops.
Now for the software side: Super Metroid has many checks to avoid drawing sprites that shouldn't be drawn (mainly enemies and projectiles), but there are no such checks for Samus's sprite. After all, the game scrolls with Samus, so she should never end up off-screen (eheh). However, the game has a full 16 bits for Samus's X and Y pixel position.

If you happen to want a bit more detail, the room's scrolling position is subtracted from Samus's position. This gives an X/Y for Samus's sprite that is then clipped to the appropriate size - The higher bits will always be 0 if Samus is on screen, so there's no loss. If Samus is technically off the screen though, the sprite will be misplaced (by a multiple of 512 horizontally, or a multiple of 256 vertically).
ING-X:
registered on 2005-11-19 05:27:17 pm.
 
Gender: male
Location: The Lylat System
yeah
Quote from Kejardon:
SNES lesson time!
On the hardware side: Sprites have assigned to them 8 bits for Y position and 9 bits for X position. This means a sprite's positions are limited to 0,0 through 511,255. The size of the screen itself is 256x224. The extra positions allow the sprites to be offscreen above, to the right, to the left, or below the screen. However, if your Y is too big by just 32 pixels (2 blocks), you'll go from offscreen to the other side of the screen. X has to be too big by a good 256 pixels (16 blocks, or an entire screen) before it loops.
Now for the software side: Super Metroid has many checks to avoid drawing sprites that shouldn't be drawn (mainly enemies and projectiles), but there are no such checks for Samus's sprite. After all, the game scrolls with Samus, so she should never end up off-screen (eheh). However, the game has a full 16 bits for Samus's X and Y pixel position.

If you happen to want a bit more detail, the room's scrolling position is subtracted from Samus's position. This gives an X/Y for Samus's sprite that is then clipped to the appropriate size - The higher bits will always be 0 if Samus is on screen, so there's no loss. If Samus is technically off the screen though, the sprite will be misplaced (by a multiple of 512 horizontally, or a multiple of 256 vertically).


Let's just hope Kejordon doesn't show up and prove that wrong.  laugh new

Cpadolf: Oh, you meant actually 14 blocks above him, not 14 blocks above him onscreen.  Embarassed
Fano7:
registered on 2007-09-01 09:26:53 am.
 
Gender: male
Every Bit Counts
Don't forget Kejerdon, Kejirdon, and Kejurdon. laugh new  :P  grin new
ING-X:
registered on 2005-11-19 05:27:17 pm.
 
Gender: male
Location: The Lylat System
yeah
Quote from Fano7:
Don't forget Kejerdon, Kejirdon, and Kejurdon. laugh new  :P  grin new


Actually, they've raided my house, so I can't say anything bad about them or they'll kill me.  laugh new