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
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.
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.
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).
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.
Cpadolf: Oh, you meant actually 14 blocks above him, not 14 blocks above him onscreen.