![]() It's possible to team throw your way up there, but going up the rope is faster by a couple of frames. Did the team up earlier instead of jumping up onto the barrel. We then throw, the "purpose" (so to speak) of the barrel changes, we enter it, and voila! Stage is done. In this run, we are creating invisible air, and we are holding the memory address of the warp/bonus barrel. If you are holding the memory address of a throw-barrel, and the next sprite in line is a neek, and you throw the air, the neek gains the properties of the throw barrel and moves at super speed. You want the air to be the sprite of the object you're going to change. When you hold air, the invisible object is tied to one of these sprites. these positions change as new sprites enter the screen and are spawned, or leave the screen. If you see a beetle, and keep going and see another beetle, the first beetle will be in the 'first slot' position, and the second beetle will be in the 'second position'. There's a tiered system of the 'order', as it were, of the sprites on the screen. ![]() When you perform the trick (most often in this run is using the klick-klack beetles, bouncing off one when trying to throw one) the "invisible" object you are holding has a sprite address, which is keyed to one of the sprites currently on screen. How does this work? It's very complicated.
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