Changing the parameters would activate certain debug checks/functions used for debugging enemies. A debug function (try_modify_debug_controls in debug.c in decomp) was implemented to allow the values to be changed in-game with the controller. Some of the values were used to set enemy parameters for debugging. How often a floor-check couldn't find a triangle this frame. This screen shows info related to collision checking.Īmount of floor triangle checks / such triangles in Mario's area.Īmount of wall triangle checks / such triangles in Mario's area.Īmount of ceiling triangle checks / such triangles in Mario's area. Press D-Up to display the "CHECKINFO" screen. Press D-Left to display the "EFFECTINFO" screen. Press D-Down to display the "STAGEINFO" screen.Īt what time you entered Tick-Tock Clock.Ġ means that the long hand was pointing to 3, resulting in slow time 1 means that the long hand was pointing to 9, resulting in fast time 2 means that the long hand was pointing to 6, resulting in things moving at random 3 means that the long hand was pointing to 12, resulting in a still stage. Only appears when you ensure DPRINT OVER doesn't happen Y coordinate of surface of water if Mario is standing or swimming in it In the castle, Hazy Maze Cave and Big Boo's Haunt the area is split up into rooms which are defined by this property of triangles.Īppears when text doesn't fit on the screen anymore. Which room the floor triangle belongs to. Terrain types can denote slipperyness, camera mode, special properties (sand, snow, wind, water flow), special triangles (painting entrances)ġ means the triangle is part of an object, 2 means the camera won't collide with this triangle. What cell of the collision grid Mario is in. Press D-Right to display the "MAPINFO" screen.
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