Pause Buffering: Difference between revisions

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The [[Global Timer||global timer]] is a variable that increments every frame, even paused frames. Thus, [[Objects||objects]] that depend on the global timer can be manipulated by strategically pausing. Although many objects use the global timer, the ones that are most commonly manipulated are [[Swooper]]s and the [[Lethal Lava Land]] [[drawbridge]]. Many objects use their own timer instead of the global timer, and since objects do not update while paused, cannot be affected by pause buffering.
The [[Global Timer||global timer]] is a variable that increments every frame, even paused frames. Thus, [[Objects||objects]] that depend on the global timer can be manipulated by strategically pausing. Although many objects use the global timer, the ones that are most commonly manipulated are [[Swooper]]s and the [[Lethal Lava Land]] [[drawbridge]]. Many objects use their own timer instead of the global timer, and since objects do not update while paused, cannot be affected by pause buffering.
====Pause Buffered Hitstun====
====Pause Buffered Hitstun====
The most common use of pause buffering the global timer is Pause Buffered Hitstun, which lends itself to [[HOLP]] preservation and thus releasing objects remotely. The player can avoid updating the HOLP by taking advantage of [[Mario]]'s blinking effect after [[Hitstun||hitstun]], an effect that continues if Mario is inside an enemy [[Hitbox#hurtbox|hurtbox]]. After being hurt in any way but small fall damage, Mario, along with a held [[Limbo||ticket]], will become transparent on every second frame. His opacity depends on the parity of the global timer, so he is not rendered on odd frames. Since the global timer is incremented on every frame, including paused frames, by pausing for the minimum three frames and unpausing for the minimum one frame when the timer is odd, Mario and the ticket will effectively not render until the blinking effect stops. Because the ticket does not need to render, the HOLP is not updated during that time.
The most common use of pause buffering the global timer is Pause Buffered Hitstun, which lends itself to [[HOLP]] preservation and thus releasing objects remotely. The player can avoid updating the HOLP by taking advantage of [[Mario]]'s blinking effect after [[hitstun]], an effect that continues if Mario is inside an enemy [[Hitbox#hurtbox|hurtbox]]. After being hurt in any way but small fall damage, Mario, along with a held [[Limbo|ticket]], will become transparent on every second frame. His opacity depends on the parity of the global timer, so he is not rendered on odd frames. Since the global timer is incremented on every frame, including paused frames, by pausing for the minimum three frames and unpausing for the minimum one frame when the timer is odd, Mario and the ticket will effectively not render until the blinking effect stops. Because the ticket does not need to render, the HOLP is not updated during that time.