Wii VC Round-to-Zero: Difference between revisions

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Using the N64's rounding mode, <code>y</code> will repeatedly return to its original value and continue oscillating with fixed maximum height. Even though each double-to-single conversion produces a small amount of error, this error balances out over the course of the platform's cycle. On the Wii VC, however, the error always accumulates in the same direction (upward if the platform is below <var>y</var> = 0, and downward if the platform is above <var>y</var> = 0), and so the platform slowly drifts in the vertical direction.
Using the N64's rounding mode, <code>y</code> will repeatedly return to its original value and continue oscillating with fixed maximum height. Even though each double-to-single conversion produces a small amount of error, this error balances out over the course of the platform's cycle. On the Wii VC, however, the error always accumulates in the same direction (upward if the platform is below <var>y</var> = 0, and downward if the platform is above <var>y</var> = 0), and so the platform slowly drifts in the vertical direction.


The platforms in BitFS are below <var>y</var> = 0, and so they gradually rise upward. As a result, the bug is of interest to the [[A Button Challenge]], since it lets Mario ride the platforms up to skip a pole that requires an A press to dismount.
The platforms at the bottom floor in BitFS are below <var>y</var> = 0, and so they gradually rise upward. As a result, the bug is of interest to the [[A Button Challenge]], since it lets Mario ride the platforms up to skip a pole that requires an A press to dismount.
 
 
The another platforms in BitFS (those at the top floor) are above ''y = 0'', and so they gradually go downward. The platforms in LLL are exactly at ''y = 0'', and so this bug doesn't affect their height at all.


===Drift speed===
===Drift speed===