Pause Buffering: Difference between revisions

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'''Pause buffering''' is a technique achieved by strategically pausing to cause unusual effects during in-game (unpaused) [[frame]]s. Note that the process of pausing and unpausing in and of itself takes at least three frames, so typical pause buffering means that the game is being played at quarter-speed.
'''Pause buffering''' is a technique characterized by strategically pausing to cause unusual effects during in-game (unpaused) [[frame]]s. Note that the process of pausing and unpausing in and of itself takes at least three frames, so typical pause buffering means that the game is being played at quarter-speed. Please note that pause buffering in SM64 is totally different from buffering inputs in OOT and similar games; inputs made on the pause screen cannot be carried over into the actual game.


==Applications==
==Applications==
Pause buffering can be used to press inputs on two or more in-game-contiguous frames. There are three parts to a button input—[[Button press|pressing]], [[Button hold|holding]], and [[Button release|releasing]]. If the game detects that the button is being inputted on two frames in a row, it will detect that the button is being held, even if there were two separate presses. Furthermore, holding a button often does nothing, such as walking while holding the Z button and any holding of the B button.
Pause buffering can be used to press inputs on two or more in-game-contiguous frames. As [[Super Mario 64]] runs at 30 frames per second, a player can theoretically input a button press up to a maximum of 15 times per second. The button input needs to be released for a single frame before it can be pressed again. Pause buffering allows you to input button presses at a higher rate since the game world is frozen while inputs are still polled. These extra button presses come at the cost of time lost transitioning between the pause menu and gameplay.
===Pause Buffering Inputs===
===Pause Buffering Inputs===
In situations where it would be advantageous to press the same button for two frames in a row, those two in-game frames can be separated by opening the pause menu. This provides time for the game to recognize the release of the button, and be able to detect another press once the game is unpaused. In short, pausing allows an input to be released and pressed again without changing any in-game states. For example, a [[dive]] can be followed immediately by a [[dive recover]], which is useful while holding an object [[handsfree]] in the [[A Button Challenge]] (ABC). Notably, pause buffering is not necessary to perform this in a non-ABC setting, since B can be pressed to dive followed by A to recover.
In situations where it would be advantageous to press the same button for two frames in a row, those two in-game frames can be separated by opening the pause menu. This provides time for the game to recognize the release of the button, and be able to detect another press once the game is unpaused. In short, pausing allows an input to be released and pressed again without changing any in-game states. For example, a [[dive]] can be followed immediately by a [[dive recover]], which is useful while holding an object [[handsfree]] in the [[A Button Challenge]] (ABC). Notably, pause buffering is not necessary to perform this in a non-ABC setting, since B can be pressed to dive followed by A to recover.
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[[Category:Glitches]]
[[Category:Glitches]][[Category:Action Mechanics]]
 
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