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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 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. | ||
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Another application of pause buffering is in [[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 [[Hitstun blinking|flashing effect]] after [[hitstun]], an effect that continues if Mario is inside an enemy [[hurtbox]]. After being hurt in any way but small [[fall damage]], Mario, along with a held [[ticket]], will become transparent on every second frame. His opacity depends on the parity of a [[global timer]], so he is not rendered on odd frames. 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. | Another application of pause buffering is in [[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 [[Hitstun blinking|flashing effect]] after [[hitstun]], an effect that continues if Mario is inside an enemy [[hurtbox]]. After being hurt in any way but small [[fall damage]], Mario, along with a held [[ticket]], will become transparent on every second frame. His opacity depends on the parity of a [[global timer]], so he is not rendered on odd frames. 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. | ||