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[946] Sword Collision Detection: Volume 2

8 replies · 1,282 views · Started 03 February 2009

http://www.megaupload.com/?d=U3SWMMDS

INSTRUCTIONS:
Go right one screen to encounter Meatasaurus. Specifically poke at where these ASCII charts tell you to.


o = You
| = your sword
X = enemy getting hit by sword.
.|X
.o.
...
This can happen.

...
.o.
.|X
And so can this.

Upward/Downward collision box being too far to the right?

ANOTHER BUG:
Go right one screen, into the cave, and go north.

Do this move on the Darknut:
1) Stab the Darknut right in the shield.
2) Immediately turn 180 degrees so that you'd quickly turn around with your sword still drawn.

You'll hit the Darknut. Works on both axes.

I'd speak about what I'm using to compare ZC's sword hitbox, but I don't know if I can speak of such things on here.

So you don't like the fact that when you turn round to face behind yourself, you can still hit an enemy with your sword?
I think you'd be very unpopular if you got that removed.

Yeah, that darknut trick has been in ZC for so long that some developers have been treating it as a feature. I'm not sure if it works that way on the NES, but it's about the only way that I can handle the darn things the way some people set up their screens.

Since it's a LoZ compatibility thing, I doubt it's going to be removed. Maybe a new rule or something else at most, but not removed.

plith wrote:Yeah, that darknut trick has been in ZC for so long that some developers have been treating it as a feature. I'm not sure if it works that way on the NES, but it's about the only way that I can handle the darn things the way some people set up their screens.

Wow, then how did it take me until this long to realize it?

...Or maybe I forgot about it.

Then yeah, make it a NES compatibility thing.