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#xxl

Martyste Tendertail
And as you turn the camera in a specific way, you load certain crates in your view ( or unload others ), and the new crate taking the memory slot makes Asterix snap to it as the game thinks he should be on it.
Martyste Tendertail
This would need some memory view tho...
Martyste Tendertail
I wonder if, just like The Wind Waker SD, there's a way to eat the memory, and prevent certain events to occur....
Martyste Tendertail
And I would guess this would only work on console as our PCs have plenty of RAM
Simaf
just emulate it in a VM then (with a lot less RAM) ^^
Sawk
what you said is very interesting @Martyste Tendertail
Sawk
by the way, how much RAM do you have guys?
Sawk
i guess i have the more little PC among us
Sawk
sometimes it even becomes laggy if i try to record the run with to much FPS 😭
Simaf
I stay at 30 FPS
Simaf
4Go RAM I think
Simaf
for me
AdrienTD
@Martyste Tendertail Your theory is not far from what it really is 😃
AdrienTD
Not sure how I can explain it well.
Simaf
Fat info then 😛
AdrienTD
In the game there is a class CHkCrate that controls a single column/stack of crates. But there is only a limited number of them, fewer than what there are in the whole level. For example in Greece there are 70 instances of CHkCrate, but there are more stacks in the level than 70.
AdrienTD
So instead, when a stack appears on screen, the game will find the first "free slot" in the CHkCrates. When it disappears, the CHkCrate will be marked as free.
AdrienTD
Now, every CHkCrate has a pointer to their own CDynamicGround. Like CGround which contains collision grounds and walls, the CDynamicGround contains an additional transformation matrix that allows this collision data to move, rotate, etc., useful for movable platforms like the POW block in XXL2 or the corkscrew.
Simaf
If I understand well, an instance of CHkCrate contains every "seeable" crate in the screen, except if we see too much crates ?
AdrienTD
Yes, and if there are no free CHkCrate slot, then you will see missing crates.