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.
This would need some memory view tho...
I wonder if, just like The Wind Waker SD, there's a way to eat the memory, and prevent certain events to occur....
And I would guess this would only work on console as our PCs have plenty of RAM
just emulate it in a VM then (with a lot less RAM) ^^
what you said is very interesting @Martyste Tendertail
by the way, how much RAM do you have guys?
i guess i have the more little PC among us
sometimes it even becomes laggy if i try to record the run with to much FPS 😭
@Martyste Tendertail Your theory is not far from what it really is 😃
Not sure how I can explain it well.
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.
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.
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.
If I understand well, an instance of CHkCrate contains every "seeable" crate in the screen, except if we see too much crates ?
Yes, and if there are no free CHkCrate slot, then you will see missing crates.