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Neito posted:Sounds a lot like what people will do in Super Mario Maker to get timers and things in a system that's not really built to have those. What's old is new again, eh? Battleblock Theater does something similar. One particular enemy is basically a sawblade goomba, that just goes back and forth. Enemies can press buttons. Late-game levels tend to feature a lot of those enemies pressing buttons to create cycles for things like spawning/despawning platforms or firing lasers and other stage hazards. The neat thing is that they don't bother to hide this at all, and indeed sometimes you'll need to interfere with the enemies to be able to progress.
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# ¿ May 3, 2022 04:14 |
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# ¿ May 15, 2024 16:23 |
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https://twitter.com/ZoidCTF/status/1590012338421518337 https://twitter.com/ZoidCTF/status/1590012343286894592 I seem to recall that some old NES games do similar things, reading from their own game data to provide noise (for sound effects). But I can't point to a reference.
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# ¿ Nov 10, 2022 17:45 |
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Captain Hygiene posted:Oh that's awesome, I always thought that effect looked neat but had no idea it read anything other than noise. This actually gets at an interesting thing about information theory. I'm not anywhere near enough of an expert on the topic to properly explain it, but basically as you compress data, it gets closer and closer to looking like noise. The more compactly your stuff is encoded, the noisier it looks. Machine code tends to be pretty compact -- in the old days, because it had to be, and in the modern era, because it's all generated by computers from source code anyways, so they may as well automatically make it as small as possible. So the code that drives the program is also an excellent source of (non-random) noise!
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# ¿ Nov 10, 2022 20:18 |