Post subject: Animaniacs: The Great Edgar Hunt
Joined: 5/31/2013
Posts: 39
Was searching for some new glitches in the game, and came across some NPCs that were located OoB. They are characters that come into the scene a bit later on, but are stored OoB until they are needed it looks like. Potentially, this could lead to finding more stuff that has been stored OoB near to where it loads?
Dimon12321
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Joined: 4/5/2014
Posts: 1128
Location: Ukraine
There are thousands of games where NPCs are hidden from the player until he gets to a certain point. Each enemy is a programmed object. He requires a small piece of allocated memory inside RAM. So, the game stores his useful values like health, 3D position coordinates, speed vector, aiming point, AI stuff and so on. To provide convenient and smooth gameplay, game developers use this trick and this operation is executed during a level loading. When you come to a certain point, enemies just teleport from OoB inside a predefined area (behind walls and edges near you, for example). If you have ever player such games as S.T.A.L.K.E.R, you'd find that there are no enemies spawned OoB waiting utill the game decides. Instead of it, the game allocates the memory dynamically. So you often face "freezes". In short, it's a common fact.
TASing is like making a film: only the best takes are shown in the final movie.
Joined: 5/31/2013
Posts: 39
Yeah, I know it's a thing that is common in a lot of games. What's interesting is that this game has main collectables, similar to stars in Mario, that you need 36 of to beat the game. Most of these are spawned into the map after you complete the objectives. Knowing that the NPCs work in this way in this specific game may mean that these collectables are also kept OoB until used, so it would be a case of finding them OoB