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The Castlevania Dungeon Forums => General Castlevania Discussion => Classic Castlevania Threads => Topic started by: TheouAegis on October 20, 2012, 05:12:22 PM

Title: KONAMI TYPO IN CV3! They ARE human after all!
Post by: TheouAegis on October 20, 2012, 05:12:22 PM
In 8-bit programming, the inverse of 8 is F8.

8 ^ FF + 1

Knowing that makes it easy to spot the hit box detection values in a game. But Konami typoed in their code! The boring armored suits that just walk back and forth in CV3 have a 1 pixel larger hit box than other enemies when checking for walls. The left bounds are x-9 and the right bounds are x+8. (F7 and 8)


Shame on you Konami! I expected better than this.  >:(
Title: Re: KONAMI TYPO IN CV3! They ARE human after all!
Post by: Ahasverus on October 20, 2012, 11:43:47 PM
In 8-bit programming, the inverse of 8 is F8.

8 ^ FF + 1

Knowing that makes it easy to spot the hit box detection values in a game. But Konami typoed in their code! The boring armored suits that just walk back and forth in CV3 have a 1 pixel larger hit box than other enemies when checking for walls. The left bounds are x-9 and the right bounds are x+8. (F7 and 8)


Shame on you Konami! I expected better than this.  >:(
Ehm... congratulations..??...

So armored suits are 1 pixel more vulnerable perhaps they are hurt by a close wind stream I dunno.

 IDK what are we suppposed to say lol
Title: Re: KONAMI TYPO IN CV3! They ARE human after all!
Post by: Green Stranger on October 21, 2012, 12:20:15 AM
...and all those years CVIII was my favorite NES game. It's the end of an era for sure.  ;D
Title: Re: KONAMI TYPO IN CV3! They ARE human after all!
Post by: X on October 21, 2012, 10:35:29 AM
I'd have to say Congratulations!! You found an error that Konami's staff had let slip by for almost 30 years!  ;)