DisplacedGamers

The Critical Hit for the Whip in Castlevania – Behind the Code

If you manage to land a hit on an enemy in Castlevania on the same frame that Simon gets hit, the whip does considerably more damage than normal. But WHY? Let’s dive into the logic flow of the game to figure out the perfect storm of values in RAM that allow this to occur. Timing […]

DisplacedGamers

The Input Lag and Attack Animation Delay of TMNT (NES) – Behind the Code

RetroRGB gets down to business when it comes to measuring lag. That new wireless controller or fancy display might seem cool on paper, but what about performance? Modern devices and emulation of retro games can add to lag, but lag begins with the game code itself. Let’s hop into the execution time for standing attack […]

DisplacedGamers

The Bad Jump Design and 30 FPS Gravity of TMNT (NES) – Behind the Code

It is the summer of TMNT, and here is another Behind the Code video for the first entry on the NES. This video focuses on the application of gravity with respect to frame rate for jumping in the game and also breaks down the frame timing for making the three types of jumps – short, […]

DisplacedGamers

New Discovery for Minus World in Super Mario Bros!

A viewer named Mike Schiraldi contacted me with a discovery he found in the code for Super Mario Bros. Apparently, there is a scrolling bug in the setup for the underground Warp Zones that involves a hidden enemy object! This video dives into how Super Mario Bros. levels are built, how scroll stops work, what […]