Pause Cutscene Trigger: Difference between revisions
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== Demonstrations == | |||
<youtube>https://www.youtube.com/watch?v=K-XbOQNA_AE</youtube> | <youtube>https://www.youtube.com/watch?v=K-XbOQNA_AE</youtube> | ||
<youtube>https://www.youtube.com/watch?v=y4csOk3GUdM</youtube> | |||
== Technical == | == Technical == |
Revision as of 18:50, 6 July 2024
Pause cutscene trigger, or pause triggering, is a bug that allows Jak to initiate the audio of a cutscene without entering the cutscene itself.
Demonstrations
Technical
Hypothesis on why the trick works on console but not the PC port.
I don't think anybody knows the exact reason for that trick, but it's very likely related to a bug in how the main CPU and the "overlord" driver running on the I/O processor are synchronized. In OpenGOAL, the timing of all this stuff is a lot different, since modern PCs are a lot faster. Maybe you have to pause while a certain thing is loading, and on console, that might be a window of multiple frames. But on PC, the loading is so fast that there's no window.
Some the windows aren't tied to the PC speed - like the fire canyon one, since the game is checking the position once per frame. But stuff related to loading/sound is basically running independently and could be quite a bit different between opengoal/console. Which is kind of a nightmare for us, since on PC, it may run way faster, triggering bugs that were in the original game but could never happen on original hardware.
- Water111