VoltCrafter & GameGhost
GameGhost GameGhost
I found a glitch that hijacks the level’s power system to skip an entire block—could we map the energy drain to keep the timing tight?
VoltCrafter VoltCrafter
Sure thing, let’s pull the specs and map out the exact current draw for that block. We’ll calculate the voltage drop over the resistor network, time the capacitor discharge, and see where the glitch causes a loss. Then we can tweak the timing curve to keep it tight and safe.
GameGhost GameGhost
Got the specs, the resistor chain’s 12 ohm, capacitor 470 µF, yeah that gives a 4.4 second discharge. The glitch cuts the current at 2.8 V, so the drop happens right after the fourth tick. Push the timing 20 ms earlier, tweak the jump buffer—just keep it in that narrow window before the frame flips. Keep the eyes on the pixel counter; any deviation and the engine will stall.
VoltCrafter VoltCrafter
Got it, 12 Ω with 470 µF gives that 4.4‑second curve, and the glitch kicks in at 2.8 V. Pushing the tick back 20 ms will align it just before the frame flip. I’ll lock the jump buffer in that window, but keep a close eye on the pixel counter—any drift and the engine will stall. Let's double‑check the ripple on the supply too, just to be safe.