Replay: Difference between revisions

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Just happened to me. I'll upload a couple of replays that do this some time in the future.
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m (Just happened to me. I'll upload a couple of replays that do this some time in the future.)
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If a character or other element is loaded during a match faster than expected (such as because of pausing or online lag), then the replay of that match will to "freeze" and finish loading the element before it can continue.
If a character or other element is loaded during a match faster than expected (such as because of pausing or online lag), then the replay of that match will to "freeze" and finish loading the element before it can continue.


A common error noted in replays is that they may "[[desync]]" over time; the effects vary, though among the most common are actions occurring that did not previously occur, excessive lag followed by significantly increased playback speed, and the replay abruptly ending. With the Pokémon Trainer, particularly unusual effects can occur, such as him sending out a Pokémon which never loads or leaves the [[revival platform]] [http://www.youtube.com/watch?v=zzqo6pl6kQ0]. Replays of Wi-Fi matches are more likely to desync than local matches due to the frequent lag experienced in games, but local replays can also be subject to the problem. The cause of "desyncs" is unknown, though it is speculated it has to do with save data of replays becoming corrupted by some outside factor.
A common error noted in replays is that they may "[[desync]]" over time; the effects vary, though among the most common are actions occurring that did not previously occur, excessive lag followed by significantly increased playback speed, and the replay abruptly ending. With the Pokémon Trainer, particularly unusual effects can occur, such as him sending out a Pokémon which never loads or leaves the [[revival platform]] [http://www.youtube.com/watch?v=zzqo6pl6kQ0]. Replays of Wi-Fi matches are more likely to desync than local matches due to the frequent lag experienced in games, but local replays can also be subject to the problem. The cause of "desyncs" is unknown, though it is speculated it has to do with save data of replays becoming corrupted by some outside factor. In addition, it's possible for a replay that plays fine to randomly desynchronize when played again, and after some tries, play correctly again.


A very rare bug causes saved replays to have idiosyncratic values in its timestamp, such as 781/88/2008 280:-480.
A very rare bug causes saved replays to have idiosyncratic values in its timestamp, such as 781/88/2008 280:-480.
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