Blood moon: Difference between revisions

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Blood moons are also used to reset internal state when some subsystems are running out of memory or become unresponsive. Such blood moons are commonly referred to as "panic" or "emergency blood moons".
Blood moons are also used to reset internal state when some subsystems are running out of memory or become unresponsive. Such blood moons are commonly referred to as "panic" or "emergency blood moons".


A common misconception is that blood moons help replenish system memory by resetting enemy kill flags. This is however total nonsense, because enemy kill flags are just GameData flags, and all GameData flags are loaded at bootup and stay in memory forever<ref>Even without reverse engineering the code, everyone who has an idea of what they are talking about knows that the game never loads [[Bootup.pack]] (which holds the GameData configuration) again after init so it cannot possibly be unloading flags. Not to mention that it'd be ridiculously inefficient to unload and reload flags all the time. And a quick look at the code shows that it's an absurd idea.</ref>.
A common misconception is that blood moons help replenish system memory by resetting enemy kill flags. This is however total nonsense, because enemy kill flags are just GameData flags, and all GameData flags are loaded at bootup and stay in memory forever<ref>Even without reverse engineering the code, everyone who has an idea of what they are talking about knows that the game never loads [[Bootup.pack]] (which holds the GameData configuration) again after init so it cannot possibly be unloading flags. Not to mention that it'd be ridiculously inefficient to unload and reload flags all the time.</ref>.


== Scheduled Blood Moons ==
== Scheduled Blood Moons ==
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