Posts for asteron

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mr_roberts_z wrote:
I'm always trying to improve my knowledge about the physics of SM64. From what I can understand from that, when you BLJ for the Chain Chomp star, you build up so much speed that it turns into a warp, but when you BLJ a little less, you simply gain enough momentum to zoom wherever you want, right?
I think you got it. In the game mario moves a fixed distance in each frame. The distance per frame is his velocity. If his next position is invalid (like in a wall) then the game stops him at the wall. If the velocity is big enough to get through the wall into a different 'valid' position then the game is happy with the position and mario 'teleports' through the wall. So there isnt much difference between the warp and moving really fast.
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It seems much harder to do frame comparisons in N64 games :/. I am going to be of the opinion that the door animation sequence length gets underestimated.
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Fight on brave warrior, godspeed.
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AKA wrote:
The only drawback to this is that I would need to re-enter the first bowser world and then enter the lobby. I've even thought about getting 9 stars in the lobby and getting the 10th in the wingcap. I thought about doing the lobby glitch to allow mario to do WF first, but then again the drawback to that is that we need to re-enter the painting and exit.
For JRB it proved like 2 seconds faster to re-enter the painting than to try opening the door since the door opening animation is some 7 seconds long about.
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In anycase the trick is at least worth it to skip the door animation for Bowser1 and probably all of the lobby levels. I mean the JRB door skip saved like 2-3 seconds and didnt involve nearly as much speed. Its a shame it couldnt be used in this run... probably would have saved 10-15 seconds in all. Ohh well thems the breaks.
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I think he got "stuck" because he needed to burn off speed to make the turn up the spiral.
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Well there is the possibility that the spinny platforms could launch him into higher jumps... though Im not sure if the physics engine is that advanced.
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I am a happy person in general. I wonder if TTC is any faster when still? I know it is easier on a console but thats not really applicable to a TAS.
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Does anyone else see the irony in a continued discussion on straying off of topic. It would have been a lot less trouble to just let the joke kill itself off.
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hopper wrote:
I assume that's Whomp's Fortress?
Wait you really don't know about Wompa's Fortress? The entrance is right underneath the "L is real 2401" sign in the courtyard. The stars in it are much faster than the ones in Whomp's Fortress.
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Yeah I couldnt get into the wall either.. For some reason I have a feeling that it should be possible somewhere in the HMC entrance room. I will have to look some more. Ohh FODA.. for entertainment I dont think you've done any crawling yet (Z+move). Mario looks kinda funny doing that in circles/along stairs. Whenever you have a few frames to kill... EDIT although i guess we'll see that going into the igloo!
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It seems strange that the stairs up to JRB would work but none of those found in basement... There is another toad near HMC entrance but am not sure what to do with him...
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And the plot thickens....
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FractalFusion wrote:
Who in the world is Sigil? I think you mean Serges.
Well two letters out of six isnt too bad... at least i got the initial syllabic consonants.
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FODA wrote:
If mario is fast enough, it's perfectly possible to not touch the water and pass right through it.
I dont know... it seems to me likely that the loading trigger extends from the water to the back of the hall and maybe beyond. Ill retract this statement once someone posts a picture of mario standing behind the water :P
mr_roberts_z wrote:
But unfortunately, the basement is built pretty solidly, polygon-speaking... The only place that comes to mind is using Toad to merge into the pillar behind him. Hopefully, there would be an invisible wall behind there. You'd be at a bad angle, and you would have very little room to BLJ, but it could work...
Hmm well those columns that cover the corners might be fruitful...
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FODA wrote:
they probably just put those graphics there because they had extra free poligons count and you can see through the walls sometimes.
They put that little fake room there because you can see it as you open the door. But yeah... its a copy of the stairs in the other area. Fortunately the basement is pretty large. There has to be a spot somewhere to BLJ.
AKA wrote:
My question is if you were moving at hyperspeed through the second star door, would you bypass the DDD level, I personally think you would, becuase why was I able to bypass the pit in the first bowser room.
You have to fall into the loading area under the floor and you went fast over the trap door but also went through the invisible wall. Noone has shown being able to BLJ through a loading area without triggering it yet.
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Console players never cease to surprise me. If someone gets into bowser 2 Im sure Ill see a 1 star run on SDA. By then the run will be pretty short and you would only need 1. Lakitu skip 2. Lobby glitch 3. BLJ into B1 4. B1 5. Unknown method to get into B2 6. B2 7. stair BLJing into B3 8. B3 The glitches are low probability but the game becomes much shorter making a few hundred attempts more managable.
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Wow Great job! Though it would be better if you had shown from where you started BLJ. Can you do a video starting from that? Haha.. now if you can get into Bowser 2 without MIPS the 1 star run is possible!
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Once I did a rough calculation of how many seconds were spent detouring to the pickups vs how much was saved from the eight boss fights (1st fight length minus 2nd fight length). Counting just that difference in the eight boss battles the 100% was about 10 seconds behind. Im pretty sure this time is made up easily by sigma/zero/sigil battles and charged burner/chain usage.
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Yeah that could be the right height to hit the trigger... Does mupen allow editting the memory while playing? This can be tested by editting the position data... I used to do that to warp past things in zelda3.
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Hey nice glitches. I'm not sure the BLJ is possible there since you need a slope, stairs, or a moving platform to do that. But then I think you found that weird BLJ on the bridge in CCM so what do I know. The various camera glitches don't seem usable for speedrunning but are fun none the less. Getting to bowser 1 early would allow for being able to choose stars from the basement for a 16 star run (but it will still be a 16 star run). Im still hoping for a one star run someday :)
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The water extends horizontally in all directions for quite a while. If you get the camera embedded in a wall or the ground you can see the water beneath both. I remember seeing a map once of someone who mapped out that level beyond the normal boundaries. The water was a big square some three times the width of the level and interestingly enough the skybox was octagonal.
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I think if it happens in flight you just pop up a little bit and it becomes a normal fall. Im not sure about the up part.
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Heh nice flight video... Do you know if it is possible to do a complete barrel roll? I never could handle the speed enough to do it on a console. It would probably fully unwind I guess when you release it. As for the slow decent usage... it might give you more distance on a jump or an alternative to avoid fall damage. But 90% of the time with a wing cap you want to be flying anyway and that means doing small quick jumps to get into flight so I dont think it will come into play. As for the age I kinda assume the people on this board who are into old-school console games are older than average gamers. I say this as an ancient 24 year old who remembers getting mario 1 back in 85.
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Well there is a history in mario of being able to slow your decent by holding a button like the racoon (tanuki) tail and cape. The wing cap also allows you to do this so maybe they just assume you know it? Actually maybe the wingcap and leaf require tapping? Im sure the cape doesnt though.
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