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GLibba wrote:
Is there a possibility to get around the invi wall after reaching the room behind the door with BLJ ?
As far as I know, the areas beyond the key doors aren't loaded yet, untill you open the key door with the key. You can glitch through the doors, but you will not be able to advance unfortunately.
Joined: 2/12/2006
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not only that they aren't loaded, but they aren't even in the same room (game engine wise). even if you could get past the invisible wall, you'd find nothing.
Joined: 12/2/2007
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Ok ty , Sad to hear ,but i suppose thats for a better performance at N64 aint ?
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It's less to load at once, so it probably does have some effect on performance. Also, it does what it does: keeps Mario out where he's supposed to be, or you'd get this.
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it was probably due to memory constraints.
Joined: 12/2/2007
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Ye as far as i know N64 got very limited RAM and about ~100Mhz. Well , honestly im to lazy to read 180 pages of discussing.So please do me a favour and tell me if there's a way to skip the level right before the second Bowser.Its necessary to get the star in order to 'load' the second bowserworld ? // Edit I want to cut the single .m64 files to one , wich programm is required ?
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BitFS will be loaded. We have just not yet found a way to bypass the DDD loading zone yet. So no that level cannot yet be skipped.
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I did make a simple, very lightweight FAQ for the Super Mario 64 run (mostly because this topic has grown to biblical proportions) which is availible here (though it may be out of date..). I was hoping someone would eventually wikify it but so far this has not been the case.
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Joined: 12/2/2007
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i read your FAQ .. thank you :) I may found a place for BLJ .. sounds strange .. but after opening the door in order to get to DDD you go back and do the lobby glitch .. then BLJ just as usual to get to 1. bowser .. then i get stucked in the stairs ( a few steps after the begingning) and was able to do BLJ again .. i got T3h UBERSPEED ^^ .. i dont wantet to .. it was luck .. i was glitching around for a long time .. i went down sometimes too but theres just the not loaded area behind the door cauz i didnt had the key at this time .. its just a idea of me .. im new to TAS so be patience sry for bad english im to lazy right now
Joined: 7/26/2006
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GLibba: If you can speak english, laziness isn't a reason to make your posts difficult to understand. Anyway, it doesn't matter what keys or stars you have since you cannot keep hyperspeed across loading zones. So the lobby glitch can only be used in the 4 rooms in the lobby, plus the area behind the lobby leading to basement and boo courtyard. If you go to the basement with hyperspeed, as soon as you open the key door, you will be normal again. One thing you could do would be BLJ into the Black Room of Death (BRoD) and then open the door. That would load the basement in to memory, but this BRoD has allegedly no BLJ spot so...
Joined: 12/2/2007
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Sry my bad. i thought if you opened the doors with the keys once the entire world beyond it will be still loaded so you can use the speed from BLJ to pass door and then DDD.
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Congrats on the discovery Swordless Link
Joined: 12/2/2007
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pls someone explain it to me again .. wheres the problem at the 1. key door ? i can enter and leave 1. black room of death at the 1. door .. well .. i was able to leave it wihtou any boost .. at the key door i only can enter and leave with the boost from BLJ.
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GLibba wrote:
pls someone explain it to me again .. wheres the problem at the 1. key door ? i can enter and leave 1. black room of death at the 1. door .. well .. i was able to leave it wihtou any boost .. at the key door i only can enter and leave with the boost from BLJ.
Oh you must be german. it's "first" not "1." :) As for what you're asking, whether you are in the BRoD or on the proper side of the door, when you open it, you will be put on the opposite side of the door and the area that is loaded will be cleared from memory and the new area loaded. all speed variables will be reset during this loading. I don't think I can say it any better: basement and lobby are not the same zones, and a glitch executed in one cannot be exploited in the other without reexecution. Isn't this all moot now since SL/AKA have finally bypassed DDD? By the way, great job on that, guys!
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Oh yeah sry for my german engliSch ( ^^ ) im bad in english .. well 11. class ^^ .. but read it :D You mean that they were able to do a 1 star run ? Of cause thats impressiv .. I was thinking of a way to skip 1. bowser ..but im new to this and i dont think i got new ideas ;/ but at BLJ after lobby glitch i found a faster way of getting trhough the doot without goind in the basement's door // EDIT or they were able to go directly to 2. bowser Once again about the BRoD : Well .. you can pass all (?) doors with BLJ.Then you are at a lil black room behind the door.But thats not the BRoD right ? Because it was like you said .. after doing some BLJ and then PASSING (thats the point aint ?) the basement door i was able to go back and stay at this strange place , but i was able to escape at a lil spot.So if you get this "bug" you can see the other world wich will be loaded (samething i did on ghost level ) but you cant pass the key doot without the key .. so you cant make the game to load the world we want too ? So pls tell me .. is a 0 star run ( or a 1. and or 2. bowser run possibly ? :E
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you can pass all (?) doors with BLJ.Then you are at a lil black room behind the door. But thats not the BRoD right ?
That is the BRoD. It gets its name because once you are there you cannot get out. For example; if I get into the BRoD in the lobby behind the basement door and I go through the door (provided I have the key), Mario will appear in the BRoD of the basement behind the lobby door. It is an endless cycle. If I don't have the key from BitDW the message stating that I do not have the key will appear and I am still trapped. It's possible to BLJ out of the upstairs BRoD, but not the basement one. In brief, a 0 star run is possible, but it is in no way related to the BRoD.
bkDJ wrote:
Isn't this all moot now since SL/AKA have finally bypassed DDD? By the way, great job on that, guys!
Seconded, *cracks open the champagne* what a wonderful occassion for the SM64 thread :)
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You can escape pretty much all BRoD's, apart from the one outside the castle, although you can get out on the lobby side.
Chamale
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Yay for the 0-star, 2-key run. I have some star route suggestions for the new 120-star TAS. They're just stylistic , but I think some runs are worsened by bad star order within levels. I haven't seen your WIP, as I'm trying to keep the surprise. But here's what I think makes a good star route, in order of priority(1 is highest): 1. Get the 100-coin star (and its companion) last. This is because it usually shows the whole level, and when too early it spoils the surprise. 2. Get the red-coin star first. This shows a decent amount of the level without giving everything away. Of course, if the red coin star is the 100 coin star's companion, get it last. 3. Get the course's fastest star as soon as you can (but after the red coin star, as this is lower priority than 2) 4. Get the slowest star soon. This gets it out of the way, but keeps it behind the stars collected under priority 2 and 3. Of course, if other stars are necessary first, get them. But I think this is a good rubric for star order. Whew. I've had to type this left-handed for an hour. I'm done.
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Most of those would slow down the run though. Certain changes are made in levels depending on what star you're at, so you cant simply do the stars in whatever order you want.
Chamale
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But with levels where order doesn't matter, it's a good route.
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What's wrong with just going in the order the game offers, getting the hundred coin one in the one that makes the most sense? Only exceptions would be if it's faster to change the order... As for that Only Dire Dire Docks since it takes longer to get into the level if you board bowser's sub, and possibly wet-dry world and tick-tock-clock since the first time you enter the level as quickly as possible might be more advantageous for a star that isn't the first depending on the jump height (takes longer to enter with high water than medium or low from a stand-still) or clock hands.... I'm pretty sure levels changing depending on an early star don't make getting a later star quicker. Oh just thought of something. For DDD stars in the area past the loading tunnel, is the added lag of the sub being around worth it just to platform on and not take so long to enter the level?
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Actually, as dumb as it sounds, for each level. I'm first taking the stars that will be necessary (eg, JRB Ship) (if at all), then possibly choosing ones for first/last (eg, our Pillar strat at the very end of JRB would look kind of cool, I think) and then determining the order of the rest through a pseudo-random number generator. The stars are numbered in the game anyway, so it's just 1 to 6 randomly arranged (100 coins goes with whatever star it comes with...you know what I mean), and then choose the stars corresponding to the numbers. I guess most people will think this is a horrendously stupid idea, but it seemed to make some sense at the time.
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Why not just situationally make different choices per course? Also, doesn't it take frames to switch from star to star, so if aiming for lowest frame count wouldn't logically it be best to go in numerical order whenever possible? Also, the random number generator sounds interesting, but it wouldn't be as hip if it weren't for the fact there's only 6 numbers, and fewer for those stages where some stars are necessary to get first. Also, not many stars benefit from having the sub there. I'd say removing it removes lag for the other stars and can only be a good thing.
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Comicalflop wrote:
Why not just situationally make different choices per course? Also, doesn't it take frames to switch from star to star
In the star selection screen, yes, but virtually all stars in the game can be gotten without actually being selected in the star selection screen, so that's not a problem.
Also, the random number generator sounds interesting, but it wouldn't be as hip if it weren't for the fact there's only 6 numbers, and fewer for those stages where some stars are necessary to get first.
I guess, though we'd still kind of want to do the stars in a fairly random order (ie, not actually in order), and I thought the generator would be a good medium for choosing...Any ideas (Chamale's were noted)?
Also, not many stars benefit from having the sub there. I'd say removing it removes lag for the other stars and can only be a good thing.
Oh yes, we'll definitely be doing B2 first, then the 100 Coins/Red Coins (which, for the fastest way, require the sub), and then getting rid of the sub. ;)