Active player (308)
Joined: 8/25/2006
Posts: 287
That's what I was implying. Oh, sorry, you know i'm bad at catching on. So then why don't you accept the apology? That doesn't have much to do with it unless there's something i'm not thinking of. And of course, I do understand if you don't accept my apology just because I was an ass to you and what not.
XIF
Joined: 2/7/2006
Posts: 58
Swordless Link's avatar: an appropriate reaction to the topic at hand. Anyone wanna follow up on my suggestion before going crazy with loopy BLJs?
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Joined: 3/22/2008
Posts: 84
Swordless Link wrote:
you know, it's one thing when people who aren't a part of an argument pressure for the argument to stop, but when someone who is a part of the argument stops arguing and apologizes, it amazes me that anyone can be so stupid as to keep arguing. it's not even unintentional. you're response to SS's comment is equivalent to saying "i don't wanna." honestly, grow up. this is just stupid. so what if zOMG took SS's lead? in this situation, you should be TRYING to be mature, especially since the ENTIRE opposition is doing that, too. I have a better idea. You stay the hell out of things which don't concern you.
great idea. meanwhile, i think i'll try and end this argument which i am deeply concerned about, seeing as i'm a greedy, selfish, egotistical asshole that wants to see this run get finished. at this rate, i might have to intentionally get them to hate me so that they can stop bickering amongst each other >_>
Joined: 1/17/2008
Posts: 133
I'm pretty much disgusted with the lot of you at this point. I'll return to this thread when there's real discussion occuring again.
Active player (308)
Joined: 8/25/2006
Posts: 287
Well at least we are finishing other stuff until we learn how to manipulate bowser Mapler.
Joined: 10/20/2006
Posts: 1248
@XiF I tried to locate a byte that would indicate to the game which one of the key doors I'll be touching while still standing in front of them - without success. So it seems the instant the game decides which of the key doors you are touching, it also starts the door opening sequence. So my guess is tricking the doors using BLJs won't happen. Edit: Does the game save anything else besides stars, coins, opened canons, keys, opened doors, activated switches (for caps), if Mario has his cap and if the moat is dry? I tried to severely glitch up the game by playing around with the multiple caps glitch, but nothing worked.. :/ Collecting a star with more than 255 coins also doesn't produce an overflow even though there's only 1 byte reserved to store the high score.
Joined: 3/22/2008
Posts: 84
Silent_Slayers wrote:
Well at least we are finishing other stuff until we learn how to manipulate bowser Mapler.
that's nice to hear. i'm curious, though, as to what effect caused by bowser's dance makes it so much slower?
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
mapler90210 wrote:
Silent_Slayers wrote:
Well at least we are finishing other stuff until we learn how to manipulate bowser Mapler.
that's nice to hear. i'm curious, though, as to what effect caused by bowser's dance makes it so much slower?
You can't grab his tail while he's "dancing"; you need to wait until he's finished.
Former player
Joined: 12/1/2007
Posts: 425
Swordless Link wrote:
Then that wasn't the case, I just felt like I needed to apologize and apparently z0MGe copied me. >_> That's what I was implying.
When SS apologised, I thought that I should too. All I want is to end this rivalry. >_>
Joined: 1/23/2006
Posts: 352
Location: Germany
Kuwaga wrote:
I tried to locate a byte that would indicate to the game which one of the key doors I'll be touching while still standing in front of it - without success. So it seems the instant the game decides which of the key doors you are touching, it also starts the door opening sequence. So my guess is tricking the doors using BLJs won't happen.
I'd guess that if you trick the game into believing you're on the other door it will behave like the other door in ever way, i.e. send you to the area that door leads to.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
oooh, but wait.. maybe you're the same person because you both apologized! you should not apologize to prevent any thoughts toward that direction!
Joined: 10/20/2006
Posts: 1248
Yea, exactly like the other door, so it wouldn't open if you don't have the key..
XIF
Joined: 2/7/2006
Posts: 58
So it seems tricking the doors isnt likely... The only other entrance is the moat then, no? The door is completely inactive while there's water though IIRC... so what that guy was saying about there being a byte to store the moats state, if there's a way to overflow it and cause one piece of data to cause the moat to sink prematurely, then there's a way to simply skip the first bowser. Of course I have no practical experience TASing this game, so this could be a load of hogwash.
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Former player
Joined: 12/1/2007
Posts: 425
XIF wrote:
So it seems tricking the doors isnt likely... The only other entrance is the moat then, no? The door is completely inactive while there's water though IIRC... so what that guy was saying about there being a byte to store the moats state, if there's a way to overflow it and cause one piece of data to cause the moat to sink prematurely, then there's a way to simply skip the first bowser. Of course I have no practical experience TASing this game, so this could be a load of hogwash.
yep, that would work
Joined: 10/20/2006
Posts: 1248
It would work, but unfortunately it's very unlikely to happen. The moat bit is stored in a byte where only set operations are executed and where there's no add, there's no overflow. The byte before and the byte afterwards are also unlikely to produce an overflow. Here's the byte. It consists of 8 flags: 1 Diredire docks entrance moved 2 Moat dry 4 Door to the Princess' Slide already opened 8 Door to Whomp's Fortress already opened 16 Door to Cool, Cool Mountain already opened 32 Door to Jolly Roger Bay already opened 64 Door to Bowser in the Dark World already opened 128 Door to Bowser in the Fire Sea already opened Even if there was a way to open the door to Princess' Slide twice or to move the entrance twice, it wouldn't produce an overflow. I tested it with the door, and like I said there are only set-operations executed. Our best chance would be to find a manipulable pointer variable, but this game doesn't seem to be particularly rich of pointers in the first place. I don't have much hope left to find something.
Former player
Joined: 12/1/2007
Posts: 425
Why not try to find out how to manipulate Bowser 1's dance instead? ^^
Joined: 12/28/2004
Posts: 210
z0MG wrote:
Why not try to find out how to manipulate Bowser 1's dance instead? ^^
Try changing the music you play http://www.youtube.com/watch?v=qOyPtrE1zUM
Active player (308)
Joined: 8/25/2006
Posts: 287
Got him to not dance. All I did was redo the slope jump dives at BitDW and tied our time. Thank god that's over. >_<
Mitjitsu
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Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
There is actually a more clear cut method than that, but you succeeded regardless.
Active player (308)
Joined: 8/25/2006
Posts: 287
There is actually a more clear cut method than that, but you suceeded regardless. Really? Ah well. Thanks for the help. :)
nesrocks
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Location: Rio, Brazil
XIF
Joined: 2/7/2006
Posts: 58
hmmmm... Well what pointer variables are there in Mario 64 in the first place? Entrance to the castle + key doors perhaps? I was under the assumption Mario 64 didnt have any real pointer variables to use. My only other awesome idea is black room of death to test out... I dunno...
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nesrocks
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Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Oh, and about that key door thing, I remember that once the first key door did open the upper lobby, but it was graphically bugged. So it may be possible to do something about it.
Joined: 1/23/2006
Posts: 352
Location: Germany
Wasn't it possible to manipulate luck by changing the input on the unused frames (is SM64 one of those 30 FPS games?) in this game? Or do I remember a different game?
Former player
Joined: 12/1/2007
Posts: 425
KDR_11k wrote:
Wasn't it possible to manipulate luck by changing the input on the unused frames (is SM64 one of those 30 FPS games?) in this game? Or do I remember a different game?
I don't think the FPS matters in this case, but yes, it's 30 FPS. luck can often be manipulated by changing input on unused frames, but it doesn't always work :)