GoombaHeart
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Joined: 7/11/2015
Posts: 131
Location: Winters
ALAKTORN wrote:
Weatherton wrote:
They do in-fact, plan to share the movie file and actually submit it to this site.
My issue with that is the fact that they probably don’t know how to replicate the Japanese improvements, at least not yet. I’d rather they not submit a movie that has known suboptimalities to it.
From what I've seen, Plush, on his own, was very good at figuring them out. They were mostly small optimizations. Some were in the first Bowser level (and thus now redundant). They'll probably ask them too. They've worked together before afterall.
Shit tier TASer.
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Joined: 9/21/2009
Posts: 1047
Location: California
This thread is crazy! XD I don't know where to start... -Mitjitsu, Plush wasn't referring to that situation or anyone working on the new run for that matter. -ALAKTORN, of course our submission will include all improvements. When has a modern 0-star ever been knowingly suboptimally submitted? We have reproduced more than you would assume. -Goombaheart, you post A LOT. You have a 10th of my posts (the majority in this thread) and have been a member for 1.5 months compared to my 6 years. Try to speak when spoken to instead of answering for everyone about everything and asking any question that comes to mind. I'm not saying don't post anything, but there's enough misinformation flying around without people who are somewhat clueless publicly making random speculations (that others assume to be fact). Now to answer you, the team is made up of a few people. The final author list may look different so it's not worth sharing who right now, but there are many great minds on this project at the moment
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Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Yeah I totally agree with you sonicpacker on this. Things got really out of proportion. On a positive note, I am really looking forward to your end result my man :) Also, a bit off topic but I sincerely hope you will get back to tasing Mario Galaxy once Dolphin has fixed its frame advance issue.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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Joined: 2/5/2011
Posts: 1417
Location: France
sonicpacker wrote:
-Goombaheart, you post A LOT.
You don't post often, I got more post than you in less than 3 years. (it says 2011 but I started posting on 2012) Anyway, you're right, let's get back to main topic :P
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Joined: 3/15/2011
Posts: 28
Link to video Well, it seems the current version of youtube encode is not the newest. Here's the lastest snark's video of 4'97"93 which includes the comparison with the submitted 5'02"25.(log-in required) Posting for who didn't watched yet.
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
coldsun0630 wrote:
Link to video Well, it seems the current version of youtube encode is not the newest. Here's the lastest snark's video of 4'97"93 which includes the comparison with the submitted 5'02"25.(log-in required) Posting for who didn't watched yet.
I thought he improved the BitS entry… but there’s no improvement going by that vid. Also none in BitDW. There are 2 frames on the Bowser fight in BitS though, lol.
evilas
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Joined: 7/31/2009
Posts: 68
Jeez, can we just be excited for the new run? I'm sure everyone's gonna give credit where credit is due, and nobody's gonna withhold information that could improve it. And yes, I have been lurking here during some of the scandals, so I do know what's happened in the past, but seriously.
Over a decade on this site, holy shit
Joined: 3/17/2009
Posts: 496
I am excited evilas.
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Wow, I didn't pay that much attention to the time saves, but it seems that sub 5min is already achieveable without the PU strat in BitFS right?
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Posts: 4038
Synx wrote:
I am excited evilas.
I'm excited too. This run will be awesome! Good luck, neo-0-star team!
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Joined: 9/21/2009
Posts: 1047
Location: California
Here's a pretty awesome video by pannekoek2012 (on his keok account) visualizing the PU strat to grab the moat door: https://www.youtube.com/watch?v=JYgjmOwvTF0
ALAKTORN
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Posts: 2527
Location: Italy
Brian_pso wrote:
Wow, I didn't pay that much attention to the time saves, but it seems that sub 5min is already achieveable without the PU strat in BitFS right?
Pretty sure BitFS PU is necessary. Mupen’s timing is wrong.
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
I didn't know it was that bad ALAKTORN :/
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Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
sonicpacker wrote:
Here's a pretty awesome video by pannekoek2012 (on his keok account) visualizing the PU strat to grab the moat door: https://www.youtube.com/watch?v=JYgjmOwvTF0
Nice! Since more information about them is known, can someone eventually please update http://tasvideos.org/GameResources/N64/SuperMario64.html to reflect that? Also does something similar exists above/below the map?
Alyosha
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Joined: 11/30/2014
Posts: 2834
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So I tried messing around with bob-omb's and coins and such looking for collision detection anomalies, and this happened. For 1 frame, Mario got snapped to wall horizontally (sorry for the bad pic) while being pushed into the grating by the bob-omb. Not really sure what to make of it, anyone seen this before? He pops back out normally the next frame. Here is a savestate, just hold down on the control stick after it loads to recreate this effect. https://www.dropbox.com/s/9lpfcs66wk3kxkm/Super%20Mario%2064%20%28J%29%20%5B%21%5D.st1?dl=0 You can do other interesting things from that savestate too. If you hold left on the control stick until the bob-omb explodes, you get pushed out of bounds. EDIT: you can even do a ground pound while in this orientation. and he ground pounds towards the wall instead of the floor (but hits the grating instead) EDIT2: also, the game thinks mario is under the triangel at -5365, even though he is only at -5211, so it must have put him there at some intermediate step my only guess is that the game can't resolve what to do with Mario, so it rotates his sprite to at least fit him in the wall for a frame and hopes for things to change. Does anyone know the address for mario's sprite orientation?
Tyler_Kehne
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Alyosha wrote:
So I tried messing around with bob-omb's and coins and such looking for collision detection anomalies, and this happened. For 1 frame, Mario got snapped to wall horizontally (sorry for the bad pic) while being pushed into the grating by the bob-omb. Not really sure what to make of it, anyone seen this before? He pops back out normally the next frame. Here is a savestate, just hold down on the control stick after it loads to recreate this effect. https://www.dropbox.com/s/9lpfcs66wk3kxkm/Super%20Mario%2064%20%28J%29%20%5B%21%5D.st1?dl=0 You can do other interesting things from that savestate too. If you hold left on the control stick until the bob-omb explodes, you get pushed out of bounds. EDIT: you can even do a ground pound while in this orientation. and he ground pounds towards the wall instead of the floor (but hits the grating instead) EDIT2: also, the game thinks mario is under the triangel at -5365, even though he is only at -5211, so it must have put him there at some intermediate step my only guess is that the game can't resolve what to do with Mario, so it rotates his sprite to at least fit him in the wall for a frame and hopes for things to change. Does anyone know the address for mario's sprite orientation?
I wasn't able to recreate it, can you provide an .m64? I can say that Mario's graphical behavior often appears strange when nothing particularly abnormal is happening, but you mentioned being able to Ground Pound, which suggests this might be a temporary hyperspeed spot.
Alyosha
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Joined: 11/30/2014
Posts: 2834
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When I try recording a .m64 it always makes the first frame blank, when i need it to be 'down', is there a way to fix that? But I'm not sure why you can't recreate it, I'm not even using a controller, I just load the save state, press down on my keyboard, and frame advance. Here is a savestate where mario is already in the sideways state and groundpounding though if it helps. https://www.dropbox.com/s/sxpwkjp7rh2ofa3/Super%20Mario%2064%20%28J%29%20%5B%21%5D.st2?dl=0 If anyone else can get a .m64 from that save file please let me know how to do it.
Joined: 3/24/2010
Posts: 26
question for the parallel universe wizards here. using this technique is it possible to gain an infinite amount of speed? Im thinking once you enter the PUs you could keep hitting blj locations to keep increasing your speed. if that is the case, what happens when Mario's speed overflows? Does it just wrap back round to a negative number or does it have some weirder effect similar to how mario's lives get screwed up when you collect 1000 coins in the Japanese version?
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Nothing but walls and floors exist in PUs, so I'm not sure there's any BLJ spots.
Mitjitsu
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cheetah 7071 wrote:
Nothing but walls and floors exist in PUs, so I'm not sure there's any BLJ spots.
I guess you could find a low ceiling.
Tyler_Kehne
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Dom Dunc wrote:
question for the parallel universe wizards here. using this technique is it possible to gain an infinite amount of speed? Im thinking once you enter the PUs you could keep hitting blj locations to keep increasing your speed. if that is the case, what happens when Mario's speed overflows? Does it just wrap back round to a negative number or does it have some weirder effect similar to how mario's lives get screwed up when you collect 1000 coins in the Japanese version?
You can get infinite speed pretty easily, and PUs aren't part of the process. One thing that surprised me when I started looking into BLJs more is that most BLJs do have a speed cap. Once Mario's speed is enough to take him out of bounds, his speed resets to 0 (only if he's airborne; on the ground he keeps his speed and doesn't move). So, most BLJs have an implicit upper limit imposed by the geometry of the level, because eventually once Mario is going fast enough his speed will take him out of bounds no matter where in the level he is. The exception to this is a BLJ on a platform that's moving upwards, aka an elevator BLJ (EBLJ). The motion of the platform induces a mechanism that causes Mario's speed to be retained even once his speed is sufficient to move him OOB. Moving platforms are processed earlier in the frame than Mario, so when the game gets to Mario, the platform has already moved up a little and Mario is slightly inside the platform, below the upper surface. When Mario's motion is calculated and it is found that he is about to move OOB, the game compares the height of where Mario is trying to move to the height of the platform he is standing on. Normally, Mario's new height will always be higher than where he jumped from, because obviously an LJ gains height. However, as I said before, Mario doesn't jump from the surface of the elevator, because the platform's upward motion has already happened. Instead he jumps from a point slightly below the surface, and the first frame of the LJ will also be below this height provided the elevator is moving up at a sufficient speed. When the game does that height comparison and finds that Mario's new position is still lower than the surface he jumped from, it assumes Mario was moving downward and actually landed ON the surface. So, it moves Mario up to the elevator surface, puts him in a landing/grounded state, and most importantly, doesn't touch his speed. So, the EBLJ is the only BLJ that is truly uncapped. That's why we have to use it for PU strats. To actually answer your question, because BLJs gain speed exponentially (about a 50% increase per frame), it doesn't take very long to reach the maximum floating point value (about 3.402823 * 10^38). Starting at 16 speed and assuming an exact 50% increase every frame, it would take about 212 BLJs to reach the max float. With 1 BLJ every other frame, that's about 14 seconds. Most elevators aren't that long without pause-buffering, but you can do it non-tas on the BBH elevator. Just make sure to have fixed cam on, because it's easy to warp through to a PU at a lower speed, which will also cause a crash without fixed cam. As for what actually happens when you max out the value, that depends on what you're playing on. On emulator (using a memory watching program) your speed becomes "Inf" as does your position, and you move to a PU-like spot, except you can't move horizontally because you can't increment infinity. On console, the game crashes, most likely because of a floating-point exception caused by the overflow. I don't know about VC. Glad to help out the original BLJ master with a BLJ question :)
Joined: 3/24/2010
Posts: 26
TMK wrote:
To actually answer your question, because BLJs gain speed exponentially (about a 50% increase per frame), it doesn't take very long to reach the maximum floating point value (about 3.402823 * 10^38). Starting at 16 speed and assuming an exact 50% increase every frame, it would take about 212 BLJs to reach the max float. With 1 BLJ every other frame, that's about 14 seconds. Most elevators aren't that long without pause-buffering, but you can do it non-tas on the BBH elevator. Just make sure to have fixed cam on, because it's easy to warp through to a PU at a lower speed, which will also cause a crash without fixed cam. As for what actually happens when you max out the value, that depends on what you're playing on. On emulator (using a memory watching program) your speed becomes "Inf" as does your position, and you move to a PU-like spot, except you can't move horizontally because you can't increment infinity. On console, the game crashes, most likely because of a floating-point exception caused by the overflow. I don't know about VC.
That's really interesting, i recall crashing the game repeatedly when playing around with the BBH elevator BLJ, not sure if it was due to reaching infinite speed or just entering a parallel universe. No way to leverage it for anything useful though? that's a bummer.
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cheetah 7071 wrote:
Nothing but walls and floors exist in PUs, so I'm not sure there's any BLJ spots.
Walls do not really exist on PUs either. Only terrains you can land on.
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I actually meant ceilings, not walls. Whoops!
GoombaHeart
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Location: Winters
An very interesting idea from Pan Link to video
I show a theoretical way to get from Hazy Maze Cave to the Secret Aquarium using PU movement. I hacked in the initial secret Z speed, but after that everything was done unhacked. The strat shown takes ~40 minutes. Tyler tells me we should be able to generate "infinite" speed in HMC using hyper speed walking, which would enable the obtainment of my initial speed. Unfortunately, this entire strat would only be possible on emulator or virtual console. This is because travelling to PUs without a fixed cam freezes the game on N64, and you can't fix the camera in the castle foyer. So will the finalized version of this strat even count? Here is an overview of what I do. I start in the water of HMC with secret Z speed and exit out. I press Z to conserve this speed into the castle foyer, and C^/Cv to cancel the crouching. From there, I skillfully navigate between PUs to move my local position from the foyer to the hallway containing BitDW. This is because we need to be within 149 units of the SA entrance hole to grab onto it, and the hallway provides sufficient height for that. And from the hallway, I do one last movement to the SA entrance, grab on, climb up, and enter. Here is a rough outline of my movement: Usually PU movement would be faster, since we could use the A button to decrease speed faster. However, as this is the A button challenge, the quickest way to decrease speed is by punching constantly, which comparatively takes a much longer time. Credit to Tyler for coming up with this route, and providing answers to all my PU questions. Credit to me for working out the specific PU movement route and executing it.
Shit tier TASer.