Posts for jimbo1qaz

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Joined: 1/20/2015
Posts: 13
I believe it would be fun and educational, if encodes included a "hitbox viewer" screen. I'm a viewer, not an in-depth expert who knows the exact memory layout of the game. I recently discovered "hitbox viewer script" videos on Youtube, which taught me what's going on when the Samus glitches out of bounds, the camera's stuck in place and Samus is drawn moving on and off-screen. Turns out she isn't in the map at all, and is interacting with OOB tiles you can see in the "hitbox viewer" but not in normal encodes. By looking at the right side of every room, I also learned that collision data is stored in a linear format, where every row of tiles is pulled from RAM, shifted by a room-dependent offset.
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Joined: 1/20/2015
Posts: 13
self-promotion on my part
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Joined: 1/20/2015
Posts: 13
yay more shameless self-promotion! I didn't do any research at all with the crash glitch... But I think my old video is related to heaven/hell portal. https://youtu.be/myFB8tE7Q5w?t=124
Slippery/steep slopes: Instead of slipping, you enter a state where you continually glitch in and out of the ground and begin sliding. You have some control over your direction. The same state is triggered by landing from cannon on flat ground. You normally bounce off of wall-jump walls while in this state. If you pass into them without bouncing off, you have a chance of shooting high into the sky or straight down. This may happen more frequently when approaching at an angle. -- The "shoot into air" glitch seems to be the same as the "skip endless stairs" "heaven/hell's portal" glitch (https://www.youtube.com/watch?v=t2scQtHs3Y0), except you clip into the wall with the "spazzing" glitch, not the body-slide glitch.
Experienced Forum User
Joined: 1/20/2015
Posts: 13
Experienced Forum User
Joined: 1/20/2015
Posts: 13
hectohertz wrote:
do you have playback files for any of these crashes? i'd love to try and debug them and see if i can figure out why its crashing
I'll try to record some when possible... I missed your post for 2 weeks, gotta subscribe to thread...
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Joined: 1/20/2015
Posts: 13
TAG wrote:
Duck me I am gonna do that right now. Thanks EDIT: I can't seem to debug my crash when I do this glitch. Is it because I am doing it wrong?
How are you trying to debug the crash? GDB? Is there any way to set a memory breakpoint so I can figure out which code is trashing the memory?
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Joined: 1/20/2015
Posts: 13
I don't think a fixed-pattern full-memory overflow is much use except for non-record-setting "fastest crash" speedruns (you can crash the game from the wifi menu without even beginning) My previous video link is far more interesting, it's a targeted corruption instead of total crash. I don't know how it happened. See my previous observations. Can anyone help me figure out EXACTLY what's going on?. Empirical observations: BoB: If you trigger the glitch and only collect the first egg COIN, the HUD will disappear. If you then create an egg and start repeatedly sliding off the stone cannon mound, the egg will disappear but keep its shadow. Throwing the invisible egg will usually cause a game crash. I've once gotten it to not crash by throwing it right away. Once it turned invisible during throw or travel, and crashed. Sometimes, doing this causes crashing without glitched sound or memory trashing. Once I got an undefined instruction error.
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Joined: 1/20/2015
Posts: 13
SM64DS USA SHA1 7BF8A92B259E303899851034D85C531CCDC532E2 I got a crash in Desmume and decided to check the game memory. Nearly all the memory from [0x00, 0x02fc0000) with many gaps in the middle was overwritten by a repeating pattern of "00 00 00 00 c8 a1 07 00 00 f8 ff ff ff a7 b0 c9 00 00 00 60 01 00 00 00 c8 a1 07 00" (hex). The memory was not corrupt until the crash actually happened. EDIT: I retried the glitch from begin-of-levelsave and got an identical corruption pattern.[/s] It was an after-glitch-began save. EDIT2: I retried the glitch from new game start and got (again) an identical pattern. I suspect it may be the object management algorithm entering an infinite loop. How big is an "object" in SM64DS?
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Joined: 1/20/2015
Posts: 13
I didn't really follow up on the glitch. At some point in past testing, I managed to transform bob-omb feet into a glitchy extruded polygon line. I also got that collision bug. The game frequently crashes, especially when loading stuff (not sure?) Isn't it possible, at least in theory, that the memory corruption could potentially hit the star count or something? If so, would it be faster than standard TAS? Also, that might be emulator-dependent.
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Joined: 1/20/2015
Posts: 13
Nobody ever looked into the Yoshi null box memory corruption glitch?
Post subject: N64 Majora's Mask - Save File Format Differs from Retroarch
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Joined: 1/20/2015
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Bizhawk 64 is slow and has significant input lag. I can't export my save game to Retroarch RAEM because the formats are different (binary data saved in different locations or something). Is this a bug? Can I export the save data?
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Joined: 1/20/2015
Posts: 13
Is "hell's portal" stuck in air, or launched into air in an uncontrollable state? I think I've encountered the latter before, both when attempting endless stairs skip, and in my earlier linked glitch video. (Not sure if recorded or not)
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Posts: 13
Mario 64 DS collision glitch: http://youtu.be/myFB8tE7Q5w Why does Yoshi's dummy box cause game corruption? Glitch occurs when you interrupt Yoshi's egg-throwing animation with a bounce/stomp (eg. on a goomba). Egg breaks, but Yoshi holds on to a dummy object (he never grabs things in the game). Pressing attack causes Yoshi to throw the dummy object like an egg. EDIT: If I throw the "box" right away, glitches DO NOT OCCUR. If I collect even a single coin, then glitches begin. I don't know if continuing to hold on causes any more glitches or not. (edit cont'd) I don't know if the glitches are related to loading/unloading objects, or Yoshi actively squashing stuff.