Joined: 7/26/2006
Posts: 1215
What if mips is against a side wall at the top of the tiny staircase in the first area of the basement (with DDD/BitFS). Could a BLJ be achieved then?(the idea is indeed for mips to block you/form a low ceiling.)
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
I've tried it out, and it looks like MIPs can form a ceiling, but I can't really get Mario to be stuck under the ceiling. Here's couple of savestates if anybody wants to go into more in-depth research.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 4/30/2005
Posts: 199
Hi, I played Mario 64 on console today and tried to BLJ up the endless stairs and in some way I ended upp in Wet-Dry World. I think I fall through the stairs or something. Probably this is useless in a TAS, and maybe you guys did know of this already, but now I tell you anyway! :D
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Yes, it's a known glitch. Really annoying because you have to make your way back upstairs. EDIT: Here's an idea. Since AKA has already shown that mario can get through the basement door using lobby glitch, what if we 1. Go to BitDW using lobby glitch, don't collect red coins and just get the key 2. Open the basement door (to load the basement area) 3. Immediately go back out 4. Do the lobby glitch again to shoot into the basement 5. With enough speed, possibly bypass the 30-star door, and maybe even bypass DDD? EDIT2: wait a minute, it looks like mario has to actually open the door in order to load the basement area.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 12/1/2005
Posts: 107
If only it was that simple...
Joined: 11/24/2005
Posts: 87
Well, that video only proves that that specific wall can't be blj'ed against. The invisible walls behind the upstairs key door on the side can also be bljed against. Has anybody tried the walls on the side behind the key door in the basement? It's worth a shot.
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
One thing is certain: the BLJ spot must be in the basement, since the basement de-loads everytime you leave it.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Active player (308)
Joined: 8/25/2006
Posts: 287
No Offence but we all knew that for a long time :). The keydoor in the basement doesn't have a BLJ spot, you can get in there with MIPS. Its been a known glitch for a while, and we've all tried BLJ'ing against it. And it never works =(. So I'm thinking it must be around the moat area, or obviously something with MIPS. Another thing, when your chasing MIPS, if you dive at him and hit a wall, his text doesnt appear, so you can continously dive into walls and slowly go farther and farther, I got MIPS's star into the HMC Painting. So It's probably something with MIPS.
Joined: 11/20/2006
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Joined: 7/21/2006
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Location: Northern Hemisphere
Looks great. *thumbs up*
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Joined: 8/25/2006
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Thanks rikku! Watching now!
Joined: 11/13/2006
Posts: 87
Location: California, USA
Rikku wrote:
WIP JRB http://dehacked.2y.net/microstorage.php/info/4184/SUPER%20MARIO%2064%20120%20stars.m64 and sorry for the long time to wait.
I can't wait to see the whole thing ^_^
If you see me posting, I'm most likely being a douche. <small>Working on: not ever coming here again</small>
Joined: 11/20/2006
Posts: 86
continue ? If yes which World comes next ?
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Nice camera angle in Plunder in the Sunken Ship, when getting that eel out. The coin collecting looked also _very_ cool. With this kind of talent, of course you should continue! Though I don't have any world-order suggestions, except what FODA used.
Which run should I encode next? :)
Joined: 11/20/2006
Posts: 86
When I go to secret star or WF should I use the lobby glitch ?
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Yes, it skips the star animation.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Skilled player (1085)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
But is that actually faster? It doesn't sound as if it is. I haven't tested it yet though.
Editor, Experienced player (729)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Rikku proved in his 16 star that skipping every star animation using the lobby glitch is the fastest. About JRB, I was both impressed and a little disappointed. I personally felt that some things were a little slow (mr_robert_z found a faster way to get the star in 1st star in his CCC, and there were other little suboptimal movements) and not choosing not save instead of save after every star (very minor, but you did do it in the 16 star for frame saving) but then for the most part, there was nice optimization, and good time savers (the red coins star was particularly fantastic.) So feel free to continue, it's overall good stuff.
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Post subject: MAJOR IMPROVEMENT
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
Hey, I have an idea. I'm either a genius or there's a very obvious reason this won't work. I notice that the current run kills Bowser at about 15:12, then finishes the text at 15:17, then there's a 7 second animation with the star coming out of him, and mario dashes left to grab the star. But, what if mario was slightly to the left, so after the text finishes at 15:17 the run is over and the star lands on him? There might be some reason, i.e. the star is always a little to the left of mario. So, we have him run/jump to the side at the last possible moment, and he freezes during the text and animation, then keeps moving, like in that level, (verb) the big bully (too lazy to check the level's name right now). The run could be 7 seconds shorter!
Joined: 4/30/2006
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Location: the secret cow level
I think you have to jump to get the star.
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Titus Kwok wrote:
I think you have to jump to get the star.
correct. One of Rikku's'AKA's submissions (I forget which one) had the mupen termination bug, and the very last frame, A to jump, was removed, thus making Mario not complete the game as the star hung over his head.
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mwl
Joined: 3/22/2006
Posts: 636
Rikku wrote:
WIP JRB http://dehacked.2y.net/microstorage.php/info/4184/SUPER%20MARIO%2064%20120%20stars.m64 and sorry for the long time to wait.
Since you're starting a new run, I have a polite request: can you please collect the stars in numerical order as much as possible when time is not a concern? It's up to you, but it's a lot less confusing this way, and the run is also more organized.
Post subject: Re: MAJOR IMPROVEMENT
Joined: 7/26/2006
Posts: 1215
Chamale wrote:
The run could be 7 seconds shorter!
I believe that while mario is frozen, during star-moving animations, he can't collect anything. Think about it: if he could, then you'd never see star animations in levels where the star is in a box and mario jumps and starts a ground pound in the middle of it.
Joined: 5/2/2006
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Im impressed. When you work on a run, you dont mess around.
Has never colored a dinosaur.
Post subject: Re: MAJOR IMPROVEMENT
Player (36)
Joined: 10/8/2006
Posts: 284
bkDJ wrote:
Chamale wrote:
The run could be 7 seconds shorter!
I believe that while mario is frozen, during star-moving animations, he can't collect anything. Think about it: if he could, then you'd never see star animations in levels where the star is in a box and mario jumps and starts a ground pound in the middle of it.
I think the run would end with the last input, which would be seven seconds earlier because the input would be before instead of after the movie.