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.
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 >_>
@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.
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.
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.
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.
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.
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...
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.
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?
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 :)