Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
[URL=http://jul.rustedlogic.net/thread.php?id=434]Reading this thread [/URL] will give a better idea of how the water works in SM64. It seems that the water polygons are just for show, there is no collision code attached to them. Instead Nintendo created a seperate "water box" for every area of water, which is also likely to apply to OoT.
Joined: 1/17/2008
Posts: 133
mr_roberts_z wrote:
Hazy Maze Cave...falling onto the purple ! switch from a really high distance, perchance?
Has this been looked into any? It's fairly easy to get high enough so that your butt-stomp gets you far enough underwater to hit the switch before you start swimming, but thats just what I remember from the console, may or may not be relevant. Does it have anything to do with the physics we're trying to work with here, or is it just a case of hitting the switch because your downward momentum is fast enough? I'm also curious about what causes vertical zipping behavior (i.e. teleporting to the top of the pole in BitFS in one frame), whether vertical seams can do this, etc, but I'm sure its been looked into.
Kirkq wrote:
Judging by the rest of the video, he took damage from the flame, which essentially places damage on you over time, and then died just before/while jumping into the water. We could feasibly recreate that by the slope outside the castle by jumping into the water from high up with 1 health left and killing ourselves underwater, but I doubt this would be beneficial seeing as in the video he just died and respawned. Interesting video though.
How nice would it be if you could die normally underwater like this, in an area where you respawn in the same area (i.e. outside the castle), and respawn in a swimming animation? But yeah, things like this should be proof enough that certain animation routines cause various other things to be overlooked. You can fall into a bottomless pit and continue having a flaming ass, long after the health depletes to 0, and the death animation doesnt really seem to care if you transition in and out of water, etc... there's probably a way to time touching the low water level switch in WDW so that you lose all your health, drowning, right before the water level is low enough so that you'd be standing (i.e. on a slightly higher place like by the blue coin switch), and I would imagine mario does the drowning-death animation on a dry surface. Nothing short of death and a burning ass, in my memory, have properties like this.
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
DarkKobold wrote:
AKA wrote:
EDIT: Forgot there is still 10 days left to prove it.
Or else WHAT? Jeez, AKA, pull your head out of your ass.
IIRC, in the movie the laser was inching closer towards his crotch, not pointed directly at his neck. But that lego replication is still mad funny.
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Joined: 2/28/2006
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Location: Milky Way -> Earth -> Brazil
ok, krohn7master. I've had enough. I give you two options.: 1-You make the kids here happy, making the damn m64 and I will think about introducing you to this hottie here... 2-If the deadline is reached... well... my friend will make sure you don't play theses pranks on nobody else. (And teach you how to TAS, if time permits).
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Joined: 4/7/2008
Posts: 117
My eyes.
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
How about this? We just assume its fake until something proves us wrong. If anything, it will stop that up there. Thanks Sephiroth. I was just wondering, is the credits sequence actually shorter that the gameplay in the latest AVI? Bittorrents been out so I can't download it yet for converting to my ipod.
Renting this space for rent. Trying to fix image on this site. Please cut slack. As of April 6th, 2012: After a long absence, here we go again?
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Joined: 8/2/2008
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Rridgway wrote:
Bittorrents been out so I can't download it yet for converting to my ipod.
lol. Torrents are never seeded on this website, which is why I used to mirror all the movies on archive.org, look at the movie page: http://tasvideos.org/1197M.html. The archive.org link should be up and working.
Gone.
Joined: 7/2/2008
Posts: 13
Yaay, I was mentioned. Go me. In all seriousness, though, I do know exactly what I did there. And no, I highly doubt it's possible on the castle without Toad's Tool 64. Basically, I was trying something out with one health unit and got burned where the corner of the platform meets the wall. I tried out prolonging death by jumping around, but it didn't work. Essentially, when I landed the last time, I grinded while on top of the platform thing and died. This works because: What happens when you grind is you go from one platform to another very quickly; this is why water comes up when you grind above a water surface. Any kind of grinding like this hits the top of the water-box for an instant. What I did here was die as I grinded and on the water-box. And just like when you transport to the bottom of the water when collecting a star on top of water (bad sentence, I know) it is very useless and probably temporary. But maybe the grinding thing would work; I dunno.
Uh, hi. If you see me, my attempts at being a ninja are failing.
Hb2
Joined: 2/27/2006
Posts: 19
Location: Santiago, Chile
I've noticed that grinding thing before. If you try it next to the entrance to Shifting Sand Land's pyramid, you'll die immediately with the "Mario sinking into sand" animation, even though you're not touching the sand.
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Joined: 7/7/2006
Posts: 798
Location: US
I think it's surface dependent. When I was trying to BLJ on the lobby ceiling I received this effect a few times. I would be clipping the wall and basically just teleport down to the floor. I attempted to recreate this outside on top of the castle. I can clip the wall by the spires multiple times, but I never get any effect shooting me towards the floor.
Joined: 7/26/2006
Posts: 1215
is grinding anything like stuttering when you are at the edge of something? I've never seen that teleport mario, he usually just stutters on a ledge and then falls or grabs on or recovers.
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I recorded a short video of what I believe we're talking about. http://dehacked.2y.net/microstorage.php/info/297456533/Super%20Mario%2064%20Grinding%20%28USA%29.m64 I earlier had forgotten that I used the ceiling in the lobby to assist me. So what uses does this have? I don't really know. Anyone want to try zipping to the moat door? Highly doubtful yet semi-plausible. I believe I've done this previously without hitting my head on the wall, but I won't swear to that.
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Joined: 9/29/2008
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Kirkq wrote:
I recorded a short video of what I believe we're talking about. http://dehacked.2y.net/microstorage.php/info/297456533/Super%20Mario%2064%20Grinding%20%28USA%29.m64 I earlier had forgotten that I used the ceiling in the lobby to assist me. So what uses does this have? I don't really know. Anyone want to try zipping to the moat door? Highly doubtful yet semi-plausible. I believe I've done this previously without hitting my head on the wall, but I won't swear to that.
Pretty sure that doesn't have a use, but nice video.
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Sorry for the double post, but I made a tas of the star shocking arrow lifts and I figured i'd post it here: http://ca.youtube.com/watch?v=xD1UfnSoO2s
Player (155)
Joined: 4/7/2008
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Kirkq wrote:
I believe I've done this previously without hitting my head on the wall, but I won't swear to that.
Yeah it can be done. Despite my lack of knowledge of SM64 I was playing around in that area and managed to get myself into a continuous grind along that ledge until I got trapped in a spot between that ledge and the ceiling. Then, Mario stayed in a still jump-dive position until I let go of a certain analogue direction, then he warped to the ground.
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
Kyman wrote:
Sorry for the double post, but I made a tas of the star shocking arrow lifts and I figured i'd post it here: http://ca.youtube.com/watch?v=xD1UfnSoO2s
that was badass. Exactly the kind of thing that makes a 120 star run worth watching.
Has never colored a dinosaur.
Post subject: Super Mario 64 - 70 star TASr
Joined: 11/9/2008
Posts: 108
Location: New Orleans, LA U.S.A.
first post,, first, LOVE watching TAS videos, thanks to all of you who make them, i am a mac user primarily which leads me to believe speed runs are out of my capability. if anyone knows otherwise, please respond to the post or email me and i would be greatly appreciative. regarding mario 64, justwanted to say that I think a run that doesn't get all or none of the stars (ex: the two TASs on bisqits speed demo site) is important for demonstrating route planning. When the player has to get all of the stars, there is no discretion regarding which stars to get. I become really interested in mario 64 speedruns when i can observe which stars the player omits and which the player gathers to get to 70 stars. The two currently published mario 64 speed runs are entertaining, but I would certainly prefer a 70 star run. thanks again everyone, JON G
__--N0ISE
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Posts: 1020
Location: Boulder, CO
First of all, the common courtesy in this forum is to post in an existing thread when possible to avoid having many treads on the same game, so you may want to post in the mario 64 thread. That said, I think there is some room for a 70 star run, but its goals would need to be defined such that BLJ is omitted to justify the need for 70 stars. (otherwise it would lead to silliness like getting the 70th star in the third bowser level, undermining the spirit of the run) If someone wants to make this, I can tell you that I would be interested for sure.
Has never colored a dinosaur.
Experienced player (576)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Well, thanks to SilentSlayers, look we have made a to kind of "walk" or glide up hills. In a way its similar to supersliding in OoT/MM to get up slopes http://www.youtube.com/watch?v=BrnIldWXo2A :29
Joined: 8/1/2006
Posts: 428
Bobmario511 wrote:
Well, thanks to SilentSlayers, look we have made a to kind of "walk" or glide up hills. In a way its similar to supersliding in OoT/MM to get up slopes http://www.youtube.com/watch?v=BrnIldWXo2A :29
This is old. It was in one of FODA's WIPS but got cut from the final run. EDIT: Back on page 78:
JSmith wrote:
Doing it during BLJ just locks in Mario's path and freezes his running animation. It may still be useful during BLJ for climbing really steep slopes.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Joined: 11/9/2008
Posts: 108
Location: New Orleans, LA U.S.A.
sorry about that, wasn't sure how specifics the topics were intended to be. MOD feel free to move or delete this topic otherwise, you think i should email bisqit about my request for this run or what?
__--N0ISE
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Umm... Bisqwit doesn't make all the TASes found on the site. I don't even think he has a published run this year (although there were a couple grue-d ones). In any case, the idea for a 70 star run has been thrown around in the previously mentioned Mario 64 thread, but I don't believe anyone is actively working on a version at the moment.
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nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I'm not sure if I used it backwards or to go UP hills. The C^ glitch was on one of my wips, and I can't even remember if I discovered it or if it was known. The thing about the C^ glitch I remember is that velocity keeps increasing as you go down the hill and it keeps increasing until you hit something, so you get really fast. But you go in a straight line. It in fact is present on my 120 stars TAS at the slide level in Tall tall mountain. I just don't remember using it after BLJ, but if you say I did then maybe I did. It's been so long now. edit: oh so you had the idea to use it, but nobody put it to practice. You have great memory :P edit#2: from my submission text: in tricks: "Camera up, "C" button up (C^up) Done by running towards a slope, and then entering free look mode by pressing the "C up" button and entering the slope during the slide stopping animation. Only works on some slopes. The effect is that Mario instead of stopping, has his speed increasing constantly, without a limit. The bad thing is that the initial speed isn't that great, and Mario can't turn (moves in a perfect straight direction). Can be cancelled anytime by pressing a button (Mario sits and slides, gaining back the control). " (this is probably wrong in that it only increases velocity if mario is going down the hill, and it decreases if mario is going up). in special thanks: "JSmith for finding the C^up Glitch!" edit#3: http://video.google.com/videoplay?docid=-3709935749980051826&ei=sRYYSfX5NI6qrgLC2PnLDQ&q=super+mario+64+120+stars#1h19m08s
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Joined: 7/7/2008
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Location: Utah
Now this sounds very interesting.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
mr_roberts_z was planning on making one, but dropped it for reasons I'm not aware of. He even made a route, unfinalized as it may be.
mr_roberts_z wrote:
70 STAR ROUTE Big Bobomb on the Summit Shoot to the Island in the Sky Behind Chain Chomp's Gate Slip Slidin' Away Lil' Penguin Lost Wall Kicks Will Work Frosty Slide for 8 Red Coins CCM 100 Coin star Big Penguin Race Snowman's Lost His Head Chip Off Whomp's Block To the Top of the Fortress WF 100 Coin star Red Coins on the Floating Isle Fall Onto the Caged Island Blast Away the Wall Shoot into the Wild Blue PSS TotWC PSS2 Bowser in the Dark World Red Coins MIPS In the Talons of the Big Bird Shining Atop the Pyramid Inside the Ancient Pyramid Boil the Big Bully Bully the Bullies 8 Coin Puzzle with 15 Pieces Red-Hot Log Rolling Elevator Tour in the Volcano Hot-Foot-It into the Volcano Toad 1 Swimming Beast in the Cavern A-Maze-Ing Emergency Exit Metal-Head Mario Can Move! Watch for Rolling Rocks Navigating the Toxic Maze Board Bowser's Sub Chests in the Current Bowser in the Fire Sea Red Coins Shocking Arrow Lifts Top o' the Town Express Elevator--Hurry Up! Secrets in the Shallows and Sky Scale the Mountain Scary 'Shrooms, Red Coins Mysterious Mountainside Blast to the Lonely Mushroom Snowman's Big Head Chill With the Bully In the Deep Freeze Whirl from the Freezing Pond Shell Shreddin' for 8 Red Coins Pluck the Piranha Flower The Tip Top of the Huge Island Five Itty Bitty Secrets Wiggler's Red Coins Toad 2 Roll Into the Cage The Pit and the Pendulums Get a Hand Stop Time for Red Coins TTC 100 Coin star Stomp on the Thwomp Timed Jumps on Moving Bars Toad 3 Cruiser Crossing the Rainbow Coins Amassed in a Maze Swingin' in the Breeze Tricky Triangles The stars within the courses might be a little more random, but that's basically it. As strange as it seems, AKA and I deduced that the 100 coin stars are faster than those they replace, making every star under 45 seconds.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke