Joined: 11/25/2012
Posts: 22
Hey, what happens if you wallkick up to the top of the void behind the door on the outside of the castle? Or does it just go all the way to the roof?
Experienced player (599)
Joined: 2/8/2009
Posts: 656
Wasn't there a new 0 Star TAS supposed to come around within the last months? If I remember correctly, the bowser 1 battle could be improved, just like BitFS. Snark uploaded a few (pretty sure, it's a few) improved 0 Star TASes on his channel, in which he (and some others) massively improved BitS and also BitFS. Not 100% sure, if BitFS included the improvements found by the people from here. Neither did it include the improved Bowser Battle, which confused me the most. So did Snark already include all the new strategies without me realizing it or is there still room for further improvement? If so, are we going to see a new run within the next time?
zwataketa
He/Him
Joined: 9/1/2012
Posts: 309
MrGrunz wrote:
Wasn't there a new 0 Star TAS supposed to come around within the last months? If I remember correctly, the bowser 1 battle could be improved, just like BitFS. Snark uploaded a few (pretty sure, it's a few) improved 0 Star TASes on his channel, in which he (and some others) massively improved BitS and also BitFS. Not 100% sure, if BitFS included the improvements found by the people from here. Neither did it include the improved Bowser Battle, which confused me the most. So did Snark already include all the new strategies without me realizing it or is there still room for further improvement? If so, are we going to see a new run within the next time?
Just wait till you guys figure out how to do no star, no key runs. It will be going in the CerAZINESS playlist of my youtube channel. XD
I quit TASing.
Emulator Coder, Skilled player (1141)
Joined: 5/1/2010
Posts: 1217
zwataketa wrote:
Just wait till you guys figure out how to do no star, no key runs. It will be going in the CerAZINESS playlist of my youtube channel.
AFAIK, Not possible. The doors are loading points which absolutely MUST be activated and the activation requires a key, no way around it. The second key absolutely can't be skipped. Skipping the first would require opening the moat door with moat filled, which is very likely impossible.
zwataketa
He/Him
Joined: 9/1/2012
Posts: 309
Ilari wrote:
zwataketa wrote:
Just wait till you guys figure out how to do no star, no key runs. It will be going in the CerAZINESS playlist of my youtube channel.
AFAIK, Not possible. The doors are loading points which absolutely MUST be activated and the activation requires a key, no way around it. The second key absolutely can't be skipped. Skipping the first would require opening the moat door with moat filled, which is very likely impossible.
You say that now. And yet look where TASing has led all these years. I'm just sayin' ^^
I quit TASing.
Joined: 3/27/2012
Posts: 8
Location: some east asian country
I don't think it will ever be possible to skip the second key door. The first one has some potential by using the moat doar, but even that has been not been easy. The closest way we can possibly skip the second door is through wrong warping, but this game isn't as broken as OOT so I doubt it will ever be possible.
Hurr Durr.
Joined: 11/25/2012
Posts: 22
Did anyone try my idea? wallkicking up to the top of the void behind the door and seeing if you can go just below the top of the castle but over the walls next to the doors?
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Kingdweeb wrote:
Did anyone try my idea? wallkicking up to the top of the void behind the door and seeing if you can go just below the top of the castle but over the walls next to the doors?
if you had read the topic you’d know that there is water even behind the moat door, so if you go behind it you just start swimming and can’t open it, like from in front of it
Experienced player (599)
Joined: 2/8/2009
Posts: 656
We discussed this moat door thing many times already. Can someone simply answer the question I asked about the (upcoming) 0 Star TAS, please?
zwataketa
He/Him
Joined: 9/1/2012
Posts: 309
Im just sayin, TAS and all.
I quit TASing.
Joined: 12/29/2007
Posts: 489
I don't know if it would work in this game, but in SM64DS you can open the moat door early by causing Yoshi to clip through a wall in such a way so that Yoshi goes from being above the water to below the water without ever passing through the water's surface, so the game never renders Yoshi as "swimming". While a similar wall clip glitch is probably not possible in SM64, could there be some other way to bypass the water's surface, such as by entering it at an extremely high speed? What happens if Mario in frame 1 is entirely above the water, and in frame 2 is entirely below the water?
Noxxa
They/Them
Moderator, Expert player (4138)
Joined: 8/14/2009
Posts: 4083
Location: The Netherlands
Zowayix wrote:
I don't know if it would work in this game, but in SM64DS you can open the moat door early by causing Yoshi to clip through a wall in such a way so that Yoshi goes from being above the water to below the water without ever passing through the water's surface, so the game never renders Yoshi as "swimming". While a similar wall clip glitch is probably not possible in SM64, could there be some other way to bypass the water's surface, such as by entering it at an extremely high speed? What happens if Mario in frame 1 is entirely above the water, and in frame 2 is entirely below the water?
In SM64 (not DS), at any time if Mario's height is under the water surface, he'll immediately get into a swimming state. So there's no way to clip through the water surface and walk on the floor as in SM64DS. However, it has been proven possible that if Mario is only underwater and at the right position for 1 frame, he is still considered on the ground for 1 frame and can enter the door during that frame. (This was done with a cheat device; there's a video of it somewhere on YouTube). Also, when BLJing at extremely high speed from the slope/exit point of the moat, it's possible to get on the floor of the moat for 1frame. Thus, the only theoretical possible way to get the moat door to open is to BLJ, and move from the slope (exit point) to the door position in 1 frame and have Mario enter the door. (Unless, of course, somebody finds out an entirely new way, but that seems unlikely). However, so far nobody has been able to do that, and it may very well be impossible in practice.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Experienced player (599)
Joined: 2/8/2009
Posts: 656
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away? Yeah, that has to be the reason why nobody is answering my question, I'm sure.
Joined: 3/26/2012
Posts: 102
Location: Not Japan
MrGrunz wrote:
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away? Yeah, that has to be the reason why nobody is answering my question, I'm sure.
Or maybe those working on it are too lazy to post?
Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
Pheenoh wrote:
MrGrunz wrote:
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away? Yeah, that has to be the reason why nobody is answering my question, I'm sure.
Or maybe those working on it are too lazy to post?
Or maybe...no one is working on it. <_<
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
sonicpacker wrote:
Pheenoh wrote:
MrGrunz wrote:
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away? Yeah, that has to be the reason why nobody is answering my question, I'm sure.
Or maybe those working on it are too lazy to post?
Or maybe...no one is working on it. <_<
but why?
Experienced player (599)
Joined: 2/8/2009
Posts: 656
sonicpacker wrote:
Pheenoh wrote:
MrGrunz wrote:
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away? Yeah, that has to be the reason why nobody is answering my question, I'm sure.
Or maybe those working on it are too lazy to post?
Or maybe...no one is working on it. <_<
but still...is snark's most recent run still improveable using the bowser dance and maybe some other stuff?
Experienced player (647)
Joined: 5/16/2009
Posts: 235
MrGrunz wrote:
sonicpacker wrote:
Pheenoh wrote:
MrGrunz wrote:
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away? Yeah, that has to be the reason why nobody is answering my question, I'm sure.
Or maybe those working on it are too lazy to post?
Or maybe...no one is working on it. <_<
but still...is snark's most recent run still improveable using the bowser dance and maybe some other stuff?
snark's run is improvable using bowser dance for 1 frame assuming it's possible to luck manipulate bowser without losing any frame before that, which hasn't been proven yet. There's a very small margin on luck manipulation before that.
Editor, Active player (429)
Joined: 9/29/2008
Posts: 706
Location: Canada
MrGrunz wrote:
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away?
No one is working on anything but we will sub 5...one day... (I bet this game has some sort memory corruption that no one knows about because no one has thoroughly searched AFAIK)
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
One problem with sub 5 is the inaccurate emulator that Mupen is. Would the current TAS still be that fast on a good emulator? That would mean even more timesavers would need to be found.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Kyman wrote:
(I bet this game has some sort memory corruption that no one knows about because no one has thoroughly searched AFAIK)
wasn’t there such a glitch, but that nobody ever really looked into? it had something to do with swimming and the grabbing move…
Experienced player (703)
Joined: 2/5/2011
Posts: 1417
Location: France
I think we must make a group conversation on Skype to talk about optimisation you can find, nope?
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
Joined: 10/31/2006
Posts: 134
andypanther wrote:
One problem with sub 5 is the inaccurate emulator that Mupen is. Would the current TAS still be that fast on a good emulator? That would mean even more timesavers would need to be found.
SM64 is the only n64 game (well I think anyway) that the runs have been console verified, so the accuracy is fine, for the trick/bugs used so far anyway. Lag frame might be different, but I don't think the difference is that huge.
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Master of Puppets wrote:
andypanther wrote:
One problem with sub 5 is the inaccurate emulator that Mupen is. Would the current TAS still be that fast on a good emulator? That would mean even more timesavers would need to be found.
SM64 is the only n64 game (well I think anyway) that the runs have been console verified, so the accuracy is fine, for the trick/bugs used so far anyway.
he was talking about lag accuracy…
Joined: 10/31/2006
Posts: 134
Well, I'm assuming then, that if someone figures out a way to save the needed 140ish frame needed to be sub 5, it would be a major breakthrough and would save a lot more then those 140ish frames needed. We are talking glitch/memory corruption to skip a whole level or two, or save a huge amount of time by skipping a big part of a level. Was there any test/check on the console verification movie vs. the mupen run (using whatever exact framerate mupen is trying to emulate), or is it possible to skip those approximation and maybe the n64 bot can calculate the amount of lag frame the n64 doesn't poll controller updates?