Joined: 3/17/2009
Posts: 496
Tompa wrote:
4:59.64 Link to video Seems like it was taken down though, so likely not real?
wait, what?
Post subject: I found a glitch in DDD
Joined: 7/10/2013
Posts: 33
Location: Małopolskie, Poland
Hello I think I found a glitch in Super Mario 64, in Dire Dire Docks, when you are on pole, and you get red coin while on pole and grab star, you will teleport underwater and animation of getting star will happen, but after this you will instant teleport upwards to the surface of water. I can't believe nobody found that earlier. Will this be useful for 100 coins in DDD or something? I don't know if there is other level with pole above water, so I don't know if this is also possible on other level.
Post subject: Re: I found a glitch in DDD
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Matriks404 wrote:
Hello I think I found a glitch in Super Mario 64, in Dire Dire Docks, when you are on pole, and you get red coin while on pole and grab star, you will teleport underwater and animation of getting star will happen, but after this you will instant teleport upwards to the surface of water. I can't believe nobody found that earlier. Will this be useful for 100 coins in DDD or something? I don't know if there is other level with pole above water, so I don't know if this is also possible on other level.
Sorry this glitch was found in 1996.
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Since it hasn't been answered, has anyone managed to figure out what affects Bowser's behavior so that he would jump at the beginning?
Post subject: Re: I found a glitch in DDD
Joined: 7/10/2013
Posts: 33
Location: Małopolskie, Poland
Nahoc wrote:
Matriks404 wrote:
Hello I think I found a glitch in Super Mario 64, in Dire Dire Docks, when you are on pole, and you get red coin while on pole and grab star, you will teleport underwater and animation of getting star will happen, but after this you will instant teleport upwards to the surface of water. I can't believe nobody found that earlier. Will this be useful for 100 coins in DDD or something? I don't know if there is other level with pole above water, so I don't know if this is also possible on other level.
Sorry this glitch was found in 1996.
OK nevermind then, i didn't find anything about it in Google
ALAKTORN
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jlun2 wrote:
Since it hasn't been answered, has anyone managed to figure out what affects Bowser's behavior so that he would jump at the beginning?
You mean throw a tantrum? …RNG?
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ALAKTORN wrote:
jlun2 wrote:
Since it hasn't been answered, has anyone managed to figure out what affects Bowser's behavior so that he would jump at the beginning?
You mean throw a tantrum? …RNG?
Er...yes, but as in the memory address(es) responsible along with their values.
ALAKTORN
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I don’t think anyone’s found the RNG address for SM64.
ripz
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Joined: 4/19/2014
Posts: 40
ALAKTORN wrote:
I don’t think anyone’s found the RNG address for SM64.
The sarcasm's strong with this one.
Plush
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Anybody knows how many frames were saved here compared to BitS from the 5:00:36 run? Asking mainly Nahoc or somebody from the 0 Star Team. EDIT: I forgot to tell that I'm working on something that will take lotsa time. Are you guys sure the American version is faster for 120 stars? EDIT 2: I see you guys were talking about ABC Super Mario 64. I support pannenkoek2012 very often, and I managed to think about some strats which ended up being a success. I will ask him if we wants to make an any% run, but you guys must REALLY want it, otherwise it would be (A LOT OF) effort wasted.
Joined: 3/17/2009
Posts: 496
Plush wrote:
... I will ask him if we wants to make an any% run, but you guys must REALLY want it, otherwise it would be (A LOT OF) effort wasted.
I for one would really like to see a new any% run. The no A-press stuff is fun, but any% is what intrigues me the most. Good luck beating the current WR if you decide to go for it.
Plush
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Synx wrote:
Plush wrote:
... I will ask him if we wants to make an any% run, but you guys must REALLY want it, otherwise it would be (A LOT OF) effort wasted.
I for one would really like to see a new any% run. The no A-press stuff is fun, but any% is what intrigues me the most. Good luck beating the current WR if you decide to go for it.
What do you mean by "beating the current WR"? You mean how many times you press A? There's already an any% run ABC?
Eszik
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Joined: 2/9/2014
Posts: 163
I think you're talking about any% ABC, while Synx thought you were talking about pure any%.
I problably made mistakes, sorry for my bad English, I'm French :v
Plush
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Eszik wrote:
I think you're talking about any% ABC, while Synx thought you were talking about pure any%.
Yeah, maybe.
ripz
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Plush wrote:
I will ask him if we wants to make an any% run, but you guys must REALLY want it, otherwise it would be (A LOT OF) effort wasted.
I'd love to see ABC any% (or 100% depending on what pannenkoek wants to do). I've seen almost all of his ABCs and the whole concept is very interesting. If he wants positive feedback for a run, here is the place to look for it. From what I've gathered, snark's work on improving the current 0 star run and pannenkoek's ABCs are the two things keeping this game alive.
Patashu
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Posts: 4042
Just so everyone's on the same page: ABC any% will be an over 22 hour long TAS because there is a mandatory 11 hour glitch that you have to do twice for two different stars. If you skip doing it then you incur extra A button presses and defeats the point of ABC any% to begin with.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
ripz
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Patashu wrote:
Just so everyone's on the same page: ABC any% will be an over 22 hour long TAS because there is a mandatory 11 hour glitch that you have to do twice for two different stars. If you skip doing it then you incur extra A button presses and defeats the point of ABC any% to begin with.
Jesus, 22 hours? That's what I was afraid of. Maybe the encode could have an "abridged/fast forward" exception (like several of pannenkoek's videos). I know there aren't any published TASes (to my knowledge) that have that exception and I know a lot of people would rule against it. But if not, maybe someone can stream a looped TAS, kind of like what adelikat did with the "never-ending" TAS for awhile. Looking back at how other people have judged submissions on these forums, its highly unlikely that it would get published. edit: Maybe it's just best to sit on this idea, hoping there's a solution that skips these 11 hour trials. Like I said, I can't see people being okay with a submission that lengthy, based on runs that have been rejected for far less reasons in this game alone (camera angles, not enough frames saved, etc.).
Patashu
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TASVideos staff are very adamant on 'the TAS has to be entertaining/good on its own merits, not due to a special encode'. If you want to do ABC stuff, TAS individual stars, that could be cool to see.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 11/25/2012
Posts: 22
Didn't majora's mask have a cutscene-less encode? It could be like that, no?
Joined: 4/13/2009
Posts: 431
Cutscenes aren't gameplay. An 11-hour long glitch is.
Plush
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I want to point out that one of the 11h stars can be replaced by BBH 100 Coins 0x. For the other 11h one I have no clue. We were working on JRB 100 coins without A, but it SEEMS impossible. Also, it may be possible to get one of the Volcano Stars by lava boosting, but neither me and him can get it. However, it's a REALLY close star, trust me. We'd need a veteran Super Mario 64 TASer to help us by checking some stars. (Pannenkoek2012 is not active from a long time for some reason, I think he's taking a break.)
Buddybenj
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I think a 100% abc run would be technically interesting but very hard to make. Also some TASes have special encodes but it is always in addition to the standard encode, but the file size for the encode wouldn't be insanely huge because those 11 hours are very repetitive so it should compress decently well.
Projects: Interested in TASing N64 Mario Golf. GBA Mario Tennis: Power Tour is on hold.
Plush
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I don't know much about encoding, but I don't think a 23/24/25h long TAS is going to get encoded easily. Talking as an ignorant in subject. Correct me if I'm wrong (22h of them are looped).
Joined: 4/13/2009
Posts: 431
Buddybenj wrote:
I think a 100% abc run would be technically interesting but very hard to make. Also some TASes have special encodes but it is always in addition to the standard encode, but the file size for the encode wouldn't be insanely huge because those 11 hours are very repetitive so it should compress decently well.
Well, that would depend on the compression settings and how "repetitive" it is (i.e. how far apart it is repeat in the temporal plane). I would remain skeptical that it is easily compressible.
Kaylee
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ALAKTORN wrote:
I don’t think anyone’s found the RNG address for SM64.
yes we have