Spikestuff
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Joined: 10/12/2011
Posts: 6336
Location: The land down under.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Tyler_Kehne
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Joined: 6/23/2015
Posts: 22
Location: United States
Yeah, really wish we could reproduce the "SAVED DATA EXITS" thing (plox Kyman). An interesting thing about the erase file crash when performing this glitch is that the crash doesn't occur because the game tries to erase a nonexistent file. The actual crash happens when the game tries to shrink the button of the file, but ends up operating on a NULL pointer, which is a big no-no. This is also why you can shrink other buttons like in Exchord's video. An array of object pointers exists that uses the file number as an index, and the game uses this to determine which button it should shrink. Each screen (SCORE, COPY, ERASE etc.) has it's own array, and it just so happens that the array for the COPY screen is right before the ERASE array. When you perform this glitch, the selected file is -1, so the game will actually try to shrink the button right before the beginning of the ERASE screen array, which is the last button in the COPY screen array. So by going to the COPY screen first, you can load different buttons into that position. If you don't, the game will crash when you select NO at the erase file prompt. The game always crashes when you select YES, which is because there is a different array of button pointers used for this, and there is no array directly before it that we can take advantage of. IDK why it's set up like that. BTW I'm Tyler Kehne, just made an account here. Not a TASer but I do extensive SM64 research, mostly ABC stuff. If anyone has weird SM64 glitches they've experienced but haven't been able to explain, hit me up and I can probably figure out what happened.
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Spikestuff wrote:
Shoutouts to Nintendo of Japan for being such asshats.
The video was deleted by the uploader, not by any rights holder.
Plush
Other
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Joined: 9/1/2014
Posts: 235
Location: Italy
FractalFusion wrote:
Spikestuff wrote:
Shoutouts to Nintendo of Japan for being such asshats.
The video was deleted by the uploader, not by any rights holder.
ToT told me Snark removed it because of copyright.
TMK wrote:
BTW I'm Tyler Kehne, just made an account here. Not a TASer but I do extensive SM64 research, mostly ABC stuff. If anyone has weird SM64 glitches they've experienced but haven't been able to explain, hit me up and I can probably figure out what happened.
MUM GIT DA CAMERYE
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Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
TMK wrote:
BTW I'm Tyler Kehne, just made an account here. Not a TASer but I do extensive SM64 research, mostly ABC stuff. If anyone has weird SM64 glitches they've experienced but haven't been able to explain, hit me up and I can probably figure out what happened.
Well... Does a question regarding the remake count? But if it has to be the N64 version, it was mentioned before that duping too many goobas crash the game. What exactly does the game overwrite? Does it have any potential for gamebreaking glitches?
Spikestuff
They/Them
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Joined: 10/12/2011
Posts: 6336
Location: The land down under.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Plush
Other
Player (152)
Joined: 9/1/2014
Posts: 235
Location: Italy
Next improvement is HMC rolling rocks imo
Tyler_Kehne
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Joined: 6/23/2015
Posts: 22
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jlun2 wrote:
Well... Does a question regarding the remake count? But if it has to be the N64 version, it was mentioned before that duping too many goobas crash the game. What exactly does the game overwrite? Does it have any potential for gamebreaking glitches?
For the DS version, I have no idea. It's a completely different game really. As for the crash from too many goombas, that's an interesting case. Most likely there are just too many polygons to render on the screen at one time. The behavior of the crash changes depending on what emulator you use, and even what graphics plugin, so it's hard to tell what it would do on console. However, I would think it crashes on console, and wouldn't be useful.
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Joined: 9/18/2014
Posts: 79
Location: Hyrule
Plush wrote:
Next improvement is HMC rolling rocks imo
That would be amazing if you manage to do hyperspeed on the fence to reach RR with 0 A press (or even TTC ?!)
"Lol as far as I'm aware no distinguished TASer gives a f*ck what's accepted. I certainly don't like Bizhawk but I'm glad to hear at least some TASers are picking up the better emulator" a distinguished TASer Working on: -OoT No RBA/WW -Zapper 100% _______________________________________ Follow me on http://www.twitch.tv/amateseru :)
Post subject: 0 Star TASes
Joined: 6/30/2015
Posts: 8
I'm sorry to be rude, but these 0x whatever presses are boring and not entertaining to most, if not everyone here. So this 0-star TAS was made https://www.youtube.com/watch?v=hxMA-bz32aA How much faster is it compared to Snark's 5:00.36? I see that this "new" TAS skips part of the intro but really, how much faster ;D ;D ;D?
Post subject: Re: 0 Star TASes
Patashu
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Joined: 10/2/2005
Posts: 4014
LamLam wrote:
I'm sorry to be rude, but these 0x whatever presses are boring and not entertaining to most, if not everyone here.
Speak for yourself. EDIT: The reason why they're entertaining is because they allow glitch hunters and reverse engineers to push SM64 to previously unknown limits.
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
Zarmakuizz
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Joined: 10/12/2013
Posts: 279
Location: France
You have the right to find them boring, however "just finishing the game" has been challenged, tested, and improved to death. The only way to improve any% would be either by trying everything randomly (that sometimes work during an RTA on twitch), or by targeting a whole different goal. Currently 0xA presses is asking for some hot glitch hunting for really specific levels, but by glitch hunting something bigger might be found… ACE for example. tl;dr: Freedom, do&watch whatever you want, we'll see what will happen.
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Zarmakuizz wrote:
Currently 0xA presses is asking for some hot glitch hunting for really specific levels, but by glitch hunting something bigger might be found… ACE for example. tl;dr: Freedom, do&watch whatever you want, we'll see what will happen.
Too bad if an ACE glitch were to be found it won't be an improvement to the 0 star since there's a high chance of people demanding a separate branch in that case. :P
Post subject: Re: 0 Star TASes
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
LamLam wrote:
So this 0-star TAS was made https://www.youtube.com/watch?v=hxMA-bz32aA How much faster is it compared to Snark's 5:00.36? I see that this "new" TAS skips part of the intro but really, how much faster ;D ;D ;D?
That was already discussed before, read back. 0×A presses is about the only interesting thing going on with SM64 right now. Any% has been done to death and without a new route it won’t improve by anything but a few frames and look virtually the same as the last 4+ any% runs.
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Joined: 4/18/2015
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Location: Canada
0xA challenge is seriously one of the most impressive things I've seen done in any game. The amount of dedication, intense glitch hunting, and science/math that goes into it is absolutely incredible. The way some of these levels are done without pressing A makes my brain hurt. I really hope pannenkoek and the ABC crew continue doing this! :) I think it would be interesting to see something like this done for another game with an insane amount of glitches. Something like Ocarina of Time could work
Tyler_Kehne
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Does anyone have an N64, Gameshark Pro, and a copy of Mario 64 that can test something for me? Also, idk if anyone else has tried it, but I'm like 95% sure moat door skip is possible on VC. The route crashes on console, but there might be a way around it if I can understand the crash better (hence my question above). It doesn't save any time though, unless there's a better BLJ spot in castle grounds.
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TMK wrote:
Does anyone have an N64, Gameshark Pro, and a copy of Mario 64 that can test something for me? Also, idk if anyone else has tried it, but I'm like 95% sure moat door skip is possible on VC. The route crashes on console, but there might be a way around it if I can understand the crash better (hence my question above). It doesn't save any time though, unless there's a better BLJ spot in castle grounds.
Please share your theory, I'm interested in how you plan on doing it.
ALAKTORN
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TMK wrote:
Also, idk if anyone else has tried it, but I'm like 95% sure moat door skip is possible on VC. The route crashes on console, but there might be a way around it if I can understand the crash better (hence my question above). It doesn't save any time though, unless there's a better BLJ spot in castle grounds.
Wat. I need to see this.
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TMK wrote:
Does anyone have an N64, Gameshark Pro, and a copy of Mario 64 that can test something for me?
o/ pick me \o
Tyler_Kehne
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Nahoc wrote:
Please share your theory, I'm interested in how you plan on doing it.
You know how if you BLJ a lot, you can end up in a weird invisible OOB area where you can run around (on emulator/VC at least, it always seems to crash on console)? Idk if you know why that is, but for those who don't, the function that checks for the floor triangle below Mario converts Mario's position to short integers for the calculations. Since shorts range from -32768 to 32767, if Mario's coordinates are outside of that range they will overflow back into it. This creates an infinite 2D grid of invisible copies of the level, spaced every 65536 units. The copies (in the ABC chat we were calling them "parallel universes/PUs", idk if that will catch on) have the exact same arrangement of floor and ceiling triangles, but all wall triangles are missing, as are most objects, and all water is gone. Doors are gone, so we can't just open the moat door in a PU, but the fact that the water is missing is key. With no water in the PU moat, Mario can get down to the height of the moat door. So if he's going fast enough (REALLY fast)), he can just run right into the door in the real map, and open it in the 1f you get before Mario starts to swim. I confirmed this with hacked position/speed; I placed Mario 4 PU away where the moat door would be, and gave him sufficient speed so he would reach the real door at the end of 1 frame, and he opened it. The amount of speed you need to reach an adjacent PU is about 4*2^16, or 260k. Apparently this is only possible with a "stuck" BLJ spot, or by hyperspeed walking. I can't find an appropriate BLJ spot in the castle grounds, and hyperspeed walking would probably take about 30-60 mins to get enough speed. Alternatively, with the wing cap unlocked, we could enter VCutM and get the required speed with a BLJ on the elevators there. When you die in VCutM your speed is preserved into castle grounds because you spawn in water. I've thought about trying to TAS this, but I kinda suck so I hope someone else does. GLHF
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If it helps, since this game is console verifiable for every run tested so far, this could be done on emulator then played back to see if it's possible live.
Joined: 12/30/2013
Posts: 12
does anyone have playback files of crashes? i'd like to start looking for ACE stuff, and the menu crashes and the *way too many clones* crashes both sound potentially interesting
Joined: 3/17/2009
Posts: 496
TMK wrote:
Nahoc wrote:
Please share your theory, I'm interested in how you plan on doing it.
You know how if you BLJ a lot, you can end up in a weird invisible OOB area where you can run around (on emulator/VC at least, it always seems to crash on console)? Idk if you know why that is, but for those who don't, the function that checks for the floor triangle below Mario converts Mario's position to short integers for the calculations. Since shorts range from -32768 to 32767, if Mario's coordinates are outside of that range they will overflow back into it. This creates an infinite 2D grid of invisible copies of the level, spaced every 65536 units. The copies (in the ABC chat we were calling them "parallel universes/PUs", idk if that will catch on) have the exact same arrangement of floor and ceiling triangles, but all wall triangles are missing, as are most objects, and all water is gone. Doors are gone, so we can't just open the moat door in a PU, but the fact that the water is missing is key. With no water in the PU moat, Mario can get down to the height of the moat door. So if he's going fast enough (REALLY fast)), he can just run right into the door in the real map, and open it in the 1f you get before Mario starts to swim. I confirmed this with hacked position/speed; I placed Mario 4 PU away where the moat door would be, and gave him sufficient speed so he would reach the real door at the end of 1 frame, and he opened it. The amount of speed you need to reach an adjacent PU is about 4*2^16, or 260k. Apparently this is only possible with a "stuck" BLJ spot, or by hyperspeed walking. I can't find an appropriate BLJ spot in the castle grounds, and hyperspeed walking would probably take about 30-60 mins to get enough speed. Alternatively, with the wing cap unlocked, we could enter VCutM and get the required speed with a BLJ on the elevators there. When you die in VCutM your speed is preserved into castle grounds because you spawn in water. I've thought about trying to TAS this, but I kinda suck so I hope someone else does. GLHF
This is great. Please someone pursue this further instead of the sstupid 0 a pressing
Joined: 10/11/2014
Posts: 3
TMK wrote:
Nahoc wrote:
Please share your theory, I'm interested in how you plan on doing it.
You know how if you BLJ a lot, you can end up in a weird invisible OOB area where you can run around (on emulator/VC at least, it always seems to crash on console)? Idk if you know why that is, but for those who don't, the function that checks for the floor triangle below Mario converts Mario's position to short integers for the calculations. Since shorts range from -32768 to 32767, if Mario's coordinates are outside of that range they will overflow back into it. This creates an infinite 2D grid of invisible copies of the level, spaced every 65536 units. The copies (in the ABC chat we were calling them "parallel universes/PUs", idk if that will catch on) have the exact same arrangement of floor and ceiling triangles, but all wall triangles are missing, as are most objects, and all water is gone. Doors are gone, so we can't just open the moat door in a PU, but the fact that the water is missing is key. With no water in the PU moat, Mario can get down to the height of the moat door. So if he's going fast enough (REALLY fast)), he can just run right into the door in the real map, and open it in the 1f you get before Mario starts to swim. I confirmed this with hacked position/speed; I placed Mario 4 PU away where the moat door would be, and gave him sufficient speed so he would reach the real door at the end of 1 frame, and he opened it. The amount of speed you need to reach an adjacent PU is about 4*2^16, or 260k. Apparently this is only possible with a "stuck" BLJ spot, or by hyperspeed walking. I can't find an appropriate BLJ spot in the castle grounds, and hyperspeed walking would probably take about 30-60 mins to get enough speed. Alternatively, with the wing cap unlocked, we could enter VCutM and get the required speed with a BLJ on the elevators there. When you die in VCutM your speed is preserved into castle grounds because you spawn in water. I've thought about trying to TAS this, but I kinda suck so I hope someone else does. GLHF
is this what you mean? https://www.youtube.com/watch?v=qjQKgOW16Sw
Joined: 6/30/2015
Posts: 8
Mfw let's make a 120 star BLJless.