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Player (152)
Joined: 9/1/2014
Posts: 235
Location: Italy
You need SM64 (U) on mupen 0.5 (I'm not trying to trigger someone, that was made time ago lol) and just open STROOP
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Joined: 7/9/2010
Posts: 1317
Point me to the files where I can find player and camera structs memory addresses. I don't care about stroop or sm64, I only use this game for testing my script because it has angles other than float and the ram map should be well known by now so I don't have to search for my own.
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Joined: 7/27/2017
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Alyosha wrote:
http://tasvideos.org/userfiles/info/40608078650579692 Here is a converson from Mupen to BizHawk for this run. I didn't see that exact plug in settings to convert with so I just used the defaults. (I'll even submit it if you want, since it's been like a week already might as well wrap this up)
How did you convert it from Mupen to BizHawk? I just played it back and was surprised with how well it ran. I'd love to be able to convert other Mupen runs to a native BizHawk format, since the Lua script bugs out on me often
Fog
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Joined: 4/5/2014
Posts: 459
owlgame wrote:
Alyosha wrote:
http://tasvideos.org/userfiles/info/40608078650579692 Here is a converson from Mupen to BizHawk for this run. I didn't see that exact plug in settings to convert with so I just used the defaults. (I'll even submit it if you want, since it's been like a week already might as well wrap this up)
How did you convert it from Mupen to BizHawk? I just played it back and was surprised with how well it ran. I'd love to be able to convert other Mupen runs to a native BizHawk format, since the Lua script bugs out on me often
There is a lua script provided with BizHawk which can attempt to convert Mupen to BizHawk movie files. The only game known to work successfully with it is SM64.
Alyosha
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Joined: 11/30/2014
Posts: 2728
Location: US
Any news on submitting the new run? It's strange to be stuck with the outdated publication when the new one is sitting right here.
MarbleousDave
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Player (12)
Joined: 9/12/2009
Posts: 1555
In regards of only getting the maximum coins in the 15 courses, It probably won't get accepted in the moon tier. BLJs are encouraged. Without coin cloning: The Wing Cap is required to get all the coins in Bob-omb Battlefield. (Need 10 stars for the Wing Cap, also stars 3-6 has the Koopa Troopa hence that 2 stars are required for it to appear) In Whomp's Fortress, you can get all the coins on any star. 12 stars is required for Big Boo's Haunt to be accessed. One star is required for the Boos to appear in the merry-go-round. At least 16 stars are needed to beat the game this way. With coin cloning: Cloning a coin spawner can get you to 255 coins quicker. Is it possible to clone a ! box in Big Boo's Haunt? I'm not sure if a cloned ! box can be interacted with. It is possible to clone objects in Lethal Lava Land, but only once. But how? At least 15 stars are needed to beat the game this way.
Joined: 3/17/2009
Posts: 496
Alyosha wrote:
Any news on submitting the new run? It's strange to be stuck with the outdated publication when the new one is sitting right here.
I am also waiting for this. Still haven't seen an encode
Joined: 3/17/2009
Posts: 496
MarbleousDave
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Player (12)
Joined: 9/12/2009
Posts: 1555
DOTA_Teabag did an upwarp in TTC and Pannenkoek2012 has issued a $1,000 bounty for anyone who can exploit this glitch. It has to be done in Mupen 64.
Tompa
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Joined: 8/15/2005
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Location: Mullsjö, Sweden
This was already mentioned two years ago when the video was new: http://tasvideos.org/forum/viewtopic.php?p=414184#414184
Player (79)
Joined: 8/5/2007
Posts: 865
Dredging up old news, it's always bugged me that the "accepted" explanation for the upwarp is a cosmic ray bit flip. In particular, I think about the megabytes upon megabytes of RAM in the game and find it eerily coincidental that the one bit affected controls Mario's z position. If these bit flips happen roughly at random, we would expect many softlocks, strange poses, spawning/despawning enemies, random power-ups, glitched graphics and text, timer skips, and innumerable other strange effects. But no, the one time a bit flip was caught on camera, it happened to affect only Mario's position, which is about as alluring a glitch as we could possibly hope for. Maybe someone who has a better understanding of computer architecture and the RAM layout of SM64 will weigh in to say that this is not so unexpected. Until then, my money is firmly in the "exploitable software glitch" camp.
Patashu
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Joined: 10/2/2005
Posts: 4016
I don't understand it either, but adding to my confidence that it could be a cosmic ray was that one time I was watching a streamer play Yoshi's Island in the first level (I think it was Trihex?) and they suddenly, with no explanation, teleported straight upwards in the air, which looked extremely like a single bit flip in the y co-ordinate.
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Player (79)
Joined: 8/5/2007
Posts: 865
Patashu wrote:
I don't understand it either, but adding to my confidence that it could be a cosmic ray was that one time I was watching a streamer play Yoshi's Island in the first level (I think it was Trihex?) and they suddenly, with no explanation, teleported straight upwards in the air, which looked extremely like a single bit flip in the y co-ordinate.
That's consistent with a bit flip, but it doesn't offer any evidence as to whether these two apparent bit flips were caused by software or hardware. Based on your additional evidence, am I supposed to believe that these cosmic rays "seek out" y coordinates in the RAM? This is very fishy to me.
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Joined: 9/27/2008
Posts: 1085
Cosmic event is the leading theory so far. I'm pretty sure everyone would be very happy to change theories with sufficient evidence. Right now, as I see it, there is so little evidence of how it happened that the wildly unlikely is within acceptance range. I'm not sure if they tried replicating the exact motions in the video into an input file, then running that input stream across all possible starting RNGs. Even more extreme, replicate the actions since the start of that race all the way to this spot, including the start-up foolery at the file select, watching for exactly when Mario blinks to help with timing. For the most extreme, console verify such a movie. Although, anything persistent across stages (stars collected, doors unlocked, lives remaining, coin scores, global timer, RNG, save file data, HOLP, whatever) are probably the only things that might remotely matter. Could be a laggy moment, an interrupt happened at a curious timing, and changed a behavior that would only fail one time out of a trillion. If you're looking for something other than cosmic rays, I want to hear something like this. Well, in more detail than my hand-waves above, but you get the idea. We're not looking for evidence against the cosmic bit flip, we're looking for evidence toward software error.
Former player
Joined: 8/31/2009
Posts: 236
Agreed with Bobo, it irks me too. If "cosmic ray bit flips" were the cause, we'd constantly be seeing crazy happenings all the time in all kinds of different games.
Post subject: Super Mario 64 - Beating the Game With No Keys
Joined: 11/8/2017
Posts: 2
I have theorized this route, but do not know how it would be done exactly, or it is even possible. Here is the idea. 1 - Enter the castle, and start by doing the beginning of an LBLJ. But instead of going through the 8 star doo, move so that you go through the key door to upstairs. 2 - You will now be in a black area, with the main lobby loaded.You can the go throught the door to enter back into the lobby. 3 - When this is done, you will still be in a black area, but I belive that the upstairs will be loaded. This is the theory section 4-From here, use some method of going through the door. Be it clipping or some obscure glitch, go for it. From there, just play it like you would any other 0 star run. BLJ to BITS. Please keep in mind that I am not that knowledgeable, but I do know a few things about the game. I would really appriciate any comments or opinions.
Post subject: Re: Super Mario 64 - Beating the Game With No Keys
QuizmasterBos
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Joined: 6/23/2013
Posts: 136
Trueace wrote:
I have theorized this route, but do not know how it would be done exactly, or it is even possible. Here is the idea. 1 - Enter the castle, and start by doing the beginning of an LBLJ. But instead of going through the 8 star doo, move so that you go through the key door to upstairs. 2 - You will now be in a black area, with the main lobby loaded.You can the go throught the door to enter back into the lobby. 3 - When this is done, you will still be in a black area, but I belive that the upstairs will be loaded. This is the theory section 4-From here, use some method of going through the door. Be it clipping or some obscure glitch, go for it. From there, just play it like you would any other 0 star run. BLJ to BITS. Please keep in mind that I am not that knowledgeable, but I do know a few things about the game. I would really appriciate any comments or opinions.
IIRC the area loads upon Mario opening the door. Since the door cannot be opened without the key it is impossible to enter the upstairs area this way.
Post subject: Re: Super Mario 64 - Beating the Game With No Keys
Eszik
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Joined: 2/9/2014
Posts: 163
Trueace wrote:
3 - When this is done, you will still be in a black area, but I belive that the upstairs will be loaded. This is the theory section
You need the key to enter the door, both ways.
I problably made mistakes, sorry for my bad English, I'm French :v
Post subject: Re: Super Mario 64 - Beating the Game With No Keys
Joined: 11/8/2017
Posts: 2
Eszik wrote:
Trueace wrote:
3 - When this is done, you will still be in a black area, but I belive that the upstairs will be loaded. This is the theory section
You need the key to enter the door, both ways.
Oh ok. I didn't know you needed it to go backwards. Thanks for letting me know.
Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
Just wanted to point out that SilentSlayers has improved some single stars recently: Blast to the Lonely Mushroom in 5"27 Cruiser Crossing the Rainbow in 14"70 In The Deep Freeze in 5"30 And for VCUtM he saved 1 frame in the beginning over Plush's recent WR, but it's limited by the elevators toward the end. If another frame was saved prior to that, it would be able to be improved further.
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Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
I can't believe how you guys still find ways to improve even those super short stars, great job!
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.
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Posts: 1047
Location: California
andypanther wrote:
I can't believe how you guys still find ways to improve even those super short stars, great job!
People like SilentSlayers and Plush are extremely good optimizers. They truly are on another level of understanding SM64 physics and I agree with you, their work on the game recently is incredible. The new 120 will be absolute insanity to watch as a whole.
Eszik
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Posts: 163
sonicpacker wrote:
In The Deep Freeze in 5"30
Is this really tied with the single star record? Or are the timings different?
I problably made mistakes, sorry for my bad English, I'm French :v
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Posts: 1047
Location: California
Eszik wrote:
sonicpacker wrote:
In The Deep Freeze in 5"30
Is this really tied with the single star record? Or are the timings different?
Non-TAS single star timing ends when the star is touched, TAS timing ends when Mario lands on the ground after the star grab. Also, here's the first version of our VCUtM entry from the 1 Key including a comparison to the published run: Link to video
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Link to video Just a random fun idea based on an older video of mine. Maybe someone else could find a different route and complete the challenge?