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TAG
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Joined: 2/9/2014
Posts: 407
Location: In Oblivion
would doing a L + R + Start + Select at the beginning of the first frame of a black screen where the star comes out and you have to touch it to begin the game. would doing the soft reset saves some frames. really interested to know. (not like it even matters) also
jimbo1qaz wrote:
Nobody ever looked into the Yoshi null box memory corruption glitch?
i did but nothing really interesting happens except you can change your skin colour with it and also makes music and scenery change.
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Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hey, you'll never know. After all, that's what people say about glitches like Brock skip, and look what happened now! ;)
Joined: 1/20/2015
Posts: 13
I didn't really follow up on the glitch. At some point in past testing, I managed to transform bob-omb feet into a glitchy extruded polygon line. I also got that collision bug. The game frequently crashes, especially when loading stuff (not sure?) Isn't it possible, at least in theory, that the memory corruption could potentially hit the star count or something? If so, would it be faster than standard TAS? Also, that might be emulator-dependent.
Joined: 1/20/2015
Posts: 13
SM64DS USA SHA1 7BF8A92B259E303899851034D85C531CCDC532E2 I got a crash in Desmume and decided to check the game memory. Nearly all the memory from [0x00, 0x02fc0000) with many gaps in the middle was overwritten by a repeating pattern of "00 00 00 00 c8 a1 07 00 00 f8 ff ff ff a7 b0 c9 00 00 00 60 01 00 00 00 c8 a1 07 00" (hex). The memory was not corrupt until the crash actually happened. EDIT: I retried the glitch from begin-of-levelsave and got an identical corruption pattern.[/s] It was an after-glitch-began save. EDIT2: I retried the glitch from new game start and got (again) an identical pattern. I suspect it may be the object management algorithm entering an infinite loop. How big is an "object" in SM64DS?
Joined: 12/29/2007
Posts: 489
^Looks like a major buffer overflow/corruption then. If its specific mechanics can be nailed down that could be very useful for any manner of glitched runs.
Joined: 1/20/2015
Posts: 13
I don't think a fixed-pattern full-memory overflow is much use except for non-record-setting "fastest crash" speedruns (you can crash the game from the wifi menu without even beginning) My previous video link is far more interesting, it's a targeted corruption instead of total crash. I don't know how it happened. See my previous observations. Can anyone help me figure out EXACTLY what's going on?. Empirical observations: BoB: If you trigger the glitch and only collect the first egg COIN, the HUD will disappear. If you then create an egg and start repeatedly sliding off the stone cannon mound, the egg will disappear but keep its shadow. Throwing the invisible egg will usually cause a game crash. I've once gotten it to not crash by throwing it right away. Once it turned invisible during throw or travel, and crashed. Sometimes, doing this causes crashing without glitched sound or memory trashing. Once I got an undefined instruction error.
TAG
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Joined: 2/9/2014
Posts: 407
Location: In Oblivion
Duck me I am gonna do that right now. Thanks EDIT: I can't seem to debug my crash when I do this glitch. Is it because I am doing it wrong?
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
Joined: 1/20/2015
Posts: 13
TAG wrote:
Duck me I am gonna do that right now. Thanks EDIT: I can't seem to debug my crash when I do this glitch. Is it because I am doing it wrong?
How are you trying to debug the crash? GDB? Is there any way to set a memory breakpoint so I can figure out which code is trashing the memory?
TAG
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I am just using the L + R + Left + A then Down + B and the Start + Select. I also
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
Joined: 12/30/2013
Posts: 12
jimbo1qaz wrote:
I don't think a fixed-pattern full-memory overflow is much use except for non-record-setting "fastest crash" speedruns (you can crash the game from the wifi menu without even beginning) My previous video link is far more interesting, it's a targeted corruption instead of total crash. I don't know how it happened. See my previous observations. Can anyone help me figure out EXACTLY what's going on?. Empirical observations: BoB: If you trigger the glitch and only collect the first egg COIN, the HUD will disappear. If you then create an egg and start repeatedly sliding off the stone cannon mound, the egg will disappear but keep its shadow. Throwing the invisible egg will usually cause a game crash. I've once gotten it to not crash by throwing it right away. Once it turned invisible during throw or travel, and crashed. Sometimes, doing this causes crashing without glitched sound or memory trashing. Once I got an undefined instruction error.
do you have playback files for any of these crashes? i'd love to try and debug them and see if i can figure out why its crashing
TAG
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Joined: 2/9/2014
Posts: 407
Location: In Oblivion
Hi guys, again. I am trying to crash my V2 game by grabbing ukiki while transforming from Yoshie to Wario. Is this possible or is this glitch FAQ Wrong? (My gueß it is. Mainly because I know David always types a lot of crap) Never mind. I managed to do it. https://www.youtube.com/watch?v=PjAlIEfh4M0
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
Joined: 1/20/2015
Posts: 13
hectohertz wrote:
do you have playback files for any of these crashes? i'd love to try and debug them and see if i can figure out why its crashing
I'll try to record some when possible... I missed your post for 2 weeks, gotta subscribe to thread...
TAG
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Joined: 2/9/2014
Posts: 407
Location: In Oblivion
hi guys, i think i found out why the game freezes on DS with klepto swooping at you while idle on V1. When I opened up the crash dump screen I discovered something that blew my mind. This crash is caused by an undefined animation... you see, there is nothing wrong with Klepto, it's all to do with the item you are holding with a characters cap on. While you are holding an item by normal Means (walking around with it) when klepto swoops down at you and touches you, the character you are playing as with another characters cap on, drops the box and gets his hat taken away by the bird. The game developers must have forgotten to complete or forgotten to have marked the idle standing still animation while carrying the item active. And so when klepto swoops down at you. The game tries to activate this animation but fails to do so, and so forth crashes. (Even more evidence is heard as the first byte of sound is the cap being taken away from you. But because the animation does not happen the game then crashes with a loud noise after the first byte of the cap taken away sound) An emulator can handle this issue by ignoring the incomplete code and drops the item and then has your character hold an invisible item in your hands. Please tell me if this might be wring
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TAG
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Joined: 2/9/2014
Posts: 407
Location: In Oblivion
my V1 copy of SM64DS came in the mail the other day, it's nice to know i still can decipher the crash dump screen. please may I embed some videos like i did with my previous video? they are SM64DS glitches. and they are specific to Version 1 too.
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
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TAG wrote:
my V1 copy of SM64DS came in the mail the other day, it's nice to know i still can decipher the crash dump screen. please may I embed some videos like i did with my previous video? they are SM64DS glitches. and they are specific to Version 1 too.
Can you simply place the links on this thread without doing so? :P
TAG
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Posts: 407
Location: In Oblivion
it turns out i lied again... but about the klepto glitch. i found that if you walk around slowly and let klepto take your hat. when you stop moving the game will freeze and i thinkn maybe licking and jumping freeze the game and i think crouching does too. i need. " doing some debugsging, i found that the error is exactly the same as when you are standing idle and letting Klepto take you hat (thats when it will freeze in V1) doing some further investigation i also found that your character is still technically holding the item but only in the coding sector and but because the box was taken way the game crashes as these two events were not properly coded into the game. in other words, the game designers neglected to add a bit of coding that makes the character drop the item properly instead of just dropping the texture ;p also sorry for lying. at least i admitted to it other than just keeping quiet and making more people rage over it.
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
TAG
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Joined: 2/9/2014
Posts: 407
Location: In Oblivion
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
TAG
He/Him
Joined: 2/9/2014
Posts: 407
Location: In Oblivion
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
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Joined: 9/17/2009
Posts: 4980
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hey, can you please not embed videos? It's ok to post links (the full url), but not embed 10+ videos on 1 page. Not everyone has unlimited, perfect connection. :/
TAG
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Joined: 2/9/2014
Posts: 407
Location: In Oblivion
Righty 'O then, sorry. I thought I was doing the right thing. And I live in Australia and we have really really really bad Internet. I'll sort this out when I am next in my computer.
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
Sharkey91
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Joined: 8/9/2015
Posts: 94
Location: France
To begin, I'm not English, I'm French. So, sorry if I make mistakes. I know some people are waiting for a 150 or 80 star TAS of this game, but a 150 star TAS is very hard to optimize because there is several things that you need a very good RNG (in SM64DS, the RNG is not simply a number between 0 and 100 or another easy RNG, it's between 10 000 000 and 1 000 000 000 or about it) : - The 8 shiny rabbits star which is VERY VERY random - The coins placement for 100 coins stars - The goombas with the SILVER STARS - The falling silvers stars in TTC - The speed of Koopa The Quick - And I forget some other things I'm currently working on a 150 star TAS, but I'll probably finish a 80 star TAS before, because it's not so hard. Anyway, don't think a 150 or 80 star will be posted now, but I'm working. Please, came someone good at SM64DS TASing can help me to what RAM adresses are useful because currently I only use the RNG, the character's speed and the Bowser's spinning speed. I don't really know the utility of the other RAM adresses. Thanks to reading ! Edit : And please if someone can tell me how to hack the textures to see what are you doing in Out Of Bounds because I've never found it.
I'm the main TASer of the SM64DS 150 stars TAS and YIDS any% TAS. I'm French. Sorry if I make grammar mistakes. My YouTube channel where I post about TASes : https://www.youtube.com/channel/UC9ij2bLJfWYkYOWTMF6sKVQ
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Sharkey91 wrote:
Please, came someone good at SM64DS TASing can help me to what RAM adresses are useful because currently I only use the RNG, the character's speed and the Bowser's spinning speed. I don't really know the utility of the other RAM adresses. Thanks to reading ! Edit : And please if someone can tell me how to hack the textures to see what are you doing in Out Of Bounds because I've never found it.
1. A tiny problem about that; the addresses change every stage. http://tasvideos.org/GameResources/DS/SuperMario64DS.html Here's the base addresses and the offsets. You'll probably need lua or lots of watch files to display them across the game. 2. The hack appears private, so try pming the authors of the current TAS.
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So we have confirmed Sharkey91 is a based god. After talking with him, I have confirmed there are two known improvement in the SM64DS intelligent 0 star TAS: - doing a soft reset right at the start of the TAS. This saves well over 4 seconds - a 6 frame improvement in LLL thanks to the direction reset glitch. Except an full any% movie by the end of the week. For the 80 star TAS, we have decided to make it a 150 instead (as Spikestuff puts it, 100% or GTFO.) I'm currently encoding it, but you can find the first 10 stars here: User movie #25506041999124602 Note that the LLL red coin star improvement is currently not hex edited in.
Sharkey91
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Posts: 94
Location: France
It's a 3 star TAS
I'm the main TASer of the SM64DS 150 stars TAS and YIDS any% TAS. I'm French. Sorry if I make grammar mistakes. My YouTube channel where I post about TASes : https://www.youtube.com/channel/UC9ij2bLJfWYkYOWTMF6sKVQ
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