[URL=http://jul.rustedlogic.net/thread.php?id=434]Reading this thread [/URL] will give a better idea of how the water works in SM64. It seems that the water polygons are just for show, there is no collision code attached to them. Instead Nintendo created a seperate "water box" for every area of water, which is also likely to apply to OoT.
Has this been looked into any? It's fairly easy to get high enough so that your butt-stomp gets you far enough underwater to hit the switch before you start swimming, but thats just what I remember from the console, may or may not be relevant. Does it have anything to do with the physics we're trying to work with here, or is it just a case of hitting the switch because your downward momentum is fast enough?
I'm also curious about what causes vertical zipping behavior (i.e. teleporting to the top of the pole in BitFS in one frame), whether vertical seams can do this, etc, but I'm sure its been looked into.
How nice would it be if you could die normally underwater like this, in an area where you respawn in the same area (i.e. outside the castle), and respawn in a swimming animation?
But yeah, things like this should be proof enough that certain animation routines cause various other things to be overlooked. You can fall into a bottomless pit and continue having a flaming ass, long after the health depletes to 0, and the death animation doesnt really seem to care if you transition in and out of water, etc... there's probably a way to time touching the low water level switch in WDW so that you lose all your health, drowning, right before the water level is low enough so that you'd be standing (i.e. on a slightly higher place like by the blue coin switch), and I would imagine mario does the drowning-death animation on a dry surface. Nothing short of death and a burning ass, in my memory, have properties like this.
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
ok, krohn7master. I've had enough.
I give you two options.:
1-You make the kids here happy, making the damn m64 and I will think about introducing you to this hottie here...
2-If the deadline is reached... well... my friend will make sure you don't play theses pranks on nobody else.
(And teach you how to
TAS, if time permits).
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself.
It rests on the conviction that you — by your choices, effort and actions — have made yourself into the
kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional
functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success."
- Onkar Ghate
Bisqwit wrote:
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
How about this?
We just assume its fake until something proves us wrong.
If anything, it will stop that up there. Thanks Sephiroth.
I was just wondering, is the credits sequence actually shorter that the gameplay in the latest AVI?
Bittorrents been out so I can't download it yet for converting to my ipod.
Renting this space for rent.
Trying to fix image on this site. Please cut slack.
As of April 6th, 2012:
After a long absence, here we go again?
Bittorrents been out so I can't download it yet for converting to my ipod.
lol. Torrents are never seeded on this website, which is why I used to mirror all the movies on archive.org, look at the movie page: http://tasvideos.org/1197M.html. The archive.org link should be up and working.
Yaay, I was mentioned. Go me.
In all seriousness, though, I do know exactly what I did there. And no, I highly doubt it's possible on the castle without Toad's Tool 64. Basically, I was trying something out with one health unit and got burned where the corner of the platform meets the wall. I tried out prolonging death by jumping around, but it didn't work. Essentially, when I landed the last time, I grinded while on top of the platform thing and died. This works because:
What happens when you grind is you go from one platform to another very quickly; this is why water comes up when you grind above a water surface. Any kind of grinding like this hits the top of the water-box for an instant. What I did here was die as I grinded and on the water-box. And just like when you transport to the bottom of the water when collecting a star on top of water (bad sentence, I know) it is very useless and probably temporary.
But maybe the grinding thing would work; I dunno.
Uh, hi. If you see me, my attempts at being a ninja are failing.
I've noticed that grinding thing before. If you try it next to the entrance to Shifting Sand Land's pyramid, you'll die immediately with the "Mario sinking into sand" animation, even though you're not touching the sand.
I think it's surface dependent. When I was trying to BLJ on the lobby ceiling I received this effect a few times. I would be clipping the wall and basically just teleport down to the floor.
I attempted to recreate this outside on top of the castle. I can clip the wall by the spires multiple times, but I never get any effect shooting me towards the floor.
is grinding anything like stuttering when you are at the edge of something? I've never seen that teleport mario, he usually just stutters on a ledge and then falls or grabs on or recovers.
I recorded a short video of what I believe we're talking about.
http://dehacked.2y.net/microstorage.php/info/297456533/Super%20Mario%2064%20Grinding%20%28USA%29.m64
I earlier had forgotten that I used the ceiling in the lobby to assist me. So what uses does this have? I don't really know. Anyone want to try zipping to the moat door? Highly doubtful yet semi-plausible.
I believe I've done this previously without hitting my head on the wall, but I won't swear to that.
I recorded a short video of what I believe we're talking about.
http://dehacked.2y.net/microstorage.php/info/297456533/Super%20Mario%2064%20Grinding%20%28USA%29.m64
I earlier had forgotten that I used the ceiling in the lobby to assist me. So what uses does this have? I don't really know. Anyone want to try zipping to the moat door? Highly doubtful yet semi-plausible.
I believe I've done this previously without hitting my head on the wall, but I won't swear to that.
Pretty sure that doesn't have a use, but nice video.
I believe I've done this previously without hitting my head on the wall, but I won't swear to that.
Yeah it can be done. Despite my lack of knowledge of SM64 I was playing around in that area and managed to get myself into a continuous grind along that ledge until I got trapped in a spot between that ledge and the ceiling. Then, Mario stayed in a still jump-dive position until I let go of a certain analogue direction, then he warped to the ground.
Joined: 11/9/2008
Posts: 108
Location: New Orleans, LA U.S.A.
first post,,
first, LOVE watching TAS videos, thanks to all of you who make them, i am a mac user primarily which leads me to believe speed runs are out of my capability. if anyone knows otherwise, please respond to the post or email me and i would be greatly appreciative.
regarding mario 64, justwanted to say that I think a run that doesn't get all or none of the stars (ex: the two TASs on bisqits speed demo site) is important for demonstrating route planning. When the player has to get all of the stars, there is no discretion regarding which stars to get. I become really interested in mario 64 speedruns when i can observe which stars the player omits and which the player gathers to get to 70 stars.
The two currently published mario 64 speed runs are entertaining, but I would certainly prefer a 70 star run.
thanks again everyone,
JON G
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
First of all, the common courtesy in this forum is to post in an existing thread when possible to avoid having many treads on the same game, so you may want to post in the mario 64 thread.
That said, I think there is some room for a 70 star run, but its goals would need to be defined such that BLJ is omitted to justify the need for 70 stars.
(otherwise it would lead to silliness like getting the 70th star in the third bowser level, undermining the spirit of the run)
If someone wants to make this, I can tell you that I would be interested for sure.
Well, thanks to SilentSlayers, look we have made a to kind of "walk" or glide up hills.
In a way its similar to supersliding in OoT/MM to get up slopes
http://www.youtube.com/watch?v=BrnIldWXo2A
:29
Well, thanks to SilentSlayers, look we have made a to kind of "walk" or glide up hills.
In a way its similar to supersliding in OoT/MM to get up slopes
http://www.youtube.com/watch?v=BrnIldWXo2A
:29
This is old. It was in one of FODA's WIPS but got cut from the final run.
EDIT: Back on page 78:
JSmith wrote:
Doing it during BLJ just locks in Mario's path and freezes his running animation. It may still be useful during BLJ for climbing really steep slopes.
Trying 127.0.0.1...
telnet: connect to address 127.0.0.1: Connection refused
telnet: Unable to connect to remote host
Joined: 11/9/2008
Posts: 108
Location: New Orleans, LA U.S.A.
sorry about that, wasn't sure how specifics the topics were intended to be.
MOD feel free to move or delete this topic
otherwise, you think i should email bisqit about my request for this run or what?
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Umm... Bisqwit doesn't make all the TASes found on the site. I don't even think he has a published run this year (although there were a couple grue-d ones). In any case, the idea for a 70 star run has been thrown around in the previously mentioned Mario 64 thread, but I don't believe anyone is actively working on a version at the moment.
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I'm not sure if I used it backwards or to go UP hills. The C^ glitch was on one of my wips, and I can't even remember if I discovered it or if it was known. The thing about the C^ glitch I remember is that velocity keeps increasing as you go down the hill and it keeps increasing until you hit something, so you get really fast. But you go in a straight line.
It in fact is present on my 120 stars TAS at the slide level in Tall tall mountain.
I just don't remember using it after BLJ, but if you say I did then maybe I did. It's been so long now.
edit: oh so you had the idea to use it, but nobody put it to practice. You have great memory :P
edit#2: from my submission text:
in tricks:
"Camera up, "C" button up (C^up)
Done by running towards a slope, and then entering free look mode by pressing the "C up" button and entering the slope during the slide stopping animation. Only works on some slopes.
The effect is that Mario instead of stopping, has his speed increasing constantly, without a limit. The bad thing is that the initial speed isn't that great, and Mario can't turn (moves in a perfect straight direction). Can be cancelled anytime by pressing a button (Mario sits and slides, gaining back the control). " (this is probably wrong in that it only increases velocity if mario is going down the hill, and it decreases if mario is going up).
in special thanks:
"JSmith for finding the C^up Glitch!"
edit#3:
http://video.google.com/videoplay?docid=-3709935749980051826&ei=sRYYSfX5NI6qrgLC2PnLDQ&q=super+mario+64+120+stars#1h19m08s
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
mr_roberts_z was planning on making one, but dropped it for reasons I'm not aware of. He even made a route, unfinalized as it may be.
mr_roberts_z wrote:
70 STAR ROUTEBig Bobomb on the Summit
Shoot to the Island in the Sky
Behind Chain Chomp's Gate
Slip Slidin' Away
Lil' Penguin Lost
Wall Kicks Will Work
Frosty Slide for 8 Red Coins
CCM 100 Coin star
Big Penguin Race
Snowman's Lost His Head
Chip Off Whomp's Block
To the Top of the Fortress
WF 100 Coin star
Red Coins on the Floating Isle
Fall Onto the Caged Island
Blast Away the Wall
Shoot into the Wild Blue
PSS
TotWC
PSS2
Bowser in the Dark World Red Coins
MIPS
In the Talons of the Big Bird
Shining Atop the Pyramid
Inside the Ancient Pyramid
Boil the Big Bully
Bully the Bullies
8 Coin Puzzle with 15 Pieces
Red-Hot Log Rolling
Elevator Tour in the Volcano
Hot-Foot-It into the Volcano
Toad 1
Swimming Beast in the Cavern
A-Maze-Ing Emergency Exit
Metal-Head Mario Can Move!
Watch for Rolling Rocks
Navigating the Toxic Maze
Board Bowser's Sub
Chests in the Current
Bowser in the Fire Sea Red Coins
Shocking Arrow Lifts
Top o' the Town
Express Elevator--Hurry Up!
Secrets in the Shallows and Sky
Scale the Mountain
Scary 'Shrooms, Red Coins
Mysterious Mountainside
Blast to the Lonely Mushroom
Snowman's Big Head
Chill With the Bully
In the Deep Freeze
Whirl from the Freezing Pond
Shell Shreddin' for 8 Red Coins
Pluck the Piranha Flower
The Tip Top of the Huge Island
Five Itty Bitty Secrets
Wiggler's Red Coins
Toad 2
Roll Into the Cage
The Pit and the Pendulums
Get a Hand
Stop Time for Red Coins
TTC 100 Coin star
Stomp on the Thwomp
Timed Jumps on Moving Bars
Toad 3
Cruiser Crossing the Rainbow
Coins Amassed in a Maze
Swingin' in the Breeze
Tricky Triangles
The stars within the courses might be a little more random, but that's basically it. As strange as it seems, AKA and I deduced that the 100 coin stars are faster than those they replace, making every star under 45 seconds.
My published movies
[03:45:05] <Naohiro19> Soulrivers: ...
[03:45:19] <Soulrivers> ?
[03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes!
[03:46:48] <Naohiro19> joke