Wasn't there a new 0 Star TAS supposed to come around within the last months? If I remember correctly, the bowser 1 battle could be improved, just like BitFS.
Snark uploaded a few (pretty sure, it's a few) improved 0 Star TASes on his channel, in which he (and some others) massively improved BitS and also BitFS. Not 100% sure, if BitFS included the improvements found by the people from here. Neither did it include the improved Bowser Battle, which confused me the most.
So did Snark already include all the new strategies without me realizing it or is there still room for further improvement? If so, are we going to see a new run within the next time?
AFAIK, Not possible. The doors are loading points which absolutely MUST be activated and the activation requires a key, no way around it.
The second key absolutely can't be skipped. Skipping the first would require opening the moat door with moat filled, which is very likely impossible.
Joined: 3/27/2012
Posts: 8
Location: some east asian country
I don't think it will ever be possible to skip the second key door. The first one has some potential by using the moat doar, but even that has been not been easy. The closest way we can possibly skip the second door is through wrong warping, but this game isn't as broken as OOT so I doubt it will ever be possible.
Did anyone try my idea? wallkicking up to the top of the void behind the door and seeing if you can go just below the top of the castle but over the walls next to the doors?
Did anyone try my idea? wallkicking up to the top of the void behind the door and seeing if you can go just below the top of the castle but over the walls next to the doors?
if you had read the topic you’d know that there is water even behind the moat door, so if you go behind it you just start swimming and can’t open it, like from in front of it
I don't know if it would work in this game, but in SM64DS you can open the moat door early by causing Yoshi to clip through a wall in such a way so that Yoshi goes from being above the water to below the water without ever passing through the water's surface, so the game never renders Yoshi as "swimming".
While a similar wall clip glitch is probably not possible in SM64, could there be some other way to bypass the water's surface, such as by entering it at an extremely high speed? What happens if Mario in frame 1 is entirely above the water, and in frame 2 is entirely below the water?
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
Zowayix wrote:
I don't know if it would work in this game, but in SM64DS you can open the moat door early by causing Yoshi to clip through a wall in such a way so that Yoshi goes from being above the water to below the water without ever passing through the water's surface, so the game never renders Yoshi as "swimming".
While a similar wall clip glitch is probably not possible in SM64, could there be some other way to bypass the water's surface, such as by entering it at an extremely high speed? What happens if Mario in frame 1 is entirely above the water, and in frame 2 is entirely below the water?
In SM64 (not DS), at any time if Mario's height is under the water surface, he'll immediately get into a swimming state. So there's no way to clip through the water surface and walk on the floor as in SM64DS.
However, it has been proven possible that if Mario is only underwater and at the right position for 1 frame, he is still considered on the ground for 1 frame and can enter the door during that frame. (This was done with a cheat device; there's a video of it somewhere on YouTube). Also, when BLJing at extremely high speed from the slope/exit point of the moat, it's possible to get on the floor of the moat for 1frame.
Thus, the only theoretical possible way to get the moat door to open is to BLJ, and move from the slope (exit point) to the door position in 1 frame and have Mario enter the door. (Unless, of course, somebody finds out an entirely new way, but that seems unlikely). However, so far nobody has been able to do that, and it may very well be impossible in practice.
http://www.youtube.com/Noxxa
<dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects.
<Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits
<adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away?
Yeah, that has to be the reason why nobody is answering my question, I'm sure.
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away?
Yeah, that has to be the reason why nobody is answering my question, I'm sure.
Or maybe those working on it are too lazy to post?
Joined: 9/21/2009
Posts: 1047
Location: California
Pheenoh wrote:
MrGrunz wrote:
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away?
Yeah, that has to be the reason why nobody is answering my question, I'm sure.
Or maybe those working on it are too lazy to post?
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away?
Yeah, that has to be the reason why nobody is answering my question, I'm sure.
Or maybe those working on it are too lazy to post?
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away?
Yeah, that has to be the reason why nobody is answering my question, I'm sure.
Or maybe those working on it are too lazy to post?
Or maybe...no one is working on it. <_<
but still...is snark's most recent run still improveable using the bowser dance and maybe some other stuff?
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away?
Yeah, that has to be the reason why nobody is answering my question, I'm sure.
Or maybe those working on it are too lazy to post?
Or maybe...no one is working on it. <_<
but still...is snark's most recent run still improveable using the bowser dance and maybe some other stuff?
snark's run is improvable using bowser dance for 1 frame assuming it's possible to luck manipulate bowser without losing any frame before that, which hasn't been proven yet. There's a very small margin on luck manipulation before that.
Is there some secret sub 5 TAS in the making, that noone is allowed to know about until it is submitted, so you can blow all our heads completely away?
No one is working on anything but we will sub 5...one day...
(I bet this game has some sort memory corruption that no one knows about because no one has thoroughly searched AFAIK)
One problem with sub 5 is the inaccurate emulator that Mupen is. Would the current TAS still be that fast on a good emulator? That would mean even more timesavers would need to be found.
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.
I think we must make a group conversation on Skype to talk about optimisation you can find, nope?
Current:
Rayman 3 maybe? idk xD
Paused:
N64 Rayman 2 (with Funnyhair)
GBA SMA 4 : E Reader (With TehSeven)
TASVideos is like a quicksand, you get in, but you cannot quit the sand
One problem with sub 5 is the inaccurate emulator that Mupen is. Would the current TAS still be that fast on a good emulator? That would mean even more timesavers would need to be found.
SM64 is the only n64 game (well I think anyway) that the runs have been console verified, so the accuracy is fine, for the trick/bugs used so far anyway. Lag frame might be different, but I don't think the difference is that huge.
One problem with sub 5 is the inaccurate emulator that Mupen is. Would the current TAS still be that fast on a good emulator? That would mean even more timesavers would need to be found.
SM64 is the only n64 game (well I think anyway) that the runs have been console verified, so the accuracy is fine, for the trick/bugs used so far anyway.
Well, I'm assuming then, that if someone figures out a way to save the needed 140ish frame needed to be sub 5, it would be a major breakthrough and would save a lot more then those 140ish frames needed.
We are talking glitch/memory corruption to skip a whole level or two, or save a huge amount of time by skipping a big part of a level.
Was there any test/check on the console verification movie vs. the mupen run (using whatever exact framerate mupen is trying to emulate), or is it possible to skip those approximation and maybe the n64 bot can calculate the amount of lag frame the n64 doesn't poll controller updates?