Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Link to video Link to video New LOTADs, the first one uses the new itemless forest escape.
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.
Joined: 3/17/2009
Posts: 496
#WaitingForMoreOoTTASaction
MarbleousDave
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Player (13)
Joined: 9/12/2009
Posts: 1560
I would like to see a 100% TAS of Nimpize Adventure since there's an any% TAS of it.
evilas
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Joined: 7/31/2009
Posts: 68
So uh, New glitch found by GlitchesAndStuff Basically the OoT version of cloning in SM64. Link to video
Over a decade on this site, holy shit
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Joined: 7/7/2008
Posts: 873
Location: Utah
Patashu
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Joined: 10/2/2005
Posts: 4045
Link to video Practical applications intensifies
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
Joined: 3/17/2009
Posts: 496
https://twitter.com/dannyb21892/status/1191768796807225344 So can we finally do GIM on n64 now, and by extension actually do this in TAS? Where u at Swordless, Bloobiebla, Grunz and other old heroes!?
Experienced player (604)
Joined: 2/8/2009
Posts: 656
Wow, that sounds absolutely insane. Is there a video of that mentioned GIM and SRM combination somewhere? And no, I don't think this makes GIM possible on N64.
Post subject: Arbitrary code execution in Ocarina of Time
Joined: 2/28/2012
Posts: 160
Location: Philadelphia
Arbitrary code execution in Ocarina of Time! Link to video https://www.youtube.com/watch?v=RoEmGCNsbno Is this the first ACE on a Nintendo 64 game?
Post subject: Re: Arbitrary code execution in Ocarina of Time
Banned User
Joined: 8/2/2017
Posts: 89
Location: Brazil
Enterim wrote:
Is this the first ACE on a Nintendo 64 game?
No, The first ACE on a Nintendo 64 game is Pokemon Stadium. Link to video
Cuphead TASes desyncs unfortunately.
Patashu
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Joined: 10/2/2005
Posts: 4045
This is, however, the first game to get it under its own power (not needing to transfer glitch data from a second game). Very nice.
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
Joined: 3/17/2009
Posts: 496
Patashu wrote:
This is, however, the first game to get it under its own power (not needing to transfer glitch data from a second game). Very nice.
Can it be done on n64 tho? GIM used to be emulator only and not possible on console
Joined: 11/9/2012
Posts: 40
Yes, it can be done on console.
Alyosha
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Editor, Emulator Coder, Expert player (3828)
Joined: 11/30/2014
Posts: 2834
Location: US
That's incredible. It's only a two instruction payload but hopefully this is just the beginning.
Joined: 3/17/2009
Posts: 496
So after investigating and reviewing this new stuff I still can't find a way to make it shorten the length of the current any% TAS, what am I missing? And this is assuming it would actually work on n64 as per FaschZ claim 2 posts above.
Joined: 12/6/2008
Posts: 1193
Synx wrote:
So after investigating and reviewing this new stuff I still can't find a way to make it shorten the length of the current any% TAS, what am I missing? And this is assuming it would actually work on n64 as per FaschZ claim 2 posts above.
I mean it's hard to shorten any%. It's pretty freaking short. Did anybody say it would? I could see executing a short ACE command that starts the credits. You'd certainly need chus, maybe a bottle. Not sure if it could be done faster than current any%. GIM only crashes because the console tries to render something invalid. You can fix this on N64 with certain GIMs by pulling out a trade item or magic bean or something similar beforehand. Nothing invalid is being rendered with SRM.
Joined: 11/9/2012
Posts: 40
Also, it wasn't so much a claim as much as it was a fact
Joined: 3/17/2009
Posts: 496
No reason to get upset mate. If u had provided an explanation, like Slowking did, then I would have referred to your answer differently. But it doesn't really matter. Claims can be both factional and fictional. I will grant u that your claim was also a fact if that makes u happy. My goal was to predict the impact this new discovery can have on potential future TAS'es. As such I requested information I deemed necessary for comperhending the magnitude of the discovery and how it may be used in OoT TAS'es. As I understand it now, a cool TAS will be possible, but it is unlikely to impact any%.
Post subject: OoT ACE update
Joined: 2/28/2012
Posts: 160
Location: Philadelphia
ACE in Ocarina of Time has been expanded by researchers/speedrunners such as natalyahasdied and can now utilize large-scale payloads. Very promising! Below is a demonstration video: Link to video
Publisher
Joined: 4/23/2009
Posts: 1283
Holy crap!
evilas
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Joined: 7/31/2009
Posts: 68
Link to video Potential credits warp idea
Over a decade on this site, holy shit
evilas
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Joined: 7/31/2009
Posts: 68
Link to video Holy fuck this shit never stops
Over a decade on this site, holy shit
evilas
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Joined: 7/31/2009
Posts: 68
Link to video And the gamebreaks keep coming and they don't stop coming....
Over a decade on this site, holy shit
Spikestuff
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For the sake of pointing out. As the description states this is the iQue version playing on BizHawk, this is native BizHawk not a special build it's running on the Mupen core.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.