zelpikukirbyRTA timing (file select~final ground pound) is 2:23:19.19 TAS timing (start~final input) is 2:23:29.42 re-records:788703
TAS made by me(zelpikukirby) tool developer: Goldfire, naosan, sup39
This TAS was made from May 2018 to February 2023. some optimizations are not complete because new techniques and glitches are found during TAS making. In the early stages, the priority is to unlock Corona Mountain in order to reduce the cutscenes in delfino plaza. it takes 2.6 seconds to scroll from episode 8 to 1, but a cutscene takes 3 seconds. so bianco1 skip and gelato beach skip are faster. Exceptionally, Pinna 2 reds is collected before unlock corona because it does not play any cutscene.
[TAS] Super Mario Sunshine 120shines in 2:23:29.42zelpikukirby2023-02-17 | RTA timing (file select~final ground pound) is 2:23:19.19 TAS timing (start~final input) is 2:23:29.42 re-records:788703
TAS made by me(zelpikukirby) tool developer: Goldfire, naosan, sup39
This TAS was made from May 2018 to February 2023. some optimizations are not complete because new techniques and glitches are found during TAS making. In the early stages, the priority is to unlock Corona Mountain in order to reduce the cutscenes in delfino plaza. it takes 2.6 seconds to scroll from episode 8 to 1, but a cutscene takes 3 seconds. so bianco1 skip and gelato beach skip are faster. Exceptionally, Pinna 2 reds is collected before unlock corona because it does not play any cutscene.
00:00 opening 06:53 delfino plaza 08:38 bianco hills(1st) 16:27 gelato beach unlock 17:33 gelato beach(1st) 19:21 pianta village(1st) 28:52 pinna park(1st) 41:28 ricco harbor(1st) 50:57 bianco hills(2nd) 53:32 sirena beach(1st) 1:03:49 noki bay(1st) 1:14:01 corona mountain(1st) 1:15:10 delfino plaza 1:25:04 bianco hills(3rd) 1:34:08 noki bay(2nd) 1:40:59 pianta village(2nd) 1:46:35 pinna park(2nd) 1:52:28 gelato beach(2nd) 2:07:12 sirena beach(2nd) 2:15:04 ricco harbor(2nd) 2:21:02 corona mountain(2nd)[TAS]Super Mario Sunshine Arbitrary Code Execution Any% in 9:50.49zelpikukirby2024-02-24 | player: zelpikukirby, su special thanks: sup39, Noki doki
Emulator: Dolphin 5.0 lua core re-records: 45151
Uses credit warp by arbitrary code execution. cutscene underflow glitch causes it.
explanation of cutscene underflow glich(quote from noki doki) "The game has 8 “slots” to store active cutscenes, numbered 0 to 7. It also keeps track of the slot number of the last cutscene that started and the slot number of the last cutscene that ended. When a cutscene starts, the last started cutscene slot number increases, cycles back to 0 if it would go past 7, and the new cutscene gets loaded into that slot. Once the cutscene ends, the last ended cutscene slot number increases in turn, becoming equal to the last started cutscene slot number. Since both slot numbers are equal, the game knows it ended as many cutscenes as it started, so there are no more cutscenes to process. Since there’s usually no way to end more cutscenes than you start, and the slot numbers are being used in a cycle, any time the last started and ended slot numbers don’t match up, that must mean there are cutscenes left to process, even if the last ended cutscene seems to be ahead of the last started cutscene. But when a Shine Get cutscene starts during another cutscene, for some reason, it ends twice, leaving the game with -1 cutscenes left to play, which it sees as 8-1=7. hat if you replay a cutscene in a different area than it was originally played? For most cutscenes, nothing interesting happens: either they play normally, or they end instantly, depending on whether the associated camera movement filename was overwritten in the transition or not. But some cutscenes retain a callback to execute before and after the cutscene (even if the camera movement couldn’t be found), and a pointer to a relevant object to be passed to the callback. Most notably, Shine spawns keep a pointer to the Shine being spawned. At the beginning of a Shine spawn cutscene, its callback will lead to one of the Shine’s virtual functions, TMapObjBase::makeObjAppeared, being called. When replaying the cutscene with cross-area cutscene underflow, its Shine pointer will be stale and the virtual call can be redirected to arbitrary code. Let S be the Shine pointer; *S will be read as a pointer to the Shine’s virtual table, and *(*S + 0x100) will be set as the instruction pointer. " setting right bell cutscene on slot4 while peach is kidnapped. the game has some delfino plaza status, each plazas objects have different memory address. so the value of right bell cutscene(8134A65C) while peach is kidnapped will be related turbo gate address while poluted piranha appearances on ricco harbor. By looking turbo gate on screen, the value of (8134A65C) can be changed. so setting the value to be related to controller address.(this part was made by su) at the last, get a shine while blue coin cutscene is playing. then input codes by 4 controlles for credit warp.(this part was made by su)
泥滑りでダイブ復帰の速度を維持する事で更新 泥滑りを継続するためにジグザグに動いています[TAS] SMS Petey Piranha skipzelpikukirby2022-11-19 | -857F the strat to reach shine found by su leaf storage found by orange
This trick can be done by getting the shine above Petey Piranha but it is impossible normally because the cutscene of Petey Piranha surrounds the shine.
The solution is rope storage and polluted piranha plant cutscene. if mario holds rope, his horizonal speed and vertical speed will be keeped. to reach rope, I used leaf storage.
leaf storage happens when mario is pushed by the leaf the moment he goes water, and V speed increased by 20%. I used this method and got 329 V speed
Then move to another leaf that was set up on land earlier and paddle to just below the rope. spam spraying also increases V speed a bit, so increase to 337.6
when mario is on the rope, his speed released by damage. so polluted piranha plant cutscene plays immediately after hitting the polluted ball.
while cutscen is playing, the other cutscene will not play. you can get the shine when the shine cutscene starts as soon as the polluted piranha plant cutscene finishes playing. If the polluted piranha plant cutscene finishes playing at the wrong time, slightly, it will crash or go into petey piranha fight.【ゆっくり解説】マリオサンシャイン講義「水面抜け」zelpikukirby2022-10-06 | ほぼ数学の授業と化しました[TAS] SMS Gelato Beach Unlockzelpikukirby2022-09-03 | -70F【マリオサンシャイン講義】フルーツ壁抜け【ゆっくり解説】zelpikukirby2022-06-13 | 今年に入って一気に学問感の増したマリオサンシャインを紹介しますSMS Any% Hoverless 1:27:54zelpikukirby2022-01-25 | ...SMS Any% Hoverless (GBS)zelpikukirby2022-01-24 | 目標:1:25切り[TAS]Gelato Beach Skip Hoverless in 18.63zelpikukirby2022-01-19 | 5.78 sec faster than previous record
When a sand block respawns and mario rides on it, he will be pushed out. its distance depends on quarter frame and size of the sand block.
While working on the 120 shines TAS, I did some research on the sand block glitch and thought 0xA is possible, so I made this.Hoverless 79Shineszelpikukirby2021-03-19 | ...Hoverless 20 shines(switch version) 24:49zelpikukirby2021-03-18 | ...SMSホバー禁止RTAzelpikukirby2021-03-17 | ...ホバ禁anyzelpikukirby2021-02-24 | ...大砂鳥の塔を下から上る事はできるのか?zelpikukirby2020-10-18 | リベンジ検証サンシャインホバー禁止RTAzelpikukirby2020-10-16 | ...スイッチ版マリオサンシャイン ホバー禁止Any%RTA 1:37:53zelpikukirby2020-10-03 | mario sunshine (switch version) Any% Hoverlessマリオサンシャインホバー禁止RTAzelpikukirby2020-10-02 | ...【マリオサンシャイン講義】落下ダメージ【ゆっくり解説】zelpikukirby2020-10-02 | ただ落ちて食らうだけのダメージだと思ったら大間違い 落下ダメージはどのように発生するかをTAS制作者が徹底解説しますスイッチ版マリオサンシャインホバー禁止RTAzelpikukirby2020-10-01 | ...スイッチ版マリオサンシャインRTA5回目zelpikukirby2020-09-30 | ...スイッチ版マリオサンシャインRTA4回目zelpikukirby2020-09-29 | ...スイッチ版ホバー禁止any%RTAzelpikukirby2020-09-24 | ...スイッチ版マリオサンシャイン ホバー禁止any%RTAzelpikukirby2020-09-20 | ...【スーパーマリオサンシャイン】トラウマンタを簡単に倒す方法zelpikukirby2020-09-07 | これでトラウマ克服間違いなし、スイッチ版で実践しよう!Lily pad TAS comparisonzelpikukirby2019-10-19 | 説明Jail Secret comparisonzelpikukirby2019-10-02 | ...[TAS] Roller Coaster Balloons No Joystick Allowedzelpikukirby2019-03-26 | 説明[TAS] Entering Noki Bay No Joystick Allowedzelpikukirby2019-03-11 | 説明Noki5 TAS 2F savedzelpikukirby2018-08-18 | ...[TAS]Secret levels with F.L.U.D.D.zelpikukirby2018-07-20 | SMS 16th Anniversary
re-records 3300[TAS]スーパーマリオサンシャイン Any% in 1:07:52zelpikukirby2018-03-24 | 追記数(re-records) 116660
Player zelpikukirby, Goldfire NTSC-J version Played on Dolphin 5.0-114Ricco 5 with Turbo 53.65zelpikukirby2017-11-11 | 説明Ricco 3 with turbo 21.55zelpikukirby2017-11-11 | 説明[TAS]Pachinko Machine 2028zelpikukirby2017-10-28 | re-records 408[TAS]Noki 6 reds 1:12:21zelpikukirby2017-09-23 | re-records 133320 shines Hoverless 21:45zelpikukirby2017-08-16 | ...20 shines Hoverless 22:08zelpikukirby2017-08-14 | ...