@TJBlakely
  @TJBlakely
TJ Blakely | Phase Walking @TJBlakely | Uploaded February 2017 | Updated October 2024, 1 hour ago.
What can I even say at this point? This game is dumb. Also, I told you so (in reference to a comment I left on my Phase Falling video).

First, Swim Through Vertical Walls (Underwater) was found. Then recently, I found Phase Falling (Airborne). Now the moment I'm sure people have been looking forward to... the Ground Based variant that I'm calling Phase Walking.

This is the hardest to do out of the 3 types of (Passing/Phasing) through walls. After leaving first person (provided your facing angle is between 0 and 180 degrees), you can maintain the Phase Angle for 1 frame. You may think this isn't enough time, but...well, you're right. It isn't by any means enough time to pass through stuff. This is where the fun starts.

Let's get into some specifics first. While on the ground, the game applies a fix to your facing angle every second frame while you have met certain conditions. Standing still, changing your facing angle, crouching all have no effect on this (read, the game will still apply the fix if you do any of those). Because of this, Phase Walking shouldn't be possible as 1 frame simply isn't a long enough amount of time.

On the single frame of having the Phase Angle, you can do various different actions to EXTEND the time that you maintain the Phase Angle. Jumping, Walking, Crouching (as long as you hold a direction) all work. In the video, I use walking to extend the window.

The inputs are rather simple and it's ridiculously easy to do using frame by frame. Exit first person, walk, neutral, walk, neutral, walk, neutral...repeat. The direction that you hold when you walk should reflect the direction that you need to move in order to Phase through a wall, though it isn't very strict. I was getting consistent results anywhere between Y=127, X +/-15.

The reason why it isn't extremely strict when doing the walking is that your facing angle stays locked the entire time, allowing you to clip as long as you are headed in the general direction.

After this was uploaded and made public, RingRush started TASing and attempting to find new setups and input methods. He has already found a way to reduce the amount of inputs necessary, bringing it closer to RTA-viable. The original tweet can be seen here: twitter.com/RusherOfRings/status/828473946081091584
To those also wondering, RingRush has also confirmed that this obsoletes his recently finished Any% TAS.

Though this was found by me, it would not have been possible without the help of Isotarge (his youtube channel: youtube.com/channel/UCX4nn4GMbZtyZL4XZkSlTDA ) and his lua script work. A lot of what I do relies on his efforts in making usable, worthwhile tools for TASing/Glitch Hunting/Understanding the game. If you are interested in examining games closer than what we can regularly see, I highly suggest you download Isotarge's "collection of Lua Scripts and RAM watches" (Otherwise known as Scripthawk) here: github.com/Isotarge/ScriptHawk . Usable with the latest version of Bizhawk.
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Phase Walking @TJBlakely

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