EDIT: Doesn't actually save an A press because you can't hold A while punching.
Finally? I start with 150 stored sliding speed at angle -21770 (x = -130.4421047, z = -74.05982265). Swim into right edge of pillar and restore speed with Z+C^. Facing angle after C^ is also -21770. Lose about 12.73 speed from sliding frame, first c^ frame and first punch frame, but gain about 0.7 speed from each punch frame to finish with 151.222 speed, a net gain of 1.222. Because the angle of the final speed is the same as the initial angle, this method can be used repeatedly until it asymptotes. Not sure yet how much speed can be obtained but this will surely be enough to save an A press with Timestoppa's method (youtube.com/watch?v=3tDQ5aHmPh4). Long time coming. Except, not really, because you can't hold A. Still, there's potential here.
EDIT: Doesn't actually save an A press because you can't hold A while punching.
Finally? I start with 150 stored sliding speed at angle -21770 (x = -130.4421047, z = -74.05982265). Swim into right edge of pillar and restore speed with Z+C^. Facing angle after C^ is also -21770. Lose about 12.73 speed from sliding frame, first c^ frame and first punch frame, but gain about 0.7 speed from each punch frame to finish with 151.222 speed, a net gain of 1.222. Because the angle of the final speed is the same as the initial angle, this method can be used repeatedly until it asymptotes. Not sure yet how much speed can be obtained but this will surely be enough to save an A press with Timestoppa's method (youtube.com/watch?v=3tDQ5aHmPh4). Long time coming. Except, not really, because you can't hold A. Still, there's potential here.Quick Ledge Drop on Concave CornerTyler Kehne2022-05-13 | This is possible RTA on convex corners, although I don't think it's very well known. Quick ledge drop happens when multiple wall pushes from the "climb down from ledge" combine to push Mario too far away from the wall. For a convex corner, if Mario is within 10 units of the corner in both the X and Z directions, he will be pushed away 10 units from the corner in both directions. The "climb down from ledge" check will then move Mario 20 units in towards the corner, but only in 1 direction, causing him to be off the ledge, which cancels the "climb down from ledge" action in 1f. This allows a 10f faster ledge drop, which comes with a 100 unit downwards clip, which can potentially be useful.
For a concave corner like this, it's much more precise. Mario has to target an FP-precise overlap 10 units below the ledge, which will cause him to move more than 20 units away from the wall. Additionally, if this point is less than 10 units away from the adjacent wall, the adjacent wall must be the unreferenced wall. Here, that is the case and the quick ledge drop is possible. However, it apparently does not save time. Perhaps it will somewhere else.Deceleration VSC with a Ground PoundTyler Kehne2021-11-23 | Landing from a ground pound or butt slide enables you to enter first person, but the check for whether the action should cancel to walking happens first. If that happens, C^ will cause walking to cancel into deceleration which conserves VS. Other than a standing punch, I believe this is the only action that moves on the ground without resetting VS to 0. Exiting Swimming VSC which I demonstrated in my last video is another way to do this.
I believe this is truly useless but it's kind of neat. You never knowExiting Swimming VSCTyler Kehne2021-11-23 | If you swim onto land with less than 16 H speed, walking will cancel to deceleration and Mario will keep the Y speed from swimming.
It's not much in this video but you can see Mario pop up when the steep slope pushes him into the air.VSC Angle Change with Object ThrowingTyler Kehne2021-11-23 | I'm not really sure how this wasn't already known. Idle+holding updates Mario's angle to joystick angle upon input and cancels to walking+holding, and if you press B on the same frame it will cancel to throwing. I could see this being useful somewhere in ABC.Punch Cancel Lava BoostTyler Kehne2021-11-01 | Not sure if this is new, but if not I've never seen it documented anywhere. It's the same idea as conserving speed during star collection by punching or kicking a wall. The frame ordering goes: initial geometry check, lava boost check/action change, object interaction processing, wall punch speed gets applied, mario action behavior executes.
I don't know if this has any applications but it conceivably could in ABC speedtasing. Outside shot at it being useful somewhere in the 0xA BitFS route.
EDIT: Initial description was wrong about subframe event order so I fixed itBitFS Progress: Unassisted Squish Cancel along the X-Axis (USCX)Tyler Kehne2021-05-31 | A couple years back I posted a video where I perform an "unassisted" squish cancel speed transfer in BitFS (youtube.com/watch?v=fsQwUJTC_Pc). An unassisted squish cancel (USC) is great because it can be done without the "assistance" of the track platform or anything else. This means it isn't limited by the track platform cycle, bully position, Mario's HP, or any other part of the game state. These are important building blocks for the fast bully battery blueprint. However, the previous video performed a USC along the z axis (USCZ), and that has the disadvantage of requiring the bully's velocity to be roughly parallel to the z axis. At lower speeds, we want to keep the bully's movement nearly parallel to the x axis at all times, so USCZ won't be useful until the bully reaches hover speed (10k or so).
The platform tilt behavior isn't axis symmetric and for some reason it is much more difficult to perform USCX. I was never able to get it before despite trying very hard, and there was actually a significant bounty placed on it at one point. Recently I posted a video (youtube.com/watch?v=14_srcwQ4Lw) that provides a blueprint to solve the final speed transfer (FST) dilemma, and as part of that I hovered less than 4 units over the platform as Mario began falling. For those couple frames I was able to keep tilting the platform while building up falling speed. I also used NUT spots to build even more falling speed while tilting the platform, but that's not possible with USCX because the edge we fall off is not jagged (it's always guaranteed to be axis aligned). Still, the two hover frames combined with a more optimized approach ended up making the difference and I pulled off the speed transfer with no extra frames to spare.
I still don't really understand the movement for USCX that well, despite countless hours studying it. I can say that the initial normal before Mario rounds the corner is not as important as Mario's speed when he rounds the corner. That's why I run all the way to the far edge before turning around, so I can maximize my acceleration before turning. Aside from that, there are all kinds of weird tradeoffs and it's very hard to know when to turn and what angles to take. It was a very frustrating problem and I'm happy to have finally solved it. Hopefully it comes in handy later!BitFS Progress: 0xA Pole Skip using Three Hacked BulliesTyler Kehne2021-05-17 | Description: pastebin.com/TiCGb954
The next step is to reduce the number of hacked bullies from 3 to 1. This will require a huge effort, and people have already been working on tools to gather data for it.
Special thanks to ds273 for his PU displacement height calculator, which was indispensable for this, bad_boot for developing Wafel, which is a new SM64 TASing suite that was also indispensable for this, pannenkoek2012 for TASing the beginning, AnthonyC4 for porting my python PU navigation tool to C++ (much faster), Krithalith and fifdspence for laying the groundwork for SM64 automation, M13, lemon and nim for console verification and sound crash debugging, Simon Lindholm for investigating the sound crash, and jongyon/DerockProject for brainstorming ideas with me (and just being generally helpful).
Basically, when the bully hits Mario, the game actually treats it almost exactly like a 2D elastic collision (think billiard balls). In an elastic collision between two cylinders, the force vector is parallel to the distance vector between them, since that's where the point of contact is. The component of each cylinder's momentum perpendicular to the force/distance vector are retained, while the parallel momenta are swapped between the two cylinders. This conserves total energy and momentum.
However, there is a small but significant difference in SM64's version of an elastic collision. When the bully's parallel momentum is transferred to Mario, it actually gets tripled. I assume this was done intentionally by the developers to make the knockback more dramatic. But for our purposes, it's a godsend, because it allows each collision to potentially triple the "energy" of the Mario-Bully system. Doing this repeatedly could allow for exponential speed building, similar to a BLJ. If Mario could quickly gain PU speed, he could potentially use PU platform displacement to upwarp arbitrarily high.
The biggest difficulty with this plan is that the bully automatically puts Mario in a knockback action after the speed transfer, and knockback caps speed at +/-32. To bypass this, the knockback must be cancelled almost immediately, before the action has a chance to execute. The only ways to do this are with water (unavailable) and this tech bad_boot discovered called squish cancel. Squish cancel cancels knockback into squish, and then squish immediately cancels into idle. The conditions for squish cancel are incredibly difficult to meet. Previously, I was only able to meet all the requirements with the assistance of the track platform's wall hitboxes, which prevented the bully from pushing Mario off the platform. While the track platform has some unique logistical advantages, we don't want to rely on it for squish cancel, since that limits our squish cancel opportunities based on the very long track platform cycle.
"Unassisted" squish cancel does not require the track platform, and so speed transfers can potentially be done much more frequently. This could shave several minutes off the final BitFS TAS time, which I projected to be in the 5-10 minute range (not counting stuff after the pole).
You can also see in this video that I successfully transfer speed back to the bully, giving it 27908 speed compared to its initial 10900 speed. The bully also remains in the neighborhood, which is important for subsequent speed transfer attempts.
There is still a lot of work to do to get this strat fully working, and there are some major logistical challenges to solve, but this a huge step forward, and I am extremely optimistic about everything coming together. Stay tuned, and feel free to share this video and explanation to build HYPE that fast N64 BitFS is on the horizon!Major Breakthrough for Fast N64 0x BitFS: Squish Cancel + Bully Speed Transfer in BitFSTyler Kehne2019-05-14 | CBA to write a proper description right now, but you should be hyped. This is the most significant piece of a strat that's been in development for years, but rarely discussed because several aspects of it seemed impossible. It's basically our last hope at ever saving the last any% A press in a satisfying way, but it seems like it's coming together. More details to come in an edit or future video.No Joystick Challenge - Cancelling Backflip Landing Lag Lets You Grab Ledges Behind MarioTyler Kehne2019-04-08 | Make sure camera is not zoomed out. If you press C^ as you land and jump right after, you'll conserve some negative H speed from the backflip. It's not much, but it will get you over a ledge, and it will hit zero before Mario gets low enough for the ledge grab. Unfortunately it also hits zero too quickly to do anything with it if you just want to land back on the platform. Still, it's a tech with some potential.
Oh, and you also need to be holding Z when you jump for it to work.Bowser in the Fire Sea - No JoystickTyler Kehne2019-03-13 | This video is TAS.
Most of this course is pretty straightforward, with the exception of two parts that are almost impossible. You almost can't get past the very beginning, and obviously I had to get creative to do so. The other main obstacle is the grey striped triangular platform on the second level. Going up steep slopes without the joystick is nearly impossible, so we got very lucky there was fire in the area, since the burning dash action prevents Mario from sliding. Normally it ends too early, but you can extend it indefinitely (given enough HP) with frame perfect jumps, which is how I was able to make it up the slope.
No Joystick Challenge playlist: youtube.com/playlist?list=PLwgnNBufj5huSvZ1bZmEd2SHBV3wkNUP4New Tunneling Tech Demo (Partial Tunneling)Tyler Kehne2018-10-24 | I thought about trying this a few days ago and we've confirmed it does exist. Basically, due to floating point rounding error in the wall collision calculations, it's sometimes possible for a very small gap to exist on the seam between two wall triangles. The gaps are float-precise, so they're incredibly difficult to target, and you have to be moving along the axis the wall projects along. If you move at all along the other axis you will move out of the gap. If you're high enough on the wall, you can "tunnel" through this gap and do some interesting things, (e.g. clipping through the wall, landing on a platform at a lower height than normal like with a misa). If you're too low, one of Mario's wall checks won't fit through the gap, but if that's the lower wall check then you can run into the wall and punch the air like you see here.
EDIT: The coordinates here are x = -89.9566192626953125, y = 2313. Precision for x coordinate is 6.25 * 10^-14.0xA Scale the Mountain DR Strat (New Fastest Strat)Tyler Kehne2018-10-11 | AFAIK, this is a new tech. Here's how it works:
-I have Mario move into a wall hitbox on the fourth quaterframe of his last sliding frame. -For ground movement, Mario has no vertical speed. So his horizontal movement happens first, and then the wall collision test happens. This means that the position being tested is at the new position horizontally, but at his previous height vertically. This position is above the wall, so Mario does not get pushed back by it. -Next, Mario's floor collision test happens. After this he snaps down to the ground. This brings him inside the wall hitbox, but because the wall collision test happened already, he doesn't get pushed away. Since this is the last quarterframe, Mario will start the next frame inside the wall. -On the next frame, the initial wall collision check (prior to qframe movement) pushes Mario away because he is now inside the wall. This pushes him off the slope and onto the flat ground. The initial floor collision check does not change Mario's height, so Mario is now above the flat ground by about 30 units. -After this comes the DR check. Because Mario is above flat ground, he is able to DR, and the extra 30 units allows him to reach the star. In fact, it gives him 11 DR frames to reach it, so the h speed I get from the slope (about -80) is enough.Confirmed 2xA Save in TTC (Treadmill HSG)Tyler Kehne2018-05-17 | .m64: drive.google.com/open?id=1aQQ_EuoBjrTWeCugu35aSxSQf7pbiM3I .st: drive.google.com/open?id=1ourMk14-6bJ_MSkocp_Rtn0k4q2NWqfM
Credit to bad_boot (youtube.com/channel/UC280b7IZCFnzCR0RCwi6JYg) for discovering HSG and Sidney (youtube.com/channel/UCla5Eru3DbPgxz6LwSBOyaw) for finding this spot. I managed to get enough speed to jumpdive up, which only requires 1 A press, as opposed to the two needed to get past the elevator and the pole. There are several speed thresholds that are difficult to get past, and you have to strain a certain way depending on the random treadmill direction to progress. In particular, the speed range from about 150-180 is very difficult. Mario tends to clip through unless you have good strain + speed + RNG combo. That's why I wait at a couple points for better RNG. The jumpdive is also quite weird; it seems to be way harder than it should, and seems to always bonk at certain speeds. Anyway, because it works on the random setting, it saves 1 a press for both The Pit and The Pendulums and for Timed Jumps on Moving Bars. Also, because it doesn't use a bob-omb, if we can get the cogs misalignment VSC to work, we can use a second bob-omb after the jumpdive, potentially saving 1-2 additional A presses.BitDW 207 DRTyler Kehne2018-05-06 | .m64: drive.google.com/open?id=1IRWMpbyi5ZueiqGfvjQ5y1Cjd7fPwrSj .st: drive.google.com/open?id=1Z34aVfEmndp8Q7IM6x4oZBwNNkuDtJel
Obsoletes crystal VSC strat which takes a little bit longer. This is incredibly precise and I actually made the m64 first and then hacked the .st to be in the right position.
If this works, we won't need to go to PU at all, although the route still requires 40 minutes of speed building and a significant amount of time for shy guy manipulation. The speed conservation strategy is complicated. You want to HSP to about 45k speed and then at the end of a punch, you crouchslide. This lets you rotate Mario a little bit so he's facing in bounds, and he moves into the air above the shell over the slope by the red coin. The next frame he would bonk, but instead he hits a flame clone which puts him in a burning state so he can fall without bonking. When he hits the shell, the burning state is cancelled by the shell riding, which is itself immediately cancelled into a crouchslide. This crouchslide lets you take advantage of the 10k glitch, which is a technique I found that allows you to significantly vary Mario's speed. It can be used to gain massive amounts of speed, but in this case I use it to instantaneously reduce speed to the amount I want to conserve into the castle. The lower speed also allows Mario to move forward one quarterstep without bonking on OOB. This puts him back into the air. Fun fact: that one frame contains no less than 4 action transitions (Mario starts in burning fall, then enters shell riding, then crouchslide, then butt slide, and finishes in freefall), which is just ridiculous.
On the next frame he bonks, but because he bonks during quarterframe movement he doesn't lose speed until the next frame. But on the next frame, he bounces on the shy guy, which cancels the knockback into the twirling state. The twirling state allows you to turn Mario to the desired angle and pause exit upon landing. Pretty nifty.
All that remains at this point is for pannenkoek2012 to figure out a way to get the flame clone and shy guy in position, which he thinks he can do. The shell clone is in a legitimate position here.
This was way, way harder than it looks. The insanity at the beginning was because I hacked a shy guy over by the cannon to bounce on. Twirling is really nice because it lets you change your angle while conserving speed, and you can pause exit with the speed when you land. Pannenkoek2012 thinks he can get the shy guy in that position.
I used 6k speed because the 2080 I had in previous videos wasn't enough, but the 2080 might actually be possible since we have a little more leeway on the coin platform than I thought. Next up: SSL PU route.SA Entry ProgressTyler Kehne2018-04-08 | I was almost ready to give up but then I realized I was overlooking a way to exploit the geometry of the stairs. Getting out of here and over to PSS room is the next challenge. Clipping into key door room (fake 2nd floor) seems like the best option. We'll see what happens.this is hardTyler Kehne2018-04-04 | DR doesn't work at this angle. Gonna try to land further back on the platform at an angle more parallel to the stairs.QPU Speed in SSL via Hyperspeed PunchingTyler Kehne2018-03-31 | Really easy to set up, not so easy to escape with the speed. Will likely take hours to reach a PU because of the angle. But, it's a good potential backup plan for SA entry if we don't find anything else.0xA Castle Roof Access/YoshiTyler Kehne2018-03-31 | You can do this really fast by storing like 400 speed in the water. I just didn't feel like it. And yes it is 0x in case it isn't clear.BitDW Entry with 0 Stars (0xA)Tyler Kehne2018-03-30 | Barely got the 8 Star door clip. This lets us get to some levels that let Mario build up more speed for 0xA SA entry. Only BoB, VCUtM (via moat skip) and castle foyer itself can be used for this trick because we can't get to anything else without getting a star.0 Star SA Ledge Grab at 1k SpeedTyler Kehne2018-03-30 | I can also get this amount of speed over here from 8 star door text. Only issue is getting it up there but I'm working on a route.GLG at SA Entrance via Floating Point Rounding ErrorTyler Kehne2018-03-30 | The two wall triangles below the left end of the ledge have slightly different unit normal vectors, so it's possible to be 50 (collision) units away from the lower wall check and 50.01 units away from the upper wall check (no collision). This triggers the ledge grab check. This is a potentially huge breakthrough for console 0x SA entry, as the lower height requirement is much easier to reach.LLL PU Access (via Bully Battery)Tyler Kehne2018-03-26 | Bully speed and Mario's initial position are hacked, but the elevator path is legit. Not going OOB is gonna be tricky but I have a couple ideas for that.LLL Volcano Swimming IdeaTyler Kehne2018-03-26 | This would be useful because you can restore speed from Bully Battery in water. The elevator falls near this spot but it's in a worse position so I'm not sure if it's possible. You need the elevator's floor triangle so you don't clip OOB under the rock. bad_boot and I are trying to make this trick work.New Meme?!!! [ELDERS REACT] [COPS CALLED]Tyler Kehne2018-03-25 | Can get 3k speed if you have a few hundred to begin with.Bully Battery (Lazy) DemonstrationTyler Kehne2018-03-24 | .m64: drive.google.com/open?id=1wyFQWukO_5pBabT0Wy3dmlf0w3KNB_O- .st: drive.google.com/open?id=1056qIcUbk5Kv_FOg1VixbD51UWbTxKIT
Another glitch I've been holding onto for awhile because it didn't seem useful, but we're plotting some things with it. Basically a bully that goes OOB doesn't lose speed, and you actually add speed to it via the weird billiard-ball-esque collision physics between Mario and the Bully. It's more like momentum or energy than speed, since the game calculates some sort of mass for both objects. The method is repeatable, and has no upper bound on the speed limit, but you get diminishing returns as the bully's speed goes up. For example if the bully has 150K speed and Mario has 200 speed the bully will get like .1 speed at best from the exchange. But with enough time it's probably possible to send a bully to PU this way.
The real potential here is that the speed can actually be transferred back to Mario...temporarily. Problem is it also puts him in a knockback state which has speed capped at 30 or something. But, we're looking into ways to cancel the knockback, and we have a good lead.JRB Blast to the Stone Pillar 0xA (Confirmed)Tyler Kehne2018-03-18 | For real this time. Initial speed: 109.202 @ -29868 moving angle, -29.9722 x, -105.0083 z.
This almost works. I started with 150 stored speed and finished with 146.071. You gain 0.15 speed on 6 air frames, 1.5 speed for 3 landing frames and .5 speed for each punch frame. About 11 speed altogether. Problem is you lose 15 speed from the restoration frame. It's possible to lose much less, but I had to have the incident speed be almost entirely uphill in order to get pushed into the air. If we could restore speed roughly parallel to slope, it would only be a loss of 9 speed.
Original plan was to restore speed parallel to slope and escape sliding with jumpkick. But I forgot you need a buffer frame from C^, and the speed loss from two c^ frames is crazy (like 6 units). So this was the next best option. You don't lose nearly as much speed from C^ going downhill (only 2.5/frame),[TAS] Super Mario 64: Bowser in the Fire Sea (any%) in 1757Tyler Kehne2016-03-03 | NOTE: I will post .m64 and details about the route when I have time.
9f improvement; 17"77 w/ fixed cam switch
After seeing the (relatively) low speed the improvements to WDW and RR used, I decided to reevaluate my OJ route testing methods. As it turns out, the single OJ problem was solved by a Greek mathematician over 2000 years ago. Using this ancient method, I was able to quickly find multiple improvements in BitFS, the best of which is shown here. I'm not 100% sure that this is the fastest, because I don;t have an efficient way to test the method on slopes yet, but there's a good chance this is not improvable (at least the PU part).
This m64 branched off of a version of the 18"07 that mkdasher made, and I didn't change any input until the BLJ. This m64 has fixed cam mode already set, so it saves 6f in BitFS from not having to switch. However, the 6f camera switch has to happen at an earlier point in a full run. Not that I know anything about where that would be ;)
Console verification is crucial for PU routes, as many seemingly innocuous movements can cause a crash on console. In other words, fixing the camera in the real "universe" is necessary but not sufficient to prevent a crash. Thanks to mkdasher's TASbot (and shoutouts to Braden for figuring out how to make them), we confirmed that this strat works just fine on console. However, it does lag considerably at some parts, which I didn't attempt to fix here. The emulator m64 was done on the U version and console was J version (J has better lag in BitFS).TTC Pedro Spot RNG ManipulationTyler Kehne2015-10-08 | The other day, I showed that at certain angles, "Pedro spots" are present on the rotating red coin platforms in TTC (youtube.com/watch?v=M2SfhdkWwdc). Unfortunately, the only way to get a platform to stay at an angle is by entering TTC at 6 and somehow using RNG manipulation to keep the platform more or less in place (smallest possible oscillation). This is challenging because while in a Pedro Spot, you don't have access to RNG particles like dust and stars. The only thing we can do is slightly vary Mario's height using input (by slightly I mean ~1 unit).
Although it's very small, this control over our position theoretically allows us to move in and out of the activation radius of some RNG object, effectively making an RNG "tap" that we can turn on and off. It turns out that we are very lucky with what we have available put this idea into practice. Bob-ombs have an activation radius of 4000 units, and call RNG every frame they're active to determine if they should blink or not. We can place a bob-omb in the cage near the "Roll Into the Cage" star with 0 A presses (using a strat similar to this: youtube.com/watch?v=YBwenkLF_H4), and it will attempt to return home, eventually converging on a point on the wall. This point just so happens to be 4000 units away from the Pedro Spot region on the uppermost red coin platform! In this video, I use a PS about 4000.44 units away form the Bob-omb. Starting at about 101 speed, every 10 frames, I move up to about 3999.71 units from the bob-omb, activating it for 1 frame, and then I move back. Some activation frames were lost because of my poor video editing software.
At this point, the only thing remaining to confirm the strat's viability is to test it with the platforms actually moving. The speed cap here is 1137, and it could probably be pushed up by 100 using a less bloated bob-omb (I used the largest bob-omb to make sure the activation zone didn't go into the wall). Also, I had to hack the draw distance of the bob-omb to be the same as it's activation distance so it would become visible when I activated it (normally it;s 2000 units on TTC).Pedro (Hyperspeed) Spot in TTC w/ hacked platform angleTyler Kehne2015-10-07 | There are a number of locations throughout SM64 with weird collision physics that cause Mario to get "stuck" in the air. In this state Mario can increase his forward speed without limit (well, it's limited by the length of the ceiling triangle Mario is stuck under). The ABC crew has taken to calling them "Pedro Spots" after youtube user Pedro Viktor found one on the CCM slide, bringing the glitch to our attention.
Pedro Spots are of particular value for the ABC in TTC because of the vertical layout. Horizontal speed can be converted into vertical speed by jumping; this requires 1 A press, but that's much preferable to Stomp on the Thwomp's requisite 7 A presses. A Pedro Spot in an accessible area of TTC could save as many as 10 A presses.
Although TTC has a lot of unique geometrical structures, we haven't found any PSs when entering the course at 12. Entering the course at 6 allows platforms to take different angles however, and this video shows that PSs are present on the rotation red coin platforms at certain angles.
The biggest problem to applying this find is of course the fact that the platforms don;t stay in those angles, because they're moving. Our best bet is to enter at 6, where the platform rotation is constantly affected by RNG, and use RNG manipulation to keep the platform relatively static in the correct angle. Unfortunately, there's no direct way to manipulate RNG while accumulating speed in a PS, because Mario can't really move, and we need to move in order to create RNG particles like dust and stars. Despite this, we're working on a possible solution that manipulates RNG indirectly.Out-of-Bounds Failsafe MechanismTyler Kehne2015-09-26 | At the beginning of Mario's movement calculations in every frame, the game checks to see if Mario is out of bounds. If he is, it attempts to correct this by reverting to the position of Mario's visible body from the previous frame. Normally these positions are the same, or at least very close. However, the out-of-body experience/astral projection glitch separates Mario's physical body from his visible body, and allows for an excellent demonstration of the OOB failsafe mechanism.
Moving OOB is actually quite difficult, because the game normally prevents it. The method I use here requires pushing the block in the wall all the way inwards, so the block itself is located partially OOB. I then clip inside the block and jump on it. If Mario stands at the edge of the block and jumps, he will move far enough away from the block to deactivate it's solidness property, and the only floor triangle below him will consequently disappear, causing him to be OOB. At that point the failsafe mechanism will warp him all the way over to where chuckya grabbed him.
Normally I would use chuckya to easily clip inside the block, but since he was already serving another purpose, I had to use BLJ speed to do it. You can store speed in water and restore it upon surfacing.
There is a very similar glitch called Remote Heave-Ho that's demonstrated here: youtube.com/watch?v=nj3jGoVV4fc. However, although the effect of the glitch is the same (warping Mario back to his visible body), the cause is completely different. Despite the similar setup, the glitches are completely unrelated outside of their effects.THI Timestop DemonstrationTyler Kehne2015-08-12 | Inspired by 1ted59's timestop shenanigans, I show that the glitch can be performed in THI using KTQ's dialogue, and extended indefinitely via the koopa shell.
1ted59's channel: youtube.com/channel/UCZM46z2hhd0yO9iAYpObE0g[ABC] - Hyperspeed Walking in HMCTyler Kehne2015-07-11 | Huge breakthrough for ABC. This should save at least 2 A presses, maybe more. It also allows for PU access in HMC with no A presses, for what it's worth.
Basically I use the ceiling triangle of the red door instead of a perpendicular wall to prevent Mario from moving. Once he has enough speed, Mario will clip through the wall if you turn around, so you can use OOB to keep Mario and increase his speed without limit.
Also, shoutout to pannenkoek2012 (or was it pannenkeok2012?) for converting this m64 to this hacked ROM after I did it on a different one. He also gave me 69 lives and stars...must be a big Bryan Adams fan!JRB Goomba Chase Extension StratTyler Kehne2015-06-18 | Potential strat for getting JRB Blue Coins with 0 A presses (in order to save an A press on JRB 100 coins). I studied the goomba chase function and found out that you can "extend" the chase by causing it to run into a wall, a a steep slope, a ledge, or another goomba. The angle the goomba takes depends on the type of chase extension.
Although I was not able to get either goomba close enough to realistically bounce off it from the sign, I think the strat has promise, and I will keep trying. The paths the goombas can take can be quite unpredictable based on the formula used to calculate the angle, so it's mostly trial and error.Super Mario 64 - Demo Gameplay DesyncTyler Kehne2015-04-28 | Wow. So I was looking into the Spawn Displacement glitch (example: youtube.com/watch?v=VX0WYWNvZlQ), and it turns out the glitch can be applied even after a game over. This means that Mario's initial spawning point in the castle grounds after selecting a save file can be manipulated, as well as his spawning point in the demo gameplay vids. As a result, Mario can be manipulated do to other things in the demo movies. Here I simply cause Mario to die, but perhaps more useful applications will surface. Exciting stuff!
P.S. This only works in the Japanese version. Also, I completely made up the Spawn Displacement term, fight me irl if you don't like it =PRemote Heave-HoTyler Kehne2015-04-23 | Turns out Heave-Ho launches Mario from the location of his visible body, not his physical body. Usually those are the same, but not if you perform the out-of body glitch first like I did here.Cannon Scope Post-FiringTyler Kehne2015-04-23 | "It is what it is." -Bill BelichickTHI Wiggler HyperspeedTyler Kehne2015-02-08 | Yeah, so you can get a lot of speed with this. I released at about 450 H speed here, but depending on the angle, you can store several thousand H speed.ZB Bounce to Double Lava Bounce (0x A)Tyler Kehne2015-01-24 | As long as Mario is at max HP. this strat is the way to go. The vid I posted earlier allows Mario to use the recovery heart and still get back up without wasting any health.
EDIT: That other vid I refer to actually isn't gonna be useful after to all, though it's still a cool trick (basically a 207 DR w/ the bully).LLL Platform Ascension with DR + Bully KnockbackTyler Kehne2015-01-24 | Believe it or not, this will save 2 A presses on 120 Star
EDIT: No it won't. Turns out there is another gap Mario can't cross lower down, but fortunately it doesn't matter because Plush was able to get max HP another way.(Hacked Camera Position) BitS Beginning - 0x A PressesTyler Kehne2014-12-06 | This is the same .m64 as I posted here: youtube.com/watch?v=uFjIARsegtA&list=UUlPjENu5gaTOaZ5_99AQL0g. Obviously, the difference is that I hacked the camera's position to show the effect Mario's movements have on Chuckya's behavior. Chuckya only moves when he's visible, but he can turn when he's invisible, and I make extensive use of this property with this strat (Whether or not Chuckya is visible depends on his distance from Mario). The specifics of this route are kind of complicated, maybe I'll get around to explaining it better eventually. As before, feel free to ask any questions in the comments section. Also I might make a side-by-side comparison of chuckya and Mario since this is pretty zoomed out, but I'm not sure if I can hack the camera angle. Finally, shoutouts to Kaze Emanuar for giving me the RAM address of the camera's position.Fake Coin GlitchTyler Kehne2014-11-12 | Don't know if it's new, don't know if it's useful. But it's definitely a thing. Notice how there's no coin bouncing sound.BitDW Pipe Entry - 0x A PressesTyler Kehne2014-11-07 | 207 DR to the rescue again!50 Star Room Stairs - 0x A PressesTyler Kehne2014-11-06 | Continuing the theme of insanely precise clipping tricks, I get Mario up the stairs without pressing A. In order to get from the 1st step to the second step, I make use of a glitchy ledge grab trick discovered by pannenkoek2012 (shocker, I know. link here: http://youtu.be/A-xTDUAU2-0?t=1m9s) . Pannenkoek2012 speculated that the cause might be due to Mario attempting a ledge grab on a platform directly underneath a vertical wall, and as a result the game just treats the ledge at the top of that vertical wall as the one Mario was trying to grab. After running into another instance of this during my BitS testing, I began to think there was something to this theory, and I was keeping an eye out for it during the testing on these stairs. It's fortunate that there is one on the 2nd step, because a 207 DR is impossible there. As for the higher steps, 207 DRs are possible, but only on the left staircase. The balcony was extra tricky because I had to ground pound to get on top of the fence. There's a little more to it than this but that's all I feel like explaining for now, if anyone has more questions just ask them in the comments.BitS Beginning - 0x A PressesTyler Kehne2014-11-01 | Well, I'm actually starting to improve at TAS recording, so I was finally able to make this. I've had this method planned out for a bit, but it's pretty precise (The first Dive Recover was 110 rerecords). I'm not gonna give much explanation for this, because I'm hoping to eventually upload the same video, but with the camera position hacked so Chuckya is visible. The explanation will make more sense then.
Also, see this link for an explanation of the 207 Dive Recover, which I make extensive use of here: youtube.com/watch?v=HZjol1P6M9A