Inkstar
INVISIBLE AIRSTRIP ROOM (Turbo) [Super Mario Sunshine]
updated
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Follow on Twitter: https://x.com/inkstarLum
Finally a run that wasn't bad in early game lmao.
urbani smells
GOOD
I stream over at twitch.tv/InkstarLum
Twitter: twitter.com/InkstarLum
Twitch: twitch.tv/InkstarLum
Discord: discord.gg/79jf9PJ
Discord: discord.gg/79jf9PJ
Twitch: twitch.tv/InkstarLum
Twitter: twitter.com/InkstarLum
Rhythm's channel 'Level Select': youtube.com/channel/UCu7Aozx4fcmW7B9SFRqBy3g
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Twitter: twitter.com/InkstarLum
Twitch: twitch.tv/InkstarLum
Trailer: bit.ly/3r3FTl6
Game: bit.ly/2Pg0vcy
Final song: youtube.com/watch?v=yzcODzu-eiw
Song's origin: youtube.com/watch?v=R14Hy1yPfyc
Note: the tree collision in which Mario can get stuck in an infinite bonking state can also be stood upon. I tried to edit that in but it was too much of a hastle to re-edit/render/convert/upload such a small extra detail. heh
Also, I felt I should put "Beta" in the title to avoid confusion if it's an early trigger to activate the cutscene which would be usefull for speedruns... it's not!
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Twitter: twitter.com/InkstarLum
Twitch: twitch.tv/InkstarLum
This video shows a few unused cannon launching animations and one unused camera sequence have been located within Pinna Park Episode 1 and 2's files. I also built some mock-ups of what said cannon launches would look like. Hope you enjoy!
Discord: discord.gg/79jf9PJ
Twitter: twitter.com/InkstarLum
Twitch: twitch.tv/InkstarLum
Twitter: twitter.com/InkstarYT
Discord: discord.gg/79jf9PJ
Twitter: twitter.com/InkstarYT
Discord: discord.gg/79jf9PJ
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This happens because the Pianta's hitbox tries to forcefully push Mario out of the Pianta, but the distance it pushed Mario initially is just far enough that it clips Mario inside the step, causing him to fall underneath the map.
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Join the Ink's Star Discord server: discord.gg/79jf9PJ
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Technically it's not possible to 'softlock' Super Mario Sunshine being that holding 'B + X + Select' will reset the game at any given point; there's no true way of softlocking the game. With that being said, SMS softlocks are determined if this forced reset or restarting the console is required to continue playing the game. If the player does not insert a Memory Card while is a position like in this video, a forced reset is the only method of continuing to play the game, thus making this a softlocking position under specific circumstances.
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Ink's Star Discord server: discord.gg/79jf9PJ
Ink's Star Discord server: discord.gg/79jf9PJ
These spots are located all over Sunshine and I've covered another one in the past (linked below). It is currently unknown exactly what their cause is.
Casino Delfino Downwarp: youtube.com/watch?v=D9OKgYpegZM
Ink's Star Discord server: discord.gg/79jf9PJ
Ink's Star Discord server: discord.gg/79jf9PJ
All beta/early documentation of I-Ninja can be found here on TCRF: tcrf.net/index.php?title=I-Ninja
0:48 - Sensei
2:10 - Operator
4:27 - Aria (Early Cutscene)
4:58 - Twikki (Early Cutscene)
5:39 - Sensei + Ninja (Early Cutscene)
7:05 - Zarola (Early Cutscene)
8:05 - Intro (Early Cutscene)
9:27 - Yang (Early Cutscene)
10:20 - Sensei
10:47 - Ninja
13:49 - Emperor O-Dor
14:13 - Ninja STRIKE / Operator "not quite" (unused)
14:18 - Sensei
15:34 - Operator
15:40 - Aria Minigames
16:29 - Twikki Minigames
17:16 - Yang Minigames
17:42 - Zarola Minigames
18:19 - Sensei Help
23:58 - Emperor O-Dor Battle Dialogue
24:24 - ALERT, ALL PERSONEL SHOULD EVACUATE IMMEDIATELY
24:29 - Sensei (Moon Base)
26:18 - Sensei (Mountain Gorge)
27:52 - Sensei Help
28:07 - Operator "Demonstration" (Unused)
28:10 - Sensei Help
28:15 - Ninja (Rage Stones)
28:37 - Sensei Help (Robot Beach)
29:24 - Operator "Defence System Online"
29:27 - Sensei Help (Robot Beach)
29:47 - Operator "Malfunction..."
30:17 - Operator (Shoot the Ships)
31:49 - Sensei (Game Complete)
32:03 - Operator "Score"
32:04 - Sensei Summaries
Part 1: youtu.be/2LtjCq0i4pY
For the Delfino Plaza flood oddities, I used glitches to cause Mario to walk under water, allowing him to test features that wouldn't be possible otherwise. The flood oddities are not necessarily that odd, but I felt they may as well be included since they still qualify...
however I'm not entirely sure if the Shine Sprite beach picture counts as a "collision" oddity... but whatever.
I have yet to understand exactly how this glitch works, but I do have a contistent method of performing it which I show in this video. Enjoy!
This Gecko code enables/disables a camera function which freezes the camera's position, allowing the player to get some pretty sick footage of the game.
To add this code to the Dolphin 5.0 emulator, right-click the game and from the drop-down list choose 'Properties'. From there; click the 'Gecko Codes' tab at the top, then at the bottom select 'Edit Config' and within the config file locate '[Gecko]' and copy-paste the code below that corresponds to your version of Super Mario Sunshine to the end of the code list:
$Cinematic Camera (NTSC) [Inkstar]
28404454 00000008
c2029d5c 00000001
4e800020 00000000
c20328f4 00000001
60000000 00000000
e0000000 80008000
28404454 00000004
c2029d5c 00000001
7c0802a6 00000000
c20328f4 00000001
38800000 00000000
E0000000 80008000
*D-Pad Up = Cinematic Camera
*D-Pad Down = Normal Camera
$Cinematic Camera (NTSC-J) [Inkstar]
28400d50 00000008
c23598e4 00000001
4e800020 00000000
c2362190 00000001
60000000 00000000
e0000000 80008000
28400d50 00000004
c23598e4 00000001
7c0802a6 00000000
c2362190 00000001
7c832378 00000000
E0000000 80008000
*D-Pad Up = Cinematic Camera
*D-Pad Down = Normal Camera
$Cinematic Camera (PAL) [Inkstar]
283fbbf4 00000008
c2029e14 00000001
4e800020 00000000
c20329ac 00000001
60000000 00000000
e0000000 80008000
283fbbf4 00000004
c2029e14 00000001
7c0802a6 00000000
c20329ac 00000001
38800000 00000000
E0000000 80008000
*D-Pad Up = Cinematic Camera
*D-Pad Down = Normal Camera
$Cinematic Camera (Switch) [Inkstar]
283f914a 00000008
c2029e24 00000001
4e800020 00000000
c20329f8 00000001
60000000 00000000
e0000000 80008000
283f914a 00000004
c2029e24 00000001
7c0802a6 00000000
c20329f8 00000001
7c832378 00000000
E0000000 80008000
*D-Pad Up = Cinematic Camera
*D-Pad Down = Normal Camera
Here's the video explaining how the "Throw Downwarp" works: youtube.com/watch?v=sdnF7EIAY68
Mario has three unique 'throwing' animations based on the time the player inputs the 'B' button:
1. The "Stationairy" ocurrs when the player inputs the 'B' button too early, causing Mario to stand still while throwing the object. Is is NOT possible to downwarp using this throw.
2. The "Hop-Chuck" ocurrs when the player inputs the 'B' button too late, resulting in Mario throwing the objects while bouncing. It is NOT possible to downwarp using this throw.
3. The "Snap-Back" ocurrs when the player inputs the 'B' button as soon as Mario makes contact with the ground, causing him to forcibly snap backwards. It IS possible to downwarp using this throw.
The reason only the "Snap-Back" throw works is due to a flaw in the game's code that checks if there's a floor beneath Mario after throwing an object, and snaps him to it no matter how far away it is. This can result in some unindended maneuvers when performed in certain locations.
This glitch can be performed with any holdable objects, those being fruits, barrels, and Princess Peach... if Mario could grab her from Shadow Mario because she's technically holdable.
I hope you enjoy the video! :D
Mario has three unique 'throwing' animations based on the time the player inputs the 'B' button:
1. The "Stationairy" ocurrs when the player inputs the 'B' button too early, causing Mario to stand still while throwing the object. Is is NOT possible to downwarp using this throw.
2. The "Hop-Chuck" ocurrs when the player inputs the 'B' button too late, resulting in Mario throwing the objects while bouncing. It is NOT possible to downwarp using this throw.
3. The "Snap-Back" ocurrs when the player inputs the 'B' button as soon as Mario makes contact with the ground, causing him to forcibly snap backwards. It IS possible to downwarp using this throw.
The reason only the "Snap-Back" throw works is due to a flaw in the game's code that checks if there's a floor beneath Mario after throwing an object, and snaps him to it no matter how far away it is. This can result in some unindended maneuvers when performed in certain locations.
With that being said, I hope you enjoy the video! :D
E. Gadd has a total of three seperate models, each of which are designated to different locations within' the Mansion/Lab. This made the video a bit difficult to create, but I hope you enjoy it for what it is!
Due to some technical difficulties, some animation audio files (.bas) did not correctly register to it's designated animation, so some audio has been cut unfortunately.
On another note; I haven't personally found any animations unused in any of E. Gadd's models, so if you locate one that isn't actually used, feel free to tell me in the comments.
Unlike objects in Super Mario Sunshine which use an RGB parameter system, character colors use a 'preset' system. Specific RGB color values are stored in memory as an array of bytes, and are called through a single byte parameter labelled "BodyColor". The first 16 (0-15) 'BodyColor' values are manually saved colors by the developers (so I believe), while any value above '15' supposedly calls a random RGB color combonation. However, I believe the game uses the same randomization seed for these colors every time, making them not truely random as the same color will generate every time.
Keep in mind I have no access to the game's physical code, so I have no knowledge on how the colors are actually generated... this is mearly my guess.
Another note: Pianta children and adults use the same color presets as the presets are saved and called based on the Pianta's gender rather than model. So no, there isn't more unused colors within the children models.
Enjoy!
These are all the animations compiled with the ceiling ghost model. Both variants of ceiling ghosts (Purple Bomber and Ceiling Surprise) use the same model, glow, and animations, so the animations shown are compatible with both variants of ghost.
Enjoy!
Each Episode of a stage holds it's own unique contents (models, objects, textures, ect;) meaning some collision oddities are only available in specific Episodes. This also goes for Delfino Plaza, being that as you collect more Shine Sprites and defeat Shadow Mario enough times, more of the Plaza gets unlocked, with each unlock calling a new map and contents.
More-or-less just a channel update video. I needed to get my voice out there sooner or later as being vocal for videos will make the process of publishing content a bit easier and more efficient. Thanks for listening and supporting the channel! :D
#Inkstar #Voice #Reveal
Basically these fruits on Pinna Beach don't have a set respawn point due to them being spawned rather than placed objects in the map. When a fruit is placed in the map as an object it has respawn coords set at it's initial placement coords, but these spawned fruits aren't placed in the map, so their respawn value is set to "0,0,0" as a default value. Since the water height of Pinna Beach is "0,0,0", this makes these fruits impossible to obtain as they spawn in the water which will destroy them immediately...
Hard for me to explain, but I hope you guys understand what I'm getting at... enjoy?
I have a few theories as to why it's there:
1. The fruits on Pinna Beach weren't originally buried in the sand, but rather scattered around the map, leaving this single coconut, and the "Mystery Bananas" as misplaced fruits from that stage of development.
2. Maybe Pinna Beach had an earlier design where the coconut is sitting in it's correct spot for that early map, but forgot to be removed when the map changed to it's final version.
I hope you enjoy the video!
A basic explanation is the yellow coins are stored. Half of a stored data type is positive while the other half is negative, meaning once we collect enough yellow coins, the yellow coin count flips from a positive value to a negative one of the same count.
Enjoy!
Hopefully you guys enjoy my boring video and leave likes and eat food and drink water and not die today.
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As pointed out in the comments- the Boo animation "appear" (0:18) is actually by the Boo that appears to provent Luigi from accessing the Balcony before he's captured 20 Boos.
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Link to Boo audio clips: http://bit.ly/KingBooAudio