https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&user=MMMMMMMMMMMMM&feedformat=atomUkikipedia - User contributions [en]2024-03-29T09:39:29ZUser contributionsMediaWiki 1.39.7https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/WDW_100_Coins_w/_Go_to_Town_for_Red_Coins&diff=17885RTA Guide/WDW 100 Coins w/ Go to Town for Red Coins2023-03-29T21:15:42Z<p>MMMMMMMMMMMMM: MMMMMMMMMMMMM moved page RTA Guide/WDW 100 Coins w/ Go to Town for Red Coins to RTA Guide/WDW 100 Coins + Go to Town for Red Coins: taki said so</p>
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<div>#REDIRECT [[RTA Guide/WDW 100 Coins + Go to Town for Red Coins]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/WDW_100_Coins_%2B_Go_to_Town_for_Red_Coins&diff=17884RTA Guide/WDW 100 Coins + Go to Town for Red Coins2023-03-29T21:15:42Z<p>MMMMMMMMMMMMM: MMMMMMMMMMMMM moved page RTA Guide/WDW 100 Coins w/ Go to Town for Red Coins to RTA Guide/WDW 100 Coins + Go to Town for Red Coins: taki said so</p>
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<div><br />
==Advanced==<br />
Full run example for this star, see the video on the right for a different way to do the first red coin.<br />
[[File:WDW100+reds lakitu cam+ sideflip.mp4|thumb|Going in lakitu before the box will reduce more lag. Sideflipping the red coin is a strat that is more commonly used by runners and isn't much slower.]]<br />
[[File:Avoiding the bad amp RNG .mp4|thumb|Easy way to avoid the amp if it's going to hit you. The position of the amp is fully RNG.]]<br />
{{#ev:youtube|BYXiEHd_lZ4}}<br />
==Expert==<br />
Very optimized example<br />
{{#ev:youtube|6z_jwGHMX8U}}<br />
{{RTA Guide Nav}}</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Turning_Around&diff=17026Turning Around2022-08-06T22:36:59Z<p>MMMMMMMMMMMMM: infobox flags</p>
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<div>{{Action_infobox<br />
|title= Turning Around<br />
|image=<br />
|official name= Turning Around<br />
|hex= 0x00000443<br />
|flags= Moving<br />
|group= Moving<br />
|id= 0x043<br />
|into= [[Side Flip|Side flip]], [[finish turning around]], [[breaking]]<br />
|out of= [[Walking]]<br />
|animation= <br />
|related=<br />
}}<br />
The '''Turning around''' action occurs when Mario is moving in one direction and the analog stick is held in the opposite direction. The turning around action allows Mario to enter the [[Side Flip|side flip]] action one frame after the turning around action has occurred (This is what the turning around action is commonly used for). The amount of time Mario spends in this action depends on his [[speed]] before the action initiated.<br />
== Conditions for Action to Occur ==<br />
The conditions that have to be met in order for this action to occur are:<br />
* Mario's current action is [[walking]]<br />
* Mario's forwards speed greater than or equal to 16<br />
* analog_stick_held_back is true<br />
== Checks and Behavior ==<br />
After Mario has initiated the turn, the following things happens in the following order:<br />
# Game checks if A button is pressed (If true Mario will side flip)<br />
# Game checks if INPUT_UNKNOWN_5 is pressed (If true Mario will break)<br />
# Game checks if If analog_stick_held_back is no longer true (If true Mario will begin walking)<br />
# Game performs slope deceleration check<br />
# The "SOUND_MOVING_TERRAIN_SLIDE" sound plays<br />
# The sound is adjusted for speed<br />
# Game performs [[floor]] checks (If floor checks fail, Mario will enter [[freefall]] and stop turning)<br />
# Game makes dust particles<br />
# Mario goes into the turning animation<br />
# Mario turns<br />
# Game checks if Mario's speed is higher than 0 (If true Mario will begin walking at his current speed)<br />
# If the previous check was false, Mario's speed is set to 8 and he begins walking<br />
<br />
<br />
{{actions}}</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Crash&diff=15960Crash2021-10-29T03:53:55Z<p>MMMMMMMMMMMMM: Explain surface 12 a bit.</p>
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<div>A '''Crash''', '''Freeze''', or '''Hardlock''' is when the [[Threads#Game Thread|game thread]] of SM64 stops executing instructions (as opposed to a [[Softlock|softlock]], where the game is still running as normal but is stuck in a loop without any way to get out). Crashes can occur in several different ways, such as a game thread exception or an [[RCP]] (graphics) crash.<br />
<br />
==CPU Crashes==<br />
<br />
{| class="wikitable sortable"<br />
! Cause !! Exception Type !! Notes<br />
|-<br />
| Exceed the [[Objects#Object limit|object limit]] || style="background-color: #ffb65e"| N/A || This is technically not a crash as the game developers accounted for this scenario and made the game enter an infinite loop. However, this infinite loop has the same symptoms as a crash and is one for all practical purposes, so it is included here. This "crash" can be done via a variety of methods including cloning, hat duplication, monty-mole pellet build-up, or money-bag duplication.<br />
|-<br />
| Sending the camera into a [[Parallel Universe|PU]]|| style="background-color: #ff9696" | Floating-Point Overflow ||<br />
|-<br />
| Walking at PU speed for only a portion of the 4 quarter steps on a [[frame]] || style="background-color: #ff9696"| Floating-Point Overflow ||<br />
|-<br />
| Moving at PU speed with no joystick input for all 4 quarter steps on a frame || style="background-color: #ff9696"| Floating-Point Overflow ||<br />
|-<br />
| Moving 16384 distance into a wall (Often a PU Crash) || style="background-color: #ff9696"| Floating-Point Overflow ||<br />
|-<br />
| Walking with a speed greater than or equal to 2^31 / 170 (~12.632M) || style="background-color: #ff9696"| Floating-Point Overflow || Mario's speed is multiplied by 170 in some intermediate calculations and casted to an int. When this cast exceeds 2^31 an FPE occurs.<br />
|-<br />
| Turning during a walking action such that speed times change in yaw is greater than or equal to 2^31 * 12 (~12.583M with dyaw = 2048) || style="background-color: #ff9696"| Floating-Point Overflow || Similar to the above.<br />
|-<br />
| Bully Knockback Division-by-Zero || style="background-color: #ff9696"| Floating-Point Division-by-Zero || By positioning Mario at the exact same X and Z coordinates as the bully, a division-by-zero exception occurs when the game divides by the lateral distance between Mario and the bully to calculate Mario and the bully's new speed after the collision.<ref>[https://www.youtube.com/watch?v=8jd3A2euOjg "Game Crash from Bully Knockback DIV/0" by UncommentatedPannen]</ref><br />
|-<br />
| Bully/Bob-omb Angle Overflow || style="background-color: #ff9696"| Floating-Point Overflow || When a Bully or Bob-omb is out-of-bounds, the code to keep their angle between -32768 and 32767 doesn't run, and eventually it becomes big enough that a floating-point overflow exception occurs when casted back to an int.<ref>[https://www.youtube.com/watch?v=ZrMxO1eZPGU "Game Crash from Bully Angle Double-to-Int Conversion" by UncommentatedPannen]</ref><ref>[https://www.youtube.com/watch?v=kwQu5qQg-M0 "Game Crash from Bob-omb Angle Double-to-Int Conversion" by UncommentatedPannen]</ref><br />
|-<br />
| Deleting a non-existent file on the File Select Screen<ref>[https://youtu.be/-N5OQPgA6YI "How to crash Super Mario 64 in 20 seconds" by rattleman123456]</ref> || style="background-color: #fffca8"| Address Error || The game tries to find the button object corresponding to the file and set its state to erased. However, the button object doesn't exist (a New File button is there instead), so it ends up trying to write to NULL.<br />
|-<br />
| Moving a shadow above [[surface]] 12 while it's over OOB || style="background-color: #fffca8"| Address Error || The surface SURFACE_INTANGIBLE (surface 12) has the special property that in some cases find_floor will look for floors below an intangible surface if it finds one. If there's no floor below the intangible surface, find_floor will return NULL for the found floor but the height of the intangible floor. As floors are null-checked by checking if their height is the default value of -11000, this will cause a NULL dereference the next time the game tries to use the floor variable.<br />
|-<br />
| Killing a Monty Mole remotely || style="background-color: #fffca8"| Address Error || The game tries to find which hole the Monty Mole should spawn in, but all the available holes are too far away from Mario, so no hole is chosen and the Monty Mole tries to go to a null hole.<ref>[https://www.youtube.com/watch?v=P4AQ9AmWa9s "Long Range Monty Mole Kill Game Crash" by UncommentatedPannen]</ref><br />
|-<br />
| Killing an uninitialized Monty Mole<ref>[https://www.youtube.com/watch?v=aafLNwyR5kk "Uninitialized Monty Moles" by UncommentatedPannen]</ref> || style="background-color: #fffca8"| Address Error || Similar to above.<br />
|-<br />
| Going out of bounds in a room with a painting || style="background-color: #fffca8"| Address Error || Paintings use the floor type of Mario's floor to decide how they should ripple. Going out-of-bounds causes them to try to read the floor type of null.<br />
|-<br />
| Being pushed off of a hangable [[ceiling]] while hanging and stationary without another ceiling above || style="background-color: #fffca8"| Address Error || The game has a check to make Mario enter freefall if the ceiling above him is not hangable. The programmers failed to account for the ceiling being NULL, so if Mario is pushed off the ceiling and has no ceiling above him the game will try to read the type of a null ceiling and crash.<br />
|-<br />
| Sound glitch || Unknown || "Sound glitch" refers to when the audio thread encounters an exception (usually an address error exception), therefore causing the sound to cut out. When the game thread next tries to interface with the audio thread on a level load, the game thread crashes as well. Sound glitch is often treated as one singular glitch even though it is really a class of glitches in the audio library. Sound glitches are usually J-exclusive, however some instances such as the [[BitS]] sound glitch are not.<br />
|-<br />
| Teleporting while passing over a loading zone || style="background-color: #fffca8"| Address Error || Since the area changed, there is now no teleporter with the same ID as the one Mario used to warp. Thus the game returns NULL when trying to find the teleporter to warp to, and crashes when trying to access information about its destination. Under certain conditions, this can cause a Wrong Warp on PAL or Shindou VC.<br />
|-<br />
| Warping out of a level while passing over a loading zone || style="background-color: #fffca8"| Address Error || Similar to above, but only hypothetical. Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone, but not yet achieved without hacks.<br />
|-<br />
| Entering Wiggler's Cave on the Disk Drive version || style="background-color: #ff9696"| Floating-Point Unimplemented Operation || When Wiggler is initialized, his health value is 1024 for a single frame before being reset to 3. Wiggler uses his health to index into a table to get his speed (to move faster when at lower health); 1024 causes it to index out of range and read a denormalized floating-point number as his health, which causes an unimplemented operation exception since the N64 does not implement any operations on denormalized floats except comparisons.<br />
|-<br />
| Having an object too far away from the camera make a noise (JP only)<br />
| style="background-color: #ff9696" | Floating-Point Unimplemented Operation<br />
|When a noise's pan is determined, it uses the position of the object to calculate the pan. When the object's absolute z-position relative to the camera is large (>= 22000 units) and the x-position relative to the camera is very negative (< -66000), an index for the pan will be generated outside of the bounds of the array for the pan. When the value outside of the array is an invalid float, the audio thread will crash (sound glitch). Does not happen when sound mode is set to Mono.<br />
|-<br />
|Standing in the camera's position|| style="background-color: #ff9696" |Floating-Point Division-by-Zero||When Mario stands in the same position as the camera, the game will crash due to a division by zero error.<ref>[https://www.youtube.com/watch?v=vK16L2J0la4 "Faster fastest crash in BoB" by Madghostkek]</ref><br />
|}<br />
<br />
==RCP (Graphics) Crashes==<br />
<br />
{| class="wikitable sortable"<br />
!Cause!!Exception Type!!Notes<br />
|-<br />
|Have too many 3D models on screen at once|| style="background-color: #fffca8" |Invalid F3D command ||The main display list buffer has two sides, the left side holds F3D commands the game runs, and the right side holds allocated buffers for matrices. When an object's graphics are drawn, 16 bytes are used from the left side and 64 from the right side for each separate 3D model from the object. These two sides overlap when there are too many of these models on screen, leading to both sides being overwritten with garbage data and invalid F3D commands.<br />
|-<br />
|Moving the camera immediately when entering [[VCutM]]|| style="background-color: #fffca8" |Invalid F3D command||The object that spawns the rotating checkerboard platforms in VCutM references a model that doesn't exist. Normally this isn't a problem, since it's not on screen so it's culled before any damage occurs, and it despawns 1 frame after loading the level. However rotating the camera on the first frame, right before it despawns, it just barely comes into view. The non-existent model ends up sending invalid F3D commands to the RCP.<br />
|}<br />
==See Also==<br />
[[Address Error Exception]]<br />
==References==<br />
<references /><br />
<br />
<!-- Category --><br />
[[Category:Glitches]]<br />
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{{Glitches}}</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=User_talk:Nim/Version_Differences&diff=14430User talk:Nim/Version Differences2021-05-12T01:42:03Z<p>MMMMMMMMMMMMM: Created page with "I don't want to edit your own page, but this is a double redirect. ~~~~"</p>
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<div>I don't want to edit your own page, but this is a double redirect. [[User:MMMMMMMMMMMMM|MMMMMMMMMMMMM]] ([[User talk:MMMMMMMMMMMMM|talk]]) 01:42, 12 May 2021 (UTC)</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Talk:Shell_Mario_Glitch&diff=14429Talk:Shell Mario Glitch2021-05-12T01:41:43Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Talk:Shell Mario]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Talk:Object_Slots&diff=14428Talk:Object Slots2021-05-12T01:41:37Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Talk:Object slot]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Version_Difference&diff=14427Version Difference2021-05-12T01:41:32Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Version differences]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=%27Impossible%27_Single-Goal_Challenges&diff=14426'Impossible' Single-Goal Challenges2021-05-12T01:41:27Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Unsolved single-goal challenges]]<br />
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{{delete|Not needed}}</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Single-Goal_Challenges&diff=14425Single-Goal Challenges2021-05-12T01:41:18Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Unsolved single-goal challenges]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=%22Impossible%22_Single-Goal_Challenges&diff=14424"Impossible" Single-Goal Challenges2021-05-12T01:41:06Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Unsolved single-goal challenges]]<br />
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{{delete|Not needed}}</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Typographic_Errors&diff=14423Typographic Errors2021-05-12T01:40:56Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Typographical errors]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Typo&diff=14422Typo2021-05-12T01:40:49Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Typographical errors]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Typos&diff=14421Typos2021-05-12T01:40:44Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Typographical errors]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=All_Typos&diff=14420All Typos2021-05-12T01:40:34Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Typographical errors]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Timestop&diff=14419Timestop2021-05-12T01:40:27Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Time stop]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Text_rederection&diff=14418Text rederection2021-05-12T01:40:19Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Text redirection]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Wrong_Warp&diff=14417Wrong Warp2021-05-12T01:39:27Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Teleporter wrong warp]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Shell_Mario_Glitch&diff=14416Shell Mario Glitch2021-05-12T01:39:18Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Shell Mario]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Ride_Canceling&diff=14415Ride Canceling2021-05-12T01:39:10Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Ride cancelling]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Ride_cancellation&diff=14414Ride cancellation2021-05-12T01:39:03Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Ride cancelling]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Talk:Pause_Buffering&diff=14413Talk:Pause Buffering2021-05-12T01:38:51Z<p>MMMMMMMMMMMMM: Created page with "Is this a proper noun? Should the title be in title case or sentence case? What about PBH? ~~~~"</p>
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<div>Is this a proper noun? Should the title be in title case or sentence case? What about PBH? [[User:MMMMMMMMMMMMM|MMMMMMMMMMMMM]] ([[User talk:MMMMMMMMMMMMM|talk]]) 01:38, 12 May 2021 (UTC)</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Pause_Buffered_Hitstun&diff=14412Pause Buffered Hitstun2021-05-12T01:38:31Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Pause Buffering#Pause Buffered Hitstun]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=PBH&diff=14411PBH2021-05-12T01:38:24Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Pause Buffering#Pause_Buffered_Hitstun]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Pause_Buffer&diff=14410Pause Buffer2021-05-12T01:38:18Z<p>MMMMMMMMMMMMM: idk</p>
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<div>#REDIRECT [[Pause Buffering]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Pause-buffering&diff=14409Pause-buffering2021-05-12T01:38:12Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Pause Buffering]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Template:Glitches&diff=14408Template:Glitches2021-05-12T01:37:49Z<p>MMMMMMMMMMMMM: case</p>
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<div>{{Navbox<br />
| name = Glitches<br />
| state = {{{state|uncollapsed}}}<br />
| liststyle = padding: 0.25em;<br />
| titlestyle = background: #0a53e7; color: white;<br />
| abovestyle = background: #5485E7; color: white;<br />
| groupstyle = background: #85A8FF; color: white;<br />
| evenstyle = background: #E2F1FC;<br />
| oddstyle = background: #EFF8FE;<br />
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| title = [[Glitch|<font color="white">Glitches</font>]]<br />
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| above1 = '''[[Hyperspeed|<font color="white">Hyperspeed</font>]]'''<br />
| group1 = Action-based<br />
| list1 = [[Backwards Long Jump]] • [[Hyperspeed Walking]] • [[Hyperspeed Wall Kicks]] • [[Backward shell hyperspeed]] • [[Forward shell hyperspeed]] • [[Hyperspeed Turnaround]] • [[Hyperspeed Water Sliding]] • [[C^ hyperspeed]] • [[Hyperspeed Punching]] • [[Hyperspeed Grinding]] • [[Hyperspeed Jump Kicking]] • [[Hyperspeed Slide Kicking]] • [[Wind Hyperspeed]] • [[Hyperspeed Braking]] • [[10k glitch]]<br />
<br />
| group2 = Freefall-based<br />
| list2 = [[Boo Hyperspeed]] • [[Pedro Spot]] • [[Wiggler Hyperspeed]]<br />
<br />
| group3 = Object-based<br />
| list3 = [[Bully battery]]<br />
<br />
| group4 = Faux Hyperspeed<br />
| list4 = [[Bloated Bob-omb]] • [[Shell Mario]]<br />
<br />
| above5 = '''Other Glitches'''<br />
| group5 = Speed Manipulation<br />
| list5 = [[Speed conservation]] • [[Vertical Speed Conservation]]<br />
<br />
| group6 = Action Bugs<br />
| list6 = [[Glitchy Ledge Grab]] • [[Hat-in-Hand]] • [[Indefinite owl flight]]<br />
<br />
| group7 = Object Interaction Bugs<br />
| list7 = [[Astral projection]] • [[Cloning]] • [[Instant release]] • [[Ride cancelling]]<br />
<br />
| group8 = Object Bugs<br />
| list8 = [[Enemy Manipulation]] • [[Koopa_the_Quick#Glitches|Koopa the Quick Manipulation]] • [[Object adoption]]<br />
<br />
| group9 = [[Quarter Frames|Quarter Frame]] Transitions<br />
| list9 = [[Glitchy Wall Kick]] • [[Subframe Grinding]]<br />
<br />
| group10 = Engine Bugs<br />
| list10 = [[Parallel Universe]] • [[Pause Buffering]] • [[Spawning displacement]] • [[Water seam]]<br />
<br />
| group11 = System Bugs<br />
| list11 = [[SheNaNigans]] • [[Wii VC Round-to-Zero]]<br />
<br />
| group12 = Level Geometry Bugs<br />
| list12 = [[Misalignment]] • [[Pedro Spot]]<br />
<br />
| group13 = Other Pages<br />
| list13 = [[Crash]] • [[Infinite coin glitches]] • [[List of unsolved glitches]] • [[Right-Angle sliding]] • [[Softlock]]<br />
}}<noinclude><br />
[[Category:Navigational templates]]<br />
</noinclude><br />
<includeonly><br />
{{#ifeq:{{NAMESPACE}}||[[Category:Glitches]]}}<br />
</includeonly></div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Pause_buffering&diff=14407Pause buffering2021-05-12T01:34:25Z<p>MMMMMMMMMMMMM: MMMMMMMMMMMMM moved page Pause buffering to Pause Buffering over redirect: You know what, let's say it's a proper noun, because it's like PBH</p>
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<div>#REDIRECT [[Pause Buffering]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Pause_Buffering&diff=14406Pause Buffering2021-05-12T01:34:25Z<p>MMMMMMMMMMMMM: MMMMMMMMMMMMM moved page Pause buffering to Pause Buffering over redirect: You know what, let's say it's a proper noun, because it's like PBH</p>
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<div>'''Pause buffering''' is a technique characterized by strategically pausing to cause unusual effects during in-game (unpaused) [[frame]]s. Note that the process of pausing and unpausing in and of itself takes at least three frames, so typical pause buffering means that the game is being played at quarter-speed. Please note that pause buffering in SM64 is totally different from buffering inputs in OOT and similar games; inputs made on the pause screen cannot be carried over into the actual game.<br />
<br />
==Applications==<br />
Pause buffering can be used to press inputs on two or more in-game-contiguous frames. As [[Super Mario 64]] runs at 30 frames per second, a player can theoretically input a button press up to a maximum of 15 times per second. The button input needs to be released for a single frame before it can be pressed again. Pause buffering allows you to input button presses at a higher rate since the game world is frozen while inputs are still polled. These extra button presses come at the cost of time lost transitioning between the pause menu and gameplay.<br />
===Pause Buffering Inputs===<br />
In situations where it would be advantageous to press the same button for two frames in a row, those two in-game frames can be separated by opening the pause menu. This provides time for the game to recognize the release of the button, and be able to detect another press once the game is unpaused. In short, pausing allows an input to be released and pressed again without changing any in-game states. For example, a [[dive]] can be followed immediately by a [[dive recover]], which is useful while holding an object [[handsfree]] in the [[A Button Challenge]] (ABC). Notably, pause buffering is not necessary to perform this in a non-ABC setting, since B can be pressed to dive followed by A to recover.<br />
===Pause Buffering the Global Timer===<br />
The [[Global Timer|global timer]] is a variable that increments every frame, even paused frames. Thus, [[Objects|objects]] that depend on the global timer can be manipulated by strategically pausing. Although many objects use the global timer, the ones that are most commonly manipulated are [[Swooper]]s and the [[Lethal Lava Land]] [[drawbridge]]. Many objects use their own timer instead of the global timer, and since objects do not update while paused, cannot be affected by pause buffering.<br />
====Pause Buffered Hitstun====<br />
The most common use of pause buffering the global timer is Pause Buffered Hitstun, which lends itself to [[HOLP]] preservation and thus releasing objects remotely. The player can avoid updating the HOLP by taking advantage of [[Mario]]'s blinking effect after [[hitstun]], an effect that continues if Mario is inside an enemy [[Hitbox#hurtbox|hurtbox]]. After being hurt in any way but small fall damage, Mario, along with a held [[Limbo|ticket]], will become transparent on every second frame. His opacity depends on the parity of the global timer, so he is not rendered on odd frames. Since the global timer is incremented on every frame, including paused frames, by pausing for the minimum three frames and unpausing for the minimum one frame when the timer is odd, Mario and the ticket will effectively not render until the blinking effect stops. Because the ticket does not need to render, the HOLP is not updated during that time.<br />
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<!-- Category --><br />
[[Category:Glitches]][[Category:Action Mechanics]]<br />
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{{Glitches}}</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Shell_Mario&diff=14404Shell Mario2021-05-12T01:32:46Z<p>MMMMMMMMMMMMM: bolding</p>
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<div>[[File:shellmario.jpg|thumb|Shell Mario in [[Tiny-Huge Island]]]]<br />
The '''Shell Mario''' glitch is a phenomenon where a Koopa shell is in the state of being ridden normally, but Mario is not. This allows Mario to receive a constant push from the shell's [[hitbox]], similar to a [[Bloated Bob-omb|Bloated Bob-omb]], but still have access to most actions such as jumping, side-flipping, swimming, etc. Also similar to a Bloated Bob-omb, speed values are not affected.<br />
The Shell Mario glitch is canceled by:<br />
* Walking<br />
* Receiving knockback<br />
* Catching fire<br />
* Entering a cannon<br />
* Entering vertical wind<br />
* Twirling<br />
* Being grabbed<br />
Shell Mario glitch can only be performed in [[Tiny-Huge Island]]<ref>[https://youtu.be/2xH7CN-ixzg "SM64 - Shell Mario Glitch" by pannenkoek2012]</ref> and [[Snowman's Land]]<ref>[https://youtu.be/flyo17g1Izk "Super Mario 64 - Shell Mario Glitch in Snowman's Land" by Tomatobird8]</ref>.<br />
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The shell hitbox pushes Mario 89 units forward every frame.<br />
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==Execution==<br />
To enter Shell Mario, a Koopa shell must be positioned in shallow water so that Mario can touch the shell and enter the "in water" action on the same frame. A method of entering Shell Mario also exists that involves colliding with out of bounds while riding a shell and entering water, though the specific process is unknown. The same process can also be performed with a shell clone, albeit without the pushing effect.<br />
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==References==<br />
<references /><br />
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[[Category:Glitches]]<br />
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{{Glitches}}</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Talk:Shell_Mario_glitch&diff=14403Talk:Shell Mario glitch2021-05-12T01:32:21Z<p>MMMMMMMMMMMMM: MMMMMMMMMMMMM moved page Talk:Shell Mario glitch to Talk:Shell Mario: No reason to have "glitch"</p>
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<div>#REDIRECT [[Talk:Shell Mario]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Talk:Shell_Mario&diff=14402Talk:Shell Mario2021-05-12T01:32:21Z<p>MMMMMMMMMMMMM: MMMMMMMMMMMMM moved page Talk:Shell Mario glitch to Talk:Shell Mario: No reason to have "glitch"</p>
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<div>I'm so triggered. A lot of false information here. We should either fix or delete. [[User:Bad boot|Bad boot]] ([[User talk:Bad boot|talk]]) 07:38, 14 June 2018 (UTC)<br />
:I agree, this page needs definite fixing. [[User:Thestickman391|Thestickman391]] ([[User talk:Thestickman391|talk]]) 07:40, 14 June 2018 (UTC)<br />
::I don't know much about shell mario, but this page needs help plus probably a move to [[Shell Mario]] which is how it is usually referred to [[User:MMMMMMMMMMMMM|MMMMMMMMMMMMM]] ([[User talk:MMMMMMMMMMMMM|talk]]) 16:49, 31 August 2018 (UTC)<br />
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Is the cause for the out-of-bounds method of performing shell mario still unknown? Seems unlikely, if not the info should be added --[[User:Galoomba|Galoomba]] ([[User talk:Galoomba|talk]]) 20:06, 8 July 2020 (UTC)<br />
:I asked before I wrote that line, and I didn't get any definite answer. That was over two years ago though, maybe someone knows now. [[User:RussEfarmer|RussEfarmer]] ([[User talk:RussEfarmer|talk]]) 00:17, 9 July 2020 (UTC)</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Shell_Mario_glitch&diff=14401Shell Mario glitch2021-05-12T01:32:21Z<p>MMMMMMMMMMMMM: MMMMMMMMMMMMM moved page Shell Mario glitch to Shell Mario: No reason to have "glitch"</p>
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<div>#REDIRECT [[Shell Mario]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Shell_Mario&diff=14400Shell Mario2021-05-12T01:32:21Z<p>MMMMMMMMMMMMM: MMMMMMMMMMMMM moved page Shell Mario glitch to Shell Mario: No reason to have "glitch"</p>
<hr />
<div>[[File:shellmario.jpg|thumb|Shell Mario in [[Tiny-Huge Island]]]]<br />
The '''Shell Mario glitch''' is a phenomenon where a Koopa shell is in the state of being ridden normally, but Mario is not. This allows Mario to receive a constant push from the shell's [[hitbox]], similar to a [[Bloated Bob-omb|Bloated Bob-omb]], but still have access to most actions such as jumping, side-flipping, swimming, etc. Also similar to a Bloated Bob-omb, speed values are not affected.<br />
The Shell Mario glitch is canceled by:<br />
* Walking<br />
* Receiving knockback<br />
* Catching fire<br />
* Entering a cannon<br />
* Entering vertical wind<br />
* Twirling<br />
* Being grabbed<br />
Shell Mario glitch can only be performed in [[Tiny-Huge Island]]<ref>[https://youtu.be/2xH7CN-ixzg "SM64 - Shell Mario Glitch" by pannenkoek2012]</ref> and [[Snowman's Land]]<ref>[https://youtu.be/flyo17g1Izk "Super Mario 64 - Shell Mario Glitch in Snowman's Land" by Tomatobird8]</ref>.<br />
<br />
The shell hitbox pushes Mario 89 units forward every frame.<br />
<br />
==Execution==<br />
To enter Shell Mario, a Koopa shell must be positioned in shallow water so that Mario can touch the shell and enter the "in water" action on the same frame. A method of entering Shell Mario also exists that involves colliding with out of bounds while riding a shell and entering water, though the specific process is unknown. The same process can also be performed with a shell clone, albeit without the pushing effect.<br />
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==References==<br />
<references /><br />
<br />
[[Category:Glitches]]<br />
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{{Glitches}}</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Boo_hyperspeed&diff=14399Boo hyperspeed2021-05-12T01:31:38Z<p>MMMMMMMMMMMMM: MMMMMMMMMMMMM moved page Boo hyperspeed to Boo Hyperspeed over redirect: consistency with Wiggler Hyperspeed</p>
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<div>#REDIRECT [[Boo Hyperspeed]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Boo_Hyperspeed&diff=14398Boo Hyperspeed2021-05-12T01:31:37Z<p>MMMMMMMMMMMMM: MMMMMMMMMMMMM moved page Boo hyperspeed to Boo Hyperspeed over redirect: consistency with Wiggler Hyperspeed</p>
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<div>{{stub}}<br />
'''Boo Hyperspeed''' is a [[Hyperspeed|hyperspeed method]] where Mario builds up horizontal speed by repeatedly bouncing on two [[Boo|Boos]]. By moving multiple Boos into a corner, Mario can bounce on them repeatedly to build up speed. This works because Mario's forward speed in uncapped while he is airborne and bouncing off multiple Boos will let him increase his speed while airborne. Due to Boo's forward speed being based on Mario's speed while chasing Mario, this can cause Boos to move rapidly if they begin to chase Mario, which can affect the process. <ref>[https://www.youtube.com/watch?v=mfzDdhep52A "Boo Hyperspeed Weirdness" by Ted159]</ref><br />
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==References==<br />
<references/><br />
[[Category:Glitches]]<br />
[[Category:Hyperspeed]]<br />
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{{Glitches}}</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=PBH&diff=14396PBH2021-05-12T01:30:06Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Pause buffering#Pause_Buffered_Hitstun]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Pause-buffering&diff=14395Pause-buffering2021-05-12T01:29:57Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Pause buffering]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Pause_Buffered_Hitstun&diff=14394Pause Buffered Hitstun2021-05-12T01:29:48Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Pause buffering#Pause Buffered Hitstun]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Pause_Buffer&diff=14393Pause Buffer2021-05-12T01:29:35Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Pause buffering]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Other_Button_Challenges&diff=14392Other Button Challenges2021-05-12T01:29:27Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Other single button challenges]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Object_Slots&diff=14391Object Slots2021-05-12T01:29:18Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Object slot]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=NJ&diff=14390NJ2021-05-12T01:29:11Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Negative jump]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Quarter_Frames&diff=14389Quarter Frames2021-05-12T01:29:03Z<p>MMMMMMMMMMMMM: case</p>
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<div>#redirect [[Movement steps]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Quarter_Steps&diff=14388Quarter Steps2021-05-12T01:28:58Z<p>MMMMMMMMMMMMM: case</p>
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<div>#redirect [[Movement steps]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Fast_Menu_Glitch&diff=14387Fast Menu Glitch2021-05-12T01:28:52Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Menu timer storage]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=All_courses&diff=14386All courses2021-05-12T01:28:38Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[List of courses]]<br />
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{{delete|Not needed}}</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=All_Courses&diff=14385All Courses2021-05-12T01:28:30Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[List of courses]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Courses&diff=14384Courses2021-05-12T01:28:23Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[List of courses]]</div>MMMMMMMMMMMMMhttps://ukikipedia.net/mediawiki/index.php?title=Loading_Zone&diff=14383Loading Zone2021-05-12T01:28:14Z<p>MMMMMMMMMMMMM: case</p>
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<div>#REDIRECT [[Instant warp]]</div>MMMMMMMMMMMMM