https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&user=Nim&feedformat=atomUkikipedia - User contributions [en]2024-03-29T11:10:22ZUser contributionsMediaWiki 1.39.7https://ukikipedia.net/mediawiki/index.php?title=Crash&diff=18056Crash2023-06-19T03:32:19Z<p>Nim: /* CPU Crashes */</p>
<hr />
<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 />
==CPU Crashes==<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 2048 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); 2048 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 />
|Having the same position as 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 />
|Rotating a Pendulum using pendulum manipulation beyond the float angle limit.<br />
| style="background-color: #ff9696" |Floating-Point Overflow<br />
|Manipulating the pendulum to rotate beyond the range of an int will error when truncating the float. Verification of this crash took 39 days.<ref>[https://clips.twitch.tv/TiredKnottyOrcaThunBeast-3MHslDyIHpEavrfG "Pendulum Crash" by rcombs]</ref><br />
|-<br />
|Touching a recovery heart with more than ~10.7M speed.<br />
| style="background-color: #ff9696" |Floating-Point Overflow<br />
|Touching a recovery heart with more than ~10.7M speed will cause float-to-int conversion with a float value that's greater than the max integer value.<ref>[https://youtu.be/nDqSqrnjmHY Game Crash from Touching a Heart with 10.7M Speed]</ref><br />
|}<br />
<br />
==RCP (Graphics) Crashes==<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:Glitches]]<br />
{{Glitches}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Hold_Heavy_Walking&diff=17061Hold Heavy Walking2022-08-14T14:23:41Z<p>Nim: </p>
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<div>{{stub}}<br />
{{rewrite}}<br />
The '''hold heavy walking''' action occurs when Mario is [[walking]] whilst holding a [[Interaction type|grabbable]] [[Objects|object]] that is under the [[heavy]] subtype (for example [[Chuckya]] and [[King Bob-omb]]). <br />
{{Action_infobox<br />
|title= Hold Heavy Walking<br />
|image=<br />
|official name= Hold Heavy Walking<br />
|hex= 0x00000047<br />
|flags= Moving<br />
|group= Moving<br />
|id= 0x0047<br />
|into= [[Idling while holding (heavy)]], [[heavy throw]]<br />
|out of= [[Idling while holding (heavy)]]<br />
|animation= <br />
|related=<br />
}}<br />
==Checks==<br />
Whilst Mario is in the action, following checks happen repeatedly:<br />
*If the B button is pressed, Mario enters the [[heavy throw]] action<br />
*If Mario should begin sliding, he will drop the object and begin [[Butt slide|butt sliding]]<br />
*if the analog stick is in the neutral position and the A button is not pressed, Mario will perform the [[Idling While Holding (Heavy)]] action<br />
* If Mario fails [[floor]] checks, he will drop the object and enter [[freefall]]<br />
== Behavior==<br />
*Mario's speed is multiplied by 0.1<br />
*Mario can not [[jump]]<br />
==Exceptions==<br />
It is possible for Mario to be holding a heavy object, walking, and be in [[hold walking]] instead of hold heavy walking. <br />
{{actions}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Start_Sleeping&diff=17060Start Sleeping2022-08-14T14:22:50Z<p>Nim: </p>
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<div>{{stub}}<br />
<br />
The '''start sleeping''' actions the occurs when Mario has performed ten head turn cycles successively. The start sleeping action transitions into the [[sleeping action]] after Mario has finished the nodding animation.</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Side_Flip&diff=17059Side Flip2022-08-14T14:22:05Z<p>Nim: </p>
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<div>{{stub}}<br />
{{rewrite}}<br />
{{Action_infobox<br />
|title= Side Flip<br />
|image=<br />
|official name= <br />
|hex= 0x01000887<br />
|flags= Air, Allow Vertical Wind Action<br />
|group= Airborne<br />
|id= 0x087<br />
|into=<br />
|out of=<br />
|animation=<br />
|related=<br />
}}<br />
A '''side flip''' is a "jump" that is caused when the A button is pressed during the [[Turning Around|turning around]] action or the [[finish turning around]] action. It gives [[Mario]] up to 512 units of vertical distance, equally as high as a [[backflip]]. Unlike a [[backflip]], Mario can [[Ledge grab|ledge grab]] from a side flip.<br />
== Conditions for Action to Occur ==<br />
Mario only has to meet two condition to enter this action.<br />
* Mario is either in turning around action or the finish turning around action<br />
* The A button is pressed<br />
== Checks ==<br />
Whilst Mario in in the side jump action, the following checks are done on Mario:<br />
* If the B button is pressed, Mario will [[dive]]<br />
* If the Z button is pressed, Mario will [[ground pound]]<br />
* If Mario is able to [[ledgegrab]], he will<br />
* The game performs vertical wind checks<br />
<br />
{{actions}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Turning_Around&diff=17058Turning Around2022-08-14T14:19:48Z<p>Nim: </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 [[walking]] and the analog stick is held back. This action is most commonly used to perform the [[Side Flip|side flip]] action, which can be triggered one frame after Mario enters the turning around action. The amount of time Mario spends in this action depends on his [[speed]] before the action was initiated. Note that the turn around action is different from the [[braking]] action.<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 the analog stick is at a neutral position and the A button is not pressed (If true Mario will brake)<br />
# Game checks 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>Nimhttps://ukikipedia.net/mediawiki/index.php?title=ABZ_Button_Challenge&diff=17057ABZ Button Challenge2022-08-14T14:12:57Z<p>Nim: </p>
<hr />
<div>{{ABZ Challenge Infobox}}<br />
<br />
The '''ABZ Button Challenge''', also known as '''the ABZ challenge''', '''ABZBC''', or '''ABZ''' for short, is a [[challenge]] in which the total sum of A, B, and Z [[button press]]es is minimized. For example, pressing the A button once is better than pressing B once and Z once or the B button twice, while pressing the Z button once is better than pressing the A button twice.<br />
<br />
The ABZ Button Challenge is unique in that it aims to minimize the sum of three values, rather than any of those values individually. For example, although it may be possible to obtain a [[Star|star]] [[A Button Challenge|without pressing A]], it is often the case that doing so requires many B presses; the converse holds as well. Thus, the way one approaches the ABZ Button Challenge is frequently very different from related challenges. <br />
<br />
[[Textbox|Textboxes]] constitute a majority of the ABZ presses in current routes. Advancing through text requires pressing either the A or the B button, meaning that minimizing A, B, and Z presses also leads to minimizing the amount of text presented in-game. In the [[Super_Mario_64#PAL|European/PAL]] version, the game's language can be selected after each [[Save and Quit]]. Thus, in this version, one can change the game's language between English, German, and French without incurring any ABZ presses. Players use this mechanic in order to choose the language with the fewest textboxes at any given time.<br />
<br />
The best version of the game in the current route is the [[Super_Mario_64#PAL_2|PAL Wii VC]] version because of [[Wii_VC_Round-to-Zero|BitFS Platform Raising]], which saves an A press in the any% run.<br />
<br />
The project was conceptualized by [[User:Welcoe]], with much of the current progress being made since early 2018. There are currently 2 spreadsheets for the ABZ challenge: the [[TAS]] spreadsheet<ref>[https://docs.google.com/spreadsheets/d/1lAf4RDjKIbpApFQUrjZe7K2tVtAu0FDY_SgaJkYAvhQ/edit?usp=sharing "SM64 ABZ Button Challenge PAL" spreadsheet]</ref> and the [[RTA]] spreadsheet<ref>[https://docs.google.com/spreadsheets/d/1EH4jyaLR8ugiayDa25aZN8o1oFQupeYGvM9uYuD3hoc/edit#gid=2060866840 "SM64 RTZBBC and RTABZBC" spreadsheet]</ref>. The current amount of ABZ presses is not yet confirmed, as the initial routing for the challenge is not yet complete.<br />
==Non-Textbox ABZ Challenge==<br />
{{Non-textbox ABZ Challenge Infobox}}<br />
Since some consider the textbox minimization aspect of the ABZ challenge uninteresting, the '''Non-Textbox ABZ Button Challenge''' was created as an alternative challenge where A and B button presses do not count if they are used to advance text. Due to the lack of confirmation of how many ABZ presses are needed for the normal challenge, the number of ABZ presses needed for this challenge is not known either but should be significantly lower than normal.<br />
==Notes==<br />
<references/><br />
<br />
{{Challenges}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=User:Nim&diff=17056User:Nim2022-08-14T14:05:13Z<p>Nim: </p>
<hr />
<div>{{User_infobox<br />
|title=Alexandra<br />
|image=Alex2.png<br />
|header_1=Info<br />
|description_1=Favorite Games<br />
|answer_1=SMG1, SMG1, SMG1, NSMB2, SMG1<br />
|description_2=Favorite TASing Emulator<br />
|answer_2=they all suck<br />
|header_2=Links<br />
|description_21=YouTube<br />
|answer_21=https://www.youtube.com/channel/UCG_b-lywDked3HfbZQXU8Gw<br />
|description_22=GitHub<br />
|answer_22=https://github.com/nim-ka<br />
|description_23=Twitch<br />
|answer_23=https://twitch.tv/nim_smg1<br />
|description_24=Discord<br />
|answer_24=@Alex__#6398<br />
}}<br />
<br />
names of glaaxy for 50''2''10/2<br />
<br />
[[User:Nim/Version_Differences]]</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=File:Alex2.png&diff=17055File:Alex2.png2022-08-14T14:04:24Z<p>Nim: aaaaargh</p>
<hr />
<div>== Summary ==<br />
aaaaargh</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=TASBot&diff=17051TASBot2022-08-14T13:57:52Z<p>Nim: </p>
<hr />
<div>{{stub}}<br />
A '''TASBot''' is a replay device that can play back the common *.m64 ([[TAS]]) files that [[Mupen64]] creates on a physical [[Nintendo 64]] (N64). TASbots work by imitating the inputs of a real controller, but they are not identical to normal N64 controllers.<br />
== TASBots in the Discord Server ==<br />
There are currently seven people who own TASBots in the SM64 TASing and ABC server.<br />
<br />
Those members are:<br />
*[[User:Barry|Barry]]<br />
*[[User:dwangoAC|dwangoAC]]<br />
*[[User:Welcoe|welcoe]]<br />
*[[User:rcombs|rcombs]]<br />
*[[User:Plush|Plush]]<br />
*[[user:mkdasher|mkdasher]]<br />
*[[user:Red|Red]]<br />
<br />
== Uses of TASBots ==<br />
=== Console Verification ===<br />
TASBots are used for a phenomenon called console verification. The N64 has [[Super Mario 64#Wii VC|some properties]] that make it crash more often than emulators like Mupen. This means that a TAS that plays back fine on Mupen may actually crash on console. This is not desired, and so many important TASes, especially those utilizing [[PU]] movement, have been console verified, such as [[Watch for Rolling Rocks#A Button Challenge|Watch for Rolling Rocks 0.5x A presses]]<ref>https://www.youtube.com/watch?v=kI8iC_WL-Bw</ref> and the [[1 Key]] TAS<ref>https://www.youtube.com/watch?v=-rTBD3eTK8s</ref>.<br />
==== Wii (U) VC ====<br />
There is no known way to make a TASBot for the Wii or Wii U, due to inconsistent input polling. Thus, TASes made using Dolphin or a [[Mupen64#Mupen64-WiiVC-RTZ|hacked version of Mupen]] cannot be console verified using a TASBot. However, a [[ROMhack]] by Eddio allows the game to play back a TAS within itself. It is possible to inject this into a Wii WAD, which makes TASes made for Wii VC console-verifiable. This method does not work for Wii U VC.<br />
<br />
==== Other consoles ====<br />
Super Mario 64 can also be played on the [[Super Mario 64#iQue (Chinese)|iQue]] console, but since the iQue is a handheld console it is impossible to make a TASBot for it without modifying the console. However, the method mentioned above used for VC playback can be used on the iQue.<br />
<br />
A development version of Super Mario 64 exists for the [[Super Mario 64 DD Version|64DD]] extension. Only 1 known copy of the game exists. Though no TASing software exists for the 64DD, a regular N64 TASBot could theoretically be used to play back movies on it. Additionally, a playback ROMhack could theoretically be written to a development disk and used on the 64DD, but due to the extreme rarity of both 64DDs and development disks, this has never been attempted.<br />
<br />
== References ==<br />
<references /><br />
<!-- Category --><br />
[[Category:TAS]]</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Pendulum&diff=16282Pendulum2021-11-30T09:46:25Z<p>Nim: </p>
<hr />
<div>{{stub}}<br />
{{Object_infobox<br />
|image=STROOP- TTC Pendulum.png<br />
|hitbox_radius=<br />
|hitbox_height=<br />
|hitbox_down=<br />
|damage=none<br />
|damage_hatless=none<br />
|tangibility_radius= 1500<br />
|interaction_type= none<br />
|surfaces= floor: , wall: , ceil: <br />
|related= [[Cog]], [[Treadmill]], [[Spinner]]<br />
|found_in= [[Tick Tock Clock]] <br />
}}<br />
'''Pendulum'''s are [[object]]s found in [[Tick Tock Clock]]. The pendulum swings and is dependent on the [[Tick Tock Clock#Clock Settings|setting of the clock]].<br />
<br />
==Behavior==<br />
The pendulum starts at angle = 6371.5557 (35 degrees) on the still setting and angle = 6500 on all other settings.<br />
From there, the pendulum behaves differently on all four clock settings.<br />
===Still Setting===<br />
The pendulum is still on the still setting.<br />
===Fast Setting===<br />
The pendulum swings fast on the fast setting.<br />
===Slow Setting===<br />
The pendulum swings slow on the slow setting.<br />
===Random Setting===<br />
The pendulum swings with an angular acceleration of 13 or 42, randomly, on the random setting. When a swing didn't pass angle=0 (when the pendulum points straight down), and subsequent swings swap angular accelerations, every swing will have a different amplitude. By manipulating RNG, the pendulum can be made swing with a TASer's desired acceleration. Alternating acceleration 13 and 42 until the pendulum hits angle=0, then manipulating acceleration to keep the acceleration the same value for all future swings, allows the pendulum to swing much farther than it was intended to; this is known as [[Pendulum Manipulation]].<br />
<br />
A set of swing amplitudes that are connected by swings of alternating accelerations usually starts and ends with two equal and opposite swings that both pass angle=0. When placed in increasing order, these sets of swing amplitudes form the shape of a ladder and are called the steps of the ladder and the swings that pass angle=0 are called rail amplitudes, forming the rails of the ladder. The acceleration that allows them to pass angle=0, and the frames it takes to reach angle=0 are indices of the rail.<br />
<br />
Sometimes, a rail is sandwiched by two different rail amplitudes. This forms a bridge between the two rail amplitudes.<br />
<!--<br />
calculate their by the following formula, in which % denotes the [[wikipedia:modulo operation|modulo function]]:<br />
<nowiki></nowiki><br />
<br />
The following is a table summarizing this information, with probabilities of the individual states in parentheses:<br />
{| class="wikitable"<br />
|-<br />
! [[Spinner]] intended CW ang disp ([[AU]]) !! RNG2 % 4 = 0 (24.982339%) !! RNG2 % 4 = 1 (24.999232%) !! RNG2 % 4 = 2 (25.008447%) !! RNG2 % 4 = 3 (25.009982%)<br />
|-<br />
| '''RNG1 ≥ 32768 (49.983107%)'''|| -30 (12.485794%) || -60 (12.490401%) || -90 (12.501152%) || -120 (12.505759%) <br />
|-<br />
| '''RNG1 < 32768 (50.016893%)'''|| 30 (12.496545%) || 60 (12.508831%) || 90 (12.507295%) || 120 (12.504223%)<br />
|}<br />
--><br />
==References==<br />
<references /><br />
{{objects}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&diff=16236Backwards Long Jump2021-11-22T14:27:47Z<p>Nim: </p>
<hr />
<div>The '''Backwards [[Long Jump]]''' hyperspeed method, or '''BLJ''' for short, is the most famous [[hyperspeed]] method in Super Mario 64. Due to their versatility, BLJs are commonly used in all kinds of [[Speedrun|speedruns]] and [[Challenge|challenges]].<br />
<br />
When Mario initiates a long jump, his horizontal speed is multiplied by 3/2. A BLJ occurs when a backwards long jump is interrupted before the effects of drag can counteract the speed gain from the 3/2 multiplier. This does not occur with forwards long jumps because long jumps have a "hard cap" of +48 horizontal speed which Mario's speed cannot exceed. No such cap exists in the negative direction because normally the "soft cap" of -16 speed from drag is easily enough to stop any speed gain.<br />
<br />
There are several different types of BLJs. The distinguishing feature of different types of BLJs is what they use to interrupt the long jump:<br />
* Slope BLJs use slopes by going up the slope.<br />
* Stair BLJs use stairs by going up the stairs.<br />
* Elevator BLJs use the upwards movement of an elevator or other object.<br />
* [[Side BLJ|Side BLJs]] use two floors at slightly different levels by oscillating between them.<br />
* Ceiling BLJs use an exposed ceiling or low-hanging ceiling by making Mario hit his head and start travelling downwards faster.<br />
<br />
BLJs can also be [[Pause Buffering|pause buffered]] to increase the amount of long jumps that can be performed in a given amount of time or space.<br />
<br />
The BLJ glitch was patched in the [[Super Mario 64#Shindou|Shindou release]], and therefore also the [[Super Mario 64#iQue (Chinese)|iQue version]]. This also means that any emulator releases of these game versions lack the BLJ glitch, namely the [[Super Mario 64#Japanese 2|Japanese Wii VC release]], the [[Super Mario 64#Japanese 3|Japanese Wii U VC release]], and all versions of [[Super Mario 64#Super Mario 3D All-Stars|Super Mario 3D All-Stars]].<br />
<br />
==Slope BLJ==<br />
<br />
A slope BLJ is performed by interrupting a backwards long jump using a rising slope. Because Mario usually lands immediately after long jumping (assuming a steep enough slope), slope BLJs are normally pause bufferable.<br />
<br />
==Stair BLJ==<br />
<br />
A stair BLJ is similar to a slope BLJ, except using stairs instead of slopes to achieve the rising floor effect. Stair BLJs often cannot be performed when there are wall hitboxes sticking out from the stairs because the walls prevent Mario from landing on the higher floor. Similarly to slope BLJs, stair BLJs are often pause bufferable.<br />
<br />
Stair BLJs are often used for bypassing doors in the castle, such as in the [[Lobby Backwards Long Jump]].<br />
<br />
==Elevator BLJ==<br />
<br />
Elevator BLJs are also conceptually similar to slope BLJs and stair BLJs in that they too use the floor under Mario rising to interrupt Mario's long jump. Elevator BLJs use elevators as the rising floor. Elevator BLJs are a common solution for when one wishes to quickly get a lot of speed since while slope BLJs and stair BLJs can only last until the slope or stair runs out or Mario hits out-of-bounds, elevator BLJs can last as long as the elevator is moving and don't need to stop when Mario hits out-of-bounds.<br />
<br />
==Side BLJ==<br />
<br />
Side BLJs or SBLJs are the most complex type of BLJ. A side BLJ is performed by oscillating between two floors at slightly different heights to achieve an effect similar to a stair BLJ but without needing a long, wall-less staircase. Side BLJs are performed by first having Mario face slightly to the higher floor (so that when Mario's moving backwards, he moves down to the lower floor), then straining to the higher floor during the long jump so that Mario snaps up to it. After long jumping from the lower floor, Mario ends up on the higher floor due to the straining, but because of the direction Mario is facing he snaps down to the lower floor on the next frame. This can then be repeated.<br />
<br />
Because side BLJs require 1 extra frame per long jump for Mario to snap back down to the lower floor, they cannot be pause buffered.<br />
<br />
==Ceiling BLJ==<br />
<br />
A ceiling BLJ is performed by having Mario hit a ceiling during his long jumps so that Mario starts moving downwards earlier, meaning there's less time for drag to slow Mario down. Ceiling BLJs can be performed with low ceilings or with [[Exposed ceiling|exposed ceilings]].<br />
<br />
[[Category:Glitches]]<br />
[[Category:Hyperspeed]]<br />
<br />
{{Glitches}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=User:Nim/BLJ&diff=16235User:Nim/BLJ2021-11-22T14:27:10Z<p>Nim: </p>
<hr />
<div>The '''Backwards [[Long Jump]]''' hyperspeed method, or '''BLJ''' for short, is the most famous [[hyperspeed]] method in Super Mario 64. Due to their versatility, BLJs are commonly used in all kinds of [[Speedrun|speedruns]] and [[Challenge|challenges]].<br />
<br />
When Mario initiates a long jump, his horizontal speed is multiplied by 3/2. A BLJ occurs when a backwards long jump is interrupted before the effects of drag can counteract the speed gain from the 3/2 multiplier. This does not occur with forwards long jumps because long jumps have a "hard cap" of +48 horizontal speed which Mario's speed cannot exceed. No such cap exists in the negative direction because normally the "soft cap" of -16 speed from drag is easily enough to stop any speed gain.<br />
<br />
There are several different types of BLJs. The distinguishing feature of different types of BLJs is what they use to interrupt the long jump:<br />
* Slope BLJs use slopes by going up the slope.<br />
* Stair BLJs use stairs by going up the stairs.<br />
* Elevator BLJs use the upwards movement of an elevator or other object.<br />
* [[Side BLJ|Side BLJs]] use two floors at slightly different levels by oscillating between them.<br />
* Ceiling BLJs use an exposed ceiling or low-hanging ceiling by making Mario hit his head and start travelling downwards faster.<br />
<br />
BLJs can also be [[Pause Buffering|pause buffered]] to increase the amount of long jumps that can be performed in a given amount of time or space.<br />
<br />
The BLJ glitch was patched in the [[Super Mario 64#Shindou|Shindou release]], and therefore also the [[Super Mario 64#iQue (Chinese)|iQue version]]. This also means that any emulator releases of these game versions lack the BLJ glitch, namely the [[Super Mario 64#Japanese 2|Japanese Wii VC release]], the [[Super Mario 64#Japanese 3|Japanese Wii U VC release]], and all versions of [[Super Mario 64#Super Mario 3D All-Stars|Super Mario 3D All-Stars]].<br />
<br />
==Slope BLJ==<br />
<br />
A slope BLJ is performed by interrupting a backwards long jump using a rising slope. Because Mario usually lands immediately after long jumping (assuming a steep enough slope), slope BLJs are normally pause bufferable.<br />
<br />
==Stair BLJ==<br />
<br />
A stair BLJ is similar to a slope BLJ, except using stairs instead of slopes to achieve the rising floor effect. Stair BLJs often cannot be performed when there are wall hitboxes sticking out from the stairs because the walls prevent Mario from landing on the higher floor. Similarly to slope BLJs, stair BLJs are often pause bufferable.<br />
<br />
Stair BLJs are often used for bypassing doors in the castle, such as in the [[Lobby Backwards Long Jump]].<br />
<br />
==Elevator BLJ==<br />
<br />
Elevator BLJs are also conceptually similar to slope BLJs and stair BLJs in that they too use the floor under Mario rising to interrupt Mario's long jump. Elevator BLJs use elevators as the rising floor. Elevator BLJs are a common solution for when one wishes to quickly get a lot of speed since while slope BLJs and stair BLJs can only last until the slope or stair runs out or Mario hits out-of-bounds, elevator BLJs can last as long as the elevator is moving and don't need to stop when Mario hits out-of-bounds.<br />
<br />
==Side BLJ==<br />
<br />
Side BLJs or SBLJs are the most complex type of BLJ. A side BLJ is performed by oscillating between two floors at slightly different heights to achieve an effect similar to a stair BLJ but without needing a long, wall-less staircase. Side BLJs are performed by first having Mario face slightly to the higher floor (so that when Mario's moving backwards, he moves down to the lower floor), then straining to the higher floor during the long jump so that Mario snaps up to it. After long jumping from the lower floor, Mario ends up on the higher floor due to the straining, but because of the direction Mario is facing he snaps down to the lower floor on the next frame. This can then be repeated.<br />
<br />
Because side BLJs require 1 extra frame per long jump for Mario to snap back down to the lower floor, they cannot be pause buffered.<br />
<br />
==Ceiling BLJ==<br />
<br />
A ceiling BLJ is performed by having Mario hit a ceiling during his long jumps so that Mario starts moving downwards earlier, meaning there's less time for drag to slow Mario down. Ceiling BLJs can be performed with low ceilings or with [[Exposed ceiling|exposed ceilings]].<br />
<br />
[[Category:Glitches]]<br />
[[Category:Hyperspeed]]<br />
<br />
{{Glitches}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Ddd_skip&diff=16002Ddd skip2021-11-11T17:15:53Z<p>Nim: Nim moved page Ddd skip to RTA Guide/DDD skip</p>
<hr />
<div>#REDIRECT [[RTA Guide/DDD skip]]</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/DDD_skip&diff=16001RTA Guide/DDD skip2021-11-11T17:15:52Z<p>Nim: Nim moved page Ddd skip to RTA Guide/DDD skip</p>
<hr />
<div>{{stub}}<br />
<!-- Many images/gif's and videos are needed on this page --><br />
== Preamble ==<br />
DDD Skip is a trick that uses Mario's speed from [[BLJS]] to bypass the 1 Star requirement previously needed from [[1 Star]]. It does this by bypassing [[Dire Dire Docks]].<br />
The glitch works since Mario's speed is above 386, the speed proportional to the width of the Dire Dire Docks portal. This allows Mario to be on one side of the painting on 1 frame and behind it on the next.<br />
All up to date resources and knowledge about DDD Skip can be found on the Japanese DDD Skip wiki <br />
https://w.atwiki.jp/sm64_dddskip/<br />
<br />
This page's purpose is to serve as an attempt to translate the information on that page into English in a concise manner without being too long for reading purposes.<br />
<br />
== SBLJ ==<br />
Side Backwards Long Jump (SBLJ) is a [[BLJ]] where instead of using the stairs to build speed, Mario uses the gap in between 2 stairs to rapidly cancel long jumps and get the BLJ Speed building effect.<br />
To start building speed, Mario must get some initial speed from the stairs that are across from the 30 Star door <!--(pic here)-->.<br />
As of 11/08/2021, there are 2 main methods to somewhat consistently get enough speed to continue to the next stage.<br />
=== Hat Setup SBLJ ===<br />
<!-- Video Here --><br />
With regular Mario cam, hug the wall parallel to the stair and position Mario's left leg in the stair.<br />
Next, C-Down and create an angle where the tip of Mario's hat is aligned with a line on the wall. Try not to have Mario's left leg leave the top stair<br />
When you are ready to do the SBLJ, hold down on the analog stick, quickly long jump, and hold up.<br />
Right before Mario hits the stair, hold up left on the analog stick and start pressing A (around 8-10/s). When Mario is exiting, after building enough speed, he should do an extra long jump on the pillar next to the stairs<br />
=== Slight Angle SBLJ ===<br />
<!-- Video Here --><br />
With regular Mario cam, hug the wall parallel to the stair and position Mario's left leg in the stair.<br />
Next, C-Down and create a slight angle relative to the camera using the analog stick.<br />
When you are ready to do the SBLJ, hold down on the analog stick, quickly long jump, and hold up. When Mario is about to hit the stairs and hold up left but slightly more up than left. At this point start mashing the A button (around 8-10/s). When Mario is exiting, after building enough speed, he should do an extra long jump on the pillar next to the stairs<br />
=== Clipping the Fence ===<br />
<!-- A gif showing Mario clipping the fence and losing his speed --><br />
When attempting the SBLJ there is a big chance to clip the fence next to the stair and lose all speed.<br />
There is one main way to avoid this.<br />
After Performing the SBLJ, right before Mario leaves the stairs (due to his speed), hold up on the analog stick. Instead of long jumping on the pillar, Mario will travel to the right of the pillar<br />
Holding up on the analog stick is usually after 6-9 A presses.<br />
While inconsistent, this is the only known way to avoid the fence.<br />
== ABLJ ==<br />
Air Backwards Long Jump (ABLJ) is a type of BLJ in which Mario BLJ's in place while continuing to build up speed. This works since Mario's next intended position is unreachable. Mario builds up speed 1.5x to his current speed. Each frame Mario long jumps late by his speed is reduced by 1/50 his current speed.<br />
This is the phase after Mario leaves the stair with more than 70 speed and reaches the position left of the pillar next to the star door.<br />
The reason for this phase is to build up the speed (>418 for RTA) from >70 which is required to bypass the Dire Dire Docks Painting. <br />
=== Mario Twitches ===<br />
During ABLJ Mario's movement on the left pillar is not random. Mario has 3 Possible directions to "twitch" in. <br />
<ul><br />
<li> A Twitch to the left </li> <!-- A gif of mario twitching left INCOMPLETE --><br />
<li> A Twitch to the Right </li> <!-- A gif of mario twitching right INCOMPLETE --><br />
<li> A Twitch Staight back </li> <!-- A gif of mario twitching back INCOMPLETE --><br />
</ul><br />
Depending on what stage of ABLJ you are in, these twitches hold different meaning but their speed range, in which they occur, are consistent.<br />
<br />
=== Speed Building Stage ===<br />
While there is a chance in which you can skip this stage from SBLJ, found in Exceptions, you will most likely not have enough speed to continue onto the Speed Control Stage.<br />
In this phase, Mario will always twitch to the left. After he is finished twitching to the left (usually 2-4 times) he will twitch twice to the right. On the second twitch to the right, we have exited the speed-building stage.<br />
<br />
=== Speed Control Stage ===<br />
At this stage, Mario's speed will need to be controlled to a specific range. A range in which DDD Skip will work (any Third count jump with less than 510 speed but more than 430 after the jump should work).<br />
During this phase, we will try to avoid building > 510 speed. At this high of a speed, Mario's speed will reset to 0 and DDD Skip would need to be restarted.<br />
==== First Count ====<br />
<!--(VIDEO GIF/NEEDED INCOMPLETE)--><br />
This stage begins on the first jump after the two right twitches from the Speed Building Stage, this special BLJ is called the "First Count". Every jump after this first count will need to be calculated. The main purpose of the first count is to notify you of the incoming Second Count.<br />
==== Second Count ====<br />
On the Jump after the First Count, Also known as the "Second Count", Mario will twitch in one of 3 ways. No Twitch, Right Twitch, and Left Twitch. How "Violently" - The speed at which the twitch is completed - Mario twitches in each direction can tell you more information about his current speed range.<br />
The jump after any of the four possible twitches is also known as the "Third Count" and should be the last ABLJ before "exiting" and going towards the star door.<br />
Any reference to the word "adjustment" or "adjusting" refers to doing a late frame long jump or pulling down the analog stick in the opposite way of the BLJ, which is always down.<br />
====Types of Twitches ====<br />
===== No Twitch =====<br />
In this scenario, Mario can be seen moving directly back or not in any discernable direction. <!--(VIDEO/GIF NEEDED INCOMPLETE)--><br />
The speed range in which this happens is below 275 speed.<br />
There are 2 ways to adjust for this speed.<br />
<ol><br />
<li>Don't Adjust at all and do a late frame Long jump</li><br />
<li>Add an extra long jump to the speed control stage by pulling down a medium length and long jumping again to essentially “reset” the speed control stage, getting a second count again, and hoping to get a twitch.</li><br />
</ol><br />
While the ladder of the two options is more consistent, most runners opt to use the first option as it is faster.<br />
=====Violent Right Twitch =====<br />
The speed range in which this happens is ~305<br />
This is one of the hardest situations to consistently correct for.<br />
In this situation, it looks like Mario Violently shakes to the right. <!--(VIDEO/GIF NEEDED INCOMPLETE)--><br />
This means Mario has very high speed and if there's no adjustment you will Overspeed. <br />
There is also a possibility in which Mario twitches right and then left. In this case, Mario's speed is on the lower bound of violent right twitch.<br />
You’ll want to instantly pull down on the stick after recognizing this situation and possibly do a late-frame long jump to avoid Overspeed. Using a speed display for this scenario will help you get better at adjusting for this<br />
===== Slow Right Twitch =====<br />
The speed range in which this happens is 275-290.<br />
To adjust for this speed you want to pull down for a medium amount of time <!-- (VIDEO GIF NEEDED INCOMPLETE)-->. This speed reduction is closer to a No Twitch than a Violent Right Twitch<br />
===== Left Twitch =====<br />
The speed range in which this happens is 290-305 Speed. <!-- (VIDEO GIF NEEDED INCOMPLETE) --><br />
This is the only speed range in which Mario has two different twitches. <br />
There is also a possibility that Mario twitches Left and then Right. In this case, Mario's speed is on the lower bound of left twitch.<br />
This range is the most consistent of the four possible twitches to adjust for due to its narrow speed range.<br />
You will want to adjust a medium to large amount for this speed range. (This is closer to a Violent Right twitch than a No Twitch).<br />
=== Exit Phase ===<br />
The most overlooked phase of all is the Exit Phase. This is after the Third Count and once you are confident enough with Mario's speed to set up at the Star Door.<br />
You will want to continue holding up on the analog stick until right before you're about to hit the ground. The optimal Exit is one where you hit the ground and instantly go neutral for one frame and hold left on the next frame.<br />
(Though it is not this strict). It is fine to hold neutral for a maximum of 5 frames after which, if you hold neutral for longer, you will lose all speed.<br />
Conversely, if you do not hold neutral enough, Mario will still end up at the door, but at an incorrect door position for any of the setups (although DDD Skip would still be possible), Or Mario will not have enough speed to do any of the setups.<br />
The correct door position is on this specific tile in front of the star door <!-- Image Needed INCOMPLETE -->.<br />
<br />
== DDD Skip ==<br />
DDD Skip now occurs when Mario is at the correct door position and has enough speed to do a setup.<br />
=== Mario's speed ===<br />
Since the use of a speed display is not allowed in RTA runs, you will need to use visual cues to figure out Mario's speed. The best, and most reliable visual cue, is the shadow that Mario produces on the tile he is standing on.<br />
based on how far left, or right, his shadow is on this tile, you can determine a speed range in which Mario is most likely to be in. <br />
=== Setups ===<br />
For any of the setups, every frame that the stick is held in one direction, mario loses 1.1 speed per frame. But every frame that the stick is held neutral for, mario loses 1.0 speed per frame.<br />
It takes 10 frames from the star door to reach the DDD painting (on average).<br />
<!-- (LINK TO DDD SKIP DOOR POS SETUPS INCOMPLETE) --><br />
[[youtube|vvu40CTOLos]]<br />
<!-- a video for each of the setups --><br />
==== C-Down C-Right ====<br />
Speed Range: 418-427<br />
<br />
Consistent Range: 418-426<br />
<br />
At the door enter Mario cam then c-down (wait for the camera to stop moving), then c-right. This setup allows you to hold straight down.<br />
==== Straight Down ====<br />
Speed Range: 425-430<br />
<br />
Consistent Range: N/A<br />
<br />
At the door hold straight down.<br />
==== 8 Frame ====<br />
Speed Range 430-440<br />
<br />
Consistent Range: 430-435<br />
<br />
At the door hold down right, scroll through the text, and pause on the 8th frame of Mario's movement. (Usually right behind the last pillar before the DDD Painting).<br />
==== 3 Frame ====<br />
Speed Range 430-450<br />
<br />
Consistent Range: 436-450<br />
<br />
At the door hold down right, scroll through the text, and pause on the 3rd frame of Mario's movement. (Usually right behind the first pillar).<br />
==== Xiah Setup ====<br />
Speed Range 455-464 <br />
<br />
Consistent Range: 456-462<br />
<br />
At the door hold a slight down right angle (bias towards the down direction). Scroll through the text, and on the first frame of Mario's movement, pause and go neutral on the stick. This setup allows you to unpause, while holding neutral, and get the skip. It was also recently discovered that this setup also works for the 405-407 speed range on a different tile.<br />
==== Droz Setup ====<br />
Speed Range 457-470<br />
<br />
Consistent Range: 459-466<br />
<br />
At the door press c-down. Scroll through the text and right before Mario starts moving, press c-right.<br />
<br />
== Exceptions ==<br />
There is a chance during ABLJ's where Mario will randomly lose speed despite being below the Overspeed threshold. There is currently no known way to prevent this from happening. Though it should be quite rare so if you get this exception consistently, there might be something else wrong with your technique.<br />
There is also a chance that Mario will gain enough speed from the SBLJ to skip the speed-building stage completely. You can recognize this by Mario instantly doing the two right twitches that signify exiting the speed-building stage, or by Mario doing one right twitch and a First Count twitch.<br />
== TIPS ==<br />
At any point in the ABLJ's you can do late frame long jumps to better see the twitches that happen. You can also pause the game after any twitch to give yourself more time to react.<br />
== Resources/Videos ==<br />
All the setups and door speed positions are in this spreadsheet<br />
https://docs.google.com/spreadsheets/d/1tnNJ6N9yLn-NmSZWdMYkQ7MyTr0n2MpRFsDp4fAzx4Q/edit#gid=0<br />
Helpful ddd skip tutorial videos<br />
<ul><br />
<li>https://www.youtube.com/watch?v=vvu40CTOLos</li><br />
<li>https://www.youtube.com/watch?v=AsniMr1tIOE</li><br />
<li>https://www.youtube.com/playlist?list=PL6a4zJDOf2jfHz1iaKkxMHPG87YhIDYMh</li><br />
</ul><br />
==SBLJ Pause Buffer==<br />
There is currently research going on to find out if pause buffering for an SBLJ is consistent in any way. So far there is little information on what and how this method works.</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Chip_off_Whomp%27s_Block&diff=15986Chip off Whomp's Block2021-11-01T15:02:26Z<p>Nim: </p>
<hr />
<div>{{star_infobox<br />
|title=Chip off Whomp's Block<br />
|image=CoWB.png <br />
|course=WF<br />
|height=296<br />
|height_link=[https://youtu.be/xE7hrQ8sHhU?t=133 "Star Heights" by UncommentatedPannen]<br />
|tas=27.53 <br />
|tas_link=[https://youtu.be/NamWHywBEBY "Super Mario 64 - single star TAS" by snark122]<br />
|rta=28.74 (28.50 IGT)<br />
|rta_link=[https://www.youtube.com/watch?v=M51QaL8fUwQ "Chip off Whomp's Block 28”74" by YURAMOFU]<br />
|abc=0<br />
|abc_link=[https://youtu.be/EizI60fNrj0 "<nowiki>[TAS]</nowiki> Chip Off Whomp's Block 0xA - 44"90" by fifdspense]<br />
|abz=4<br />
|abz_link=[https://docs.google.com/spreadsheets/d/1lAf4RDjKIbpApFQUrjZe7K2tVtAu0FDY_SgaJkYAvhQ/edit#gid=0&range=A26 "SM64 ABZ Button Challenge PAL" spreadsheet]<br />
}}<br />
:''<small>For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]</small>''<br />
:''<small>For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]</small>''<br />
'''Chip off Whomp's Block''' is the first mission of [[Whomp's Fortress]]. To complete it, Mario must go to the top of the fortress and defeat King Whomp by ground pounding on his back 3 times. This can be done quickly by jumping and ground pounding as he faceplants.<br />
<br />
== A Button Challenge ==<br />
'''Current Strategy'''<br />
<br />
The mission can be completed TAS only [[A Button Challenge|ABC]] in just over 40 seconds.<ref>[https://youtu.be/ZIje_PpDeIc "(TAS) Chip Off Whomp's Block 0xA - 40"33" by galoomba]</ref> The main challenges are ground pounding King Whomp, and collecting the star since it's too high for a dive recover.<br />
<br />
Mario gets onto the checkered elevator by walking up the steep slope opposite the wall beside the elevator, and diving onto the elevator. As Mario fights King Whomp, he lures him to the correct spot. He ground pounds King Whomp by performing a dive recover just before King Whomp falls to the ground, bringing him to the top using a [[Misalignment|misalignment]] on King Whomp and [[Vertical Speed Conservation|conserving vertical speed]] from the dive recover. He activates it using platform displacement, allowing him to ground pound. On the 3rd shot, Mario uses a punch to activate his vertical speed. After the text finishes, Mario does a dive towards the star, allowing him to reach the star.<br />
==== Original Strategy ====<br />
The original method of completing this 0x was to [[Clone|clone]] the star. <ref>[https://youtu.be/7ZwwAemsbYQ "SM64 - Chip Off Whomp's Block - 0x A Presses" by pannenkoek2012]</ref><br />
Mario first brings a cork box to the top of the level. The box is brought onto the elevator by squeezing Mario between the elevator and the small Whomp. Mario then dive recovers off the small whomp, and regrabs the box as it falls off the elevator, transporting it to the top. Mario then heads to the arrow platform and collects 4 coins, leaving 4 left. This will be useful for cloning the star. Mario ground pounds under the elevator to get the first 2 hits on King Whomp. He first lets King Whomp break the box, and Mario picks up the box as it breaks, holding a fake cork box. Mario loads the 4 coins still on the arrow platform so that he is holding the correct vacant object slot, then uses King Whomp to hold the object hands free. Mario falls onto the elevator. With his object hands free, he can ground pound. Mario grinds on the elevator to keep the object hands free, and ground pounds King Whomp for a third time, killing him. The star takes the vacant object slot in Mario's hands, allowing him to clone it.<br />
==TAS History==<br />
{{TAS History}}<br />
===TAS Strategy===<br />
Originally, the best way to get to the top of the level was to triple jump off of the slope in the corner next to the sleeping piranha plant. It was discovered that a [[Glitchy Wall Kick]] could be used to get on to the ramp, allowing Mario to quickly climb up and maintain speed. In late 2010, it was found that it’s faster to slide across the slope beside the ramp, climb up the brown slope, and from the falling bridge wall kick off of the wall there. This eventually evolved into [[Sideflip]]ping, then wall kick diving, which was much smoother and allowed Mario to get close to the wall without Ledge Grabbing. <br />
==References==<br />
<references/><br />
{{star_nav}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Cannonless&diff=15906Cannonless2021-10-04T17:24:54Z<p>Nim: </p>
<hr />
<div>[[File:Cless_demonstrantion.gif|thumb|320x200px|Demonstration of Cannonless in Whomp's Fortress]]<br />
[[File:JRB Cless BLJ.gif|thumb|320x200px|Jolly Roger Bay Cannonless BLJ (TAS only)]]<br />
[[File:JRB ship jump.gif|320x200px|thumb|Ship Long Jump]]<br />
[[File:Jrb framewalk.gif|320x200px|thumb|Framewalk cannonless in Jolly Roger Bay]]<br />
'''Cannonless''' or “Cless” for short is a term used for a speedrunning strategy that bypasses the need for a cannon.<br />
==Whomp’s Fortress==<br />
:''<small>For a tutorial on speedrunning this star, see the [[RTA_Guide/Blast_Away_the_Wall|Cannonless RTA Guide]]</small>'' <br />
In [[Whomp’s Fortress]], players normally obtain the star [[Blast Away the Wall]] by shooting out of the cannon and breaking the corner of the wall, revealing the star. Eventually, players found it was possible to clip into the wall by ledge-grabbing the ledge that the star rests on. Several years later, however, Sockfolder discovered an easy setup that allowed the player to get the star consistently rather than blindly running at the wall. This setup was dubbed the "Sockfolder setup." Subsequently, another optimization was found that required the player to look along a wooden plank and find a certain line in the texture. This setup is nearly as consistent as the Sockfolder setup if executed correctly. This new, faster setup was called "Texture setup."<br />
==Jolly Roger Bay==<br />
:''<small>For a tutorial on speedrunning this star, see the [[RTA_Guide/Blast_to_the_Stone_Pillar|JRB Cannonless RTA Guide]]</small>'' <br />
In [[Jolly Roger Bay]] the star [[Blast to the Stone Pillar]] is obtained by shooting out of a cannon and grabbing a pole and jumping onto a platform. Then, players realized you could shoot directly to the platform and skip grabbing the pole. If you shoot very quickly, you can get what is known as “Insta-Shot”. Players had another realization in the fact you can long jump off the ship and then wall kick to get to the star platform. Finally, it was found you can use [[Frame Walking]] to scale the stone pillar and get the star that way. The TAS uses a [[Backwards Long Jump]] to get up here.<ref>[https://youtu.be/HE4HPSwPvEM <nowiki>"[TAS] Super Mario 64 - Blast to the Stone Pillar in 11"23" by dar gos</nowiki>]</ref><br />
==References==<br />
<references/><br />
[[Category:Tricks]]</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Star_Bounce_Cancel&diff=15371Star Bounce Cancel2021-09-27T16:22:27Z<p>Nim: nothing to do with rendering and is not a time</p>
<hr />
<div>A '''star bounce cancel'''<ref>https://www.youtube.com/watch?v=1hJyLmkBaK8</ref> occurs when, over the course of a star spawn cutscene, the spawned star descends by more than 600 units, preventing the star from playing its bouncing animation. Canceling the bounce potentially saves 41 frames over a star spawn cutscene in which the star travels a flat distance.<br />
<br />
A star bounce cancel occurs due to the following code interactions:<br />
<br />
1) An off-by-one error in the duration of the star's flight causes the star to overshoot its intended position by 1/30th of the distance it traveled. This is typical for a spawning star.<br />
<br />
2) The bounce action begins. The bounce action raises and lowers the star in a smooth arc (which can be observed in casual play), and on the first frame, it rises by 20 units. Because of the overshooting, these 20 units are not enough to raise the star above its intended position, even though they usually are.<br />
<br />
3) A check is performed to determine whether the star is above or below its intended position. This check normally happens during every frame of the bounce animation to determine when the star has finished bouncing. In this unusual case, the star is found to be below its intended position--this normally only happens when the star has finished bouncing.<br />
<br />
4) Because this check determines when a star has finished bouncing, the bounce animation ends, even though the star is rising instead of falling.<br />
<br />
===Star bounce reduction===<br />
When a spawned star descends by more than 300 units (up to 600), the star bounce animation is not stopped on the first frame. Instead, it ends two frames earlier than a full-length star spawn cutscene.<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Glitches]]</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Address_Error_Exception&diff=15368Address Error Exception2021-09-27T16:21:14Z<p>Nim: errors aren't values</p>
<hr />
<div>The [[Nintendo 64]]'s CPU, the VR4300, can throw an '''Address Error Exception'''. This occurs when lookup to an invalid or non-existent address occurs, most commonly as a '''Null Pointer Exception''', which is an Address Error Exception caused by attempting to access an address of 0 (NULL).<br />
<br />
== Exploits ==<br />
<br />
Address Error Exceptions often have exploit potential on [[Wii VC]] since the Wii VC emulator ignores null pointer exceptions. This means that a read from a null address into a register will actually leave the register untouched with its last value and resume normal execution.<br />
<br />
We can then analyze [[Crash|crashes]] that cause Address Error Exceptions. <br />
<br />
{| class="wikitable sortable"<br />
! Cause !! ACE Exploitable !! Any Exploitable !! Notes<br />
|-<br />
| Deleting a non-existent file on the File Select Screen || style="background-color: #ff9696"| No || style="background-color: #fffca8"| Doubtful || sMainMenuButtons[MENU_BUTTON_ERASE]->oMenuButtonActionPhase is NULL when written to. For selecting 'NO' this results in the button zoom being unaffected. 'YES' is more complex. It's just a write and the copy menu doesn't allow for this glitch, so this is unlikely to be exploitable. Plus, there's barely anything to work with when we're not even in-game.<br />
|-<br />
| Moving a shadow above surface 12 while it's over OOB ||style="background-color: #baffa8"| ||style="background-color: #baffa8"| ||<br />
|-<br />
| Killing a Monty Mole remotely || style="background-color: #ff9696"| No || style="background-color: #ff9696"| No || o->oMontyMoleCurrentHole->oMontyMoleHoleCooldown = 30 causes crash as mario needs to be < 1500 units for monty to select a hole (otherwise it's null)<br />
|-<br />
| Killing an uninitialized Monty Mole || style="background-color: #ff9696"| No || style="background-color: #ff9696"| No || (same as above)<br />
|-<br />
| Going out of bounds in a room with a painting || style="background-color: #ff9696"| No || style="background-color: #ff9696"| No || `gPaintingMarioFloorType` is what is affected, and it's updated every frame the OoB check happens; at most, you could ''maybe'' delay entering a painting by 1 frame<br />
|-<br />
| Being pushed off of a hang-able ceiling while in the idle hanging action || style="background-color: #ff9696"| No || style="background-color: #fffca8"| Doubtful || No effect for idle loop hang t8, last use of t8 set is ''jr t8'' which is never the hang-able value 0x05)<br />
<br />
Relevant code (sp24 is gMarioState):<br />
//! Crash if Mario's referenced ceiling is NULL (same for other hanging actions)<br />
if (m->ceil->type != SURFACE_HANGABLE) {<br />
12a4: 8fa80018 lw t0,24(sp)<br />
12a8: 24010005 li at,5<br />
12ac: 8d090064 lw t1,100(t0)<br />
12b0: 85390000 lh t9,0(t1)<br />
12b4: 13210008 beq t9,at,12d8 <act_start_hanging+0xf0><br />
12b8: 00000000 nop<br />
Since the t9 load is skipped, the only effect could be to potentially cause Mario to stay hanging for a single frame without a ceiling. After that, `perform_hanging_step` will catch the fact that Mario's ceiling is NULL and stop the hang. Similar effects on PAL version.<br />
|-<br />
| Sound glitch || style="background-color: #ffb65e"| N/A || style="background-color: #ffb65e"| N/A || The cause of sound glitch is unknown. Contrary to popular belief, it can sometimes occur on versions other than the original Japanese N64 release.<br />
|-<br />
| Teleporting while passing over a loading zone ||style="background-color: #ffb65e"| Unknown ||style="background-color: #baffa8"| Yes || 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: #ffb65e"| ||style="background-color: #ffb65e"| || 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 />
<br />
[[Category:Mechanics]]</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Address&diff=15176Address2021-09-06T16:47:10Z<p>Nim: /* Segmented addresses */</p>
<hr />
<div>:[[wikipedia:Memory address|''See 'Memory Address' on Wikipedia'']]<br />
<br />
An '''address''' is a number that refers to a specific location in memory. There are 3 main types of addresses in SM64: virtual addresses, physical addresses, and segmented addresses.<br />
<br />
==Virtual addresses==<br />
<br />
Virtual addresses are addresses that the [[N64]] can dereference directly. The virtual addressing scheme of the N64's VR4300 CPU looks like this:<br />
<br />
[[File:VR4300VirtualAddressing.png|200px|thumb|right|Virtual addressing scheme of the VR4300 processor in kernel mode]]<br />
<br />
{| class="wikitable"<br />
! Name !! Range (inclusive) !! Info<br />
|-<br />
| kuseg || 0x00000000-0x7FFFFFFF || [[TLB]] mapped<br />
|-<br />
| kseg0 || 0x80000000-0x9FFFFFFF || Not TLB mapped; [[cache]]d<br />
|-<br />
| kseg1 || 0xA0000000-0xBFFFFFFF || Not TLB mapped; not cached<br />
|-<br />
| ksseg || 0xC0000000-0xDFFFFFFF || TLB mapped<br />
|-<br />
| kseg3 || 0xE0000000-0xFFFFFFFF || TLB mapped<br />
|}<br />
<br />
Note that this is the addressing scheme of the CPU when in kernel mode, which the N64 is always meant to run in.<br />
<br />
kseg0 and kseg1 are mapped directly onto physical address space; for example, the addresses 0x94A73CF0 and 0xB4A73CF0 would both map to the physical address 0x04A73CF0. In effect, the only difference between kseg0 and kseg1 is that kseg1 isn't cached; this is reflected in the fact that kseg1 addresses are used for hardware register reads and other things that the cache might interfere with.<br />
<br />
The TLB mapped sections use the TLB to dynamically map virtual addresses to kseg0/kseg1 addresses.<br />
<br />
==Physical addresses==<br />
<br />
Physical addresses run from 0x00000000 to 0x1FFFFFFF. The details of the N64's physical memory mapping can be found [http://en64.shoutwiki.com/wiki/Memory_map_detailed here.]<br />
<br />
==Segmented addresses==<br />
:''Main page: [[Segment]]''<br />
<br />
Segmented addresses are addresses used to reference segmented data. They consist of the 1-byte segment number, which can range from 0x01 to 0x1F (inclusive), and the 3-byte segment offset. Unlike the TLB, SM64's segmentation system is not a feature of the N64 but is implemented in software. This means that unlike virtual addresses, segmented addresses cannot be dereferenced directly, and must be converted to virtual addresses first, by adding the address's segment offset to the base address of the segment the address's segment number corresponds to.</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Address&diff=15175Address2021-09-06T16:45:01Z<p>Nim: /* Segmented addresses */</p>
<hr />
<div>:[[wikipedia:Memory address|''See 'Memory Address' on Wikipedia'']]<br />
<br />
An '''address''' is a number that refers to a specific location in memory. There are 3 main types of addresses in SM64: virtual addresses, physical addresses, and segmented addresses.<br />
<br />
==Virtual addresses==<br />
<br />
Virtual addresses are addresses that the [[N64]] can dereference directly. The virtual addressing scheme of the N64's VR4300 CPU looks like this:<br />
<br />
[[File:VR4300VirtualAddressing.png|200px|thumb|right|Virtual addressing scheme of the VR4300 processor in kernel mode]]<br />
<br />
{| class="wikitable"<br />
! Name !! Range (inclusive) !! Info<br />
|-<br />
| kuseg || 0x00000000-0x7FFFFFFF || [[TLB]] mapped<br />
|-<br />
| kseg0 || 0x80000000-0x9FFFFFFF || Not TLB mapped; [[cache]]d<br />
|-<br />
| kseg1 || 0xA0000000-0xBFFFFFFF || Not TLB mapped; not cached<br />
|-<br />
| ksseg || 0xC0000000-0xDFFFFFFF || TLB mapped<br />
|-<br />
| kseg3 || 0xE0000000-0xFFFFFFFF || TLB mapped<br />
|}<br />
<br />
Note that this is the addressing scheme of the CPU when in kernel mode, which the N64 is always meant to run in.<br />
<br />
kseg0 and kseg1 are mapped directly onto physical address space; for example, the addresses 0x94A73CF0 and 0xB4A73CF0 would both map to the physical address 0x04A73CF0. In effect, the only difference between kseg0 and kseg1 is that kseg1 isn't cached; this is reflected in the fact that kseg1 addresses are used for hardware register reads and other things that the cache might interfere with.<br />
<br />
The TLB mapped sections use the TLB to dynamically map virtual addresses to kseg0/kseg1 addresses.<br />
<br />
==Physical addresses==<br />
<br />
Physical addresses run from 0x00000000 to 0x1FFFFFFF. The details of the N64's physical memory mapping can be found [http://en64.shoutwiki.com/wiki/Memory_map_detailed here.]<br />
<br />
==Segmented addresses==<br />
:''Main page: [[Segment]]''<br />
<br />
Segmented addresses are addresses used to reference segmented data. They consist of the 1-byte segment number, which can range from 0x01 to 0x1F (inclusive), and the 3-byte segment offset. Unlike the TLB, SM64's segmentation system is not a feature of the N64 but is implemented in software.</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&diff=15074A Button Challenge2021-08-08T22:10:10Z<p>Nim: </p>
<hr />
<div>{{A Button Challenge infobox}}<br />
The '''A Button Challenge''', '''ABC''' for short, is a [[challenge]] in which the number of presses of the [[A button]] is minimized, whether on a per-mission or a per-file basis. Because the A button makes Mario jump, great creativity and precision are required to progress in the game without using this "vital" function. The ABC is often connected to the discoveries of new glitches and techniques that can be used more generally throughout the game. Much of the material on the [https://www.youtube.com/user/pannenkoek2012 pannenkoek2012] and [https://www.youtube.com/user/pannenkeok2012 UncommentatedPannen] channels is related to the A Button Challenge, with only 19 remaining A presses (14 unique A presses) left to optimize.<ref>[https://docs.google.com/spreadsheets/d/1yssoTbplI_42LgjTbERd6UuSt0gaI0iOtp-5muS5hKw "SM64 120 Star ABC Route" spreadsheet]</ref><br />
<br />
== History ==<br />
{{main|History of the A Button Challenge}}<br />
Although much of the progress in the ABC has been made since 2013, the ABC existed for over a decade earlier. Pieces of what would become the ABC were present in different terms, as early as 2001 on Walton Dell's site on multiple level pages.<ref>[https://web.archive.org/web/20020614010118/http://www.wdell.com/videogames/sm64/course01/ An archive of A Button Challenge on Walton Dell's site]</ref> Curtis Bright, who runs sm64.com, was keeping track of ABC at least as early as December of 2006.<ref>[https://web.archive.org/web/20061209073313/http://www.student.cs.uwaterloo.ca/~cbright/sm64/a-presses.html An archive of A Button Challenge on sm64.com]</ref> Thiago Trujillo had what is the earliest, nearly complete count for the game (that we have access to) with a total count of about 263 presses.<ref>[http://www.oocities.org/thiagotrujillo/abut.html A Button Challenge on oocities.org]</ref> (This list is missing all navigation presses, two of the [[DDD]] stars, three of the [[TTC]] stars, one star in [[RR]], and [[BitS]].)<br />
<br />
Pannenkoek's first ABC video was for 5 Itty Bitty Secrets, and was released in August 2013.<ref>[https://www.youtube.com/watch?v=Xy7XDStV5WE "SM64 - Five Itty Bitty Secrets - 0x A Presses (OUTDATED)" by pannenkoek2012]</ref> The count at this point was about 212 presses, although this number dropped fairly quickly. Within the first 4 months, the count had fallen nearly 100 presses, and was down to 118. Over the next five years, many different people have worked on removing as many counts as possible, and the number has dropped to only 19 A presses in a 120 star run (as well as 0 in any% on WiiVC).<br />
<br />
== A Presses Left ==<br />
A '''unique A press''' refers to a single circumstance under which the A button must be pressed during a run. This circumstance may occur multiple times, leading to multiple A presses; if a workaround is found for the unique A press, all of those individual A presses may be saved.<br />
<br />
For example, if entering a course requires an A press, the case of entering the course is a unique A press, even if said course must be visited multiple times over the course of a run.<br />
<br />
Below is a table of unique A presses in the A Button Challenge.<br />
<br />
{|class="wikitable sortable" border="0" cellpadding="1" cellspacing="1" style="width: 50%;"<br />
|-<br />
! scope="col"|A Press #<br />
! scope="col"|Multiplicity<br />
! scope="col"|Stage<br />
! scope="col"|Purpose<br />
|-<br />
|#1<br />
|1<br />
|JRB<br />
|To collect the chest star<br />
|-<br />
|#2<br />
|1<br />
|LLL<br />
|To get to the Elevator Tour star platform<br />
|-<br />
|#3<br />
|2<br />
|SSL<br />
|To get out of the pyramid elevator<br />
|-<br />
|#4<br />
|1<br />
|THI<br />
|To [[Double Jump|double jump]] to a higher platform and collect [[Red Coin|red coin]]s<br />
|-<br />
|#5<br />
|1<br />
|THI<br />
|To dive to the upper platform and grab the high red coin<br />
|-<br />
|#6<br />
|3<br />
|TTC<br />
|To get out of the treadmill grinding spot<br />
|-<br />
|#7<br />
|1<br />
|TTC<br />
|To get out of the pendulum box pedro spot with vertical speed<br />
|-<br />
|#8<br />
|1<br />
|PSS<br />
|To collect the star<br />
|-<br />
|#9<br />
|1<br />
|WMotR<br />
|To shoot out of the cannon after talking to the Bob-omb Buddy to reach the next cannon<br />
|-<br />
|#10<br />
|1<br />
|WMotR<br />
|To shoot out of the second cannon, fly around, and collect the eight red coins<br />
|-<br />
|#11<br />
|1<br />
|BitFS<br />
|To get past the pole (saved on [[Wii VC]])<br />
|-<br />
|#12<br />
|3<br />
|Castle<br />
|To enter TTC (6 except on [[Super Mario 64#Japanese|JP N64]])<br />
|-<br />
|#13<br />
|1<br />
|Castle<br />
|To go to RR<br />
|-<br />
|#14<br />
|1<br />
|Castle<br />
|To go to WMotR<br />
|}<br />
<br />
Additionally, some levels require the A button to be held at the beginning the level, but not started on that specific star necessarily. These presses can be held from earlier presses to lower counts in longer runs, but still count as a full press on single-star runs. Such A presses are referred to as "half A presses," and result in A press counts such as 2.5<ref>[https://www.youtube.com/watch?v=kpk2tdsPh0A Watch for Rolling Rocks - 0.5x A Presses]</ref>. Note that only one half A press can be required per star.<br />
<br />
Below is a table of all levels that require half an A-Press.<br />
{|class="wikitable sortable" border="0" cellspacing="1" style="width: 50%;"<br />
|-<br />
! scope="col"|Half A Press #<br />
! scope="col"|Multiplicity<br />
! scope="col"|Stage<br />
! scope="col"|Purpose<br />
|-<br />
|#1<br />
|1<br />
|HMC<br />
|To do kicks on the elevator<br />
|-<br />
|#2<br />
|1<br />
|DDD<br />
|To clone the whirlpool and poles<br />
|-<br />
|#3<br />
|1<br />
|DDD<br />
|To clone coin spawners for 100 coins<br />
|-<br />
|#4<br />
|1<br />
|TTC<br />
|To kick the wall and get spawning displacement on the spinner (for 0x re-entry after [[Get a Hand]])<br />
|}<br />
<br />
== References ==<br />
<references/><br />
<br />
{{Challenges}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&diff=15048Unsolved single-goal challenges2021-07-28T18:45:30Z<p>Nim: </p>
<hr />
<div>This page lists '''unsolved single-goal challenges''' that are not currently possible with current knowledge and strategies. None of these challenges have been completed or solved.<br />
<br />
==Unsolved==<br />
===Coin Count===<br />
*Getting more coins than intended in [[Cool, Cool Mountain]]<br />
*Getting more coins than intended in [[Hazy Maze Cave]]<br />
*Getting more coins than intended in [[Big Boo's Haunt]]<br />
*Getting more coins than intended in [[Jolly Roger Bay]]<br />
*Getting more coins than intended in [[Lethal Lava Land]]<br />
*Getting infinite coins in [[Bowser in the Fire Sea]]<br />
*Getting infinite coins in [[Tick Tock Clock]]<br />
*Getting infinite coins in [[Rainbow Ride]]<br />
<br />
===Cloning Related===<br />
*Transport cloning with [[Wiggler]] or a Skeeter<br />
*Cloning in Lethal Lava Land<br />
*Moving during [[Time Stop|time stop]] in Jolly Roger Bay (to get [[shell]] [[clone]]s)<br />
*Performing a transport clone with 4 simultaneous pushers<br />
<br />
===Collection Challenges===<br />
*Living after collecting [[1-Up Mushroom#The Impossible 1-up|the Impossible 1-up]]<br />
*Collecting the [[Key|key]] in Bowser in the Fire Sea from underneath the ground, causing you to collect the key on the death floor<br />
*Collecting a [[Star|star]] during a demo sequence<br />
*Collecting [[Mystery of the Monkey Cage]] without changing the [[HOLP]] for an arbitrary HOLP<br />
*Collecting the red coin in [[Bowser in the Dark World]] at the start without using the ! Switch and living<br />
*Collecting the new [[Impossible Coin]] in [[Tiny Huge Island]]<br />
*Killing the [[Mystery Goomba]] and collecting its [[Coin|coin]]<br />
<br />
===Misc===<br />
*Clipping from the bottom area of Wiggler's cave to the top area, or vice versa<br />
*Vertical [[PU]] death in LLL<br />
*[[Hyperspeed Wall Kicks|Hyperspeed Wall Kick]] between towers in [[Tower of the Wing Cap]]<br />
*Surviving in a vertical PU with a shell clone released in it<br />
*Activating more than 4 stars at once anywhere<br />
*Reversing the one-way teleport in THI <br />
*Ground-pounding [[Chain Chomp]]'s post without interacting with the [[Red Coin|red coin]] (e.g. collecting its two coin value)<br />
*Escaping from one of the fish tanks in the Jolly Roger Bay room in the castle (starting with zero [[Speed|speed]] and damage counter)<br />
*Grabbing the hangable ceiling on the bottom of the beginning cloud in [[Wing Mario over the Rainbow]]<br />
*Causing a game crash by going out of bounds in the [[Cavern of the Metal Cap]] entry room or in [[Tall, Tall Mountain]]<br />
*Accessing the upper floors of the castle without first collecting the key from Bowser in the Fire Sea<br />
*Defeating Bowser in the Sky without spinning [[Bowser]]<br />
*Performing an [[instant release]] on [[MIPS]] at an arbitrary HOLP<br />
*Ground-pounding the [[Blue Coin]] block in [[SSL]] without pressing A<br />
<br />
==Solved In Theory==<br />
<br />
*Grab a [[Bob-omb]] fake during boiling (The video provided uses certain hacked values and is Wii VC only).<br />
<br />
:*https://youtu.be/rS4KsVGbjaA<br />
<br />
==Solved Single-Goal Challenges==<br />
<br />
*Picking up the cannon Bob-omb on the same frame as leaving its radius<br />
<br />
:*https://youtu.be/uFuC5DcbsjU<br />
<br />
*Putting the Ukiki that steals your hat on the monkey cage<br />
<br />
:*https://www.youtube.com/watch?v=oErcSAAwy4U<br />
<br />
*Collecting Mystery of the Monkey Cage without changing the HOLP<br />
<br />
:*https://youtu.be/UhchV2Kr_ig<br />
<br />
*Collecting [[Li'l Penguin Lost]] without changing the HOLP<br />
<br />
:*https://cdn.discordapp.com/attachments/459907626189324298/631209043175669771/lil_penguin_holpless.mp4<br />
<br />
*Collecting [[Blast Away the Wall]] without using the cannon, ledge grabbing, or using time stop<br />
<br />
:*https://youtu.be/0fnJgawiI6I<br />
<br />
*Grabbing [[Ukiki]] without pressing B (useful for the [[B Button Challenge]])<br />
<br />
:*https://youtu.be/cNCYo-STMG4<br />
<br />
[[Category: Challenges]]<br />
<br />
{{Challenges}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Template:B_Button_Challenge_infobox&diff=15047Template:B Button Challenge infobox2021-07-28T18:43:31Z<p>Nim: </p>
<hr />
<div>{{Challenge_infobox<br />
|title=B Button Challenge<br />
|abbreviation=BBC<br />
|stars=117<br />
|stars-overall=39<br />
|beatable=No<br />
|button-presses-any=4<br />
|button-presses-full=9<br />
|bob1=0|bob2=1|bob3=1|bob4=1|bob5=1|bob6=1|bob7=1<br />
|wf1=1|wf2=1|wf3=1|wf4=1|wf5=1|wf6=1|wf7=1<br />
|jrb1=1|jrb2=1|jrb3=1|jrb4=1|jrb5=1|jrb6=1|jrb7=1<br />
|ccm1=1|ccm2=1|ccm3=1|ccm4=1|ccm5=1|ccm6=1|ccm7=1<br />
|bbh1=1|bbh2=1|bbh3=1|bbh4=1|bbh5=1|bbh6=1|bbh7=1<br />
|hmc1=1|hmc2=1|hmc3=1|hmc4=1|hmc5=1|hmc6=1|hmc7=1<br />
|lll1=1|lll2=1|lll3=1|lll4=1|lll5=1|lll6=1|lll7=1<br />
|ssl1=1|ssl2=1|ssl3=1|ssl4=1|ssl5=1|ssl6=1|ssl7=1<br />
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|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=1|wdw6=1|wdw7=1<br />
|ttm1=1|ttm2=1|ttm3=1|ttm4=1|ttm5=1|ttm6=1|ttm7=1<br />
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=1|thi6=1|thi7=1<br />
|ttc1=1|ttc2=1|ttc3=1|ttc4=1|ttc5=1|ttc6=1|ttc7=1<br />
|rr1=1|rr2=1|rr3=1|rr4=1|rr5=1|rr6=1|rr7=1<br />
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|totwc=1|cotmc=1|vcutm=1<br />
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|mips1=0|mips2=0<br />
|toad1=1|toad2=1|toad3=1<br />
|bitdw=1|bitfs=1|bits=1<br />
}}<noinclude><br />
<br />
<br clear="all"> [[Category:Infobox templates|{{PAGENAME}}]]</noinclude></div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Template:Buttonless_Challenge_Infobox&diff=15036Template:Buttonless Challenge Infobox2021-07-27T20:36:02Z<p>Nim: Reverted edits by Nim (talk) to last revision by Silverbach</p>
<hr />
<div>{{Challenge_infobox<br />
|title=Buttonless Challenge<br />
|abbreviation=NBA<br />
|stars=34<br />
|stars-overall=0<br />
|beatable=No<br />
|button-presses-any=<br />
|button-presses-full=<br />
|bob1=0|bob2=0|bob3=0|bob4=1|bob5=0|bob6=1|bob7=1<br />
|wf1=0|wf2=0|wf3=1|wf4=0|wf5=0|wf6=1|wf7=0<br />
|jrb1=0|jrb2=0|jrb3=0|jrb4=0|jrb5=0|jrb6=0|jrb7=0<br />
|ccm1=1|ccm2=0|ccm3=0|ccm4=1|ccm5=0|ccm6=1|ccm7=1<br />
|bbh1=0|bbh2=0|bbh3=0|bbh4=0|bbh5=0|bbh6=0|bbh7=0<br />
|hmc1=0|hmc2=0|hmc3=0|hmc4=0|hmc5=0|hmc6=0|hmc7=0<br />
|lll1=1|lll2=1|lll3=1|lll4=1|lll5=0|lll6=0|lll7=1<br />
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|sl1=1|sl2=1|sl3=1|sl4=1|sl5=1|sl6=0|sl7=1<br />
|wdw1=1|wdw2=0|wdw3=0|wdw4=0|wdw5=0|wdw6=0|wdw7=0<br />
|ttm1=0|ttm2=0|ttm3=1|ttm4=1|ttm5=1|ttm6=1|ttm7=0<br />
|thi1=1|thi2=0|thi3=0|thi4=1|thi5=0|thi6=0|thi7=1<br />
|ttc1=0|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=1|ttc7=0<br />
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|totwc=1|cotmc=0|vcutm=0<br />
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|toad1=0|toad2=0|toad3=0<br />
|key_1=0|key_2=0|bitdw=0|bitfs=0|bits=0<br />
}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Template:Buttonless_Challenge_Infobox&diff=15034Template:Buttonless Challenge Infobox2021-07-27T20:35:08Z<p>Nim: Reverted edits by Silverbach (talk) to last revision by Bwburke94</p>
<hr />
<div>{{Challenge_infobox<br />
|title=Buttonless Challenge<br />
|abbreviation=NBA<br />
|stars=34<br />
|stars-overall=0<br />
|beatable=No<br />
|button-presses-any=<br />
|button-presses-full=<br />
|bob1=0|bob2=0|bob3=0|bob4=1|bob5=0|bob6=1|bob7=1<br />
|wf1=0|wf2=0|wf3=1|wf4=0|wf5=0|wf6=1|wf7=0<br />
|jrb1=0|jrb2=0|jrb3=0|jrb4=0|jrb5=0|jrb6=0|jrb7=0<br />
|ccm1=1|ccm2=0|ccm3=0|ccm4=1|ccm5=0|ccm6=1|ccm7=1<br />
|bbh1=0|bbh2=0|bbh3=0|bbh4=0|bbh5=0|bbh6=0|bbh7=0<br />
|hmc1=0|hmc2=0|hmc3=0|hmc4=0|hmc5=0|hmc6=0|hmc7=0<br />
|lll1=1|lll2=1|lll3=1|lll4=1|lll5=0|lll6=0|lll7=1<br />
|ssl1=1|ssl2=1|ssl3=0|ssl4=0|ssl5=0|ssl6=1|ssl7=0<br />
|ddd1=0|ddd2=0|ddd3=0|ddd4=0|ddd5=0|ddd6=0|ddd7=0<br />
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=1|sl6=0|sl7=1<br />
|wdw1=1|wdw2=0|wdw3=0|wdw4=0|wdw5=0|wdw6=0|wdw7=0<br />
|ttm1=0|ttm2=0|ttm3=1|ttm4=1|ttm5=1|ttm6=1|ttm7=0<br />
|thi1=1|thi2=0|thi3=0|thi4=1|thi5=0|thi6=0|thi7=1<br />
|ttc1=0|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=1|ttc7=0<br />
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|slide1=0|slide2=0<br />
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|totwc=1|cotmc=0|vcutm=0<br />
|wmotr=0<br />
|mips1=0|mips2=0<br />
|toad1=0|toad2=0|toad3=0<br />
|key_1=0|key_2=0|bitdw=0|bitfs=0|bits=0<br />
}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&diff=15032Unsolved single-goal challenges2021-07-27T20:33:42Z<p>Nim: Reverted edits by Silverbach (talk) to last revision by MMMMMMMMMMMMM</p>
<hr />
<div>This page lists '''unsolved single-goal challenges''' that are not currently possible with current knowledge and strategies. None of these challenges have been completed or solved.<br />
<br />
==Unsolved==<br />
===Coin Count===<br />
*Getting more coins than intended in [[Cool, Cool Mountain]]<br />
*Getting more coins than intended in [[Hazy Maze Cave]]<br />
*Getting more coins than intended in [[Big Boo's Haunt]]<br />
*Getting more coins than intended in [[Jolly Roger Bay]]<br />
*Getting more coins than intended in [[Lethal Lava Land]]<br />
*Getting infinite coins in [[Bowser in the Fire Sea]]<br />
*Getting infinite coins in [[Tick Tock Clock]]<br />
*Getting infinite coins in [[Rainbow Ride]]<br />
<br />
===Cloning Related===<br />
*Transport cloning with [[Wiggler]] or a Skeeter<br />
*Cloning in Lethal Lava Land<br />
*Moving during [[Time Stop|time stop]] in Jolly Roger Bay (to get [[shell]] [[clone]]s)<br />
*Performing a transport clone with 4 simultaneous pushers<br />
<br />
===Collection Challenges===<br />
*Living after collecting [[1-Up Mushroom#The Impossible 1-up|the Impossible 1-up]]<br />
*Collecting the [[Key|key]] in Bowser in the Fire Sea from underneath the ground, causing you to collect the key on the death floor<br />
*Collecting a [[Star|star]] during a demo sequence<br />
*Collecting [[Mystery of the Monkey Cage]] without changing the [[HOLP]] for an arbitrary HOLP<br />
*Collecting the red coin in [[Bowser in the Dark World]] at the start without using the ! Switch and living<br />
*Collecting the new [[Impossible Coin]] in [[Tiny Huge Island]]<br />
*Killing the [[Mystery Goomba]] and collecting its [[Coin|coin]]<br />
<br />
===Misc===<br />
*Clipping from the bottom area of Wiggler's cave to the top area, or vice versa<br />
*Grabbing [[Ukiki]] without pressing B (useful for the [[B Button Challenge]])<br />
*Vertical [[PU]] death in LLL<br />
*[[Hyperspeed Wall Kicks|Hyperspeed Wall Kick]] between towers in [[Tower of the Wing Cap]]<br />
*Surviving in a vertical PU with a shell clone released in it<br />
*Activating more than 4 stars at once anywhere<br />
*Reversing the one-way teleport in THI <br />
*Ground-pounding [[Chain Chomp]]'s post without interacting with the [[Red Coin|red coin]] (e.g. collecting its two coin value)<br />
*Escaping from one of the fish tanks in the Jolly Roger Bay room in the castle (starting with zero [[Speed|speed]] and damage counter)<br />
*Grabbing the hangable ceiling on the bottom of the beginning cloud in [[Wing Mario over the Rainbow]]<br />
*Causing a game crash by going out of bounds in the [[Cavern of the Metal Cap]] entry room or in [[Tall, Tall Mountain]]<br />
*Accessing the upper floors of the castle without first collecting the key from Bowser in the Fire Sea<br />
*Defeating Bowser in the Sky without spinning [[Bowser]]<br />
*Performing an [[instant release]] on [[MIPS]] at an arbitrary HOLP<br />
*Ground-pounding the [[Blue Coin]] block in [[SSL]] without pressing A<br />
<br />
==Solved In Theory==<br />
<br />
*Grab a [[Bob-omb]] fake during boiling (The video provided uses certain hacked values and is Wii VC only).<br />
<br />
:*https://youtu.be/rS4KsVGbjaA<br />
<br />
==Solved Single-Goal Challenges==<br />
<br />
*Picking up the cannon Bob-omb on the same frame as leaving its radius<br />
<br />
:*https://youtu.be/uFuC5DcbsjU<br />
<br />
*Putting the Ukiki that steals your hat on the monkey cage<br />
<br />
:*https://www.youtube.com/watch?v=oErcSAAwy4U<br />
<br />
*Collecting Mystery of the Monkey Cage without changing the HOLP<br />
<br />
:*https://youtu.be/UhchV2Kr_ig<br />
<br />
*Collecting [[Li'l Penguin Lost]] without changing the HOLP<br />
<br />
:*https://cdn.discordapp.com/attachments/459907626189324298/631209043175669771/lil_penguin_holpless.mp4<br />
<br />
*Collecting [[Blast Away the Wall]] without using the cannon, ledge grabbing, or using time stop<br />
<br />
:*https://youtu.be/0fnJgawiI6I<br />
<br />
[[Category: Challenges]]<br />
<br />
{{Challenges}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=User:Nim/BLJ&diff=15026User:Nim/BLJ2021-07-27T17:07:01Z<p>Nim: stub until i get back home</p>
<hr />
<div>The '''Backwards [[Long Jump]]''' hyperspeed method, or '''BLJ''' for short, is the most famous [[hyperspeed]] method in Super Mario 64. Due to their versatility, BLJs are commonly used in all kinds of [[Speedrun|speedruns]] and [[Challenge|challenges]].<br />
<br />
When Mario initiates a long jump, his horizontal speed is multiplied by 3/2. A BLJ occurs when a backwards long jump is interrupted before the effects of drag can counteract the speed gain from the 3/2 multiplier. This does not occur with forwards long jumps because long jumps have a "hard cap" of +48 horizontal speed which Mario's speed cannot exceed. No such cap exists in the negative direction because normally the "soft cap" of -16 speed from drag is easily enough to stop any speed gain.<br />
<br />
There are several different types of BLJs. The distinguishing feature of different types of BLJs is what they use to interrupt the long jump:<br />
* Slope BLJs use slopes by going up the slope.<br />
* Stair BLJs use stairs by going up the stairs.<br />
* [[Side BLJ|Side BLJs]] use two floors at slightly different levels by oscillating between them.<br />
* Elevator BLJs use the upwards movement of an elevator or other object.<br />
* Ceiling BLJs use an exposed ceiling or low-hanging ceiling by making Mario hit his head and start travelling downwards faster.<br />
<br />
BLJs can also be pause buffered to increase the amount of long jumps that can be performed in a given amount of time or space.<br />
<br />
[[Category:Glitches]]<br />
[[Category:Hyperspeed]]<br />
<br />
{{Glitches}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Tick_Tock_Clock&diff=15016Tick Tock Clock2021-07-25T11:03:17Z<p>Nim: Reverted edits by BetaBleeds (talk) to last revision by SuperHamster</p>
<hr />
<div>{{course_infobox<br />
|title=Tick Tock Clock<br />
|image= TTC.png<br />
|abbreviation=TTC<br />
|terrain=Default<br />
|setting=Foggy<br />
|water=None<br />
|yellow-coins=75<br />
|red-coins=8<br />
|blue-coins=7<br />
|enemy-yellow=2<br />
|enemy-blue=<br />
|stars=7<br />
|wing-caps=<br />
|metal-caps=<br />
|vanish-caps=<br />
|overview_1= STROOP-_TTC_1.png<br />
|overview_2= STROOP-_TTC_2.png<br />
|overview_3= STROOP-_TTC_3.png<br />
|overview_4= STROOP-_TTC_4.png<br />
|overview_5= STROOP-_TTC_5.png<br />
}}<br />
'''Tick Tock Clock''' is the 14th course of ''[[Super Mario 64]]''. The main theme of this course is a clock. This level's core focus is in platforming with variable part movement in the clock. Like [[Rainbow Ride]] and other open air courses, Mario can fall into the [[death barrier]] at any time, from any height.<br />
<br />
==Clock Settings==<br />
[[File:TTC Clock Settings.jpg|thumb|The possible clock settings and their required angles.|left]]<br />
Tick Tock Clock has four clock settings. Each one depends on the position of the [[minute hand]] of the clock [[painting]] when Mario enters it. The clock settings are still, slow, fast, and random. Each clock setting affects the behavior of the moving [[object]]s within Tick Tock Clock, detailed under their specific object pages. Specifically, the following objects take into account the clock setting:<br />
* [[Spinner]]s<br />
* [[Cog]]s<br />
* [[Rotating Block|Rotating block]]s<br />
* [[Moving Bar|Moving bar]]s<br />
* [[Pendulum]]s<br />
* [[Elevator]]s<br />
* [[Treadmill]]s<br />
<br />
In general:<br />
* On the still setting, moving and rotating platforms do not attempt to move. The [[Thwomp]], however, still moves. [[Pedro Spot|Pedro spot]]s are common on this setting. This setting was once used for the [[A Button Challenge]] because of a specific Pedro spot on the [[cog]]s.<br />
* On the slow setting, moving and rotating platforms move slowly.<br />
* On the fast setting, moving and rotating platforms move quickly. Using [[Vertical Speed Conservation]] on an [[elevator]], the most vertical speed can be stored on the fast setting compared to other settings.<br />
* On the random setting, most objects call [[RNG]] to determine their movement. This setting is used for the A Button Challenge, the [[ABZ Button Challenge]], the [[Buttonless Challenge]], and many more because of its potential for manipulation. On this setting, there is potential for [[Squish Cancel|squish cancel]] on the [[Moving Bar|moving bar]]s and [[pendulum]]s, and [[Pendulum Manipulation|pendulum manipulation]] is also possible. There is a Pedro spot on a certain [[pendulum box]] that saved 3 A presses on [[Stomp on the Thwomp]]<ref>[https://www.youtube.com/watch?v=E0GbkSrx9Ik "TTC Pedro Spot on Pendulum Box" by UncommentatedPannen]</ref> that exists on every setting, but it is only possible to enter it with pendulum manipulation on the random setting.<ref>[https://youtu.be/WuPDINiLWOg "SM64 - TTC Pendulum Box Pedro Spot" by ds273]</ref><br />
<br />
==Upwarp==<br />
{{See also|History Of The TTC Upwarp|List of Unsolved Glitches}}<br />
<br />
In 2013, speedrunner DOTA_Teabag managed to capture an [[upwarp]] glitch during a speedrun race with MidBoss. 2 years later, due to the inability to replicate this upwarp, [http://youtube.com/user/pannenkoek2012 pannenkoek2012] placed a US$1,000 bounty for anyone who could replicate and record the upwarp in [[Mupen64]]<ref>[https://www.youtube.com/watch?v=aNzTUdOHm9A "SM64 - TTC Upwarp $1000 Bounty" by pannenkoek2012]</ref>. The bounty has not yet been claimed, and the upwarp has yet to be replicated.<br />
<br />
However, in May of 2020, a runner named dupdome64 ran into a similar glitch while practicing the Tick Tock Clock 100 Coin Star route. While practicing, a push block from high in the course suddenly appeared much lower in the course, at a Y-position close to 0. In addition, Mario's shadow became glitched for 1 frame at several points later on. Preliminary analysis suggests that all of these glitches were the result of a single bit being changed for 1 frame and a connection between these and the upwarp is possible.<br />
<br />
==Coins==<br />
There are 128 coins naturally in the course. With [[cloning]], it is possible to clone 127 extra coins to bring the coin count to 255, or clone 151 coins to bring the coin count to 279 coins before the game crashes due to object slots.<br />
{{TTC Coins}}<br />
<br />
==A Press Counts==<br />
<br />
There are currently 4x A presses needed inside TTC in the [[A Button Challenge]]:<br />
{| class="wikitable sortable"<br />
|-<br />
! A Press # !! Multiplicity !! Purpose<br />
|-<br />
| #1 || 3 || To get out of the treadmill grinding spot<br />
|-<br />
| #2 || 1 || To jump out of the [[pendulum box]] [[Pedro Spot]]<br />
|}<br />
It should be noted that it requires 1x A press to enter TTC, which is repeated three times.<br />
===Spawning Displacement A Press Saves===<br />
Mario can collect [[Stop Time for Red Coins]] on a [[spinner]] by [[cloning]] it. He can also collect both [[The Pit and the Pendulums]] and [[Get a Hand]]<ref>[https://www.youtube.com/watch?v=1kfkiH51AA8 "TTC Get a Hand & Re-Enter 0.5x A Presses" by UncommentatedPannen]</ref> on a spinner by [[kicking]] a [[wall]] as he collects them, allowing him to keep that momentum and fall across the course, landing on a spinner down below. These spinners can be used on the random setting to provide [[spawning displacement]] that allows Mario to spawn back on top of the clock, which saves 1 A press each time it is used<ref>[https://www.youtube.com/watch?v=i0vJAD0UCIY "TTC 0x Re-Entry using Spawning Displacement Standings" by UncommentatedPannen]</ref>.<br />
<br />
==Trivia==<br />
* Tick Tock Clock holds the distinction of having a shorter draw distance for objects compared to the other courses. The default draw distance for objects in Tick Tock Clock is 2000 units, half of the game's regular 4000 units.<br />
==References==<br />
<references /><br />
{{Level courses}}<br />
<br />
<!-- Tick Tock Clock is the 14th course in the game, which features you being inside a clock, down below is the void, in which you actually die, this part of the game is actually mostly the void which you can fall off, there was some interesting discoveries on this course. --></div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&diff=14858Backwards Long Jump2021-07-04T10:25:30Z<p>Nim: if i could be on my laptop i'd totally rewrite this page but alas</p>
<hr />
<div>The '''Backwards Long Jump''', or '''BLJ''' for short, is one of the most well-known and versatile methods of gaining [[Hyperspeed]], whereby Mario's backwards speed can increase under certain conditions during a backwards-facing [[Long Jump]]. <br />
<br />
This [[Glitch|glitch]] is caused by the lack of a negative limit on Mario's speed. The first frame of a Long Jump multiplies Mario's forward velocity by 1.5, and although the game keeps this velocity below 48.0, no corresponding negative cap is enforced. Since Mario's speed is slowed due to drag each frame he is in the air, this multiplier does not affect typical gameplay. However, if Mario is in a position where he can perform many backwards-facing Long Jumps in rapid succession, he can repeatedly reduce his speed while overcoming drag, resulting in negative Hyperspeed. <br />
<br />
BLJs can be performed on [[List of Major BLJ Locations|many slopes, stairways, and obstacles]], making them useful for [[Speedrun|speedruns]] and [[Challenge|challenges]] alike.<br />
<br />
BLJs were fixed in the [[Super Mario 64#Shindou|Shindou]] version. This also means that they do not work on any Japanese [[Virtual Console]] releases, the 3D All Stars release, or the [[Super Mario 64 (iQue)|iQue]] version. In these versions, Mario's speed is reset when long jumping while moving backwards.<br />
<br />
== Execution ==<br />
{{rewrite}}<br />
To perform a BLJ, do a long jump with Mario facing away from the obstacle/stairway/slope but move backwards towards it (by holding the joystick in the opposite direction). Mario will collide with the obstacle/stairway/slope, leaving him on the ground and enabling him to backwards long jump again. Mario's speed becomes negative at this point, and BLJing repeatedly causes a negative speed increase of approximately 45-50% of Mario's currently stored speed at that time. Once the desired speed is reached, simply stop BLJing and Mario will zoom off backwards at an incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and [[crash]] the game on console.<br />
<br />
The key aspect of BLJs is Mario's capability of retaining negative speed temporarily. Eventually, the speed will increase back to 0; however, there are a few frames within a BLJ in which his speed doesn't deplete instantly. These frames allow for repeated BLJs, thus increasing his speed.<br />
<br />
You can use BLJs to:<br />
<br />
* Gain enough speed to pass through doors, such as:<br />
*: Star doors<br />
*: Doors that trigger a loading zone (though the area will not load)<br />
* Zip backwards on the ground at very high speeds (if obstacles are avoided)<br />
* Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present)<br />
* Pass through some loading zones, like the water wall needed to enter Dire Dire Docks<br />
* Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) <br />
* Go into [[Parallel Universe]]s<br />
* Perform a [[negative jump]] with large amount of speed<br />
<br />
=== Pause-buffered BLJ ===<br />
{{see also|Pause Buffering#Pause Buffering Inputs}}<br />
<br />
Pause BLJing allows Mario to BLJ 30 times per in-game-second instead of 15 (SM64 runs at 30 frames-per-second). While BLJing, do the following sequence:<br />
<br />
First Frame: (Start) + (Z) + (A)<br />
Second Frame:<br />
Third Frame: (Start)<br />
Fourth Frame:<br />
Fifth Frame: (Start) + (Z) + (A)<br />
And so on! <br />
<br />
Basically, the Start Menu acts like a frame buffer which allows more inputs to be performed within the game timer. These rules apply for BLJing as well. However, this only works on slopes, stairs, and elevators. It does not work with Side BLJs or (some) Low Ceiling BLJs.<br />
<br />
== Types of BLJs ==<br />
<br />
While all BLJs work by the same principle, there are many different methods of performing them. There are numerous places where a BLJ can be performed throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered.<br />
<br />
=== Stair BLJ ===<br />
Stair BLJs were the first kind of BLJs to be discovered. A Stair BLJ consists of long jumping backwards onto stairs, which are basically tiny floors, which Mario can run directly over. BLJing on stairs works similar to Elevator BLJs because they both consist of Mario's jumps being interrupted allowing for more jumps to be performed, however the timing must be precise.<br />
<br />
Here's how they work: With a precisely timed BLJ, Mario's vertical position snaps to the next highest stair, ultimately reducing Mario's vertical speed to 0 (allowing him to repeatedly BLJ on the ground). When this occurs, his negative horizontal speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed.<br />
<br />
=== Slope BLJ ===<br />
Slope BLJs are backwards long jumps on steep slopes. To find slopes with this property, locate slopes that permit Mario to stand perfectly still on them. He will not slide off of them.<br />
<br />
Here's how it works: When BLJing on a steep slope, Mario's jump is interrupted by the steep ground. With no negative horizontal velocity, Mario's long jumps behave just as the developers intended. However, on steeper slopes, with a negative horizontal velocity, and with ground located behind Mario, the game has no choice but to force Mario's position backwards along with an increased vertical position. This process is repeatable, allowing for Slope BLJs to be performed.<br />
<br />
A common slope to BLJ on would be the slopes on the Castle Roof or the tan-colored slopes located by the cannon in the castle grounds.<br />
<br />
=== Elevator BLJ ===<br />
Elevator BLJs are performed on elevators, but not every elevator permits an elevator BLJ!<br />
<br />
Here's how they work: BLJs are possible on rising elevators because an elevator's vertical velocity allows them to catch up to Mario as soon as he leaves the ground from a BLJ. This interrupts the first jump and allows him to jump again, thus repeating the process of a BLJ.<br />
<br />
The elevators in Hazy Maze Cave, Big Boo's Haunt and Bob-omb Battlefield are good places to practice. Elevators that move in a horizontal fashion, such as the ones located in the volcano of Lethal Lava Land, do not have the properties to initiate Elevator BLJs because they do not have enough vertical velocity.<br />
<br />
=== Low Ceiling BLJ ===<br />
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. However, walls above a floor can also act like ceilings. These walls don't necessarily have to be parallel with the ground in order for a Low Ceiling BLJ to be performed. <!--???--><br />
<br />
These types of BLJs demonstrate Mario's mechanics to their most basic properties. Mario has the capability of temporarily storing negative speed after a BLJ, and this speed can be increased with repeated BLJs.<br />
<br />
The most common Low Ceiling BLJ is the one presented in the video (located in the Jolly Roger Bay room). Both of the Lobby BLJs in the main room of the castle are also Low Ceiling BLJs, but they utilize Invisible Wall Hitboxes which act as Low Ceilings.<br />
<br />
=== Side BLJ ===<br />
{{main|SBLJ}}<br />
<br />
Side BLJs are very similar to stair BLJs, since both utilize the vertical position snapping mechanic in the game (mentioned earlier in Stair BLJs). A Side BLJ essentially consists of Mario repeatedly BLJing onto and off of a floor.<br />
<br />
Here's how it works: When Mario BLJs parallel to the stairs and strains sideways, Mario's vertical position snaps to the next highest stair (when the right angle is utilized). This also requires Mario's facing angle to be slightly askew with respect to the stairs, so that when he BLJs onto the next highest stair, his facing angle & negative speed allow him to drop back down to the original stair with which the Side BLJ was initiated with, since Mario cannot move sideways during landing animation. As mentioned earlier, when Mario BLJs and snaps onto the next highest stair, his negative speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed.<br />
<br />
Side BLJs can be performed on most stairs (due to some stairs having the appearance of stairs but are actually steep slopes) and on flat platforms which Mario can run directly over.<br />
<br />
[[Category:Glitches]]<br />
[[Category:Hyperspeed]]<br />
<br />
{{Glitches}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Talk:Backwards_Long_Jump&diff=14852Talk:Backwards Long Jump2021-07-03T10:16:02Z<p>Nim: </p>
<hr />
<div>I really don't think it's necessary to include it's easier to BLJ on the PAL version. - Sunk<br />
<br />
::The more info the better, but i prefer to give the facts, - Dragon<br />
<br />
:::: bljs arent easier to perform on PAL [[User:Nim|Nim]] ([[User talk:Nim|talk]]) 09:46, 3 July 2021 (UTC)<br />
<br />
::::::Well the shindo part was correct. so does this mean i am banned from helping? - Dragon<br />
<br />
:::::::: No. I removed the shindou part because it was a little unclear and had misspellings, I'll rewrite it soon [[User:Nim|Nim]] ([[User talk:Nim|talk]]) 10:16, 3 July 2021 (UTC)</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Talk:Backwards_Long_Jump&diff=14849Talk:Backwards Long Jump2021-07-03T09:46:56Z<p>Nim: </p>
<hr />
<div>I really don't think it's necessary to include it's easier to BLJ on the PAL version. - Sunk<br />
<br />
::The more info the better, but i prefer to give the facts, - Dragon<br />
<br />
:::: bljs arent easier to perform on PAL [[User:Nim|Nim]] ([[User talk:Nim|talk]]) 09:46, 3 July 2021 (UTC)</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&diff=14848Backwards Long Jump2021-07-03T09:46:01Z<p>Nim: Reverted edits by DragonX121 (talk) to last revision by Nexos</p>
<hr />
<div>The '''Backwards Long Jump''', or '''BLJ''' for short, is one of the most well-known and versatile methods of gaining [[Hyperspeed]], whereby Mario's backwards speed can increase under certain conditions during a backwards-facing [[Long Jump]]. <br />
<br />
This [[Glitch|glitch]] is caused by the lack of a negative limit on Mario's speed. The first frame of a Long Jump multiplies Mario's forward velocity by 1.5, and although the game keeps this velocity below 48.0, no corresponding negative cap is enforced. Since Mario's speed is slowed due to drag each frame he is in the air, this multiplier does not affect typical gameplay. However, if Mario is in a position where he can perform many backwards-facing Long Jumps in rapid succession, he can repeatedly reduce his speed while overcoming drag, resulting in negative Hyperspeed. <br />
<br />
BLJs can be performed on [[List of Major BLJ Locations|many slopes, stairways, and obstacles]], making it useful for [[Speedrun|speedruns]] and [[Challenge|challenges]] alike.<br />
<br />
Among other glitches, BLJs were fixed in the [[Super Mario 64#Shindou|Shindou]] version. This also means that they do not work on any Japanese [[Virtual Console]] releases, 3D All Stars, nor the [[Super Mario 64 (iQue)|iQue]].<br />
<br />
== Execution ==<br />
{{rewrite}}<br />
To perform a BLJ, do a long jump with Mario facing away from the obstacle/stairway/slope but move backwards towards it (by holding the joystick in the opposite direction). Mario will collide with the obstacle/stairway/slope, leaving him on the ground and enabling him to backwards long jump again. Mario's speed becomes negative at this point, and BLJing repeatedly causes a negative speed increase of approximately 45-50% of Mario's currently stored speed at that time. Once the desired speed is reached, simply stop BLJing and Mario will zoom off backwards at an incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and [[crash]] the game on console.<br />
<br />
The key aspect of BLJs is Mario's capability of retaining negative speed temporarily. Eventually, the speed will increase back to 0; however, there are a few frames within a BLJ in which his speed doesn't deplete instantly. These frames allow for repeated BLJs, thus increasing his speed.<br />
<br />
You can use BLJs to:<br />
<br />
* Gain enough speed to pass through doors, such as:<br />
*: Star doors<br />
*: Doors that trigger a loading zone (though the area will not load)<br />
* Zip backwards on the ground at very high speeds (if obstacles are avoided)<br />
* Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present)<br />
* Pass through some loading zones, like the water wall needed to enter Dire Dire Docks<br />
* Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) <br />
* Go into [[Parallel Universe]]s<br />
* Perform a [[negative jump]] with large amount of speed<br />
<br />
=== Pause-buffered BLJ ===<br />
{{see also|Pause Buffering#Pause Buffering Inputs}}<br />
<br />
Pause BLJing allows Mario to BLJ 30 times per in-game-second instead of 15 (SM64 runs at 30 frames-per-second). While BLJing, do the following sequence:<br />
<br />
First Frame: (Start) + (Z) + (A)<br />
Second Frame:<br />
Third Frame: (Start)<br />
Fourth Frame:<br />
Fifth Frame: (Start) + (Z) + (A)<br />
And so on! <br />
<br />
Basically, the Start Menu acts like a frame buffer which allows more inputs to be performed within the game timer. These rules apply for BLJing as well. However, this only works on slopes, stairs, and elevators. It does not work with Side BLJs or (some) Low Ceiling BLJs.<br />
<br />
== Types of BLJs ==<br />
<br />
While all BLJs work by the same principle, there are many different methods of performing them. There are numerous places where a BLJ can be performed throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered.<br />
<br />
=== Stair BLJ ===<br />
Stair BLJs were the first kind of BLJs to be discovered. A Stair BLJ consists of long jumping backwards onto stairs, which are basically tiny floors, which Mario can run directly over. BLJing on stairs works similar to Elevator BLJs because they both consist of Mario's jumps being interrupted allowing for more jumps to be performed, however the timing must be precise.<br />
<br />
Here's how they work: With a precisely timed BLJ, Mario's vertical position snaps to the next highest stair, ultimately reducing Mario's vertical speed to 0 (allowing him to repeatedly BLJ on the ground). When this occurs, his negative horizontal speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed.<br />
<br />
=== Slope BLJ ===<br />
Slope BLJs are backwards long jumps on steep slopes. To find slopes with this property, locate slopes that permit Mario to stand perfectly still on them. He will not slide off of them.<br />
<br />
Here's how it works: When BLJing on a steep slope, Mario's jump is interrupted by the steep ground. With no negative horizontal velocity, Mario's long jumps behave just as the developers intended. However, on steeper slopes, with a negative horizontal velocity, and with ground located behind Mario, the game has no choice but to force Mario's position backwards along with an increased vertical position. This process is repeatable, allowing for Slope BLJs to be performed.<br />
<br />
A common slope to BLJ on would be the slopes on the Castle Roof or the tan-colored slopes located by the cannon in the castle grounds.<br />
<br />
=== Elevator BLJ ===<br />
Elevator BLJs are performed on elevators, but not every elevator permits an elevator BLJ!<br />
<br />
Here's how they work: BLJs are possible on rising elevators because an elevator's vertical velocity allows them to catch up to Mario as soon as he leaves the ground from a BLJ. This interrupts the first jump and allows him to jump again, thus repeating the process of a BLJ.<br />
<br />
The elevators in Hazy Maze Cave, Big Boo's Haunt and Bob-omb Battlefield are good places to practice. Elevators that move in a horizontal fashion, such as the ones located in the volcano of Lethal Lava Land, do not have the properties to initiate Elevator BLJs because they do not have enough vertical velocity.<br />
<br />
=== Low Ceiling BLJ ===<br />
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. However, walls above a floor can also act like ceilings. These walls don't necessarily have to be parallel with the ground in order for a Low Ceiling BLJ to be performed. <!--???--><br />
<br />
These types of BLJs demonstrate Mario's mechanics to their most basic properties. Mario has the capability of temporarily storing negative speed after a BLJ, and this speed can be increased with repeated BLJs.<br />
<br />
The most common Low Ceiling BLJ is the one presented in the video (located in the Jolly Roger Bay room). Both of the Lobby BLJs in the main room of the castle are also Low Ceiling BLJs, but they utilize Invisible Wall Hitboxes which act as Low Ceilings.<br />
<br />
=== Side BLJ ===<br />
{{main|SBLJ}}<br />
<br />
Side BLJs are very similar to stair BLJs, since both utilize the vertical position snapping mechanic in the game (mentioned earlier in Stair BLJs). A Side BLJ essentially consists of Mario repeatedly BLJing onto and off of a floor.<br />
<br />
Here's how it works: When Mario BLJs parallel to the stairs and strains sideways, Mario's vertical position snaps to the next highest stair (when the right angle is utilized). This also requires Mario's facing angle to be slightly askew with respect to the stairs, so that when he BLJs onto the next highest stair, his facing angle & negative speed allow him to drop back down to the original stair with which the Side BLJ was initiated with, since Mario cannot move sideways during landing animation. As mentioned earlier, when Mario BLJs and snaps onto the next highest stair, his negative speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed.<br />
<br />
Side BLJs can be performed on most stairs (due to some stairs having the appearance of stairs but are actually steep slopes) and on flat platforms which Mario can run directly over.<br />
<br />
[[Category:Glitches]]<br />
[[Category:Hyperspeed]]<br />
<br />
{{Glitches}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Talk:Downwarp&diff=14697Talk:Downwarp2021-05-24T04:53:09Z<p>Nim: Created page with "is this really notable enough? at most i think it should be a category ~~~~"</p>
<hr />
<div>is this really notable enough? at most i think it should be a category [[User:Nim|Nim]] ([[User talk:Nim|talk]]) 04:53, 24 May 2021 (UTC)</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Address&diff=14468Address2021-05-16T23:47:22Z<p>Nim: Created page with ":''See 'Memory Address' on Wikipedia'' An '''address''' is a number that refers to a specific location in memory. There are 3 main types of addre..."</p>
<hr />
<div>:[[wikipedia:Memory address|''See 'Memory Address' on Wikipedia'']]<br />
<br />
An '''address''' is a number that refers to a specific location in memory. There are 3 main types of addresses in SM64: virtual addresses, physical addresses, and segmented addresses.<br />
<br />
==Virtual addresses==<br />
<br />
Virtual addresses are addresses that the [[N64]] can dereference directly. The virtual addressing scheme of the N64's VR4300 CPU looks like this:<br />
<br />
[[File:VR4300VirtualAddressing.png|200px|thumb|right|Virtual addressing scheme of the VR4300 processor in kernel mode]]<br />
<br />
{| class="wikitable"<br />
! Name !! Range (inclusive) !! Info<br />
|-<br />
| kuseg || 0x00000000-0x7FFFFFFF || [[TLB]] mapped<br />
|-<br />
| kseg0 || 0x80000000-0x9FFFFFFF || Not TLB mapped; [[cache]]d<br />
|-<br />
| kseg1 || 0xA0000000-0xBFFFFFFF || Not TLB mapped; not cached<br />
|-<br />
| ksseg || 0xC0000000-0xDFFFFFFF || TLB mapped<br />
|-<br />
| kseg3 || 0xE0000000-0xFFFFFFFF || TLB mapped<br />
|}<br />
<br />
Note that this is the addressing scheme of the CPU when in kernel mode, which the N64 is always meant to run in.<br />
<br />
kseg0 and kseg1 are mapped directly onto physical address space; for example, the addresses 0x94A73CF0 and 0xB4A73CF0 would both map to the physical address 0x04A73CF0. In effect, the only difference between kseg0 and kseg1 is that kseg1 isn't cached; this is reflected in the fact that kseg1 addresses are used for hardware register reads and other things that the cache might interfere with.<br />
<br />
The TLB mapped sections use the TLB to dynamically map virtual addresses to kseg0/kseg1 addresses.<br />
<br />
==Physical addresses==<br />
<br />
Physical addresses run from 0x00000000 to 0x1FFFFFFF. The details of the N64's physical memory mapping can be found [http://en64.shoutwiki.com/wiki/Memory_map_detailed here.]<br />
<br />
==Segmented addresses==<br />
:''Main page: [[Segment]]''<br />
<br />
Segmented addresses are addresses used to reference segmented data. They consist of the 1-byte segment number, which can range from 0x01 to 0x1F (inclusive), and the 3-byte segment offset.</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=File:VR4300VirtualAddressing.png&diff=14467File:VR4300VirtualAddressing.png2021-05-16T23:17:27Z<p>Nim: VR4300 virtual addressing scheme</p>
<hr />
<div>== Summary ==<br />
VR4300 virtual addressing scheme</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=User:Nim/Segment&diff=14466User:Nim/Segment2021-05-16T22:48:18Z<p>Nim: Created page with ":''See 'Memory Segmentation' on Wikipedia'' A '''Segment''' is an area of the memory pool that is reserved for loading specific data. =..."</p>
<hr />
<div>:''[[wikipedia:Memory segmentation|See 'Memory Segmentation' on Wikipedia]]''<br />
<br />
A '''Segment''' is an area of the [[memory pool]] that is reserved for loading specific data.<br />
<br />
==Segmented addresses==<br />
<br />
Segmented data is accessed using segmented addresses. These differ from</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Big_Boo%27s_Haunt_tilting_platform&diff=14453Big Boo's Haunt tilting platform2021-05-16T22:26:04Z<p>Nim: Nim moved page Big Boo's Haunt tilting platform to Big Boo's Haunt Tilting Platform over redirect</p>
<hr />
<div>#REDIRECT [[Big Boo's Haunt Tilting Platform]]</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Big_Boo%27s_Haunt_Tilting_Platform&diff=14452Big Boo's Haunt Tilting Platform2021-05-16T22:26:04Z<p>Nim: Nim moved page Big Boo's Haunt tilting platform to Big Boo's Haunt Tilting Platform over redirect</p>
<hr />
<div>{{object_infobox_2<br />
|title= Big Boo's Haunt Tilting Platform<br />
|image= STROOP- Loose Floor Panel.png<br />
|group= Surface<br />
|group2 = N/A<br />
|tangibility= 2000<br />
|draw= 4000<br />
|gravity=<br />
|friction=<br />
|buoyancy=<br />
|interaction=<br />
|damage=<br />
|health=<br />
|radius=<br />
|height=<br />
|hurtbox_radius=<br />
|hurtbox_height=<br />
|offset=<br />
|coins=<br />
}}<br />
The '''Big Boo's Haunt Tilting Platform''' is an object appearing on the second floor of the house in [[Big Boo's Haunt]]. When Mario stands on it, it begins to tilt.<br />
<br />
==Behavior==<br />
The platform's behavior differs between the initial Japanese release and later releases. In the Japanese version, if Mario is interacting with the platform, the platform’s pitch velocity is set to be the distance from the object to Mario times the cosine of the angle between Mario and the platform. Then, the platform’s facing angle is increased by the pitch velocity every frame. If Mario is not interacting with the platform, the platform will begin moving toward the horizontal at 200 angular units/frame (1.1 degrees/frame). If the platform’s angle is within 200 angular units of the horizontal, its angle is set directly to 0 units.<br />
<br />
In the US version, if Mario is interacting with the platform, its action is set to the action for when Mario is on, and if Mario is not interacting with the platform, its action is set to the action for when Mario is off. The game then checks if the platform’s action is set to the one for when Mario is on the platform. If it is, the platform’s pitch velocity is set to be the distance from the object to Mario times the cosine of the angle between Mario and the platform. Then, the platform’s facing angle is increased by the pitch velocity every frame. If the platform is not in the action for Mario being on, then, if the platform’s angle has not tilted more than 3000 angular units (16.48 degrees) or if Mario was on the platform for more than 16 frames, the platform will begin moving toward the horizontal at 200 angular units/frame (1.1 degrees/frame). If the platform’s angle is within 200 angular units of the horizontal, its angle is set directly to 0 units. <br />
<br />
The key difference between the two versions is how quickly the platform begins to rotate back to the horizontal. In that Japanese version, this happens as soon as Mario gets off the platform no matter how far it has rotated. In the US version, if Mario gets off the platform and it has rotated more than 3000 angular units in less than 16 frames, the platform keeps rotating for another 16 frames and then moves back toward the horizontal. The other difference is in how the game handles whether Mario is on the platform or not. In the US version, the platform’s action is updated, while this is not the case in the Japanese version. This was changed for the US version so that the platform’s timer attribute is reset whenever Mario gets on or off the platform.<br />
<br />
==References==<br />
* [https://www.youtube.com/watch?v=sOuk8sLwyS4 Showcase of the version differences]<br />
* [https://github.com/n64decomp/sm64/blob/a7c423cb43b94a759d100e989ccf7c104d757aa1/src/game/behaviors/bbh_tilting_trap.inc.c Behavior file]<br />
<br />
[[Category:Objects]]<br />
[[Category:Objects with Version Differences]]<br />
{{objects}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Eru_walking&diff=14035Eru walking2021-05-10T03:46:50Z<p>Nim: </p>
<hr />
<div>{{stub}}<br />
{{rewrite}}<br />
"Walking from standing with joystick magnitude 8, which moves you minimally backwards if done for the correct number of frames"-Iwer Sonsch<br />
<br />
Essentially, moving net backward while pushing the joystick the slightest bit forward, as in https://youtu.be/Tl1qDika4Bk</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Eru_walk&diff=14034Eru walk2021-05-10T03:46:34Z<p>Nim: Nim moved page Eru walk to Eru Walking</p>
<hr />
<div>#REDIRECT [[Eru Walking]]</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Eru_walking&diff=14033Eru walking2021-05-10T03:46:34Z<p>Nim: Nim moved page Eru walk to Eru Walking</p>
<hr />
<div>{{stub}}<br />
"Walking from standing with joystick magnitude 8, which moves you minimally backwards if done for the correct number of frames"-Iwer Sonsch<br />
<br />
Essentially, moving net backward while pushing the joystick the slightest bit forward, as in https://youtu.be/Tl1qDika4Bk</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Talk:Common_TASing_techniques&diff=13922Talk:Common TASing techniques2021-05-08T05:54:39Z<p>Nim: </p>
<hr />
<div>Wait what is this and why was it made? Can this page be saved? - HiLlBiLlYjOeL 21:08, 21 May 2020 (UTC)<br />
:I think this page can be merged into [[Tool-Assisted Speedrun]] as its own section, given the short length of both articles. <b>~<i>[[User:SuperHamster|<span style="color:#07517C;">Super</span>]]</i>[[User:SuperHamster|<span style="color:#6FA23B;">Hamster</span>]]</b> <small>[[User talk:SuperHamster|Talk]]</small> 03:27, 8 May 2021 (UTC)<br />
::Ideally this page would be a lot more fleshed out than it is, and I don't think it really would fit under the TAS page if so. Alternatively, the page could be deleted [[User:Nim|Nim]] ([[User talk:Nim|talk]]) 05:54, 8 May 2021 (UTC)</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Actor_groups&diff=13857Actor groups2021-05-02T04:00:40Z<p>Nim: </p>
<hr />
<div>'''Actor Groups''' are groups of object models that are loaded in together. To use an object, a level must load in the corresponding actor group as part of the level loading script. The groups are listed below, along with what levels they are loaded in.<br />
<br />
<br />
{| class="wikitable sortable"<br />
! Group !! Objects included !! Levels Included In<br />
|-<br />
| Group 0 || bubble, [[Mario]], [[Burn Smoke]], sparkle, sparkle_animation, stomp_smoke, walk_smoke, water_splash, waters_waves, white_particle_small || N/A<br />
|-<br />
| Group 1 || [[Bullet Bill]], [[Heave Ho]], [[Hoot]], [[Thwomp]], yellow_sphere_small, [[Yoshi Egg]]|| [[TTC]], [[WDW]], [[WF]]<br />
|-<br />
| Group 2 || [[Blargg]], [[Bully]] || [[BitFS]], [[WMotR]], [[LLL]]<br />
|-<br />
| Group 3 || [[King Bob-omb]], water_bubble || [[BoB]]<br />
|-<br />
| Group 4 || [[Clam]] shell, [[Manta Ray]], [[Sushi]], [[Unagi]], [[Whirlpool]] || [[SA]], [[DDD]], [[JRB]]<br />
|-<br />
| Group 5 || [[Eyerok]], [[Klepto]], [[Pokey]], [[Tornado]] || [[SSL]]<br />
|-<br />
| Group 6 || [[Fwoosh]], [[Monty Mole]], [[Monty Mole Hole]], [[Smoke]], [[Ukiki]] || [[HMC]], [[TTM]]<br />
|-<br />
| Group 7 || [[Penguin]], [[Snowman]], [[Spindrift]] || [[CCM]], [[SL]]<br />
|-<br />
| Group 8 || [[Cap Switch]], [[Trampoline]]|| [[CotMC]], [[PSS]], [[TotWC]], [[VCutM]]<br />
|-<br />
| Group 9 || [[Boo]], [[Book]], [[Bookend]], [[Chair]], [[Haunted Cage]], [[Mad Piano]], [[Small Key]] || [[BBH]], [[Castle Courtyard]]<br />
|-<br />
| Group 10 || [[Bird]], [[Peach]], [[Yoshi]] || [[Castle Grounds]]<br />
|-<br />
| Group 11 || [[Bubba]], [[Lakitu]] (enemy), [[Spiny]], [[Spiny Egg]], [[Wiggler Body]], [[Wiggler Head]] || [[THI]], [[BitDW]], [[RR]]<br />
|-<br />
| Group 12 || [[Bomb]], [[Bowser]], [[Bowser Flame]], impact_ring, impact_smoke, yellow_sphere || [[Bowser 1]], [[Bowser 2]], [[Bowser 3]]<br />
|-<br />
| Group 13 || [[Bub]], Cyan [[Fish]], [[Seaweed]], [[Skeeter]], [[Treasure Chest]], [[Water Mine]], [[Water Ring]] || [[SA]], [[DDD]], [[JRB]]<br />
|-<br />
| Group 14 || [[Chain Ball]], [[Chain Chomp]], [[Koopa]], [[Koopa Flag]], [[Piranha Plant]], [[Poundable Pole]], [[Whomp]] || [[BitS]], [[THI]], [[BoB]], [[WF]]<br />
|-<br />
| Group 15 || [[Boo]] (castle), [[Lakitu]] (cameraman), [[MIPS]], [[Toad]] || [[Castle Grounds]], [[Castle Interior]]<br />
|-<br />
| Group 16 || [[Chilly Chief]], [[Moneybag]] || [[CCM]], [[SL]]<br />
|-<br />
| Group 17 || [[Dorrie]], [[Mr. I Eyeball]], [[Mr. I Iris]], [[Scuttlebug]], [[Snufit]], [[Swooper]] || [[BBH]], [[BitDW]], [[CotMC]], [[HMC]], [[WMotR]], [[BitFS]], [[LLL]]<br />
|-<br />
| Common 0 || [[Amp]], [[Blue Coin Block]], [[Bob-omb]], [[Bowling Ball]], breakable_box, [[Cannon Barrel]], [[Cannon Base]], [[Cannon Lid]], [[Checkerboard Platform]], [[Chuckya]], exclamation_box, exclamation_box_outline, [[Fly Guy]], [[Goomba]], [[Heart]], [[Koopa Shell]], metal_box, purple_switch, [[Test Platform]] || All except [[Castle Interior]] and [[Bowser fight|Bowser 1, 2, and 3]]<br />
|-<br />
| Common 1 || Blue [[Fish]], [[Bowser Key]], [[Butterfly]], [[Coin]], dirt, [[Door]], [[Explosion]], [[Flame]], [[Leaves]], [[Mario Cap]], [[Mist]], [[1-Up]], [[Number]], [[Pebble]], [[Power Meter]], [[Sand]], [[Star]], [[Transparent Star]], [[Tree]], [[Warp (collision)]], [[Warp Pipe]], white_particle, [[Sign]] || N/A<br />
|}<br />
[[Category:Mechanics]]</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=MHS&diff=13845MHS2021-05-02T03:05:30Z<p>Nim: </p>
<hr />
<div>{{stub}}<br />
<br />
'''MHS''' (short for '''Memory Hacking Software''') is a program that can observe the memory of [[Mupen64]] as well as other programs. It can observe variables such as [[Mario]]'s speed, position, the [[HOLP]], and much more. In terms of use for Super Mario 64, it is largely obsoleted by [[STROOP]].</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Memory_Hacking_Software&diff=13844Memory Hacking Software2021-05-02T03:05:04Z<p>Nim: Nim moved page Memory Hacking Software to MHS over redirect: memory hacking software is a general term but MHS refers to the specific program</p>
<hr />
<div>#REDIRECT [[MHS]]</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=MHS&diff=13843MHS2021-05-02T03:05:04Z<p>Nim: Nim moved page Memory Hacking Software to MHS over redirect: memory hacking software is a general term but MHS refers to the specific program</p>
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<div>{{stub}}<br />
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'''Memory Hacking Software''' (abbreviated '''MHS''') is a program that can observe the memory of [[Mupen64]] as well as other programs. It can observe variables such as [[Mario]]'s speed, position, the [[HOLP]], and much more. In terms of use for Super Mario 64, it is largely obsoleted by [[STROOP]].</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Boo&diff=13599Boo2021-04-17T02:10:01Z<p>Nim: Reverted edits by Tastebuds. (talk) to last revision by Macrepeh</p>
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<div>{{object_infobox_2<br />
|title= Boo<br />
|image= STROOP- Boo.png<br />
|group=General Actor<br />
|group2 = Group 9<br />
|tangibility=<br />
|draw=<br />
|gravity=<br />
|friction=<br />
|buoyancy=<br />
|interaction= Hurtbox<br />
|damage=3<br />
|health=<br />
|radius=140<br />
|height=80<br />
|hurtbox_radius=40<br />
|hurtbox_height=40<br />
|offset=0<br />
|coins=<br />
}}<br />
'''Boos''' are ghost enemies found in the [[The Castle|Castle Courtyard]] and [[Big Boo's Haunt]]. When Mario looks at them, they turn invisible. Most Boos drop a [[Blue Coin]] upon defeat.<br />
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==Behavior==<br />
TODO<br />
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[[Category:Enemies]]<br />
{{objects}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Go_on_a_Ghost_Hunt&diff=13543Go on a Ghost Hunt2021-03-31T03:27:50Z<p>Nim: /* A Button Challenge */</p>
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<div>{{stub}}<br />
:''<small>For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]</small>''<br />
:''<small>For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]</small>''<br />
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{{star_infobox<br />
|image=GoaGH.jpg <br />
|course= Big Boo's Haunt<br />
|height=281<br />
|height_link= <br />
|tas= 38.90<br />
|tas_link= <br />
|rta= <br />
|rta_link= <br />
|abc= 0<br />
|abc_link= <br />
|abz= <br />
|abz_link= <br />
}}<br />
'''Go on a Ghost Hunt''' is the 1st star of [[Big Boo's Haunt]]. It is collected by defeating the [[Boo|Big Boo]] that spawns upon defeating the five small Boos.<br />
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== A Button Challenge ==<br />
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:''Video: https://youtu.be/Z6Azdf3V2rU ''<br />
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It is possible to get this star with '''0 A presses'''.<br />
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Mario needs to defeat all boos on the first floor and defeat King Boo to collect the star at the entrance to the second floor accessed by a rising staircase.<br />
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The main technique that allows Mario to access the second floor without jumping is the use of [[Vertical Speed Conservation]] (VSC) due to Mario's vertical speed not resetting to zero upon landing. Therefore, by making Mario land while he is still ascending, Mario can retain positive vertical speed, and the speed can be reactivated if Mario does not move at all except punching and breakdancing. Therefore, Pannenkoek takes advantage of the rising steps, which allows Mario to store vertical speed, punch to the edge of the step to reactivate the stored speed, and ledge-grab onto the second floor.<br />
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The star is 281 units above the floor<ref>Star Heights: https://youtu.be/xE7hrQ8sHhU?t=1m54s</ref>, barely reachable by dive-recovering.<br />
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==TAS History==<br />
{{TAS History}}<br />
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==References==<br />
<references/><br />
<br />
{{star_nav}}</div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Template:Go_on_a_Ghost_Hunt_TAS_History&diff=13542Template:Go on a Ghost Hunt TAS History2021-03-31T03:27:10Z<p>Nim: </p>
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<div><includeonly><br />
|-style="background-color:#D0D3D4"<br />
| Mar 16, 2010<br />
| 50.67<ref>[https://youtu.be/75lqg7ZfZDA "Super Mario 64 - Go on a Ghost Hunt 50.67 - (TAS)" by AruaErueru]</ref><br />
|<br />
| Eru<br />
| All runs are done on US version, which has 2 more textboxes per boo, total 8 more textboxes or +88f (i think)<br />
|-style="background-color:#D0D3D4"<br />
| Nov 10, 2011<br />
| 45.97<ref>[https://youtu.be/gOLoEtDsJaI "Super Mario 64 - Go On A Ghost Hunt 45.97 - (TAS)" by AruaErueru]</ref><br />
| 141<br />
| Eru<br />
|<br />
|-style="background-color:#D0D3D4"<br />
| Nov 11, 2011<br />
| 39.27<ref>[https://youtu.be/qmK9wvCpPQo "Super Mario 64 - Go On A Ghost Hunt 39.26 - (TAS)" by AruaErueru]</ref><br />
| 201<br />
| Eru<br />
| Used in 2012 120 star TAS<br />
|-style="background-color:#D0D3D4"<br />
| Sep 2, 2020<br />
| 38.90<ref>[https://youtu.be/60V0TA_mjDA "(TAS) SM64: Go on a Ghost Hunt in 38.90" by Hello, my name is nim]</ref><br />
| 11<br />
| Nim<br />
|<br />
|-style="background-color:#D0D3D4"<br />
| Jan 12, 2021<br />
| 37.10<ref>[https://youtu.be/pDJfIRXCIdA "(TAS) SM64: Go on a Ghost Hunt in 37.10" by Hello, my name is nim]</ref><br />
| 54<br />
| Nim<br />
| Does two textbox skips<br />
|-style="background-color:#D0D3D4"<br />
| Mar 29, 2021<br />
| 36.83<ref>[https://youtu.be/JLQyTWM0hoI "(TAS) SM64: Go on a Ghost Hunt in 36.83" by Hello, my name is nim]</ref><br />
| 8<br />
| Nim<br />
|<br />
|-<br />
<br />
</includeonly><br />
<noinclude>{{TAS_History<br />
|title=Go on a Ghost Hunt}}<br />
<br />
[[Category:TAS History Templates]]<br />
[[Category:Subtemplates]]<br />
</noinclude></div>Nimhttps://ukikipedia.net/mediawiki/index.php?title=Template:Go_on_a_Ghost_Hunt_TAS_History&diff=13541Template:Go on a Ghost Hunt TAS History2021-03-31T03:26:22Z<p>Nim: </p>
<hr />
<div><includeonly><br />
|-style="background-color:#D0D3D4"<br />
| Mar 16, 2010<br />
| 50.67<ref>[https://youtu.be/75lqg7ZfZDA "Super Mario 64 - Go on a Ghost Hunt 50.67 - (TAS)" by AruaErueru]</ref><br />
|<br />
| Eru<br />
| All runs are done on US version, which has 2 more textboxes per boo, total 8 more textboxes or +88f (i think)<br />
|-style="background-color:#D0D3D4"<br />
| Nov 10, 2011<br />
| 45.97<ref>[https://youtu.be/gOLoEtDsJaI "Super Mario 64 - Go On A Ghost Hunt 45.97 - (TAS)" by AruaErueru]</ref><br />
| 141<br />
| Eru<br />
|<br />
|-style="background-color:#D0D3D4"<br />
| Nov 11, 2011<br />
| 39.27<ref>[https://youtu.be/qmK9wvCpPQo "Super Mario 64 - Go On A Ghost Hunt 39.26 - (TAS)" by AruaErueru]</ref><br />
| 201<br />
| Eru<br />
| Used in 2012 120 star TAS<br />
|-style="background-color:#D0D3D4"<br />
| Sep 2, 2020<br />
| 38.90<ref>[https://youtu.be/60V0TA_mjDA "(TAS) SM64: Go on a Ghost Hunt in 38.90" by Hello, my name is nim]</ref><br />
| 11<br />
| Nim<br />
|<br />
|-style="background-color:#D0D3D4"<br />
| Jan 12, 2021<br />
| 37.10<ref>[https://youtu.be/pDJfIRXCIdA "(TAS) SM64: Go on a Ghost Hunt in 37.10" by Hello, my name is nim]</ref><br />
| 54<br />
| Nim<br />
| Does two textbox skips<br />
|-style="background-color:#D0D3D4"<br />
| Nov 10, 2011<br />
| 36.83<ref>[https://youtu.be/JLQyTWM0hoI "(TAS) SM64: Go on a Ghost Hunt in 36.83" by Hello, my name is nim]</ref><br />
| 8<br />
| Nim<br />
|<br />
|-<br />
<br />
</includeonly><br />
<noinclude>{{TAS_History<br />
|title=Go on a Ghost Hunt}}<br />
<br />
[[Category:TAS History Templates]]<br />
[[Category:Subtemplates]]<br />
</noinclude></div>Nim