Parallel Universe: Difference between revisions

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The truncation responsible for the existence of parallel universes is only performed when determining alignment with floors and ceilings. This means that walls and objects, both of which use floating point arithmetic to determine collision, do not "exist" in PUs, unless they are brought there.
The truncation responsible for the existence of parallel universes is only performed when determining alignment with floors and ceilings. This means that walls and objects, both of which use floating point arithmetic to determine collision, do not "exist" in PUs, unless they are brought there.
Due to the extremely high speed required to travel to PUs, they are not accessible from all courses. Currently, without using external cheats, PUs can be accessed in [[Bob-omb Battlefield]], [[Whomp's Fortress]], [[Jolly Roger Bay]], [[Wet-Dry World]], [[Rainbow Ride]], [[Hazy Maze Cave]], [[Bowser in the Fire Sea]] and [[Vanish Cap under the Moat]]. Work is ongoing to try to access PUs in other courses such as [[Lethal Lava Land]] (via [[Bully battery]]) and demo courses (via massive [[Spawning displacement]]).


== Vertical Parallel Universes ==
== Vertical Parallel Universes ==
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[[File:PUBLJ.gif|thumb|Mario [[BLJ]]ing to a PU]]
[[File:PUBLJ.gif|thumb|Mario [[BLJ]]ing to a PU]]


Parallel universes have found uses in both speed TASes and the [[A Button Challenge]] since they allow greater control of movement through a level. PU routing is comparable to movement through a five-dimensional space, as Mario can be modeled as traveling along five axes: three "relative" axes describing his position within the map, and two integers to specify which PU he is currently in. Mario can adjust his [[speed]] and [[angle]] to move relatively around the stage regardless of how many PUs he moves in the ''x'' or ''z'' dimensions.
Parallel universes have found uses in both speed TASes and the [[A Button Challenge]] since they allow greater control of movement through a level. PU routing is comparable to movement through a five-dimensional space, as Mario can be modeled as traveling along five axes: three "relative" axes describing his position within the map, and two integers to specify which PU he is currently in. These PU axis integers are Mario's coordinates on the PU grid. Mario can adjust his [[speed]] and [[angle]] to move relatively around the stage regardless of how many PUs he moves in the ''x'' or ''z'' dimensions.


Mario's movement is split up into four [[Movement Steps|quarter steps]], and if any of these quarter steps attempts to place Mario out of bounds, his movement is canceled. Therefore in order to move to a PU, Mario's speed must be a multiple of four times the distance between PUs. If Mario takes all four quarter steps, then he will move four PUs in a single frame. This distance is called the '''Quadruple Parallel Universe''', or '''QPU''', distance.
Mario's movement is split up into four [[Movement Steps|quarter steps]], and if any of these quarter steps attempts to place Mario out of bounds, his movement is canceled. Therefore in order to move to a PU, Mario's speed must be a multiple of four times the distance between PUs. If Mario takes all four quarter steps, then he will move four PUs in a single frame. This distance is called the '''Quadruple Parallel Universe''', or '''QPU''', distance.
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If one of Mario's quarter steps (other than the first one) ends out of bounds, the game will cut his movement short. In this case, Mario does not travel the full QPU distance, and instead ends at whichever PU he made it to before his intended quarter step became out of bounds. He is then "QPU misaligned."
If one of Mario's quarter steps (other than the first one) ends out of bounds, the game will cut his movement short. In this case, Mario does not travel the full QPU distance, and instead ends at whichever PU he made it to before his intended quarter step became out of bounds. He is then "QPU misaligned."


As traveling to PUs involves moving very far from the origin, floating point imprecision can begin to have a significant effect on Mario's position, angle, and collision.
As traveling to PUs involves moving very far from the origin, floating point imprecision can begin to have a significant effect on Mario's position, angle, and collision. When Mario's position becomes large enough, this imprecision will result in the coordinates in PUs becoming so coarse that Mario cannot cross from one coordinate to the next and, eventually, will result in certain PUs being completely unaccessible.  


== Floating point truncation crash ==
== Floating point truncation crash ==