Fazana
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| Joined: 21 Feb 2009 |
| Total Posts: 28722 |
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| 17 Nov 2016 08:14 AM |
| threads like this really misalign my QPUs UGH |
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Gaomon_94
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| Joined: 24 Feb 2016 |
| Total Posts: 5399 |
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| 17 Nov 2016 08:16 AM |
| I'm pretty stupid, I don't know what that means. |
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| 17 Nov 2016 08:18 AM |
| 564756756756745475475758679568 |
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| 17 Nov 2016 08:19 AM |
@gao
SM64 - Watch for Rolling Rocks 0.5x (Commentated) |
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Fazana
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| Joined: 21 Feb 2009 |
| Total Posts: 28722 |
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| 17 Nov 2016 08:26 AM |
| In all nintendo 3D games, they have a system where the players relative position is a floating point number, which ranges from -32k to 32k. In the players position, between these points, it checks for collisions 4 times a second for every movement. If you move at a fast enough speed, you can break free of the collision system they use, and loop the collision system, so you'll be in a parallel universe, where the terrain is the same, but there is no objects, like enemies or items and such. Because it checks for errors 4 times per movement, you have to move fast enough to go through 4 #### before you can actually do it, so that's 1 QPU, or Quadruple Parallel Universe for short. It's easy to travel through QPUs, though if your speed changes during the movement, you might not travel through 4, it's hard to malign and just as hard to realign, and by misaligned you will find it difficult to line back up with the original universe. |
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| 17 Nov 2016 08:26 AM |
4 divided by 0
~I'm Batman.~ |
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Fazana
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| Joined: 21 Feb 2009 |
| Total Posts: 28722 |
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| 17 Nov 2016 08:27 AM |
It's not just Mario 64, Paper Mario, Super Smash Bros and Super Mario sunshine and Super Mario Galaxy all use this same collision system. (though Super Mario 64's is the most buggy and exploitable)
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| 17 Nov 2016 08:31 AM |
"In all nintendo 3D games, they have a system where the players relative position is a floating point number, which ranges from -32k to 32k. In the players position, between these points, it checks for collisions 4 times a second for every movement. If you move at a fast enough speed, you can break free of the collision system they use, and loop the collision system, so you'll be in a parallel universe, where the terrain is the same, but there is no objects, like enemies or items and such. Because it checks for errors 4 times per movement, you have to move fast enough to go through 4 #### before you can actually do it, so that's 1 QPU, or Quadruple Parallel Universe for short. It's easy to travel through QPUs, though if your speed changes during the movement, you might not travel through 4, it's hard to malign and just as hard to realign, and by misaligned you will find it difficult to line back up with the original universe."
That's pretty interesting
How would you "go fast enough" though? |
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Fazana
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| Joined: 21 Feb 2009 |
| Total Posts: 28722 |
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| 17 Nov 2016 08:33 AM |
In Super Mario 64, the devs had an oversight. Your hspeed (your horizontal speed) has an upper bound to prevent you going too fast, however, there is no lower bound, so you can get your hspeed to insane levels by going backwards, exploiting hills and such, then getting stuck on a wall so you can generate speed.
That's how to do it in 0 A presses anyway, which takes a matter of hours.
The much quicker way is to do super backwards long jumping, which might be the most famous glitch in the game.
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Fazana
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| Joined: 21 Feb 2009 |
| Total Posts: 28722 |
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| 17 Nov 2016 08:35 AM |
https://www.youtube.com/watch?v=SsBvZZJpZgs
this rpetty much shows BLJing into a PU
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Zaqiel
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| Joined: 15 Mar 2013 |
| Total Posts: 356 |
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