Brightguy (34) |
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I feel sorry for humanity because they must be exposed to him.
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http://s11.invisionfree.com/Animal_Crossing_DS/index.php? Come here for ACDS and clan discussion.
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XBOX Live GamerTag: Dom Dunc
http://www.systemcrash.tk - Video Game Glitches
I was just wrestling with Chuck-Ya in the corner, after pushing the box over. After repeatedly grabbing him, I don't know how I did it but I finally got Chuck and dummy Mario to hang in the air like you said, and then I swam invisible to the other side of the course. I lowered the water and hung on an edge. I didn't hear anything except Mario grabbing on. When I returned to where Chuck-Ya originally was, I became visible again.
I also notice that Mario always sounds like he's far away. Lakitu's camera was following invisible Mario closely, but his mike was obviously elsewhere.
So here's the questions, mainly for Dom:
- Once you're swimming away invisible, do you still have to kill Chuck for some reason? And why?
- Is invisible Mario first swims away, is he carrying an invisible Chuck-Ya?
- What if you hit B while invisible?
- Is there a way to return to the place where you became invisible without becoming visible again?
- Does using the teleport make you visible again?
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
I too missed the funny post. But I have a feeling that it wasn't funny.
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
Nice glitch. So far the only cool thing I can think of doing with it is beating rematch KTQ in 10 seconds while invisible, since the whole time you'll just be seeing a shell >=)
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chown -R me ~you/base*
- Once you're swimming away invisible, do you still have to kill Chuck for some reason?
If you get far enough away the chuck-ya automatically disappears anyway due to loading distances, but if your on a platform hitting z releases chuck-ya without mario becoming visible
And why? If it doesn't disappear on its own then i guess you'd want to kill for full playability.......
- Is invisible Mario first swims away, is he carrying an invisible Chuck-Ya?
I don't think this question makes sense but if you mean "is mario holding an invisible chuck-ya when he first swims away" then yes
- What if you hit B while invisible?
You punch/grab as usual
- Is there a way to return to the place where you became invisible without becoming visible again?
No
- Does using the teleport make you visible again?
No, this is how you do the wall jump trick in WDW
And the music in my TTM vid is variation on cannon in D by George Winston, i thought i would keep with Dom's theme
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Tetsuo2019
> anyway due to loading distances, but if your on a platform hitting z
> releases chuck-ya without mario becoming visible
As you know, this is because if you hit z on a platform then you're destroying invisible chuck and leaving regular chuckya (stuckya),
but if you swim too far away from regular chuck then he's the one that disappears from memory, and he takes invisible chuck down with him thus breaking the spell.
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
Well maybe swimming too far away is what I did. Because when I jumped up onto a ledge, I grabbed on the normal way, as if I weren't holding anything.
All I can say is that I did the glitch successfully. I just didn't do a whole lot of things I could do in that state.
Now what is needed is for the technique to be perfected at the point where invisibility begins. There should be a particular position Mario can assume in the corner, and a way to get Chuck-Ya to assume a particular position as well, so you can go through the same motions everytime, rather than just flailing about like I did (c.f. cathing MIPS). I pretty much do the same thing everytime I do the Chuck-Ya down glitch, because that's how I get it to work.
I assume you reappear if you go downtown?
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
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XBOX Live GamerTag: Dom Dunc
http://www.systemcrash.tk - Video Game Glitches
wccanard has already mentioned this in this topic. Thanks for the info anyway!
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http://www.angelfire.com/games5/sm64chile
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
What has happened is that a few weeks ago some people over at
http://board.acmlm.org/thread.php?id=12971
managed to find the exact location (in the rom) of a lot of stuff in SM64. The super mario 64 cartridge (the rom) can be "decoded" into a file (which ends up being about 8 megabytes big, i.e. 8,000,000 or so numbers) and you can ask which parts of the file correspond to which parts of the game. For example one of those 8,000,000 or so numbers in the file corresponds to, say, a "tree" object [because nintendo decreed that a certain number would stand for "tree" in the game], and then a few more correspond to the coordinates of where to put the tree, and one more corresponds to which level the tree is in etc etc. In practice it's kind of difficult to work out what's going on because you have 8,000,000 numbers to choose from so it's going to be a *lot* of guesswork if you just start changing them one by one. Also most of the time you start changing the numbers, the game just stops working and that's the end of it. [note: people aren't changing the actual physical cartridges here, they are changing the computer files and then running the files through a Nintendo 64 emulator, which is a computer program which can read the files and then play them like an N64 would play the cartridge.]
But people have now understood *some* of those 8,000,000 numbers to the point where they actually know what some of them do. There have been two main breakthroughs, I guess. Firstly someone has found a whole bunch of numbers that correspond to the corners of triangles/polygons in 3 dimensions, and if you draw all those triangles you get things like the outside of the castle! They have even worked out what colours (or textures) to use when colouring the triangles in. As a result, you can take those numbers from the rom file and then use a 3d graphics program to draw your own castle, and then zoom around it etc (note that you can find the BRoD etc when zooming about). (note that the Castle link above is a shockwave flash applet so it won't run under unix as far as I know). Many other areas have been decoded using this technique. You can also change the textures around a bit, and then actually play the game with the new textures! You can't do everything you would like to do (yet, e.g. you can't say "change all the green to sea"), but you can do a bit. More will come when people understand better what is going on, and that may well be pretty soon. Check out
http://board.acmlm.org/thread.php?id=12971&page=5
for some screenshots of someone playing BBB with LLL textures.
There are also (not on that page but on nearby pages) pictures of how the inside of the castle is built and also some of the secret slides etc.
Secondly, people have found other numbers that correspond to the type of an object (i.e. a tree, or a cork box or whatever), or its position. By changing these numbers and then running the emulator on the changed file, you can make things appear in new places, or the wrong things appear. I jumped into the BBB picture today on an emulator, and there waiting for me right at the beginning was King Whomp!! I beat him and his star went zooming off into the middle of the sky :-) It's not just King Whomp, you can put anything you like there, well, anything that people have worked out, which is quite a lot of things, and more will follow. See the funny pictures at
http://board.acmlm.org/thread.php?id=12971&page=13
(more in a sec)
http://board.acmlm.org/thread.php?id=12971&page=13
of big goombas etc and pirhana plants in BBB! Note also the missing sign; they have found the place in the rom file which has the number of the object that's supposed to be in that place, and changed it to another number.
It's still very makeshift at the minute, but soon people will be writing some pretty nifty level editors, where at least you will be able to edit the objects in a level to a large extent. It's quite difficult to work out what's going on. For example I changed the sign into what looked like a chomp, but I could pick it up, and when I did, it gave me the Ukiki "let me go and I'll give you something good" speech from the secret of the monkey cage level. I let the chomp go and he ran off into a wall and didn't give me anything :-)
What does this mean? Well I guess it means that you can answer questions like "what would chuckya do if he got hit by one of those big bowling balls at the bottom of the castle" or "what happens if there are 9 red coins?". I have never used a GameShark and to be honest have no idea how powerful they are (I have only recently come back to SM64 after my 5-year-old kid expressed an interest in it, and it's only since then that I've been reading gamefaqs). Can you do that with a Gameshark? Are there any interesting questions of the form "what would happen if object X was in BBB?" because they might be answerable nowadays.
I know the answer to "what happens if there are 9 red coins" and this tells you a little about how the game works that perhaps people didn't know. You might guess that when you get the 8th one you get a star anyway, and when you get the 9th one something unpredictable happens. In fact when you get the *first* one, the red number that floats up is "0" and it plays some clip of music that you don't expect (the clip before the "red coins" music, I guess); then when you get the second one it says "1" and plays the usual music
("first red coin"). So it's counting up to 8, not up from 1. I found this out by changing the sign near the beginning of BBB to a red coin and then getting it.
Kind of neat, huh?
The info in there actually confirms the reason there are two buried coins in the game, formations of coins are stored in memory as one object, so If you want two coins in a row, the designers had to use the 'three coin' object and one ended up buried underground.
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XBOX Live GamerTag: Dom Dunc
http://www.systemcrash.tk - Video Game Glitches
How about putting Koopa the Quick in other levels.
Or Bowser for that matter. Or one of his bombs.
Put a pipe in BBB. See where it goes.
Put a star over the black hole in HMC. Though that's possible getting the 100 coin star from the bat anyway.
What happens when a Pirahnna is on land? A Chain Chomp under water. A Snowman in Lava :-P
And what does happen when Chuckya gets hit by a bowling ball in front of the castle?
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Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
You can't put a pipe in BB as far as I know; that's not one of the objects on the list of "discovered objects". More than likely nothing interesting would happen. You can put fish on land though. Some of these are in the non-secret aquariums already I guess.
And who knows... Maybe some new levels combining the textures and objects from other levels. Maybe the missing 50 stars, you get extra using the Gameshark.
I am wondering, how would Miyamoto and Nintendo would react.
Do you think they would be happy seeing this improvement, or would they ask you to pay for their legal rights???
Have you ever used the bat to create a star without falling, and then got the star to see how far you fell before doing the V sign? How to get the bat to cooperate?
What happens when a Pirahnna is on land?
Find out in Tiny-Huge island. I think they're all on land.
And what does happen when Chuckya gets hit by a bowling ball in front of the castle?
I think it would go through him. Collision detection doesn't work the same with enemies. They seem to just be programmed to stay in certain bounds.
You can put fish on land though. Some of these are in the non-secret aquariums already I guess.
I know because many of us have been inside that aquarium.
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
Put a pipe in BBB. See where it goes.
Even though it's BoB... >_>
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"Have you determined the cause of death?" ~ Inspector Meguire
"We're pretty sure it's the knife in his back" ~ Officer, Case Closed
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Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
So you liked my pictures? Putting a pipe in BoB, well see. I think it would
A. Do nothing (put in this game shark code and hold the L button after Starting a new Game When you're just about to jump out of the pipe.
B. Lead to THI (that would be funny)
or C. Lead to a black room that you kant move in thats filled with water (I've been there before, some GS code)
Koopa the Quick would
A. Freeze the Game (it did that with Shelless Koopa the Quick)
or B. Work If there is also a flag pole
Bowser might work normal, the Big Whomp did, (it depends on the level type I think though)
When we work on editing more levels, I'll put a Chain Chomp underwater and Try a Snowman in lava, If we can find his Hex Value
And BTW we don't know the chuckya offset
BTW, the GS code for floating is:
D033AFA1 0020
8133B1BC 4220
D033B1BD 0020
8133B17C 0300
D033B1BD 0020
8133B17E 0880
I've not made much progress so far. I can get under the ground in the posd outside the moat by crawling up the slope, crawling sideways until i slide into the water, and b swimming straight down. However, as soon as I move, I'm back above ground.
I've also found 3 glitchy spots in the walls that behave as the border beterrn the hillside and the openable gate in BOB does. I'm able to walk through that border, maybe I'll be able to walk through one of these too.
I've also been able to use one of these spots near the invisible cap course to get myself merged with the castle wall like you get merged with the door to get MIPS through. The only difference is, I can't turn around by crawling, and I can't move without being pushed back to the outside of the castle.
So, what's been tried, and am I working in the right direction? Thanks for any input. ASnd please, keep talkling about replacing objects too. I'm very interested in that as well.
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Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
Can you specificy exactly which slope, where to crawl up it, and some details as to where you swam down?
I've also found 3 glitchy spots in the walls that behave as the border beterrn the hillside and the openable gate in BOB does. I'm able to walk through that border, maybe I'll be able to walk through one of these too.
Can you describe where they are?
I've also been able to use one of these spots near the invisible cap course to get myself merged with the castle wall like you get merged with the door to get MIPS through.
Which spots? Where exactly are they? If they're hard to describe, can you make a video, or post a picture marking the spots?
So, what's been tried, and am I working in the right direction?
You definitely are on the right track, assuming that the underside of the castle is even "occupiable" by Mario. I just need more specifics as to exactly what spots you are talking sbout, and exactly what you did to get inside these walls and under the ground. If enough people can do what you did, one person, such as Dom Dunc, may be able to drop to the water underneath just by following your instructions.
I think you are onto something more interesting than even the misplaced objects, since a lot of us don't have gamesharks or emulators, and can only say "wow, that's nice".
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Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
mister yummy: I can get under the ground in the posd outside the moat by crawling up the slope, crawling sideways until i slide into the water, and b swimming straight down. However, as soon as I move, I'm back above ground.
Can you specificy exactly which slope, where to crawl up it, and some details as to where you swam down?
There's a Sandy Slope with a rocky slope beside it. You can walk on the Sandy Slope, but you'll slide down the rocky one. These are right next to where the Pond joins the Moat. Crawl sideways over the Sandy slope onto the Rocky slope, and you'll slide down, sideways in a crawl, into the water. From there, aim Mario straight down and B swim, and you can get all the way under the ground. However, if you move from that position, you warp back to the surface.
I've also found 3 glitchy spots in the walls that behave as the border beterrn the hillside and the openable gate in BOB does. I'm able to walk through that border, maybe I'll be able to walk through one of these too.
Can you describe where they are?
They seem to be where a shadowy part of the wall meets an illuminated part of a wall. The one right near the entrance to the Invisible Cap course is the best one. I can get merged with the wall there. In all the other spots, I just get Mario acting spastic like he's trying to go through the wall. I really can't explain further without a video, so I'll upload one as soon as possible, probably tomorrow night or Saturday.
I've also been able to use one of these spots near the invisible cap course to get myself merged with the castle wall like you get merged with the door to get MIPS through.
Which spots? Where exactly are they? If they're hard to describe, can you make a video, or post a picture marking the spots?
A screenshot would suffice for this, I'll make one tomorrow.
Please forgive the poor descriptions in my previopus post. I was very tired at that point. I hope I've been more descriptive here.
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Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
And as he said before, this would also explain the floor underneath the BBH merry-go-round, since the game likely only checks for level walls, and I think the spinning floor is added in as an "object" of the level. (If you could somehow do the Chuckya glitch in this level, you could probably pick up the merry-go-round floor.)
This would mean that it is impossible to swim underneath the castle, since there is no floor under there.
By the way, with the help of the moonjump, I once collected the 100-coin star over the black hole: http://img72.exs.cx/img72/9083/bottomlesspit7eo.png
By the way, with the help of the moonjump, I once collected the 100-coin star over the black hole: http://img72.exs.cx/img72/9083/bottomlesspit7eo.png
1.What is the moonjump?
2.What happens after you get the star? You simply die?
Brightguy wrote: |
Using the super-speed gameshark code you can go through any wall in a level, except for "world boundaries". |
I'm curious...what is this super-speed code? Gameshark.com removed all of the codes for older game systems., and to make things worse, CMGSCCC (a Code-Breaker site...it's much like Gameshark) doesn't have a code to make a super-speed mario, but just a super-fast game (like over 60 fps). Could someone give me the super-speed GS code? (The one that makes Mario run really fast...so fast that he goes through walls...much like Brightguy is talking about.)
This is a Gameshark code that allows you to press the L button in order to make Mario float in the air. You have to press and hold L to make Mario float, and release L to make him fall. This is the code:
D033AFA1 0020
8133B1BC 4220
D033B1BD 0020
8133B17C 0300
D033B1BD 0020
8133B17E 0880
2.What happens after you get the star? You simply die?
Yes. Have you ever done this glitch in Rainbow Ride (getting your 100th coin with nothing below it)? It's the same.
I'm curious...what is this super-speed code? Gameshark.com removed all of the codes for older game systems., and to make things worse, CMGSCCC (a Code-Breaker site...it's much like Gameshark) doesn't have a code to make a super-speed mario, but just a super-fast game (like over 60 fps). Could someone give me the super-speed GS code? (The one that makes Mario run really fast...so fast that he goes through walls...much like Brightguy is talking about.)
This is the code:
8133B1C4 4480
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http://www.angelfire.com/games5/sm64chile
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Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
The moonjump for example is available for Zelda OoT, but not for Mario...
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If life gives you lemons....................Throw them in the street.
The video showing a 16 stars Walkthrough doesnt work! Im desperate to see it (it may sound pretty dumb, but Ive been looking for this vid for over a year)!!
So if some1 could help or gimme a working link, Id be foreva grateful (though u might not actually care about my gratefulness *lol*)!
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
I went to the left end of the beach (near the cannon, correct?) and I did crawl horizontally from the sand onto the stone, and slid into the water. Once in the water I floated normally. I faced into the stone portion then rocked the stick forward and swam with B. I did get Mario to disappear entirely inside the wall a few times right near the water surface, but I never swam any distance inside the wall. I can swivel him left and right a bit while he is in there, but if I try to continue the B swim, he comes back out and trys to run up the slippery stone.
Did you swim downward into the wall to any appreciable distance?
It seemed to work the same way as long as I was in that spot when I swim. I didn't have to do the crawl and slide part.
I found 5 concave wall creases in the moat that make Mario spastic. But I did take notice of one particular convex crease, just to the right of the waterfall entrance and closer than any others to the cap entrance. When I pushed against the wall around here, there's a small portion of wall immediately left of the crease where Mario runs at the wall rather than just pushing. Is this where you merged? I kept messing with it by going back and forth, and at a certain spot Mario begins sinking in as if about to merge.
"In some areas, there are floors within the castle walls. The trail extends under the castle, and the stone floors jut out a bit at corners."
I noticed that myself. A lot of floor in fact. But I also remember from other game levels, these hidden portions of the moat floor may or may not have collision detection. If they don't the wall is itself the boundary. If they do, you could go through the wall and walk to the floor's edge and would hit an invisible boundary there. Were a boundary violation to occur, would get the laughing bowser death (like the one you get on that glitch on the roof).
In any case, see if you can get through the wall the rest of the way. Or see if you can cause a "boundary violation" death. We would learn something in either case.
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
The moonjump for example is available for Zelda OoT, but not for Mario...
Open Project64 and load Super Mario 64. Now click on System, then Cheats. You'll find a window with cheats. Now right click over any cheat and select Add New Cheat. Type a name for the cheat and copy and paste the code. Select Add Cheat. There you go!
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http://www.angelfire.com/games5/sm64chile
You have to long jump from the orange roof, do a wall kick off the fence and quickly a second wall jump off the pillar thingy. You should aim your jump so that you land as close to the pillar thingy as possible and tap A to do the double wall jump.
Here's a vid, you can clearly see the double wall jump in the slow motion.
http://www.megaupload.com/?d=20PDDSB4
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Cool kids don't use materia, they use magicite.
FF6 > FF7!
So, you you have to long jump, bang into the fence holding left and do a wallkick on the pillar.
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Cool kids don't use materia, they use magicite.
FF6 > FF7!
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Help me count the bats!
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=238&topic=22232021
Your method looks much easier than mine. It's funny that there are now two entirely different jumps that allow you to do something that was considered impossible for so long.
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XBOX Live GamerTag: Dom Dunc
http://www.systemcrash.tk - Video Game Glitches
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Cool kids don't use materia, they use magicite.
FF6 > FF7!