Super Mario 64 DS: Tunneling
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- čas přidán 3. 07. 2022
- Tunneling is a glitch discovered in late March 2021 by Really_Tall and used to make a 0-star run of the game. It takes advantage of gaps in the collision triangles and the raycast checks not including the ends. This is the most precise glitch discovered so far, but also one of the most broken ones.
0-star TAS: • [TAS] Super Mario 64 D...
More applications: • (SM64DS) The incredibl...
Floor tunneling setup program: github.com/josh65536/sm64ds-t...
Technical details
Each collision triangle several parameters, each with its precision:
- Origin (Q26.6): first point of triangle
- Length (Q16.16): distance from origin to opposite side
- Normal (Q6.10): triangle normal
- Edge normals (Q6.10): normals of the triangle's edges, parallel to the triangle and perpendicular to the edges. Stored in (left edge, right edge, opposite edge) order respective to the origin.
Given two triangles with origins p₁ and p₂, lengths d₁ and d₂, normals n₁ and n₂, left edge normals el₁ and el₂, right edge normals er₁ and er₂, and opposite edge normals eo₁ and eo₂, then for p to be a tunneling point:
Both of these must be true:
(p - p₁) • n₁ = 0
(p - p₂) • n₂ = 0
One of these three must be true:
(p - p₁) • el₁ > 0
(p - p₁) • er₁ > 0
(p - p₁) • eo₁ > d₁
One of these three must be true:
(p - p₂) • el₂ > 0
(p - p₂) • er₂ > 0
(p - p₂) • eo₂ > d₂ - Hry
Wake up, new Josh vid
amazing video ! graphics and explanations are neat as always
I very hope this Project isn't dead. I was found Super Mario 256 on the Internet and i was deadly hyped since the First Second.
Good to have you back!
Really cool! Awesome explanation!
I’d really like to see an in-depth explanation of the null item glitch from you - specifically why it causes the crashes it does, why it breaks the debug screen, etc.
So the collision checks are XOR for the start and end?
And if Nintendo had not done that, this wouldn't be possible?
Insane!
@@ravenrealm718 They're just exclusive, not XOR
Did Yoshi spit... a golden star?
Yes he did
So how'd you find these spots? Did you have a script test each pair of triangles or just found them manually?
You can look at the triangles on a collision editor and physically see the gaps between them to know that tunneling is possible (if it's a simple floor or wall tunnel), though you usually either need to use a script or manually do the math to find the exact locations you can tunnel at
Seeing the painting animation when you clip into a door still kinda freaks me out...
Sorry, I am an idiot (but still love SM64(DS) to death): What does fxu mean?
FXU is just a unit of distance in sm64ds
@@bobbybobsm64ds THANK YOU! So it's like HU (Hammer Units) in Valve/Source games.
Does it has to be a pacific verison for floor tunneling? I followed ur steps but I can't clip into the pathway
Rupa back to any% u go probably
Is Super Mario 256 playable on real hardware on ys menu ? I would like so much to play it but even with a succesfully patched file, it stills causes an error when I boot it. And if it's not working with ys menu, can we install twilight menu on the dslite and not 2ds or 3ds ? Thanks !
Is it possible that this trick will ever be performed RTA?
I and one other person have done tunneling rta, the setup for vertical position as yoshi is very hard, but not impossible, so it is doable rta but takes like 20 minutes to get for me usually, though the main issue is setting up horizontal position, which is why tunneling has only been performed in 2 places RTA. More setups could definitely be found for RTA but tunneling is so hard RTA that it wouldn't accomplish much. Though, the only tunnels to be done RTA right now are ground pound tunnels as yoshi, which isn't useful enough to beat the game with 0 stars.
@@bobbybobsm64ds thank you for the detailed reply! Maybe it's better if runs don't rely on something this unreliable anyway
@@MrOkimoki yeah, we've sort of just unofficially agreed that they aren't allowed in RTA categories, though no one would ever be able to save time with them in a run anyways
Sm256