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# ? Jun 25, 2024 13:31 |
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Super Mario ODyssey is going to be like Super Mario 64 but at least 10 times more complex, and not even Pannenkoek will be able to grasp its full depth of design.
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net cafe scandal posted:Super Mario ODyssey is going to be like Super Mario 64 but at least 10 times more complex, and not even Pannenkoek will be able to grasp its full depth of design. One day he is going to try, and Mario will throw his hat right out of the screen and possess Pannenkoek, so that Mario can use his powers to stop Bowser once and for all.
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net cafe scandal posted:Super Mario ODyssey is going to be like Super Mario 64 but at least 10 times more complex, and not even Pannenkoek will be able to grasp its full depth of design.
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But where does Mario go when his hat possesses the frog? For THAT answer, we need to talk about Koopal Space Distortion
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i do wonder if the same tricks are being used today (everything being made out of triangles to communicate positional data) and its just all been smoothed out and looks more convincing.
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itd be neat to see pannen break down a more modern mario game but i wanna see how deep the 64 hole goes
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extremebuff posted:itd be neat to see pannen break down a more modern mario game but i wanna see how deep the 64 hole goes Imagine somebody doing this with a Bethesda game.
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Apparently Ocarina of Time was made on a heavily modified Mario 64 engine. I'd love to know in what ways they're still similar but I doubt he would ever look into that
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Color Printer posted:Apparently Ocarina of Time was made on a heavily modified Mario 64 engine. I'd love to know in what ways they're still similar but I doubt he would ever look into that The parallel universes thing definitely exists within Legend of Zelda. I might be wrong, but I think it's part of how speed runners can do that trick where they take child Link from the Deku Tree straight into Ganon's Tower.
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The logical guess would be this: child Link would be unable to access Ganon's Tower, as the vertical and horizontal surfaces of that building will not exist for another seven years. However, that guess is incorrect. When it comes to parallel universes, time works the same way.
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Bicyclops posted:The parallel universes thing definitely exists within Legend of Zelda. I might be wrong, but I think it's part of how speed runners can do that trick where they take child Link from the Deku Tree straight into Ganon's Tower. That's actually a wrongwarp, which is a category of glitch where you trick the game to taking you to the wrong place when you do a screen transition. I don't know all the details of the OoT one but it has something to do with leaving the room without using the glowing portal not setting the flag for where to be warped to correctly, so it just uses the value that happens to be in that memory location. Conveniently, warping to Ganon's tower doesn't require you to do any fancy memory manipulation
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Alejandro Sanchez posted:http://www.youtubemultiplier.com/589fba0774390-wall-kicks-will-work-methamphetamine-edition.php still think about his sometimes
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sincx fucked around with this message at 05:48 on Mar 23, 2021 |
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Bicyclops posted:The parallel universes thing definitely exists within Legend of Zelda. I might be wrong, but I think it's part of how speed runners can do that trick where they take child Link from the Deku Tree straight into Ganon's Tower. I believe evidence of this is in the 3 pause run of ocarina in the spirit temple boss room
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sorry for being a computer yospos human being but, from what i understood from pannenkoeks videos, if the collision detection position variables are stored in shorter sized integers, while the actual model's position is stored on a larger integer, then the collision one will loop/wrap around, allowing you to still collide with the original world while existing in the void. If this is the case for oot then yes, there are parallel universes in oot
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For those interested 2 hours 31 min https://www.youtube.com/watch?v=01J-0suWISk
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oh man i never finished watching that and then i forgot tyvm
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ArfJason posted:sorry for being a computer yospos human being but, from what i understood from pannenkoeks videos, if the collision detection position variables are stored in shorter sized integers, while the actual model's position is stored on a larger integer, then the collision one will loop/wrap around, allowing you to still collide with the original world while existing in the void. If this is the case for oot then yes, there are parallel universes in oot i think there are mostly because it's built of the mario 64 engine, but that it matters a lot less in oot because you do a lot less jumping. speedrunners have definitely cracked the game wide open, but maybe nobody has quite done the pannenkoek treatment, because the wrongwarp i mentioned earlier eliminates the need for any percent runners and it probably wouldn't cut much time off a 100 percent run.
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has anybody even been able to do a parallel universe warp in real time
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ArfJason posted:sorry for being a computer yospos human being but, from what i understood from pannenkoeks videos, if the collision detection position variables are stored in shorter sized integers, while the actual model's position is stored on a larger integer, then the collision one will loop/wrap around, allowing you to still collide with the original world while existing in the void. If this is the case for oot then yes, there are parallel universes in oot You don't have to apologize for being a nerd itt of all threads.
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cheetah7071 posted:That's actually a wrongwarp, which is a category of glitch where you trick the game to taking you to the wrong place when you do a screen transition. I don't know all the details of the OoT one but it has something to do with leaving the room without using the glowing portal not setting the flag for where to be warped to correctly, so it just uses the value that happens to be in that memory location. Conveniently, warping to Ganon's tower doesn't require you to do any fancy memory manipulation My understanding is that the way OoT handles cutscenes is each area has a value and each cutscene has a value, and if you're in a screen transition that takes you to a cutscene then the cutscene value is added to destination area value and that's how the game knows you should be in a particular cutscene. The Deku Tree wrongwarp works because you trick the game into adding a cutscene value to a different area - normally in the blue warp transition you would have deku tree cutscene value plus outside the deku tree area value and that equals the cutscene where the Deku Tree tells you about the Kokiri Emerald. If you enter the Deku Tree basement 2 on the same frame as the blue warp transition, then the game adds deku tree cutscene value plus deku tree basement 2 value and that equals Ganon's tower.
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They're starting to do it with Sunshine. https://www.youtube.com/watch?v=XyUFdzaEtP8
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Aston posted:My understanding is that the way OoT handles cutscenes is each area has a value and each cutscene has a value, and if you're in a screen transition that takes you to a cutscene then the cutscene value is added to destination area value and that's how the game knows you should be in a particular cutscene. this is cool, thank you for explaining. is there a pannenkoek equivalent for zelda tricks like this?
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BBJoey posted:this is cool, thank you for explaining. is there a pannenkoek equivalent for zelda tricks like this? speedrunners for OoT and MM are usually pretty good at explaining what exploits they're using if you just look a few up on twitch, but nobody really does what pannenkoek does where you try to beat the game without pressing buttons. even in 100 percent runs, it tends to be more about sequence breaking than figuring out how the actual surface link is standing on is built.
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Plebian Parasite posted:They're starting to do it with Sunshine. A bit less impressive because there is a "press to fly arbitrarily high" button in that game, but still entertaining. This video even has a sped up "charging approximately 1 minute" segment that reminded me of the pannenkoek videos on a much smaller scale. https://www.youtube.com/watch?v=qmv41KAVICw
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Sunshine 0x A presses aren't that impressive considering there's a nozzle attachment that lets you jump.
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qkkl posted:Sunshine 0x A presses aren't that impressive considering there's a nozzle attachment that lets you jump. They do take the nozzle away for at least one shine per level.
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BBJoey posted:this is cool, thank you for explaining. is there a pannenkoek equivalent for zelda tricks like this? Not as far as I know, and I can't remember where I learned that explanation. It was in a speedrun of OoT but I've watched that run so many times I can't pick out the exact video. This one is really good, it's a post-commentated world record (I think since beaten) so it goes into more depth than they usually can with live runs. https://www.youtube.com/watch?v=aq6pGJbd6Iw
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New video up where he straps cameras to every bird and butterfly and watches where they go
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In Training posted:New video up where he straps cameras to every bird and butterfly and watches where they go The last one with the bob-ombs...... Also there's another one too about all of Mario's animations which is mostly interesting because it includes some weird unused ones like crying https://www.youtube.com/watch?v=FOSY5zoB6TI
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me when i see new panenkoek![]()
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https://www.youtube.com/watch?v=leyu-9cqxpo&t=432s
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Lol
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sincx fucked around with this message at 05:48 on Mar 23, 2021 |
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# ? Jun 25, 2024 13:31 |
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