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- Regarding SM64 Glitch Bounty Video: https://www.youtube.com/watch?v=aNzTUdOHm9A
- Generic:
- - It's either insanely precise position and velocity or it is dependent on outside circumstances.
- - 100 nerds jumping at the wall may be sufficient to conclude that it isn't just based on Mario's subpixel position and velocity.
- Other:
- - Was it confirmed this was played on console and not some awful inaccurate emulator?
- - Was he using the N64 hardware memory expansion? Even this could cause the slightest hardware timing issues and therefore emulator inaccuracies.
- Plausible:
- - It could be dependent on the properties of the Bob-omb that just blew up (which may have to combine with something Mario is doing, like grabbing a red coin.)
- - It could be dependent on the last time Mario was under a grabbable ceiling, or even some button being held upon exiting water or entering the level or something of that nature. (It's been the case before.)
- Not That Absurd:
- - A spec of dust landed on his N64 corrupting some value in a register or texture to have the value making a ceiling grabbable.
- - The game lagged at the perfect frame causing code or collision to get skipped.
- - The code executing got too far behind or ahead on a particular frame, meeting a race condition to cause the ceiling check to return a corrupt value.
- - Depending on how ceilings are coded, it's possible that there is a gap between two textures that make the ceiling at that instant be above the stage in uninitialized memory that is therefore dependent on past behavior.
- Note: It may be possible to rule out one or two of these with sufficient technical knowledge of how things are working.
- Conclusion: Either someone will get lucky, or it will take extremely thorough testing to solve this one. It's really hard to find bugs like this with 3D games unless you can recreate it once.
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