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SM64 ABC History Part 7 Additional Notes

Oct 7th, 2022
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  1. Note 1 (10:00): Mario gets stuck between a floor and a ceiling if they are less than 160 units apart. For the ceiling to squish Mario, it needs to be at most 150 units away. Also, Mario needs to punch to begin walking in mid-air, otherwise he would ledge grab downwards and fall off.
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  3. Note 2 (12:36): At the time, the plan did not involve BCA and was a lot more complex. The discovery of BCA in May 2021 massively simplified the plan, enough to transform the incomprehensible ramblings of an insane genius into something at least remotely feasible.
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  5. Note 3 (13:25): Bob-omb spawners load when the bob-ombs unload and vice versa. That behaviour is slightly different from coin spawners, which stay loaded except in Dire Dire Docks and Wet-Dry World.
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  7. Note 4 (15:05): The overlap is actually 1 unit below, but wall hitboxes only begin 30 units below the actual top of the wall, so the hitbox is 31 units below the treadmill.
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  9. Note 5 (16:40): In fact, because remote dropping a bob-omb places it at Mario's height, this effectively creates a 4000-unit cylinder around the HOLP where bob-ombs can't be released. The activation radius is a sphere, not a cylinder, but because the bob-omb will always be at Mario's height when he releases it, the full 4000 units of the radius will always be horizontal.
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  11. Note 6 (23:24): This has since been improved. On July 27th, 2022, Pannenkoek found a setup to use Behind Camera Anywhere instead of Pause-buffered hitstun, eliminating the need for these explosion clones.
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  13. Note 7 (25:10): For Stomp on the Thwomp, the bob-omb needs to be a smaller bloated size, but the idea is pretty much the same.
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  15. Note 8 (26:00): Meanwhile, until Mario grabs it, the bob-omb is stuck touching both walls at once. Unlike Mario, objects only get pushed by walls once per frame, so it ends up oscillating between the two walls, getting pushed more by the inside wall on one frame, and getting pushed more by the outside wall on the next.
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