How Modders fight Mario 64's Biggest Problem

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Since people keep suggesting to just put a death barrier under levels, here are 4 reasons why that's a bad idea:
1) You can now fall through the level into the death barrier when there would be holes.
2) Those holes are harder to detect and will be less likely to be caught before release.
3) Slanted walls/floors with vanilla physics can be clipped through pretty easily - the death barrier under the level would make this a lot easier and players would end up clipping into the level all the time.
4) It's more triangles = more RAM = less vroom vroom

KazeN
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I was thinking of exactly this after the Pannen video. Then again, I've seen Simpleflips die to nothing enough times to know that invisible walls at the very least exist in some older ROMhacks.

hps
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"I'm sure people would love a patch that does nothing but remove this problem. Someone, get on that." 🗿

benjaminoechsli
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Now we just need Tom Scott to make a video on Britain's oldest invisible wall and my invisible wall hunger will be complete

kimgkomg
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according to sm64 logic, the leaning tower of Pisa might be home to the largest and most famous invisible wall, as the wall that leans in doesn't stop the out of bounds hitbox from leaking through

(spelling error, logic error check in progress)

MillySilly-
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Yeah, making an invisible wall free version of Mario 64 would be great, but y'know what would be better? Chaos Mario 64: Bonk Edition where practically every vertex in the game is misaligned just enough to make small 1-unit wide invisible walls EVERYWHERE.

That would be a monumental task though.

Altimos
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As a hack creator, this is way more annoying for the creator to have invisivle wall in his level than for people who play it, the slopes invisible wall is the worst one definitly

joan_bros_speedrun
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First a pannen video on this now a kaze video on it, sm64 community eating good rn

dreigon
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The final boss is a convex corner between two walls in a wallkick section

iwersonsch
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It would be cool to have a mod that helps modders see hitboxes like in pannens video, so you could see them leak out

snoergee
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It’s amazing the programmers decided it would be better to work around these bugs rather than fix them. Especially the floor overshadowing; imagine how many times the level designers had to reorder vertices to prevent the same bug over and over without ever realizing their job could be so much easier!

Tom-jwii
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I love how this game is actually a broken mess behind the scenes and still manages to feels almost bug free for the casual players.

ZorMon
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seeing the awkward earliest solutions to problems that nobody really had much experience dealing with yet back then is always really interesting

FioreFire
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this is EXACTLY the followup we needed after the inviswall video put the fear of an unjust god in our hearts

BnaNaMastr
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I wonder if at some point in development they planned Doom-like no-slopes geometry, because none of the errors would crop up with only perfect vertical walls.

keiyakins
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I just realized I’ve been misreading this channel name as “Kaze Emulator” for years

JonLipton
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Would ALWAYS having a death barrier beneath the level (Even if you can't fall in it) fix ALL Out of Bounds invisible walls?

NbahWasTaken
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To make an invisible wall visualiser like pannen, just rasterize the level top down, at slightly more than the integer precision of vertex, then for each polygon keep track of facing in the rasterize pixel, track the depth span of each wall line at each top down pixel, then draw the vertical span in a regular rendering, to visualize them.

timmygilbert
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Will you ever make a "deluxe" version of SM64 where you implement all the quality of life improvements that is known to you?

Can't wait for the release of your game!

jonasskjtt
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This is something I never considered until that video last week. Imagine how many romhacks inadvertently add invisible walls without realizing it. The whole invisible wall thing has shifted my view of the game and has made me somewhat paranoid. They can be practically anywhere.

rabidcopy