I also love that the only reason we even know this is that the devs "forgot" to use the optimization flag when compiling the game. (Well, more likely they just didn't trust optimizations at the time, given young compilers and a history of programming the machine directly.) Optimisers of the time were certainly capable of removing this kind of redundant check, I'm fairly sure.
I’ll balance things out by refusing to fake-brag about how landing in this 10-unit area is easy to me, someone you’ve never heard of as concerns speed-running
@@StacyRexroad The story of Mario 64 seems largely to be about "Can we make a Mario game successful _WITHOUT_ tricky platforming?" The developers found that level testers, confronted with pinpoint platforming in an explorable environment, assumed that they were supposed to be doing something else. So this game has very, very little of it.
In code it looks like that would be the case, but what that’s actually saying is just a logical statement “if this is true, and this is true, and this is true” so it’s just repeated logic, not an actual game object. The clip he’s showing is merely having objects to visualize it for you.
I love looking at old code and wondering what the hell the programmer was going through in his life to do that (that includes my own code) Guys. This is a joke. Stop taking it seriously. Thanks.
I bet you a million dollars some programmer copy and pasted the z value part and forgot to change the values to the y coordinates which is why there is an extra z but a missing y.
Copy-and-pasting is normally the reason why we see repeated code or wrong code... I know I always mess up some code by copy-pasting but never modifying/editing (Forgetting to do so) :(
@@DarkBoo007 I've heard that some coding projects even have blanket rules against copy-pasting for _any_ reason, specifically to prevent errors like this. I don't know for certain how effective it is in practice, but yeah.
@@SSM24_ Sounds like a very heavy-handed solution. Maybe one could expand the syntax highlighter to indicate that a piece of copypasted code hasn't been edited...? A bit unreliable, but copypasting saves a lot of work...
to my knowlege, when mario ledge grabs, the game actually puts him in top of the floor he's grabing into, so maybe that 10 units gap is just to prevent mario triggering the cutscene when he grabs the edge of the bridge, that's just a guess tho
Thank you so much for not doing that annoying thing where the end of a Shorts video loops back to the beginning to try to trick people into watching more of something they already watched
there's a dude that makes terraria videos that does that. ends so many shorts with a sentence that leads into the beginning of the short. so damned annoying.
The problem is UA-cam auto-looping videos in a desperate attempt to compete with other sites. What you’re complaining about is just an attempt to adapt
I thought this worked beacuse of a 1 frame jump that the game wouldn't register as Mario landing. Great explanation and visuals! My guess for the double Z constraint is that that line should have been the upper Y constraint, but somehow they replaced it with a repeated one.
As a programmer with ADHD, I can confirm I've duplicated a line of code to then quickly morph it into code I needed, but then got distracted and didn't do the morphing part...
When you get 999 coins in the JP version, it sets your lives to 999 (& 0xFF == -25) because they copy-pasted the 999 lives bounds check right above it and forgot to change all the variables over. This looks like another instance of that sort of mistake.
@@lgasc I don't think the game can do cutscenes like this with Mario in any non-grounded state, including swimming. At the very least, I can't think of any times where it comes up during normal gameplay, unless they decided to program it to be possible and then ended up never using it. You can get below the bridge in a walking state as well, but you'd have to have already entered the castle to drain the moat, which despawns Lakitu.
I wonder if this was intentional in case Mario hit the ledge on one frame and fell off the bridge on the immediate next frame, which could have caused issues with the cutscene.
@@blueyosh43 If Mario touched the bridge and immediately let go, the cutscene would play after he landed. This would be possible with a ledgegrab if the trigger touched the entire bridge. This is used in blindfolded speedruns of CCM's penguin race, where they enter the cutscene trigger for one frame, and then they're airborne. They jump partway down the slide, and then the penguin starts talking to them from really far away.
because they never set the parameters for the top face, it defaults to the highest possible distance I guess. The devs don't expect the player to enter from the top or go over it anyhow
It's literally just "if the player is higher than this". And since he's higher than that, whether he's .00001nm above it or 3725518Km in the Sky (I know that isn't possible in game due to the maximum limit to numbers), it's theoretically infinitely tall Everything else here is checked by "if he's between value a and b". And they make it that way because it saves unnecessarily wasting processing power by using an unneeded thing in the if statement. I know that's ironic to say with the same thing checked twice, but that's not supposed to be there either obviously.
They didn't set an upper bound It wouldn't matter anyways because it only triggers the event if Mario is grounded, which essentially sets an upper bound
Gonna be real, if I ever make a game I'm gonna do stuff like this on purpose. I want the normal time to be 50 hours and the speedrun to be 20 minutes lol
isn't that emulating those games tho and then applying a texture hack? I remember sunshine in 3d all stars when it released it had a problem caused by GameCube emulators (the moving platforms trail being visible, normally it's invisible), i think Nintendo later fixed it
Videos like this really show you the true wonder of speedrun tricks, it's such a small little thing and something as iconic as Lakitu Skip could easily not happen if the box was made just a little wider. Every trick is always something special.
I wouldn’t be surprised if what happened was, the box was initially exactly the size of the bridge, but later on another developer in the team decided the bridge was a smidge too small for whatever reason, and they forgot to recalibrate this trigger accordingly.
*Believe me, probably someone at the dev team noticed, but as an dev, I can totally understand them.* Like, most devs just wanna make the game work, dont need to check every single pixel 😅 As an dev, the dilema "If it works, dont touch it" fits very well...
why not tho, it's not like its wasting memory or anything. It's just a float, the iterator on the conditional stops when it satisfies the conditions anyway.
making it not go into the slybox would require adding an upper limit, aka an extra coordinate now they did add an extra coordinate that doesn nothign for no reason but ñet's ignore that lol
That tiny area is hard to hit too! Mario 64 speed runs are insanely precise, to think that’s just the very beginning of the run with hundreds of things left to do for a full run
Hypothetically it should work in All Stars as the version being used is just a ported version of the N64 version (the Shindou revision that fixed a few bugs such as BLJs) assuming the Shindou version didn’t change the bounding box dimensions. The DS versions are more likely to have this fixed as (I think) the engine was heavily modified to run on the DS hardware, not to mention that you run into this cutscene with Yoshi instead of Mario in SM64DS, as Yoshi has significantly different abilities, and I’m pretty sure he lacks a long jump (unlike Mario). I haven’t played the game in a while though so I might be remembering incorrectly
@@QueenofTNTThere is nothing on the bridge to skip on the DS version as the front door is locked for the rabbit key tutorial thing and Lakitu talks to you before you have control of Yoshi.
As soon as you started talking about X and y coordinates even before mentioning the z coordinate I knew right away you were going to say it was just because you were outside of the area of where the cutscene is programmed. Although to be honest it's just kind of obvious even when just watching the speedruns. However I do like the way you explained it and how you showed exactly where it cuts off. I was out of the impression that the entire guardrail of the bridge didn't trigger it but it turns out it was supposed to they just missed part of it. Excellent short
The fact that there is a redundant second upper bound is funny, but it’s even funnier that the upper bound doesn’t mean anything regardless because the box cuts at world height anyways.
"and then the same upper bound again for no reason" Somehow, I know the developers wanted to remove this, but every time they cut it, the cutscene just didn't trigger for some reason, so they left it in
The duplicate line of code was probably originally the other Y check that was changed rather than deleted for the sake of testing whether it was needed. It's easier to change the numbers back than it is to re-add the whole line back. It didn't cause problems and was forgotten about.
This is intended btw. Because in programming there is something called a box collider which makes the edges impossible to miss. So yeah, this is an active design decision. Im shocked though that the duplicate line of code made it through QM when c# coding programs literally have duplicate warnings....
“And then the same upper bound again for no reason” Reminds me of my game dev days where I created a shit Ton of variables for key items and literally needed a spreadsheet to track them.
10 units ?
For speedrunners it's practically a highway
lmao so true
there's nothing too precise they won't exploit.
For TASers that’s a 4 bedroom home
and I have never managed to do it
5th
"and then the same upper bound again for no reason"
classic sm64 programming
I also love that the only reason we even know this is that the devs "forgot" to use the optimization flag when compiling the game. (Well, more likely they just didn't trust optimizations at the time, given young compilers and a history of programming the machine directly.) Optimisers of the time were certainly capable of removing this kind of redundant check, I'm fairly sure.
@@cad97 the source code shown in the video is from the nintendo gigaleak, so it has nothing to do with the compiled rom
@@TheKacperuss it's not from the gigaleak, it's from decomp.
This kind of thing happens in all programming lmao. If it works, it works
@@TheKacperussvery few games had source code in the gigaleak, notably no major n64 release
Never realized how small an area speedrunners have to land to get that skip.
it's fairly easy though with good positioning
it's not as difficult as it looks; mario games have always been about this tricky sort of platforming, after all. lol
I’ll balance things out by refusing to fake-brag about how landing in this 10-unit area is easy to me, someone you’ve never heard of as concerns speed-running
Now i turn out to be luckier than i thought when i managed to skip it on mobile
@@StacyRexroad The story of Mario 64 seems largely to be about "Can we make a Mario game successful _WITHOUT_ tricky platforming?" The developers found that level testers, confronted with pinpoint platforming in an explorable environment, assumed that they were supposed to be doing something else. So this game has very, very little of it.
Finally, I can make smaller videos again! Expect a lot more going forward :)
Let’s go
I think you should document less specificat stuff on your shorts and maybe do shorts if a video takes alot more time
could you make a video/short on GWKs? i love seeing them but i don't know the logistics of it and it would be awesome to see a breakdown of it ^^
epic
LETS A FUGGING GO!!!!
In the early days of SM64 speedrunning, this trick was called “skippy skip” and bomb clip was called “clippy clip”
BRING IT BACK
Did Australians name them?
Omg i actually remember lol
@Kaitri And I actually don’t remember. Small world
Lost wisdom of the ancients😶🌫️
I was hoping you were going to say, "And so, in the game, the box has a left side, a right side, another right side in exactly the same place, …"
Me too 😢
I was expecting him to say there was an extra side and he jumped to say there was one side missing...
I think that's why the upper bound is missing. The doubled z-coordinate.
thank you for making me giggle like idiot. i needed a good laugh :D
In code it looks like that would be the case, but what that’s actually saying is just a logical statement “if this is true, and this is true, and this is true” so it’s just repeated logic, not an actual game object. The clip he’s showing is merely having objects to visualize it for you.
This new tool that you're using for the visuals is amazing!
do we know what tool it is? I would LOVE to get my hands on it!
Same here, is beautiful and powerfull
i dont really know for sure, but that maybe a program that he made called "STROOP", afaik it looks kinda simmilar to that
@@skill_issuesmo7367 thanks for the tip 🤝
@@skill_issuesmo7367 It doesn't look similar at all. STROOP doesn't draw anything inside the game.
I love looking at old code and wondering what the hell the programmer was going through in his life to do that (that includes my own code)
Guys. This is a joke. Stop taking it seriously. Thanks.
I mean, I think they were doing nothing
I wonder that too looking at my old C game code from about a year ago
Probably vibing imaging the kids having fun with this game
My Guess is they copy pasted the same line of code 6 times and then forgot to change the Y upper bound line of code
Their thoughts were in Japanese before AI began to speed run everything before the heat death of the universe. So we will never know
"made the box too small"
speedrunners: give me a subpixel and I'll give you a skip, baby
That visualization actually is gonna help me land this trick more consistently in the future
Wait... is Lakitu ALWAYS clipping into the floor on a normal playthrough of the game?? You can just see him there up until you step on the bridge?!
Yep
Good question
yeah I think he's always there, and disappears permanently when you trigger him
he also disappears from entering the castle (didn't edit my reply cuz yt sometimes sucks)
on an old tv screen, he might not be visible because of the blur which is why the devs thought it was okay put him there
I bet you a million dollars some programmer copy and pasted the z value part and forgot to change the values to the y coordinates which is why there is an extra z but a missing y.
Copy-and-pasting is normally the reason why we see repeated code or wrong code... I know I always mess up some code by copy-pasting but never modifying/editing (Forgetting to do so) :(
@@DarkBoo007 I've heard that some coding projects even have blanket rules against copy-pasting for _any_ reason, specifically to prevent errors like this. I don't know for certain how effective it is in practice, but yeah.
@@SSM24_ I need to start following that rule! The only rule I was told is the hard-coding rule.
Pretty sure that there's a 'missing' y because there's no real reason to give the trigger a ceiling.
@@SSM24_ Sounds like a very heavy-handed solution. Maybe one could expand the syntax highlighter to indicate that a piece of copypasted code hasn't been edited...? A bit unreliable, but copypasting saves a lot of work...
to my knowlege, when mario ledge grabs, the game actually puts him in top of the floor he's grabing into, so maybe that 10 units gap is just to prevent mario triggering the cutscene when he grabs the edge of the bridge, that's just a guess tho
That, or a miscalculation, or to prevent some really wild positioning at the start of the cutscene
Funny how thousands of small programming shortcuts are found with increasing implications starting from this
The visuals are crazy now, super clean and very educative!
Thank you so much for not doing that annoying thing where the end of a Shorts video loops back to the beginning to try to trick people into watching more of something they already watched
there's a dude that makes terraria videos that does that. ends so many shorts with a sentence that leads into the beginning of the short. so damned annoying.
The problem is UA-cam auto-looping videos in a desperate attempt to compete with other sites. What you’re complaining about is just an attempt to adapt
"And that's why..."
@@caiolopezcomz u stahp dat
Why is that annoying lol, do you not remember the beginning
I thought this worked beacuse of a 1 frame jump that the game wouldn't register as Mario landing. Great explanation and visuals!
My guess for the double Z constraint is that that line should have been the upper Y constraint, but somehow they replaced it with a repeated one.
As a programmer with ADHD, I can confirm I've duplicated a line of code to then quickly morph it into code I needed, but then got distracted and didn't do the morphing part...
When you get 999 coins in the JP version, it sets your lives to 999 (& 0xFF == -25) because they copy-pasted the 999 lives bounds check right above it and forgot to change all the variables over. This looks like another instance of that sort of mistake.
They didn't need a Y constraint. Mario has to touch the ground, and he's not doing that hundreds of units in the air.
@@NYKevin100 Without vertical check, the cutscene would trigger when swimming under the bridge.
@@lgasc I don't think the game can do cutscenes like this with Mario in any non-grounded state, including swimming. At the very least, I can't think of any times where it comes up during normal gameplay, unless they decided to program it to be possible and then ended up never using it.
You can get below the bridge in a walking state as well, but you'd have to have already entered the castle to drain the moat, which despawns Lakitu.
i love how you went into absurd detail when you could have just said "the trigger doesnt cover the edges of the bridge"
That's probably why the title is "Lakitu Skip Explained" instead of "Lakitu Skip Oversimplified".
I wonder if this was intentional in case Mario hit the ledge on one frame and fell off the bridge on the immediate next frame, which could have caused issues with the cutscene.
Good point
whenever mario gets into a talking cutscene he stops dead in his tracks anyway so I dont think that would be possible.
@@blueyosh43 If Mario touched the bridge and immediately let go, the cutscene would play after he landed. This would be possible with a ledgegrab if the trigger touched the entire bridge.
This is used in blindfolded speedruns of CCM's penguin race, where they enter the cutscene trigger for one frame, and then they're airborne. They jump partway down the slide, and then the penguin starts talking to them from really far away.
Mario can move a lot more than 10 units in a frame though
Hearing pannenkoek not only speak fast but also vaguely annoyed is a whole new experience.
Ok “Katie”
@@crylune Hm?
@@crylune ..?
@@katier9725I think I understand, they’re trying to be transphobic because you have an anime pfp but is clinically stupid
@@lillie3029it's just a reference to ok tj Henry yoshi
Just be thankful that there isn't an invisible wall there
Can't wait to see someone reupload this to TikTok without credit to you
first day on the internet?
Wdym by that@@rugbyguitargod
@IAMJARRICO really bro
That's why I'm not on TikTok.
Although this is basically what everyone assumed, this short still adds some relevant info.
Although this is basically what everyone thought, this comment still states a relevant opinion.
Ok but why do they make those trigger boxes so incredibly high 💀
because they never set the parameters for the top face, it defaults to the highest possible distance I guess. The devs don't expect the player to enter from the top or go over it anyhow
It's literally just "if the player is higher than this". And since he's higher than that, whether he's .00001nm above it or 3725518Km in the Sky (I know that isn't possible in game due to the maximum limit to numbers), it's theoretically infinitely tall
Everything else here is checked by "if he's between value a and b".
And they make it that way because it saves unnecessarily wasting processing power by using an unneeded thing in the if statement. I know that's ironic to say with the same thing checked twice, but that's not supposed to be there either obviously.
They didn't set an upper bound
It wouldn't matter anyways because it only triggers the event if Mario is grounded, which essentially sets an upper bound
Developers attention to speedruners are unbelievable
It’s not on purpose bro 😂
This was not intentional lmao
Gonna be real, if I ever make a game I'm gonna do stuff like this on purpose. I want the normal time to be 50 hours and the speedrun to be 20 minutes lol
@@bobthegamingtaco6073 optimal game for everyone 😂
@@bobthegamingtaco6073 Me too because first time I saw speedruners doing this kind of thing I was amazed and very inspired by this
And it only checks for those values when he's on the ground, right?
Yes
Beating Super Mario 64 without touching the ground! Amazing
And then a TAS will just jump over it
No it doesn’t
@@optic5453 yes it does: ua-cam.com/video/W-MrhVPEqRo/v-deo.html
Speedrunners never go outside again after this so... Could you get a star or even beat the game and still come back to the lakitu cutscene?
I guess.
No he despawns after you enter the castle
@@Spidercola I didn't know that.
@@SpidercolaIndeed
"Speedrunners never go outside"
Correct
Note that one of the conditions is that you are touching the ground (which is why you can pass through the trigger area)
I can't believe that back then they had to manually define every boundary of the zone. That sounds like a nightmare
Did thi shi once and I though I was goated 🔥
Nobody likes Lakitu
I like him
He's cool
This info would have saved hours of my life 30 years ago
Hours? The cutscene is maybe 10 seconds
Nintendo should have hired pannen to help port it to 3D all stars
isn't that emulating those games tho and then applying a texture hack? I remember sunshine in 3d all stars when it released it had a problem caused by GameCube emulators (the moving platforms trail being visible, normally it's invisible), i think Nintendo later fixed it
@@mariotheundying ya it's all emulation except galaxy which is only partly done via emulation and was partly rewritten to run natively on switch
…this joke doesn’t even make sense, all 3D All Stars does is emulate a translated version of the most updated version released in JP
Your visualizations are always so good.
Videos like this really show you the true wonder of speedrun tricks, it's such a small little thing and something as iconic as Lakitu Skip could easily not happen if the box was made just a little wider. Every trick is always something special.
I don’t think this skip is an icon of anything. Most people who play this game don’t know it exists
@@MegaZeta I'm saying it's an iconic Mario 64 speedrun trick. Out of all Mario 64 speedrun tricks, this is a very well known one.
I wouldn’t be surprised if what happened was, the box was initially exactly the size of the bridge, but later on another developer in the team decided the bridge was a smidge too small for whatever reason, and they forgot to recalibrate this trigger accordingly.
Great visualization! Never understood it like this
This video really explains why that's such a hard skip, mad props to the people who can pull it off
The second instance high Z bound when the dimensions are displayed:
"Am I a joke to you?"
pannenkoek2012 we love you
You lack patience if do this…
I lack it, too.
Lakitu
isn't speedrunning all about spending ten hours to make a ten minutes task ten seconds long?
I'm so glad commented pannenkoek is back. This world needed him.
New pannenkoek short lets goooo
it's so oddly specific that it makes me wonder if the developers wanted it to be possible
Love the animations you're using nowadays. Keep up the good work
I don't think I've ever seen cutscene spots be visually shown like this but I figured that's how some of them worked.
Is the Super Mario 64 source code publicly available nowadays or is this some reverse-engineered code project?
yeah a bunch of fans managed to fully decompile the game, its called the sm64 decomp
It's actually available to just play on your system too. No emulator or anything. Almost like it's a Steam Game.
That's crazy. SM64 decomp here we go
I have learned more about coding from these shorts than my entire computer science degree
I knew every bit of this before I clicked the short. I knew before I clicked that this is what the short would be about.
I clicked it anyway
I also knew it, but twice as well as you. Pity about your lack of knowledge compared to me, a superior commenter………
*Believe me, probably someone at the dev team noticed, but as an dev, I can totally understand them.*
Like, most devs just wanna make the game work, dont need to check every single pixel 😅
As an dev, the dilema "If it works, dont touch it" fits very well...
The production quality is so good ❤
Bro really pulled out a whole ass explanation for that and I respect him
“The programmers made the cutscene trigger a little too small”
trigger box goes into the skybox for no reason
why not tho, it's not like its wasting memory or anything. It's just a float, the iterator on the conditional stops when it satisfies the conditions anyway.
@@IDontReadReplies42069 they just needed to make it wider, which to me is pretty funny since it’s comically tall.
making it not go into the slybox would require adding an upper limit, aka an extra coordinate
now they did add an extra coordinate that doesn nothign for no reason but ñet's ignore that lol
When i mastered this skip
I would've never thought about how tight that area was
THANK YOU FOR COMING BACK!!
hes been uploading consistently on uncommentatedpannen
That tiny area is hard to hit too! Mario 64 speed runs are insanely precise, to think that’s just the very beginning of the run with hundreds of things left to do for a full run
Having this video after that almost 4 hours movie about invisible walls feels great 😌
They probably deleted the ceiling of the box by moving the Z walls in the code by accident
Wait was the code for the whole game leaked at some point or something?
Yes and a bunch of other Nintendo games as well, courtesy of the infamous hacker known as Channel 4.
@@4.0.4how?
I never noticed that cloud-less Lakitu was visible standing in front of the castle doors before the cutscene ever begins!
UA-cam won't let me like the video for some reason, but it's fantastic.
makes sense, there are times where I can swear I'm on the very edge and yet it triggers, this 3D presentation is nice too.
Good video pannen
I’m so glad speed runners are here to save me 10 seconds of a cute cutscene from an enjoyable game
my god, how i dont know that???
Lakitu off the cloud doesn't exist he cant hurt you
Lakitu off the cloud by the door
I may have to try this on super Mario 3d all stars. Does this exploit work on switch and original ds versions?
Hypothetically it should work in All Stars as the version being used is just a ported version of the N64 version (the Shindou revision that fixed a few bugs such as BLJs) assuming the Shindou version didn’t change the bounding box dimensions.
The DS versions are more likely to have this fixed as (I think) the engine was heavily modified to run on the DS hardware, not to mention that you run into this cutscene with Yoshi instead of Mario in SM64DS, as Yoshi has significantly different abilities, and I’m pretty sure he lacks a long jump (unlike Mario). I haven’t played the game in a while though so I might be remembering incorrectly
@@QueenofTNTThere is nothing on the bridge to skip on the DS version as the front door is locked for the rabbit key tutorial thing and Lakitu talks to you before you have control of Yoshi.
Most of these sm64 tricks and stuff don’t apply to the DS version since that one is a remake running on a different engine
What a way to say “a slightly off sized one side activator collision box”
Cool
As soon as you started talking about X and y coordinates even before mentioning the z coordinate I knew right away you were going to say it was just because you were outside of the area of where the cutscene is programmed. Although to be honest it's just kind of obvious even when just watching the speedruns. However I do like the way you explained it and how you showed exactly where it cuts off.
I was out of the impression that the entire guardrail of the bridge didn't trigger it but it turns out it was supposed to they just missed part of it. Excellent short
You should explain Bomb Clip next!
The fact that there is a redundant second upper bound is funny, but it’s even funnier that the upper bound doesn’t mean anything regardless because the box cuts at world height anyways.
☝️🤓
it's u
@@happybirthdaytonoone u?
@@dapimp6916 its you, you dummy
We don't need your face in this comment section
@@dapimp6916 u 🤓
"I also got the Wii version of Kung Fu Panda. In case you're wondering"
"old programmers were so much more efficient because they had to optimize to hardware"
Old programmers in question:
"and then the same upper bound again for no reason"
Somehow, I know the developers wanted to remove this, but every time they cut it, the cutscene just didn't trigger for some reason, so they left it in
The makers of the game probably didn’t even notice. It was there until people started doing it, poor developers.
Isn’t this how practically all video game triggers work?
Fun UncommentatedPannen idea: Explain how the new visual engine works
It's cool to know why as a 31 year old. I did this when I was 5, and I did want an explanation. Dope, I understand 26 years later.
This was delightfully clear, thanks a lot!
Bro, so smart Bros built like Mr. smart guy
“Here are their first vertices. Lakitu is overshadowed.”
Any programmer knows, you write the same If condition twice in a row to make extra sure you catch the value.
Considering the way glitches in this game usually are explained, this actually is pretty simple lol
Probably it did funky things when they accidentally clipped the edge of the bridge or went over it, so they stayed within bounds.
The duplicate line of code was probably originally the other Y check that was changed rather than deleted for the sake of testing whether it was needed. It's easier to change the numbers back than it is to re-add the whole line back. It didn't cause problems and was forgotten about.
I like that you can visualize what you explain. How do you add those things to SM64 and how do you change the camera angle as you want?
As a software student, I'm amazed by how clean is SM64 code written
And for non speed runners, it was a great way to get passed that annoying cloud fella 😅
This is intended btw. Because in programming there is something called a box collider which makes the edges impossible to miss. So yeah, this is an active design decision. Im shocked though that the duplicate line of code made it through QM when c# coding programs literally have duplicate warnings....
Thank you, cause i was wondering this whenever speedrunners mention the Lakitu Skip
The realtime in-game animation to demonstrate the thin edge looked so clean.
Wonderful camera work on these videos lately.
Honestly, you have to give them credit for being close, especially on one of the first fully 3D games of that time.
“And then the same upper bound again for no reason”
Reminds me of my game dev days where I created a shit Ton of variables for key items and literally needed a spreadsheet to track them.
you voice is just as geeky i would expect from someone explaining SM64 speedruntactics
He just sitting there even after you drain the water if you do it this way.
"well if we look at the code"
It's insane that you can do this for a Nintendo game