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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Swimming_optimization&amp;diff=12234</id>
		<title>Swimming optimization</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Swimming_optimization&amp;diff=12234"/>
		<updated>2020-08-04T07:42:50Z</updated>

		<summary type="html">&lt;p&gt;Ds273: clarifying some wording, removing leftover incomplete sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves mostly to document important considerations that should be kept in mind when attempting to optimize swimming movement. This page currently only deals with geometric concerns and does not yet address matters such as quickly reaching and maintaining high swimming speeds.&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
Unless specified, &amp;quot;most useful swimming states&amp;quot; excludes water plunge, water punch (&amp;quot;water grab&amp;quot;), and water throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Straight Lines:&#039;&#039;&#039; For any given route, it is usually optimal to maximize the time Mario spends moving in a straight line unless water currents are involved.&lt;br /&gt;
* &#039;&#039;&#039;Tess Turning:&#039;&#039;&#039; Avoid raw joystick positions with three digit coordinates near maximum pitch or yaw velocity.&lt;br /&gt;
* &#039;&#039;&#039;Neutral/Opposite Target Yaw:&#039;&#039;&#039; If a quick decrease in yaw velocity is required, TAS Input&#039;s joystick X should be 0 or have the same sign as Mario&#039;s yaw velocity.&lt;br /&gt;
* &#039;&#039;&#039;Neutral Wall Diving:&#039;&#039;&#039; In most swimming states, swimming against a wall with a non-positive pitch and a vertical joystick position of 0 allows turning downwards at twice normal speed.&lt;br /&gt;
* &#039;&#039;&#039;Floor Alignment:&#039;&#039;&#039; Hitting a floor will cap Mario&#039;s minimum pitch to be flush with the floor in most useful swimming states. B swimming can be used to circumvent this effect in order to efficiently gain height from sloped floors without sacrificing the ability to swim horizontally.&lt;br /&gt;
* &#039;&#039;&#039;Ceiling Pitch Boost:&#039;&#039;&#039; In most swimming states, swimming into a ceiling adds an extra 256 units of downwards turning at the end of the frame, down to a pitch of -12543.&lt;br /&gt;
* &#039;&#039;&#039;Zero Pitch Trick:&#039;&#039;&#039; If some frame would naturally have a pitch in the range of -255 to -1 while making Mario turn downwards, make that frame have pitch 0 instead for an extra frame of increased turning speed. This should NOT be used at the same time as Neutral Wall Diving.&lt;br /&gt;
* &#039;&#039;&#039;Ledge Clipping:&#039;&#039;&#039; Wall hitboxes are so high and wide that swimming downwards into the floor near a ledge can cause a sizable wall push away from the ledge.&lt;br /&gt;
* &#039;&#039;&#039;Ceiling Downwarps:&#039;&#039;&#039; Ceilings can be used to cut out periods of diving and allow that time to be spent covering horizontal distance instead.&lt;br /&gt;
== Detailed Explanations ==&lt;br /&gt;
=== Straight Lines ===&lt;br /&gt;
It should not be surprising that between two points in the water with no obstacles or collision nearby, the fastest path between them will be approximately a straight line. Turning should thus be generally kept to individual segments separated by straight lines, unless forced by surrounding geometry and obstacles. For example, intervening whirlpools and other water currents can make moving in a straight line extremely undesirable, as Mario begins to either strain harder and harder to maintain such a line or gets pulled far off course from it.&lt;br /&gt;
&lt;br /&gt;
=== Tess Turning ===&lt;br /&gt;
Excessive joystick magnitudes can cause floating point rounding errors in the values of the joystick axes, which can sap 1 angle unit from Mario&#039;s target yaw velocity or target pitch due to integer rounding.&lt;br /&gt;
* In the case of &#039;&#039;&#039;yaw velocity&#039;&#039;&#039;, Mario will turn 639 units per frame instead of 640, leading to increased deviation from an optimal turn on average every 16 frames.&lt;br /&gt;
* In the case of &#039;&#039;&#039;pitch&#039;&#039;&#039;, Mario&#039;s pitch will be ±16127 instead of ±16128, effectively swimming at an angle 16 units away. With 28 speed, this means:&lt;br /&gt;
** Vertical movement is reduced from ~27.99157 units to ~27.99048 units (~0.0038% reduction)&lt;br /&gt;
** Total horizontal speed is increased from ~0.68715 units to ~0.73009 units (~6.2486% increase)&lt;br /&gt;
&lt;br /&gt;
=== Neutral/Opposite Target Yaw ===&lt;br /&gt;
The absolute value of Mario&#039;s yaw velocity can only ever increase by 16 per frame. However, it can &#039;&#039;decrease&#039;&#039; (return to 0) at different rates. If Mario&#039;s desired target yaw velocity has the same sign as his current yaw velocity, it will change by 32 per frame. However, by holding neutral or in the opposite direction on the horizontal axis from Mario&#039;s current turning direction, it will change by 64 per frame. Interestingly, this means the input on the joystick&#039;s X axis for this in TAS Input will have the &#039;&#039;same&#039;&#039; sign as Mario&#039;s yaw velocity in the case that it is non-zero.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Wall Diving ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a wall while joystick Y is 0 will cause Mario&#039;s pitch to move away from 0 by 512 units per frame, all the way to the maximum values. If Mario&#039;s pitch *is* 0, it will favor changing to face downwards. This is useful for quickly turning downwards, as normally when Mario is facing downwards, he can only change pitch by 256 units per frame. If this method is used to adjust Mario&#039;s pitch on a given frame, then it must be the &#039;&#039;only&#039;&#039; method used to do so. This is both due to the vertically neutral joystick requirement and the fact that the step results of &#039;hit wall&#039;/&#039;hit floor&#039;/&#039;hit ceiling&#039; at the end of the frame are all mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
=== Floor Alignment ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a floor will cap Mario&#039;s pitch from below at the end of the frame, making him parallel to the ground if he was facing into it before. This can be annoying if a downwards angle is desired, but can also be used to very rapidly switch to upwards swimming. It is still possible to swim at an effective angle of up to 256 or 512 into the floor in these states, since Mario&#039;s joystick influence on pitch and subsequent actual movement occur earlier in the frame. Importantly, the fact that B swimming and water throws avoid this phenomenon means that B swimming can utilize sloped floors for efficient simultaneous horizontal and vertical movement, potentially avoiding the need to pitch upwards at all. If, while traveling up a slope, A swimming moves less than 16 units &amp;lt;!-- NOTE: This might not be the optimal number in all cases, but it&#039;s a safe one to go by --&amp;gt; horizontally per frame due to extreme pitch, then B swimming up it may be preferable. Extremely tall and steep slopes may even make going out of the way to B swim up them desirable.&lt;br /&gt;
&lt;br /&gt;
=== Ceiling Pitch Boost ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a ceiling will cause Mario&#039;s pitch to be decreased by 256 at the end of each frame that Mario&#039;s moving pitch is above -12288. This can still be counteracted exactly when Mario&#039;s pitch is already negative, and can even be overpowered when his pitch is non-negative. Importantly, though, it can be used to turn downwards an extra 256 units every frame. Since the limit is checked &#039;&#039;before&#039;&#039; the 256 units are subtracted and is a non-inclusive limit, it may in some cases be optimal to hold back slightly by up to 256 units to land a pre-movement pitch just above -12288. This will then have 256 subtracted, allowing the end of frame pitch to reach as low as -12543. This strategy of getting an extra frame of bonus turning bears resemblance to the next trick in the list, the Zero Pitch Trick.&lt;br /&gt;
&lt;br /&gt;
=== Zero Pitch Trick ===&lt;br /&gt;
The rate that Mario can change his pitch without external influences depends on whether or not his pitch is negative (facing downwards). His pitch changes by 256 per frame when it is negative, but by 512 when it is non-negative, including when Mario&#039;s pitch is 0. However, target pitch values are rarely actual multiples of 512, leading to the possibility that Mario may lose a frame of higher pitch change due to slightly overshooting past pitch 0. Because of this, if Mario&#039;s pitch would naturally land in the range of -255 to -1 while holding upwards on the joystick, it is preferable to instead sacrifice a bit of turning so that Mario&#039;s pitch hits 0 on that frame instead. (This is all provided that a more negative pitch is desired to begin with, and that Neutral Wall Diving is not being used)&lt;br /&gt;
&lt;br /&gt;
=== Ledge Clipping ===&lt;br /&gt;
While swimming, Mario only has 1 single step of movement in the frame, and wall hitboxes are not only located much higher than normal (10 units down instead of 30), but they are also more than twice their usual width. However, floors have the same exact hitboxes as normal. This means it is possible to get a large push while swimming around a ledge, provided Mario has a suitable approach trajectory. By swimming steeply down into a ledge such that Mario&#039;s intended next position is at least 10 units below the floor (ignoring integer truncation) and within 110 units of the edge, Mario can be pushed up to 220 units by that single wall. If a wall overlap is available and utilized, that may be able to double the resulting distance Mario is pushed up to 440.&lt;br /&gt;
&lt;br /&gt;
=== Ceiling Downwarps ===&lt;br /&gt;
While swimming, ceilings naturally downwarp Mario to their height if he tries to enter them (so long as doing so would not put him under the floor), which can be exploited to travel large distances downwards instantly for free. This can allow more of Mario&#039;s speed budget to be put into horizontal movement, allowing Mario to cover not only more vertical distance in a given time, but more horizontal distance as well.&lt;/div&gt;</summary>
		<author><name>Ds273</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Ds273&amp;diff=12231</id>
		<title>User:Ds273</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Ds273&amp;diff=12231"/>
		<updated>2020-08-04T07:37:17Z</updated>

		<summary type="html">&lt;p&gt;Ds273: making a page for myself oh boy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, it&#039;s me, ds. I like finding new tricks and glitches in video games. I am also fascinated by things like astrophysics, chemistry, and weird musical tuning systems (&#039;&#039;&#039;NOT&#039;&#039;&#039; A = 432Hz). Sometimes I try to make art and music too, but there&#039;s a long way to go in that regard.&lt;br /&gt;
&lt;br /&gt;
Things I&#039;ve done in the realm of SM64:&lt;br /&gt;
* Saved 3 A presses ([[Stomp on the Thwomp]] 5x -&amp;gt; 3x, [[Get a Hand]] + Re-Entry 1x -&amp;gt; 0.5x)&lt;br /&gt;
* Found significant ABC Timesaves:&lt;br /&gt;
** Pillar Clip in [[Shifting Sand Land|SSL]] Pyramid&lt;br /&gt;
** 0x Ship Clip in [[Jolly Roger Bay]]&lt;br /&gt;
** [[Timed Jumps on Moving Bars]] 1x [[Held Object&#039;s Last Position|HOLP]]-less&lt;br /&gt;
* Found the Loading Zone Teleport Crash, which attempts to cause a wrong warp on US Wii VC, but so far has not been successful.&lt;/div&gt;</summary>
		<author><name>Ds273</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Swimming_optimization&amp;diff=12230</id>
		<title>Swimming optimization</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Swimming_optimization&amp;diff=12230"/>
		<updated>2020-08-04T06:36:10Z</updated>

		<summary type="html">&lt;p&gt;Ds273: improving some wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves mostly to document important considerations that should be kept in mind when attempting to optimize swimming movement. This page currently only deals with geometric concerns and does not yet address matters such as quickly reaching and maintaining high swimming speeds.&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
Unless specified, &amp;quot;most useful swimming states&amp;quot; excludes water plunge, water punch (&amp;quot;water grab&amp;quot;), and water throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Straight Lines:&#039;&#039;&#039; For any given route, it is usually optimal to maximize the time Mario spends moving in a straight line unless water currents are involved.&lt;br /&gt;
* &#039;&#039;&#039;Tess Turning:&#039;&#039;&#039; Avoid raw joystick positions with three digit coordinates near maximum pitch or yaw velocity.&lt;br /&gt;
* &#039;&#039;&#039;Neutral/Opposite Target Yaw:&#039;&#039;&#039; If a quick decrease in yaw velocity is required, TAS Input&#039;s joystick X should be 0 or have the same sign as Mario&#039;s yaw velocity.&lt;br /&gt;
* &#039;&#039;&#039;Neutral Wall Diving:&#039;&#039;&#039; In most swimming states, swimming against a wall with a non-positive pitch and a vertical joystick position of 0 allows turning downwards at twice normal speed.&lt;br /&gt;
* &#039;&#039;&#039;Floor Alignment:&#039;&#039;&#039; Hitting a floor will cap Mario&#039;s minimum pitch to be flush with the floor in most useful swimming states. B swimming can be used to circumvent this effect in order to efficiently gain height from sloped floors without sacrificing the ability to swim horizontally.&lt;br /&gt;
* &#039;&#039;&#039;Ceiling Pitch Boost:&#039;&#039;&#039; In most swimming states, swimming into a ceiling adds an extra 256 units of downwards turning at the end of the frame, down to a pitch of -12543.&lt;br /&gt;
* &#039;&#039;&#039;Zero Pitch Trick:&#039;&#039;&#039; If some frame would naturally have a pitch in the range of -255 to -1 while making Mario turn downwards, make that frame have pitch 0 instead for an extra frame of increased turning speed. This should NOT be used at the same time as Neutral Wall Diving.&lt;br /&gt;
* &#039;&#039;&#039;Ledge Clipping:&#039;&#039;&#039; Wall hitboxes are so high and wide that swimming downwards into the floor near a ledge can cause a sizable wall push away from the ledge.&lt;br /&gt;
* &#039;&#039;&#039;Ceiling Downwarps:&#039;&#039;&#039; Ceilings can be used to cut out periods of diving and allow that time to be spent covering horizontal distance instead.&lt;br /&gt;
== Detailed Explanations ==&lt;br /&gt;
=== Straight Lines ===&lt;br /&gt;
It should not be surprising that between two points in the water with no obstacles or collision nearby, the fastest path between them will be approximately a straight line. Turning should thus be generally kept to individual segments separated by straight lines, unless forced by surrounding geometry and obstacles. For example, intervening whirlpools and other water currents can make moving in a straight line extremely undesirable, as Mario begins to either strain harder and harder to maintain such a line or gets pulled far off course from it.&lt;br /&gt;
&lt;br /&gt;
=== Tess Turning ===&lt;br /&gt;
Excessive joystick magnitudes can cause floating point rounding errors in the values of the joystick axes, which can sap 1 angle unit from Mario&#039;s target yaw velocity or target pitch due to integer rounding.&lt;br /&gt;
* In the case of &#039;&#039;&#039;yaw velocity&#039;&#039;&#039;, Mario will turn 639 units per frame instead of 640, leading to increased deviation from an optimal turn on average every 16 frames.&lt;br /&gt;
* In the case of &#039;&#039;&#039;pitch&#039;&#039;&#039;, Mario&#039;s pitch will be ±16127 instead of ±16128, effectively swimming at an angle 16 units away. With 28 speed, this means:&lt;br /&gt;
** Vertical movement is reduced from ~27.99157 units to ~27.99048 units (~0.0038% reduction)&lt;br /&gt;
** Total horizontal speed is increased from ~0.68715 units to ~0.73009 units (~6.2486% increase)&lt;br /&gt;
&lt;br /&gt;
=== Neutral/Opposite Target Yaw ===&lt;br /&gt;
The absolute value of Mario&#039;s yaw velocity can only ever increase by 16 per frame. However, it can &#039;&#039;decrease&#039;&#039; (return to 0) at different rates. If Mario&#039;s desired target yaw velocity has the same sign as his current yaw velocity, it will change by 32 per frame. However, by holding neutral or in the opposite direction on the horizontal axis from Mario&#039;s current turning direction, it will change by 64 per frame. Interestingly, this means the input on the joystick&#039;s X axis for this in TAS Input will have the &#039;&#039;same&#039;&#039; sign as Mario&#039;s yaw velocity in the case that it is non-zero.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Wall Diving ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a wall while joystick Y is 0 will cause Mario&#039;s pitch to move away from 0 by 512 units per frame, all the way to the maximum values. If Mario&#039;s pitch *is* 0, it will favor changing to face downwards. This is useful for quickly turning downwards, as normally when Mario is facing downwards, he can only change pitch by 256 units per frame. If this method is used to adjust Mario&#039;s pitch on a given frame, then it must be the &#039;&#039;only&#039;&#039; method used to do so. This is both due to the vertically neutral joystick requirement and the fact that the step results of &#039;hit wall&#039;/&#039;hit floor&#039;/&#039;hit ceiling&#039; at the end of the frame are all mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
=== Floor Alignment ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a floor will cap Mario&#039;s pitch from below at the end of the frame, making him parallel to the ground if he was facing into it before. This can be annoying if a downwards angle is desired, but can also be used to very rapidly switch to upwards swimming. It is still possible to swim at an effective angle of up to 256 or 512 into the floor in these states, since Mario&#039;s joystick influence on pitch and subsequent actual movement occur earlier in the frame. Importantly, the fact that B swimming and water throws avoid this phenomenon means that B swimming can utilize sloped floors for efficient simultaneous horizontal and vertical movement, potentially avoiding the need to pitch upwards at all. When very steep slopes are available, it may even be preferable to B swim into them instead of A swimming up the normal way. If A swimming manages to travel less than 16 units horizontally up a slope, then B swimming up it may be preferable. Extremely tall and steep slopes may even make going out of the way to B swim up them desirable. It is also worth noting that if Mario hits a wall &lt;br /&gt;
&lt;br /&gt;
=== Ceiling Pitch Boost ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a ceiling will cause Mario&#039;s pitch to be decreased by 256 at the end of each frame that Mario&#039;s moving pitch is above -12288. This can still be counteracted exactly when Mario&#039;s pitch is already negative, and can even be overpowered when his pitch is non-negative. Importantly, though, it can be used to turn downwards an extra 256 units every frame. Since the limit is checked &#039;&#039;before&#039;&#039; the 256 units are subtracted and is a non-inclusive limit, it may in some cases be optimal to hold back slightly by up to 256 units to land a pre-movement pitch just above -12288. This will then have 256 subtracted, allowing the end of frame pitch to reach as low as -12543. This strategy of getting an extra frame of bonus turning bears resemblance to the next trick in the list, the Zero Pitch Trick.&lt;br /&gt;
&lt;br /&gt;
=== Zero Pitch Trick ===&lt;br /&gt;
The rate that Mario can change his pitch without external influences depends on whether or not his pitch is negative (facing downwards). His pitch changes by 256 per frame when it is negative, but by 512 when it is non-negative, including when Mario&#039;s pitch is 0. However, target pitch values are rarely actual multiples of 512, leading to the possibility that Mario may lose a frame of higher pitch change due to slightly overshooting past pitch 0. Because of this, if Mario&#039;s pitch would naturally land in the range of -255 to -1 while holding upwards on the joystick, it is preferable to instead sacrifice a bit of turning so that Mario&#039;s pitch hits 0 on that frame instead. (This is all provided that a more negative pitch is desired to begin with, and that Neutral Wall Diving is not being used)&lt;br /&gt;
&lt;br /&gt;
=== Ledge Clipping ===&lt;br /&gt;
While swimming, Mario only has 1 single step of movement in the frame, and wall hitboxes are not only located much higher than normal (10 units down instead of 30), but they are also more than twice their usual width. However, floors have the same exact hitboxes as normal. This means it is possible to get a large push while swimming around a ledge, provided Mario has a suitable approach trajectory. By swimming steeply down into a ledge such that Mario&#039;s intended next position is at least 10 units below the floor (ignoring integer truncation) and within 110 units of the edge, Mario can be pushed up to 220 units by that single wall. If a wall overlap is available and utilized, that may be able to double the resulting distance Mario is pushed up to 440.&lt;br /&gt;
&lt;br /&gt;
=== Ceiling Downwarps ===&lt;br /&gt;
While swimming, ceilings naturally downwarp Mario to their height if he tries to enter them (so long as doing so would not put him under the floor), which can be exploited to travel large distances downwards instantly for free. This can allow more of Mario&#039;s speed budget to be put into horizontal movement, allowing Mario to cover not only more vertical distance in a given time, but more horizontal distance as well.&lt;/div&gt;</summary>
		<author><name>Ds273</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Swimming_optimization&amp;diff=12229</id>
		<title>Swimming optimization</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Swimming_optimization&amp;diff=12229"/>
		<updated>2020-08-04T06:12:44Z</updated>

		<summary type="html">&lt;p&gt;Ds273: Creating a page for tips and reminders regarding optimal swimming movement for TASers to reference.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves mostly to document important considerations that should be kept in mind when attempting to optimize swimming movement. This page currently only deals with geometric concerns and does not yet address matters such as quickly reaching and maintaining high swimming speeds.&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
Unless specified, &amp;quot;most useful swimming states&amp;quot; excludes water plunge, water punch (&amp;quot;water grab&amp;quot;), and water throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Straight Lines:&#039;&#039;&#039; For any given route, it is usually optimal to maximize the time Mario spends moving in a straight line unless water currents are involved.&lt;br /&gt;
* &#039;&#039;&#039;Tess Turning:&#039;&#039;&#039; Avoid raw joystick positions with three digit coordinates near maximum pitch or yaw velocity.&lt;br /&gt;
* &#039;&#039;&#039;Neutral/Opposite Target Yaw:&#039;&#039;&#039; If a quick decrease in yaw velocity is required, TAS Input&#039;s joystick X should be 0 or have the same sign as Mario&#039;s yaw velocity.&lt;br /&gt;
* &#039;&#039;&#039;Neutral Wall Diving:&#039;&#039;&#039; In most swimming states, swimming against a wall with a non-positive pitch and a vertical joystick position of 0 allows turning downwards at twice normal speed.&lt;br /&gt;
* &#039;&#039;&#039;Floor Alignment:&#039;&#039;&#039; Hitting a floor will cap Mario&#039;s minimum pitch to be flush with the floor in most useful swimming states. B swimming can be used to circumvent this effect in order to efficiently gain height from sloped floors without sacrificing the ability to swim horizontally.&lt;br /&gt;
* &#039;&#039;&#039;Ceiling Pitch Boost:&#039;&#039;&#039; In most swimming states, swimming into a ceiling adds an extra 256 units of downwards turning at the end of the frame, down to a pitch of -12543.&lt;br /&gt;
* &#039;&#039;&#039;Zero Pitch Trick:&#039;&#039;&#039; If some frame would naturally have a pitch in the range of -255 to -1 while making Mario turn downwards, make that frame have pitch 0 instead for an extra frame of increased turning speed. This should NOT be used at the same time as Neutral Wall Diving.&lt;br /&gt;
* &#039;&#039;&#039;Ledge Clipping:&#039;&#039;&#039; Wall hitboxes are so high and wide that swimming downwards into the floor near a ledge can cause a sizable wall push away from the ledge.&lt;br /&gt;
* &#039;&#039;&#039;Ceiling Downwarps:&#039;&#039;&#039; Ceilings can be used to cut out periods of diving and allow that time to be spent covering horizontal distance instead.&lt;br /&gt;
== Detailed Explanations ==&lt;br /&gt;
=== Straight Lines ===&lt;br /&gt;
It should not be surprising that between two points in the water with no obstacles or collision nearby, the fastest path between them will be approximately a straight line. Turning should thus be generally kept to individual segments separated by straight lines, unless forced by surrounding geometry and obstacles. For example, intervening whirlpools and other water currents can make moving in a straight line extremely undesirable, as Mario begins to either strain harder and harder to maintain such a line or gets pulled far off course from it.&lt;br /&gt;
&lt;br /&gt;
=== Tess Turning ===&lt;br /&gt;
Excessive joystick magnitudes can cause floating point rounding errors in the values of the joystick axes, which can sap 1 angle unit from Mario&#039;s target yaw velocity or target pitch due to integer rounding.&lt;br /&gt;
* In the case of &#039;&#039;&#039;yaw velocity&#039;&#039;&#039;, Mario will turn 639 units per frame instead of 640, leading to increased deviation from an optimal turn on average every 16 frames.&lt;br /&gt;
* In the case of &#039;&#039;&#039;pitch&#039;&#039;&#039;, Mario&#039;s pitch will be ±16127 instead of ±16128, effectively swimming at an angle 16 units away. With 28 speed, this means:&lt;br /&gt;
** Vertical movement is reduced from ~27.99157 units to ~27.99048 units (~0.0038% reduction)&lt;br /&gt;
** Total horizontal speed is increased from ~0.68715 units to ~0.73009 units (~6.2486% increase)&lt;br /&gt;
&lt;br /&gt;
=== Neutral/Opposite Target Yaw ===&lt;br /&gt;
The absolute value of Mario&#039;s yaw velocity can only ever increase by 16 per frame. However, it can &#039;&#039;decrease&#039;&#039; (return to 0) at different rates. If Mario&#039;s desired target yaw velocity has the same sign as his current yaw velocity, it will change by 32 per frame. However, by holding neutral or in the opposite direction on the horizontal axis from Mario&#039;s current turning direction, it will change by 64 per frame. Interestingly, this means the input on the joystick&#039;s X axis for this in TAS Input will have the &#039;&#039;same&#039;&#039; sign or 0 as Mario&#039;s yaw velocity.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Wall Diving ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a wall while joystick Y is 0 will cause Mario&#039;s pitch to move away from 0 by 512 units per frame, all the way to the maximum values. If Mario&#039;s pitch *is* 0, it will favor changing to face downwards. This is useful for quickly turning downwards, as normally when Mario is facing downwards, he can only change pitch by 256 units per frame. If this method is used to adjust Mario&#039;s pitch on a given frame, then it must be the &#039;&#039;only&#039;&#039; method used to do so. This is both due to the vertically neutral joystick requirement and the fact that the step results of &#039;hit wall&#039;/&#039;hit floor&#039;/&#039;hit ceiling&#039; at the end of the frame are all mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
=== Floor Alignment ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a floor will cap Mario&#039;s pitch from below at the end of the frame, making him parallel to the ground if he was facing into it before. This can be annoying if a downwards angle is desired, but can also be used to very rapidly switch to upwards swimming. It is still possible to swim at an effective angle of up to 256 or 512 into the floor in these states, since Mario&#039;s joystick influence on pitch and subsequent actual movement occur earlier in the frame. Importantly, the fact that B swimming and water throws avoid this phenomenon means that B swimming can utilize sloped floors for efficient simultaneous horizontal and vertical movement, potentially avoiding the need to pitch upwards at all. When very steep slopes are available, it may even be preferable to B swim into them instead of A swimming up the normal way. If A swimming manages to travel less than 16 units horizontally up a slope, then B swimming up it may be preferable. Extremely tall and steep slopes may even make going out of the way to B swim up them desirable. It is also worth noting that if Mario hits a wall &lt;br /&gt;
&lt;br /&gt;
=== Ceiling Pitch Boost ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a ceiling will cause Mario&#039;s pitch to be decreased by 256 at the end of each frame that Mario&#039;s moving pitch is above -12288. This can still be counteracted exactly when Mario&#039;s pitch is already negative, and can even be overpowered when his pitch is non-negative. Importantly, though, it can be used to turn downwards an extra 256 units every frame. Since the limit is checked &#039;&#039;before&#039;&#039; the 256 units are subtracted and is a non-inclusive limit, it may in some cases be optimal to hold back slightly by up to 256 units to land a pre-movement pitch just above -12288. This will then have 256 subtracted, allowing the end of frame pitch to reach as low as -12543. This strategy of getting an extra frame of bonus turning bears resemblance to the next trick in the list, the Zero Pitch Trick.&lt;br /&gt;
&lt;br /&gt;
=== Zero Pitch Trick ===&lt;br /&gt;
The rate that Mario can change his pitch without external influences depends on whether or not his pitch is negative (facing downwards). His pitch changes by 256 per frame when it is negative, but by 512 when it is non-negative, including when Mario&#039;s pitch is 0. However, target pitch values are rarely actual multiples of 512, leading to the possibility that Mario may lose a frame of higher pitch change due to slightly overshooting past pitch 0. Because of this, if Mario&#039;s pitch would naturally land in the range of -255 to -1 while holding upwards on the joystick, it is preferable to instead sacrifice a bit of turning so that Mario&#039;s pitch hits 0 on that frame instead. (This is all provided that a more negative pitch is desired to begin with, and that Neutral Wall Diving is not being used)&lt;br /&gt;
&lt;br /&gt;
=== Ledge Clipping ===&lt;br /&gt;
While swimming, Mario only has 1 single step of movement in the frame, and wall hitboxes are not only located much higher than normal (10 units down instead of 30), but they are also more than twice their usual width. However, floors have the same exact hitboxes as normal. This means it is possible to get a large push while swimming around a ledge, provided Mario has a suitable approach trajectory. By swimming steeply down into a ledge such that Mario&#039;s intended next position is at least 10 units below the floor (ignoring integer truncation) and within 110 units of the edge, Mario can be pushed up to 220 units by that single wall. If a wall overlap is available and utilized, that may be able to double the resulting distance Mario is pushed up to 440.&lt;br /&gt;
&lt;br /&gt;
=== Ceiling Downwarps ===&lt;br /&gt;
While swimming, ceilings naturally downwarp Mario to their height if he tries to enter them (so long as doing so would not put him under the floor), which can be exploited to travel large distances downwards instantly for free. This can allow more of Mario&#039;s speed budget to be put into horizontal movement, allowing Mario to cover not only more vertical distance in a given time, but more horizontal distance as well.&lt;/div&gt;</summary>
		<author><name>Ds273</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Tick_Tock_Clock&amp;diff=9816</id>
		<title>Tick Tock Clock</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Tick_Tock_Clock&amp;diff=9816"/>
		<updated>2019-07-29T05:23:32Z</updated>

		<summary type="html">&lt;p&gt;Ds273: Adding a brief mention of the new re-entry strategy for Get a Hand.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=Tick Tock Clock&lt;br /&gt;
|image= TTC.png&lt;br /&gt;
|abbreviation=TTC&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Foggy&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=75&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=7&lt;br /&gt;
|enemy-yellow=2&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1= STROOP-_TTC_1.png&lt;br /&gt;
|overview_2= STROOP-_TTC_2.png&lt;br /&gt;
|overview_3= STROOP-_TTC_3.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tick Tock Clock&#039;&#039;&#039; is the 14th course in the game. The main theme of this course is a clock. This level&#039;s core focus is in platforming with variable part movement in the clock. Like [[Rainbow Ride]] and other open air courses, you can fall into the [[death barrier]] at any time, from any height.&lt;br /&gt;
&lt;br /&gt;
==Clock Settings==&lt;br /&gt;
[[File:TTC Clock Settings.jpg|thumb|The possible clock settings and their required angles.|left]]&lt;br /&gt;
Tick Tock Clock has four clock settings. Each one depends on the position of the [[minute hand]] of the clock [[painting]] when Mario enters it. The clock settings are still, slow, fast, and random. Each clock setting affects the behavior of the moving [[object]]s within Tick Tock Clock, detailed under their specific object pages. Specifically, the following objects take into account the clock setting:&lt;br /&gt;
* [[Spinner]]s&lt;br /&gt;
* [[Cog]]s&lt;br /&gt;
* [[Rotating Block|Rotating block]]s&lt;br /&gt;
* [[Moving Bar|Moving bar]]s&lt;br /&gt;
* [[Pendulum]]s&lt;br /&gt;
* [[Elevator]]s&lt;br /&gt;
* [[Treadmill]]s&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
* On the still setting, moving and rotating platforms do not attempt to move. The [[Thwomp]], however, still moves. [[Pedro Spot|Pedro spot]]s are common on this setting. This setting was once used for the [[A Button Challenge]] because of a specific Pedro spot on the [[cog]]s.&lt;br /&gt;
* On the slow setting, moving and rotating platforms move slowly.&lt;br /&gt;
* On the fast setting, moving and rotating platforms move quickly. Using [[Vertical Speed Conservation]] on an [[elevator]], the most vertical speed can be stored on the fast setting compared to other settings.&lt;br /&gt;
* On the random setting, most objects call [[RNG]] to determine their movement. This setting is used for the A Button Challenge, the [[ABZ Button Challenge]], the [[Buttonless Challenge]], and many more because of its potential for manipulation. On this setting, there is potential for [[Squish Cancel|squish cancel]] on the [[Moving Bar|moving bar]]s and [[pendulum]]s, and [[Pendulum Manipulation|pendulum manipulation]] is also possible. There is a Pedro spot on a certain [[pendulum box]] that saved 3 A presses on [[Stomp on the Thwomp]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=E0GbkSrx9Ik &amp;quot;TTC Pedro Spot on Pendulum Box&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; that exists on every setting, but it is only possible to enter it with pendulum manipulation on the random setting.&amp;lt;ref&amp;gt;[https://youtu.be/WuPDINiLWOg &amp;quot;SM64 - TTC Pendulum Box Pedro Spot&amp;quot; by ds273]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upwarp==&lt;br /&gt;
&#039;&#039;History: [[History Of The TTC Upwarp|TTC Upwarp]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In 2013, speedrunner DOTA_Teabag managed to capture an [[upwarp]] glitch during a speedrun race with MidBoss. 2 years later, due to the inability to replicate this upwarp, [http://youtube.com/user/pannenkoek2012 pannenkoek2012] placed a US$1,000 bounty for anyone who could replicate and record the upwarp in [[Mupen64]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=aNzTUdOHm9A &amp;quot;SM64 - TTC Upwarp $1000 Bounty&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;. The bounty has not yet been claimed, and the upwarp has yet to be replicated.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
There are 128 coins naturally in the course. With [[cloning]], it is possible to clone 279 coins before the game crashes due to object slots.&lt;br /&gt;
{{TTC Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
&lt;br /&gt;
There are currently 4x A presses needed inside TTC in the [[A Button Challenge]]:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! A Press # !! Multiplicity !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| #1 || 3 || To get out of the treadmill grinding spot&lt;br /&gt;
|-&lt;br /&gt;
| #2 || 1 || To jump out of the [[pendulum box]] [[Pedro Spot]]&lt;br /&gt;
|}&lt;br /&gt;
It should be noted that it requires 1x A press to enter TTC, which is repeated three times.&lt;br /&gt;
===Spawning Displacement A Press Saves===&lt;br /&gt;
Mario can collect [[Stop Time for Red Coins]] on a [[spinner]] by [[cloning]] it. He can also collect both [[The Pit and the Pendulums]] and [[Get a Hand]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1kfkiH51AA8 &amp;quot;TTC Get a Hand &amp;amp; Re-Enter 0.5x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; on a spinner by [[kicking]] a [[wall]] as he collects them, allowing him to keep that momentum and fall across the course, landing on a spinner down below. These spinners can be used on the random setting to provide [[spawning displacement]] that allows Mario to spawn back on top of the clock, which saves 1 A press each time it is used&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0vJAD0UCIY &amp;quot;TTC 0x Re-Entry using Spawning Displacement Standings&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>Ds273</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Spawning_displacement&amp;diff=9815</id>
		<title>Spawning displacement</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Spawning_displacement&amp;diff=9815"/>
		<updated>2019-07-29T05:10:36Z</updated>

		<summary type="html">&lt;p&gt;Ds273: Update applications with new Get a Hand strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Spawning displacement&#039;&#039;&#039; is a technique that allows [[Mario]] to receive displacement from a moving platform for one [[frame]] when spawning, hence the name. It is exclusive to the original [[Super Mario 64#Japanese|Japanese version]]. Spawning displacement occurs when Mario exits the level (such as through the pause menu, through death, through a warp, or by getting a star) and ends up standing on a moving object for one frame, whether it be an object from the previous level that was moving and unloaded (&amp;quot;Normal&amp;quot; Spawning Displacement) or an object in the [[The Castle|castle]] that overwrote the object Mario was standing on while exiting the level (&amp;quot;Reverse&amp;quot; Spawning Displacement). In other words, Spawning Displacement occurs when exiting a level while standing on either a moving [[object]] which will not be overwritten by a non-moving object after [[unloading]] or an object which gets overwritten by a moving object after unloading. Spawning displacement results in Mario will be displaced from his typical spawning position.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=XL8TCplAaWc &amp;quot;Spawning Displacement&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
Mario can utilize spawning displacement to re-enter [[Tick Tock Clock]] without pressing the A button. This is done by standing on a [[spinner]] and collecting a Star. Once the spinner rotates, it displaces Mario to land on the edge of the clock next to the painting, thereby saving the A press needed to enter TTC. This is done three times in the 120 star run, saving three A presses due to the strict requirements only being applicable with three stars:&lt;br /&gt;
&lt;br /&gt;
* [[Stop Time for Red Coins]] by standing on a spinner and cloning it.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rE11jaM6Lg4 &amp;quot;TTC Re-Entry After Red Coins in 0x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[The Pit and the Pendulums]] by kicking a [[wall]] as he collects the star, to land on the spinners below.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1FVp6FAjhQY &amp;quot;TTC Re-Entry After Pit &amp;amp; Pendulums Star 0x&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Get a Hand]] by kicking a wall as he collects the star, to fall towards the spinners below.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1kfkiH51AA8 &amp;quot;TTC Get a Hand &amp;amp; Re-Enter 0.5x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; A push from a wall overlap on the pendulum below the star is required to get enough distance for Mario to ledge grab onto the spinner.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
Spawning displacement actually would occur on all versions of the game, but the displacement is overwritten before it can have an effect. This happens regardless of what causes the displacement. Simply standing on a moving platform (spawning displacement) has this effect, but so do some other things.&lt;br /&gt;
===Teleport Displacement===&lt;br /&gt;
&#039;&#039;&#039;Teleport displacement&#039;&#039;&#039; is a different type of platform displacement that is not exclusive to the Japanese version. To perform it, [[clone]] a teleport point near a moving object so that said object will move after Mario has initiated the teleport. As a result, Mario will be displaced from the teleport&#039;s destination. Due to these very rare conditions, this can only be performed in [[Wet-Dry World]], since this is the only level in which you can clone a teleporter (via [[loading zone]]) that has a moving platform.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=MUBtXvvCp-E &amp;quot;Teleport Displacement&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Platform Release Displacement===&lt;br /&gt;
&#039;&#039;&#039;Platform release displacement&#039;&#039;&#039; is displacement that occurs for one frame after releasing a platform. Since platforms cannot normally be held, they must be cloned. Because [[Falling Blocks|falling blocks]] in [[Whomp&#039;s Fortress]], [[Big Boo&#039;s Haunt]], and [[Bowser in the Fire Sea]] and the octagonal rotating platform in [[Wet-Dry World]] are the only platforms that can be cloned, these are the only ones that can cause platform release displacement. Since this displacement occurs from the new location of the platform, releasing it remotely at the [[HOLP]] can cause a very large displacement, which can even cause Mario to enter a [[Parallel Universe#Vertical Parallel Universes|vertical PU]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=y_gELy37HHc &amp;quot;Going to a vertical PU in WF&amp;quot; by Timestoppa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Ds273</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=9812</id>
		<title>Crash</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=9812"/>
		<updated>2019-07-29T05:02:52Z</updated>

		<summary type="html">&lt;p&gt;Ds273: accidentally copied the link formatting for the exception type too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Crash&#039;&#039;&#039;, &#039;&#039;&#039;Freeze&#039;&#039;&#039;, or &#039;&#039;&#039;Hardlock&#039;&#039;&#039; is what happens when [[Super Mario 64]]&#039;s code encounters an error, such as a division-by-zero, that causes the game to stop running and rendering frames. The audio may still play. This is in contrast to a [[Softlock|softlock]], where the game does still run but is stuck in an indefinite state or a loop where no controller input can change it.&lt;br /&gt;
&lt;br /&gt;
== Ways to crash the game ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cause !! Exception Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Exceed the [[Objects#Object Limit|object limit]] || style=&amp;quot;background-color: #fffca8&amp;quot;| [[Address Error Exception]] || Can be done via a variety of methods including cloning, hat duplication, build-up of monty-mole pellets, or money-bag duplication.&lt;br /&gt;
|-&lt;br /&gt;
| Have too many [[Objects|objects]] at once on the screen|| style=&amp;quot;background-color: #baffa8&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Send the camera into a [[Parallel Universe|PU]] on N64 || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Exception ||&lt;br /&gt;
|-&lt;br /&gt;
| Walking at PU speed for only a portion of the 4 quarter steps on a [[frame]] ||  style=&amp;quot;background-color: #baffa8&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Moving at PU speed with no joystick input for all 4 quarter steps on a frame ||  style=&amp;quot;background-color: #baffa8&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Moving at PU speed directly into a wall ||  style=&amp;quot;background-color: #baffa8&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Bully Knockback dividing-by-zero || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Exception ||&lt;br /&gt;
|-&lt;br /&gt;
| Failed Bully/Bob-omb angle double-to-int conversion || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Exception ||&lt;br /&gt;
|-&lt;br /&gt;
| Deleting a non-existent file on the File Select Screen&amp;lt;ref&amp;gt;[https://youtu.be/-N5OQPgA6YI &amp;quot;How to crash Super Mario 64 in 20 seconds&amp;quot; by rattleman123456]&amp;lt;/ref&amp;gt;||  style=&amp;quot;background-color: #baffa8&amp;quot;| ||Go to &amp;quot;Copy&amp;quot; right when you get to the file select, then press &amp;quot;Score&amp;quot;, press on any file without save data, go to Erase, and click on yes. &lt;br /&gt;
|-&lt;br /&gt;
| Moving a shadow above [[surface]] 12 while it&#039;s over OOB || style=&amp;quot;background-color: #baffa8&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Killing a Monty Mole remotely || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error Exception || &lt;br /&gt;
|-&lt;br /&gt;
| Killing an uninitialized Monty Mole || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error Exception || &lt;br /&gt;
|-&lt;br /&gt;
| Going out of bounds in a room with a painting || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error Exception || &lt;br /&gt;
|-&lt;br /&gt;
| Being pushed off of a hangable [[ceiling]] while in the idle hanging action || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error Exception || &lt;br /&gt;
|-&lt;br /&gt;
| Sound glitch (J only) || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error Exception ||&lt;br /&gt;
|-&lt;br /&gt;
| Moving the camera immediately when entering [[VCutM]] || style=&amp;quot;background-color: #baffa8&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Getting infinite [[speed]] || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Exception ||&lt;br /&gt;
|-&lt;br /&gt;
| Going near a painting after getting game corruption ||  style=&amp;quot;background-color: #baffa8&amp;quot;| ||Not possible on console, due to the way [[Emulators]] and [[Virtual Console]] handle addresses.&lt;br /&gt;
|-&lt;br /&gt;
| [[BitS]] entry sound glitch ||  style=&amp;quot;background-color: #baffa8&amp;quot;|  ||8 known instances, not been reproduced. Not J only.&lt;br /&gt;
|-&lt;br /&gt;
| Teleporting while passing over a loading zone || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error Exception || &lt;br /&gt;
|-&lt;br /&gt;
| Warping out of a level while passing over a loading zone ||  style=&amp;quot;background-color: #baffa8&amp;quot;| || Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone.&lt;br /&gt;
|-&lt;br /&gt;
| Passing a boo over surface 12 over NULL ||   style=&amp;quot;background-color: #baffa8&amp;quot;| || Possibly a non-existant crash if the shadow crashes the game first. Not achieved in Vanilla (yet).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Ds273</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=9811</id>
		<title>Crash</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=9811"/>
		<updated>2019-07-29T05:02:13Z</updated>

		<summary type="html">&lt;p&gt;Ds273: Update loading zone teleportation crash exception type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Crash&#039;&#039;&#039;, &#039;&#039;&#039;Freeze&#039;&#039;&#039;, or &#039;&#039;&#039;Hardlock&#039;&#039;&#039; is what happens when [[Super Mario 64]]&#039;s code encounters an error, such as a division-by-zero, that causes the game to stop running and rendering frames. The audio may still play. This is in contrast to a [[Softlock|softlock]], where the game does still run but is stuck in an indefinite state or a loop where no controller input can change it.&lt;br /&gt;
&lt;br /&gt;
== Ways to crash the game ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cause !! Exception Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Exceed the [[Objects#Object Limit|object limit]] || style=&amp;quot;background-color: #fffca8&amp;quot;| [[Address Error Exception]] || Can be done via a variety of methods including cloning, hat duplication, build-up of monty-mole pellets, or money-bag duplication.&lt;br /&gt;
|-&lt;br /&gt;
| Have too many [[Objects|objects]] at once on the screen|| style=&amp;quot;background-color: #baffa8&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Send the camera into a [[Parallel Universe|PU]] on N64 || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Exception ||&lt;br /&gt;
|-&lt;br /&gt;
| Walking at PU speed for only a portion of the 4 quarter steps on a [[frame]] ||  style=&amp;quot;background-color: #baffa8&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Moving at PU speed with no joystick input for all 4 quarter steps on a frame ||  style=&amp;quot;background-color: #baffa8&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Moving at PU speed directly into a wall ||  style=&amp;quot;background-color: #baffa8&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Bully Knockback dividing-by-zero || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Exception ||&lt;br /&gt;
|-&lt;br /&gt;
| Failed Bully/Bob-omb angle double-to-int conversion || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Exception ||&lt;br /&gt;
|-&lt;br /&gt;
| Deleting a non-existent file on the File Select Screen&amp;lt;ref&amp;gt;[https://youtu.be/-N5OQPgA6YI &amp;quot;How to crash Super Mario 64 in 20 seconds&amp;quot; by rattleman123456]&amp;lt;/ref&amp;gt;||  style=&amp;quot;background-color: #baffa8&amp;quot;| ||Go to &amp;quot;Copy&amp;quot; right when you get to the file select, then press &amp;quot;Score&amp;quot;, press on any file without save data, go to Erase, and click on yes. &lt;br /&gt;
|-&lt;br /&gt;
| Moving a shadow above [[surface]] 12 while it&#039;s over OOB || style=&amp;quot;background-color: #baffa8&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Killing a Monty Mole remotely || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error Exception || &lt;br /&gt;
|-&lt;br /&gt;
| Killing an uninitialized Monty Mole || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error Exception || &lt;br /&gt;
|-&lt;br /&gt;
| Going out of bounds in a room with a painting || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error Exception || &lt;br /&gt;
|-&lt;br /&gt;
| Being pushed off of a hangable [[ceiling]] while in the idle hanging action || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error Exception || &lt;br /&gt;
|-&lt;br /&gt;
| Sound glitch (J only) || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error Exception ||&lt;br /&gt;
|-&lt;br /&gt;
| Moving the camera immediately when entering [[VCutM]] || style=&amp;quot;background-color: #baffa8&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Getting infinite [[speed]] || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Exception ||&lt;br /&gt;
|-&lt;br /&gt;
| Going near a painting after getting game corruption ||  style=&amp;quot;background-color: #baffa8&amp;quot;| ||Not possible on console, due to the way [[Emulators]] and [[Virtual Console]] handle addresses.&lt;br /&gt;
|-&lt;br /&gt;
| [[BitS]] entry sound glitch ||  style=&amp;quot;background-color: #baffa8&amp;quot;|  ||8 known instances, not been reproduced. Not J only.&lt;br /&gt;
|-&lt;br /&gt;
| Teleporting while passing over a loading zone || style=&amp;quot;background-color: #fffca8&amp;quot;| [[Address Error Exception]] || &lt;br /&gt;
|-&lt;br /&gt;
| Warping out of a level while passing over a loading zone ||  style=&amp;quot;background-color: #baffa8&amp;quot;| || Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone.&lt;br /&gt;
|-&lt;br /&gt;
| Passing a boo over surface 12 over NULL ||   style=&amp;quot;background-color: #baffa8&amp;quot;| || Possibly a non-existant crash if the shadow crashes the game first. Not achieved in Vanilla (yet).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Ds273</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Jump_Kicking&amp;diff=9810</id>
		<title>Hyperspeed Jump Kicking</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Jump_Kicking&amp;diff=9810"/>
		<updated>2019-07-29T04:58:55Z</updated>

		<summary type="html">&lt;p&gt;Ds273: Creating this page and adding some information. Names of the variations are preliminary, and I&amp;#039;ve only listed two forms for now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Hyperspeed Jump Kicking&#039;&#039;&#039; (&#039;&#039;&#039;HSJK&#039;&#039;&#039;) is a [[Hyperspeed|hyperspeed technique]] where Mario builds up speed by jump kicking repeatedly on a suitable steep slope.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
In order to perform HSJK, Mario must jump kick and land on a low friction floor, usually with some means of holding him in place. The properties of the slope required for HSJK are the same as for [[Hyperspeed Grinding]], as both involve the same landing action. However, the conditions required to hold Mario in place during HSJK are more closely related to those for [[Backwards Long Jump|Backwards Long Jumping]] than to those for Hyperspeed Grinding. This is because each jump kick gives Mario positive vertical speed, whereas grinding has strictly non-positive speed. Many HSJK methods require that the landing accelerates Mario, in addition to providing no friction due to the lack of air acceleration. This imposes additional restrictions on the kinds of slopes that can be used, but also makes HSJK usable for building up backwards speed in addition to forwards speed.&lt;br /&gt;
&lt;br /&gt;
===Corner HSJK===&lt;br /&gt;
The first method of HSJK to be discovered, Corner HSJK involves repeatedly jump kicking into the corner between two walls such that Mario is facing the unreferenced one. This method can theoretically build up to a maximum of roughly ~400 speed before breaking free.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=wIe4RUaBiV4 &amp;quot;Super Mario 64 - Hyperspeed Jump Kicks&amp;quot; by SilentSlayers]&amp;lt;/ref&amp;gt; It is the only method in which Mario spends significant time in the air, and as a consequence it cannot build up backwards speed.&lt;br /&gt;
&lt;br /&gt;
=== Low Ceiling HSJK===&lt;br /&gt;
The other basic form of HSJK, Low Ceiling HSJK involves using a [[Pedro spot]] to hold Mario in place. This method only allows for at most two air acceleration frames per jump kick, and thus requires the floor to accelerate Mario during his landing frames. The speed that can be obtained this way is limited by the size of the Pedro spot.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;/div&gt;</summary>
		<author><name>Ds273</name></author>
	</entry>
</feed>