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BitFS: Initial Speed Transfer to Final Bully Speed скачать в хорошем качестве

BitFS: Initial Speed Transfer to Final Bully Speed 5 месяцев назад

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BitFS: Initial Speed Transfer to Final Bully Speed
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BitFS: Initial Speed Transfer to Final Bully Speed

This is a demonstration of a series of techniques for increasing the bully's speed from around 100K up to the target speed (+ facing angle) for the Final Speed Transfer in the eventual BitFS 0xA TAS, as shown in a previous video (   • BitFS 0xA Pole Skip with One Hacked Bully  ). The only things that were hacked were the bully's speed, angle, and action, all of which are set when we first enter the level. I'd like to thank Diffractor, fifdspence, TheLonelyPoire, and Superconductivity for their contributions in making this video a reality. In my last video (   • BitFS: First Post-Hover Fast Bully Battery...  ), I demonstrated a possible Fast Bully Battery (FBB) setup to increase the bully's speed from its initial 6K hover speed to a more stable 18K, while also raising it to a safer height. Having achieved this, it’s now much easier to continue building speed using conventional FBBs, each of which will roughly triple the bully's current speed. While we could use FBBs repeatedly to get the bully from here to its target speed, Marbler found a faster way to get there. After performing 2 conventional FBBs, the bully will now have around 100K speed. This is an important milestone, as that is now enough to give Mario PU speed. In addition, this is also enough speed to really begin to take advantage of the 10K glitch, which allows us to convert positive speed into even larger negative speed. Through a combination of smart PU routing and 10K glitches, we can thus increase Mario's speed all the way into the billions, and return most of that to the bully, getting it ready for the final piece of the TAS where we use the speed to get displaced upwards past the pole. This setup is composed of two phases. First is the Initial Speed Transfer (IST). Here we perform a standard bully collision + squish cancel to collect speed from the bully, and then punch to move to a PU, before landing on the steep floor of the 1-up platform in another PU to begin sliding. Here we perform the first 10K glitch to scale Mario's speed from 300K to 12 million, and land somewhere in a PU. For the IST we use roughly the same platform setup from the FST video, originally TASed by fifdspence. Now we have Mario in a PU with more speed than he began with. Unfortunately, his new speed is negative, which prevents us from using the 10K glitch again. However, that's where another technique comes in. When Mario grabs a pole it resets his speed to 0, however his previous speed is retained in his sliding speeds. If Mario climbs down off the pole and goes into a sliding action on that first frame, the game will use his old huge sliding speeds to calculate his new forward speed. By sliding in the correct direction, we can trick the game into making that speed positive, enabling us to use the 10K glitch again to build more speed. As luck would have it, there's a platform with a pole on the ground floor of BitFS that we can use precisely for this. So, after the IST, we PU route to this pole in the main universe. After a bit of shuffling on the pole to manipulate the camera, we climb down off of the pole and crouch slide to a PU, land on the 1-up platform in yet another PU, and perform another 10K glitch, landing somewhere in a third PU. This technique, known as Hyper Speed Pole Dancing (Hey, don't look at me like that. I didn't come up with the name!), could be used to repeatedly re-enable the 10K glitch and build more speed, just by PU routing back to the pole. But, in practice, just a single HSPD is enough to increase our speed from 12 million into the billions. So, having got the speed we need, we PU route back to the bully in the main universe and collide with it to set its speed to about half a billion. Credit for development of the HSPD setup belongs to Diffractor, who built a fantastic set of brute forcers to figure out how to PU route to and from the pole, and ultimately get us back to the bully with all of that speed. Additionally I'd like to thank TheLonelyPoire, who helped build and test the brute forcers, and Superconductivity, who did the brute forcer runs that got us the setup used in this video. In my FST video, the bully started out with around 260 million speed. So it actually now has way too much speed, and is also facing the wrong way. However, a few carefully selected bully collisions can be used to reduce its speed and change its angle. Using a brute forcer, I was able to show that you can reduce the bully's speed from any float to any other float value with 3-4 collisions, while also manipulating its facing angle to the direction you need it to be. Here I show a 3 collision setup that gets the bully to the state it was in at the start of the FST video, showing that there probably won't be any issues in connecting the two. With this complete, the only major unsolved problem standing between us and the finish line is the platform setup for the FBB setup shown in my last video (   • BitFS: First Post-Hover Fast Bully Battery...  ). This is currently being looked into, so I hope that we'll have some progress there very soon.

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