At the end of the video, he mentions having already recorded the stuff for a video of all tracks scaled to -1, so apparently it is. I'm pretty sure on the N64's architecture, like every other architecture I can think of, floating-point values are always signed, also.
How about scaling them in negative y? That Rainbow road thing happens, because the track is above the cart so it falls down. Only at 1.03125 the cart was able to get on it. The softlocks could be avoided if the starting position was scaled with the track.
2:35 Having a X5 Moo Moo Farm softlocks Mario Kart. 10:30 Having a X5 Choco Mountain crashes Mario Kart. 22:52 Having a X5 Yoshi Valley softlocks Mario Kart. 25:29 Having a X4 Rainbow Road softlocks Mario Kart.
That's exactly what I was thinking it is! Especially with Rainbow Road, I am pretty certain it was so sensitive to any changes was due to being such a thin platform and so much easier for the racers to be placed wrongly and through the floor to like below the map.
I'm think it's a combination of this and the fact that the y axis of the platforms are already high. I don't know how the game is truly structured but if the playable area is in 500x500x500 meter cube, and the value of a given point is 250 meters. Going x2 would make that part be in the upper limit of the playable zone and become inaccessible to racers. Going 2.01x would put that point out of bounds. That is IF there is a y axis limit.
@@jamesbishop802 I agree with your theory, I also thought it was placing the character above the y-axis limit, or, intersecting it at least, and the game got caught in a loop trying to correct it. If it was spawning him under the map (the same y position every time), he would have been under the map at 1.25 scale on Yoshi Valley, you can see the height difference more clearly with the tops of the trees. I also like how the y-axis lower limit has water programmed in across the whole map
@@Snooplax You aint the only one that noticed it lol. Attention seeking blind kids will be like "I WATCHED THIS VIDEO A MILLION TIMES ANS I NEVER NOTICED THAT!!!" Lol pathetic attention seekers lol.
Wow, MooMoo Farm went from one of the most boring tracks in the series to really interesting with a simple scale increase. Almost makes me wish that's what it looked like in the end, it definitely looks convincing.
MooMoo farm is anything but boring. You can basically drift the entire map while listening to hillbilly music dodging moo’s & moles. You expect too much, man.
I think its the Mario Kart Finish Line being on a "hill" that's causing the problems: If you get softlocks with negative numbers in the beginning, I wouldn't be surprised if the Finish Line would start in a "valley"
@@saturn_rabbit_94. The joke is that he *meant to say the modified track was nearly identical to how it is in vanilla(unmodified) Mario Kart 64,* but he *did not include the "kart" in its name, having it come out as "Mario 64"* as a result, in which the exact words *would imply "Super Mario 64" instead of "Mario Kart 64."*
@@saturn_rabbit_94. in the quoted time Snooplax says "Vanilla Mario 64" instead of "Vanilla Mario KART 64", then Enzuronyx(comment OP) proceeds to make a comment with satire about how Mario 64 lacks go-karts
Its probably the starting gate, it doesn't scale up/down to track. Rainbow road's starting is very high thats why multiplying it slightly you can still barely clear it. I think thats the softlock. Crash seems like spawning from spawning underwater.
21:24 When you scale, you also scale the water, so when the track goes below the water layer, your Kart goes in the water and you get that weird camera angle, it's probably confused on whether your in water or on the course. Hope this clears things up.
Its because the camera is programmed to stay above the water and there is water on every course wether invisible or not. When mario is in the invisible water the camera stays above it
My guess for the softlocks is that the starting position of the track is set to some nonzero Z value, and with tracks that have a higher starting position, you need a smaller multiplication factor for the game to still know where to put you.
If you want to play the softlocked courses, you will need to scale up your character's Y starting position as well as the course. It's player's starting Y position that causes a softlock. Some tracks like Yoshi Valley and Rainbow Road start up on higher Y Position then the rest of the course. Because you scale up the track, it didn't move the STARTING poistion of the character, so You start out of bounds. since you're out of bounds, Lakitu tries to put you back on the course HOWEVER, it can't find the course due to the set Y position is Out of Bounds. hence lakitu's siren.
That's so strange, that it softlocks Rainbow Road at any number so that you have to take such a low number XD I think it's because of the banner at the start (with "MarioKart"), 'cause in Yoshis Valley and Rainbow Road, when it works for these roads, the banner was sooo near at the ground so that you can only just pass through. I think that's because it softlocked.
I don't know much about how Mario Kart 64 works, but I did dabble a bit into F-Zero X hacking and found a similar soft-locking issue. The game would soft-lock whenever it tried to render the 3D map of the track but there was a point in the track that was too sharp of a turn to connect the segments of the track together properly. Basically, the way the tracks were built, you would set a series of checkpoints dividing the track into individual segments. The game would use these points to create collision maps as you go through the proper checkpoints in real-time (Trying to make a shortcut by jumping over a ledge to skip a turn would often result in falling through a section of track with no collision generated because you skipped a checkpoint). For each segment between checkpoints, you would change settings such as the types of hazards or barriers on that segment of track and the game would use these settings to basically connect the dots and build the track in-game. The game would soft lock if you set it with impossible geometry such as a turn being too sharp for the game to render or a single segment being too long. Pushing the system to its limits without causing a soft lock would result in extremely glitchy terrain around the point that causes problems. If I had to guess, Mario Kart 64 has a similar issue where it's trying to generate geometry, but by scaling the numbers too high, some of the segments in the track become too long and the geometry breaks. The tracks that seem to be crashing are levels with really high walls or bumpy terrain. I imagine these tracks are simply being scaled too much for the game to handle.
The likely issue with the soft locks are that the XYZ axis have a limited range, the levels that soft-locked were the ones that had the largest differences between the lowest and highest points (or points that were very far above or below the 0 Z-Height). Ranbow Road would be the map with the biggest Z range, given it's very high and very low. Similarly while the Yoshi's track doesn't have any major height increases the bottom of the track (the bottom of the canyons) are extremely low.
I almost guess that rainbow road would likely break. But not from the chain chomps. More from the large dip at the start has to over break something. Intresting finds, and understandable stage reactions.
This is awesome. I think you should do another video that finds the highest values where you can stay on the road without going around the road into the grass, sand, etc.
I thought you wouldn't do much more than the smash 64 videos, but wow, I'm loving all these hack showcases and testing videos. Looking forward to all your content, forever and always.
Based on my experience hacking Mario 64 (which honestly isn't that much) I assume every map basically has a size box that it needs to fit into. With a map as large vertically as rainbow road I imagine even a very small scale would be enough to push it out of that box and softlock the game. Rainbow road might already be very close to breaking the limit on it's own without any scaling.
I wonder now, wouldn't the results be different for the other characters? I don't know much about this game's meta but I feel like some of these could be done by Toad/Yoshi, for example?
22:11 I could be wrong, I don't know the internals of MK64, but I believe the camera angle is caused because of the way the game handles the camera with water. It sees the player slapping down underneath the water plane and the camera would normally hover above the spot the player dropped into before Lakitu picks the player up.
Enjoyed see the death cam on jungle parkway happened because the camera trigger for the animation of falling into a kill plane was hit but you hadnt gotten to the actual kill plane trigger.
this is so good. The only logical way I can see rainbow road working with those other scales if you got rid of the chain chomps but that just might soft lock the game without them
I wonder why Yoshi's valley softlocked with such low numbers. Like... what happens to the course to mess the game up so bad? Maybe it was to do with the egg, since you theorised the chain chomps on rainbow road would be the reason for soft locking that course.
I just remembered my 7th grade science teacher bringing in his N64 for us on one of the last days of school so we could play Mario Kart, and honestly that was my first exposure to the N64 version of MK
I imagine Rainbow Road was likely made to fully take advantage of the limits of stages due to it being the final stage. Maybe it crashes so easily because the stage designers already put the stage to it's limits.
the reason it was soft locking, especially for rainbow road, is because the track already maxed out the y axis space that the engine could handle having track geometry. There are set upper and lower bounds. When you scaled it even a little bit, you exceeded the bounds.
27:00 : Chain chomps has nothing to do with that if you ask me. My guest is that Nintendo used all the y axis for Rainbow Road since RR is a huge track based on the y axis.
I think what causes the softlocks is that the map has an "origin" point that it scales from, and on most maps the spawn point is in line with the origin, but on others the spawn point is off. so when you scale the map past a certain point you spawn out of bounds.
I read the link you posted and have no idea how to get actual values from the last 4 digits. I know the default is 3F80 but I don't know how that translates into the value the game uses. I want to try 3x scaling but I'm unsure how the hexadecimal (I think) values work.
i think whenever it softlocks, it's because the player's starting point never moves, so in the case of rainbow road for instance, scaling too high essentially puts the track over the player, and the game just spawns the player on the very bottom of the map (the lowest collision it can find) since the track is above their starting point
I'd love to see some expert bunnyhoppers playtest it. Find the maximum multiplier (to, say, the 1/32nd) you can crank each map while not softlocking the game and not requiring mushrooms. Tally up the results, put it in a ROM, and make your friends cry.
With some of the extreme topography, if the vehicle physics were more advanced that could be pretty cool track, especially some of those banked turns going very fast.
I think the trouble with softlocks is probably that the level can only be just so tall (and large, but height is the issue here) due to memory limitations. At first I thought it would only happen due to spawning too _low,_ but since you start at the highest point in Rainbow Road that couldn’t be it. I’m guessing Rainbow Road was already designed to push the N64 system _right_ to its limits, with only the slightest bit of wiggle room to avoid constant game crashes. It’s... possible you _might_ be able to _go_ slightly out of bounds- the thing where the camera zooms out in the cave could be the camera refusing to go out of bounds itself with the player- but you _definitely_ can’t spawn out of bounds, and the camera thing is _probably_ actually caused by some system relating to making sure it doesn’t follow you too far when you fall off the course. Would be interesting to see what could be done if the game was ported to PC like Super Mario 64, and if those restrictions could be removed by running natively on modern hardware.
10:24 I'm pretty sure that the game crashing on Choco Mountain was because of the height of some of the areas exceeding the maximum that the system can handle. As to the other softlocks at the beginning of the races, my guess is that the starting area has to be within a certain range to properly spawn in the racers and start the race. Not sure what that range could be. If you are super interested in bypassing these limitations, after multiplying the height values you would have to normalize the range to something more reasonable. I think it would be more interesting to invert it instead, by somehow making the height-multiplier negative.
in the softlocked courses you were spawning underneath the course, needing to be rescued by Lakitu who either could not spawn or isn't programmed to rescue people before the countdown.
I think that's cuz it's a scale factor and because Rainbrow Road is so tall already that's why it's causing such massive offsets of Mario's Kart Position, and the chain chomps, etc.
I think what causes the softlocks is Mario spawning in the out-of-bounds area under the map. I'm guessing the lock itself is then caused by either the game not knowing where to put Mario, or not knowing whether to pick Mario up or start the race. In Rainbow Road's case, since the starting position is so high up, even the tiniest scaling causes Mario to end up OoB.
Come at me with all of your nicknames. I'll be sitting here waiting for the big brained one to give us the perfect nicknames for all of the scaled tracks.
I think the tracks softlocking has something to do with the start position's Y coordinate relative to 0. I have a feeling that the start points for Rainbow Road and Yoshi Valley have relatively high Y coordinates.
Rainbow road was messing up because the hitbox for the road is razor thin, thus you can't really scale it. It spawns you directly into the void and Lakitu's hands are full and can't really help, and if he could, he would likely just put you down back into the void.
It probably softlocks because the map data over/underflows what the game is expecting. Rainbow road probably goes up and down to near the limit of that, so it can't scale anny bigger. A flattened rainbow road would be neat tho
After watching both parts to this mini series, Ive concluded it would be awesome to have a random terrain generator for mk64. More testing would have to be done to include bots, aka more videos..! What can be the highest/lowest terrain values for bots?
@@shayyuss th-cam.com/video/m06RAM8Qcx04/w-d-xo.html5 1. New Comment 2. Modern Comment 3. Present 🎁 Comment 4. Middle Age Comment 5. Old Comment 6. Ancient Comment 7. Prehistoric Comments 8. Past Comment 9. Further Comment 10. Future Comment
This is such a cool idea
Thanks, I really like your Mario Kart Wii scaled videos!
Says the guy who does it with Mario kart wii
I was just about to comment
*Mayro would like to know your location*
The legendary Quagsire Mayro
this video has acquired the sire
Doing a vid for negative numbers would be interesting
If that works, that would be insane, definitely.
IDK if the integer is signed in the code. If it’s unsigned then there’d be no way to input it.
At the end of the video, he mentions having already recorded the stuff for a video of all tracks scaled to -1, so apparently it is. I'm pretty sure on the N64's architecture, like every other architecture I can think of, floating-point values are always signed, also.
Wouldn't that just make everything flat?
Or I guess, like, rather than going up, everything goes down?
It would probably be easier to do it with decimals like .5 or .25 I think!
How about scaling them in negative y? That Rainbow road thing happens, because the track is above the cart so it falls down. Only at 1.03125 the cart was able to get on it. The softlocks could be avoided if the starting position was scaled with the track.
is this going to be a normal fieldtrip?
@@UltraVioletLite With the Snoop?! No way!
2:35 Having a X5 Moo Moo Farm softlocks Mario Kart.
10:30 Having a X5 Choco Mountain crashes Mario Kart.
22:52 Having a X5 Yoshi Valley softlocks Mario Kart.
25:29 Having a X4 Rainbow Road softlocks Mario Kart.
Invisible penguins crash Paper Mario
Having a 17/16th Rainbow Road softlocks Mario Kart.
@LM - 07CK - Castlemore PS (1426) nope
Having a X4 Rainbow Road crashes Paper Mario
I love that n64 table behind you
Thanks dude!
Aww yeah, Nathaniel Bandy
I could have sworn someone did a video on the n64 logo...
Nathaniel Bandy striving for originality.
wow I haven’t noticed that
The softlocking is because your spawning under the map, and can't be put back on it
So if he could hack the spawns to be ultra high in the sky, he could probably get it to go?
Thanks for explaining, I was wondering about that :)
That's exactly what I was thinking it is!
Especially with Rainbow Road, I am pretty certain it was so sensitive to any changes was due to being such a thin platform and so much easier for the racers to be placed wrongly and through the floor to like below the map.
I'm think it's a combination of this and the fact that the y axis of the platforms are already high.
I don't know how the game is truly structured but if the playable area is in 500x500x500 meter cube, and the value of a given point is 250 meters. Going x2 would make that part be in the upper limit of the playable zone and become inaccessible to racers. Going 2.01x would put that point out of bounds.
That is IF there is a y axis limit.
@@jamesbishop802 I agree with your theory, I also thought it was placing the character above the y-axis limit, or, intersecting it at least, and the game got caught in a loop trying to correct it.
If it was spawning him under the map (the same y position every time), he would have been under the map at 1.25 scale on Yoshi Valley, you can see the height difference more clearly with the tops of the trees. I also like how the y-axis lower limit has water programmed in across the whole map
From 8 minutes onwards, there is a editing error. Toad's Turnpike was x5 in the tier list but in the grid it was x3.
Thanks for letting me know
Good catch
Was bothering me the entire video lol
@@Snooplax You aint the only one that noticed it lol.
Attention seeking blind kids will be like "I WATCHED THIS VIDEO A MILLION TIMES ANS I NEVER NOTICED THAT!!!"
Lol pathetic attention seekers lol.
Wow, MooMoo Farm went from one of the most boring tracks in the series to really interesting with a simple scale increase. Almost makes me wish that's what it looked like in the end, it definitely looks convincing.
It's too bad it softlocks at higher numbers, I'd have loved to see it
MooMoo farm is anything but boring. You can basically drift the entire map while listening to hillbilly music dodging moo’s & moles. You expect too much, man.
It’s slightly better in Mario Kart DS.
I think its the Mario Kart Finish Line being on a "hill" that's causing the problems: If you get softlocks with negative numbers in the beginning, I wouldn't be surprised if the Finish Line would start in a "valley"
Exactly what I was thinking. Moo Moo Farms was super close to the top of the starting line at x3
I think you’re right here. Those tracks must be real close to the top of the allowed area for track models.
23:50
Ah, yes. I remember when Mario had to beat his foes at go-kart racing to recover the Power Stars, save Peach, and enjoy some cake.
what? no yahoo yahoo-ya-ya-ya-ya-ya-ya-ya-yahoo?
@@saturn_rabbit_94. The joke is that he *meant to say the modified track was nearly identical to how it is in vanilla(unmodified) Mario Kart 64,* but he *did not include the "kart" in its name, having it come out as "Mario 64"* as a result, in which the exact words *would imply "Super Mario 64" instead of "Mario Kart 64."*
@@saturn_rabbit_94. in the quoted time Snooplax says "Vanilla Mario 64" instead of "Vanilla Mario KART 64", then Enzuronyx(comment OP) proceeds to make a comment with satire about how Mario 64 lacks go-karts
And... Mario doesn't get any cake 😁😆😅😂🤣😭😭😭😭
@@pikool
Yahoo!- Ya-Ya-Ya-Ya-Ya-Ya-Ya-Yahoo! _uYh_
Its probably the starting gate, it doesn't scale up/down to track. Rainbow road's starting is very high thats why multiplying it slightly you can still barely clear it. I think thats the softlock. Crash seems like spawning from spawning underwater.
If there's a way to change object positions and water height as well then you should be able to bypass the crashes and softlocks.
21:24 When you scale, you also scale the water, so when the track goes below the water layer, your Kart goes in the water and you get that weird camera angle, it's probably confused on whether your in water or on the course. Hope this clears things up.
Its because the camera is programmed to stay above the water and there is water on every course wether invisible or not. When mario is in the invisible water the camera stays above it
17:37 Mario:"Continuous suffering along with saying let's a go a lot"
Snooplax: A little too massive.
My guess for the softlocks is that the starting position of the track is set to some nonzero Z value, and with tracks that have a higher starting position, you need a smaller multiplication factor for the game to still know where to put you.
Would I want to see it with negative numbers? Hell yes!
"i think my copy of mario kart 64 came from australia"
what about negative numbers for the x axis?
M i rr o r Mod e
If you want to play the softlocked courses, you will need to scale up your character's Y starting position as well as the course.
It's player's starting Y position that causes a softlock. Some tracks like Yoshi Valley and Rainbow Road start up on higher Y Position then the rest of the course.
Because you scale up the track, it didn't move the STARTING poistion of the character, so You start out of bounds.
since you're out of bounds, Lakitu tries to put you back on the course HOWEVER, it can't find the course due to the set Y position is Out of Bounds. hence lakitu's siren.
Now imagine if someone made a romhack using all these height scalers. I'd love to see something like that.
Call it Mario Kart 64Y, or something, since you're exaggerating changes to the y-axis.
That's so strange, that it softlocks Rainbow Road at any number so that you have to take such a low number XD I think it's because of the banner at the start (with "MarioKart"), 'cause in Yoshis Valley and Rainbow Road, when it works for these roads, the banner was sooo near at the ground so that you can only just pass through. I think that's because it softlocked.
Nice Simpleflips hoodie
I really enjoy the use of the completion sound of Break the Targets and Board the Platforms from Smash 64.
I have a feeling this video is gonna gain a lot of traction.
Come on, TH-cam recommendation algorithm, do ya thing!
That TMNT music in the Background though. Nice.
0/10. Not the arcade version.
Could someone please make these settings in a romhack? It would be great for a party game.
A very interesting experiment, and a fun experience I'm sure, thanks for the random original content comrade
very fun idea! some of these tracks look great scaled up
You put the wrong number for Toad's Turnpike.
It was supposed to be 5
@@backroomsmorelikebathrooms8977 Yeah.
I was starting to think nobody noticed
I'm honestly surprised you managed to clear Royal Raceway at X4. I would've figured that ramp would be impossible to clear.
I don't know much about how Mario Kart 64 works, but I did dabble a bit into F-Zero X hacking and found a similar soft-locking issue. The game would soft-lock whenever it tried to render the 3D map of the track but there was a point in the track that was too sharp of a turn to connect the segments of the track together properly.
Basically, the way the tracks were built, you would set a series of checkpoints dividing the track into individual segments. The game would use these points to create collision maps as you go through the proper checkpoints in real-time (Trying to make a shortcut by jumping over a ledge to skip a turn would often result in falling through a section of track with no collision generated because you skipped a checkpoint). For each segment between checkpoints, you would change settings such as the types of hazards or barriers on that segment of track and the game would use these settings to basically connect the dots and build the track in-game. The game would soft lock if you set it with impossible geometry such as a turn being too sharp for the game to render or a single segment being too long. Pushing the system to its limits without causing a soft lock would result in extremely glitchy terrain around the point that causes problems.
If I had to guess, Mario Kart 64 has a similar issue where it's trying to generate geometry, but by scaling the numbers too high, some of the segments in the track become too long and the geometry breaks. The tracks that seem to be crashing are levels with really high walls or bumpy terrain. I imagine these tracks are simply being scaled too much for the game to handle.
My guy just wrote an entire book as a comment for a funny gaming video.
@@Blue_Bird_Vision_5 A paragraph == "an entire book," apparently.
The likely issue with the soft locks are that the XYZ axis have a limited range, the levels that soft-locked were the ones that had the largest differences between the lowest and highest points (or points that were very far above or below the 0 Z-Height). Ranbow Road would be the map with the biggest Z range, given it's very high and very low. Similarly while the Yoshi's track doesn't have any major height increases the bottom of the track (the bottom of the canyons) are extremely low.
the fact that kalamari desert went x21 and rainbow road was (almost) unchanged shocked me
I love when Snoop asks questions I never existed only to answer them in ways I never knew were possible
I almost guess that rainbow road would likely break. But not from the chain chomps. More from the large dip at the start has to over break something.
Intresting finds, and understandable stage reactions.
i like what you did with showing the tracks in their rank as you went over the finish line
Kinda heartbreaking that Rainbow Road has to be so low, even a 1.25x race across all courses could be a fun way to mix it up.
“I’m pretty sure there’s a dip in this course”
Proceeds to fall into a softlock
This is awesome. I think you should do another video that finds the highest values where you can stay on the road without going around the road into the grass, sand, etc.
I thought you wouldn't do much more than the smash 64 videos, but wow, I'm loving all these hack showcases and testing videos. Looking forward to all your content, forever and always.
Based on my experience hacking Mario 64 (which honestly isn't that much) I assume every map basically has a size box that it needs to fit into. With a map as large vertically as rainbow road I imagine even a very small scale would be enough to push it out of that box and softlock the game. Rainbow road might already be very close to breaking the limit on it's own without any scaling.
17:52 That massive air you got on that!
Right? I want to see him launch right at Peach's Castle with that.
I wonder now, wouldn't the results be different for the other characters? I don't know much about this game's meta but I feel like some of these could be done by Toad/Yoshi, for example?
22:11 I could be wrong, I don't know the internals of MK64, but I believe the camera angle is caused because of the way the game handles the camera with water. It sees the player slapping down underneath the water plane and the camera would normally hover above the spot the player dropped into before Lakitu picks the player up.
Enjoyed see the death cam on jungle parkway happened because the camera trigger for the animation of falling into a kill plane was hit but you hadnt gotten to the actual kill plane trigger.
What a cool idea and magnificent video!
Gonna subscribe and check out how low you can scale it.
Really enjoyed this video. I would love more
this is so good. The only logical way I can see rainbow road working with those other scales if you got rid of the chain chomps but that just might soft lock the game without them
I wonder why Yoshi's valley softlocked with such low numbers. Like... what happens to the course to mess the game up so bad? Maybe it was to do with the egg, since you theorised the chain chomps on rainbow road would be the reason for soft locking that course.
22:05 That is a nice simpleflips drippy star hoodie ya got there
I just remembered my 7th grade science teacher bringing in his N64 for us on one of the last days of school so we could play Mario Kart, and honestly that was my first exposure to the N64 version of MK
I don't know how I got here or why I'm watching this but goddamnit I'm here for it and I'm loving it
I imagine Rainbow Road was likely made to fully take advantage of the limits of stages due to it being the final stage.
Maybe it crashes so easily because the stage designers already put the stage to it's limits.
the reason it was soft locking, especially for rainbow road, is because the track already maxed out the y axis space that the engine could handle having track geometry. There are set upper and lower bounds. When you scaled it even a little bit, you exceeded the bounds.
27:00 : Chain chomps has nothing to do with that if you ask me. My guest is that Nintendo used all the y axis for Rainbow Road since RR is a huge track based on the y axis.
Kalimari desert at 21 🤣🤣
On average, these courses can be scaled by around 4.4 (4.392578125) to be exact.
“invisible penguins are very annoying” I felt that
Nice video. And nice simpleflips hoodie
love this, i feel like if you can ramp up the speed of kart you can get higher scales
This was a really fun video!
This video was super amazing and interesting, lol.
That's super cool, i never knew this was a thing you could do.
mario kart 64 characters after getting hit by something: ⬇️➡️↘️⬆️↙️↖️⬅️↗️↪️↩️↔️↕️
Digging the SimpleFlips hoodie. I may try this to Remix multiplayer a little bit
17:19 the coolest part is going to be the jump. 10 seconds later, turns out to be the funniest part for me 😂
This looks fun as heck.
moo moo's farm looks so much better in 3x im impressed hahah
th-cam.com/video/m06RAM8Qcx09/w-d-xo.html0
Doing it in negative numbers would be good
I think what causes the softlocks is that the map has an "origin" point that it scales from, and on most maps the spawn point is in line with the origin, but on others the spawn point is off. so when you scale the map past a certain point you spawn out of bounds.
I read the link you posted and have no idea how to get actual values from the last 4 digits. I know the default is 3F80 but I don't know how that translates into the value the game uses. I want to try 3x scaling but I'm unsure how the hexadecimal (I think) values work.
i think whenever it softlocks, it's because the player's starting point never moves, so in the case of rainbow road for instance, scaling too high essentially puts the track over the player, and the game just spawns the player on the very bottom of the map (the lowest collision it can find) since the track is above their starting point
th-cam.com/video/m06RAM8Qcx01/w-d-xo.html0
N64 Karts: Are you kidding me! That's a pretty steep hill
Wii Karts and Bikes: Wanna see me run up that wall again?
This looks pretty fun
Very cool video. Thanks!
Tiny-huge island would make an awesome mario kart track.
Other tracks: 1.5-9x
Kalamari Desert: *21x*
Rainbow Road: *1.03125x*
Now, it would be cool to do a multiplayer video racing on these upscaled track, knowing how much they can be modified before becoming unplayable.
I'd love to see some expert bunnyhoppers playtest it. Find the maximum multiplier (to, say, the 1/32nd) you can crank each map while not softlocking the game and not requiring mushrooms.
Tally up the results, put it in a ROM, and make your friends cry.
bro that's so weird to see maps like this xD very funny maybe i will get time for try it.
mariokart64 2020 let's goooo
With some of the extreme topography, if the vehicle physics were more advanced that could be pretty cool track, especially some of those banked turns going very fast.
I think the trouble with softlocks is probably that the level can only be just so tall (and large, but height is the issue here) due to memory limitations.
At first I thought it would only happen due to spawning too _low,_ but since you start at the highest point in Rainbow Road that couldn’t be it.
I’m guessing Rainbow Road was already designed to push the N64 system _right_ to its limits, with only the slightest bit of wiggle room to avoid constant game crashes.
It’s... possible you _might_ be able to _go_ slightly out of bounds- the thing where the camera zooms out in the cave could be the camera refusing to go out of bounds itself with the player- but you _definitely_ can’t spawn out of bounds, and the camera thing is _probably_ actually caused by some system relating to making sure it doesn’t follow you too far when you fall off the course.
Would be interesting to see what could be done if the game was ported to PC like Super Mario 64, and if those restrictions could be removed by running natively on modern hardware.
10:24 I'm pretty sure that the game crashing on Choco Mountain was because of the height of some of the areas exceeding the maximum that the system can handle.
As to the other softlocks at the beginning of the races, my guess is that the starting area has to be within a certain range to properly spawn in the racers and start the race. Not sure what that range could be.
If you are super interested in bypassing these limitations, after multiplying the height values you would have to normalize the range to something more reasonable. I think it would be more interesting to invert it instead, by somehow making the height-multiplier negative.
in the softlocked courses you were spawning underneath the course, needing to be rescued by Lakitu who either could not spawn or isn't programmed to rescue people before the countdown.
everybody gangsta til mario drives up the 90 degree slope
I know you want to stick to whole integers but 21.0 works on calamari desert too
th-cam.com/video/m06RAM8Qcx05/w-d-xo.html
I think that's cuz it's a scale factor and because Rainbrow Road is so tall already that's why it's causing such massive offsets of Mario's Kart Position, and the chain chomps, etc.
cool video! enjoyed watching this
the grid in the bottom incorrectly has the fourth map on 3
It's bugging the hell out of me lol
Thanks for letting me know
Can't wait for Kalimari Desert x21 Speedruns
I think what causes the softlocks is Mario spawning in the out-of-bounds area under the map. I'm guessing the lock itself is then caused by either the game not knowing where to put Mario, or not knowing whether to pick Mario up or start the race. In Rainbow Road's case, since the starting position is so high up, even the tiniest scaling causes Mario to end up OoB.
Great! I liked your MK64 Scaled video!
Try to nickname the scaled tracks.(ex: from calamari desert to calamari canyon or from frappe snowland to frappe snowmountain.)
Come at me with all of your nicknames.
I'll be sitting here waiting for the big brained one to give us the perfect nicknames for all of the scaled tracks.
Under the middle tracks, I would've expect the losing fanfare instead, and new middles, the runner-ups (2nd to 4th) one.
I think the tracks softlocking has something to do with the start position's Y coordinate relative to 0. I have a feeling that the start points for Rainbow Road and Yoshi Valley have relatively high Y coordinates.
I love your N64 table behind you.
This is interesting. Would be cool to see some streamers attempt this on their channels
There's still 11 more Tracks you didn't test this on!
do you mean the reverse tracks?
Rainbow road was messing up because the hitbox for the road is razor thin, thus you can't really scale it. It spawns you directly into the void and Lakitu's hands are full and can't really help, and if he could, he would likely just put you down back into the void.
It probably softlocks because the map data over/underflows what the game is expecting. Rainbow road probably goes up and down to near the limit of that, so it can't scale anny bigger. A flattened rainbow road would be neat tho
15:38 they're not invisible, their hitbox just is infinite on the Y coordinate
After watching both parts to this mini series, Ive concluded it would be awesome to have a random terrain generator for mk64. More testing would have to be done to include bots, aka more videos..! What can be the highest/lowest terrain values for bots?
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What's the name of the song that starts playing at the very beginning of the video?
Sewer Surfin' From TMNT 4
I need that nintendo 64 table
also cool video
You turned DK’s Jungle Parkway into DK Mountain!😂