44,467
edits
(→Enemy-related: Added new crash for Smoky Progg.) |
m (Various policy cleanups.) |
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|notes = This can be used to defeat the enemy without it being able to shake the Pikmin off. | |notes = This can be used to defeat the enemy without it being able to shake the Pikmin off. | ||
|explanation = The enemy only performs its landing animation when certain spots of its underside detect a ground. These points do not coincide with the ones that control the physics portion that stops it from falling through the skull. This means that while the physics code is detecting the skull's uncertain terrain as ground, the script for the landing animation is not. | |explanation = The enemy only performs its landing animation when certain spots of its underside detect a ground. These points do not coincide with the ones that control the physics portion that stops it from falling through the skull. This means that while the physics code is detecting the skull's uncertain terrain as ground, the script for the landing animation is not. | ||
}} | |||
===Smoky Progg crash=== | |||
{{glitch | reproducibility = Medium | danger = Harmful | p1 = Yes | npcp1 = ? | youtube = RR54fHOGb5g | |||
| effects = Makes the game [[crash]]. | |||
| prerequisites = Be on day 15 or lower. In [[The Distant Spring]], have the [[Gate#Reinforced wall|black stone gate]] near base destroyed, and have the [[bridge]] to the [[Armored Cannon Beetle]] arena built. | |||
| howto = Awaken [[Smoky Progg]] and guide it deep into the [[Armored Cannon Beetle]]'s arena, then lose its attention. It will then follow routes back to the Onions and, sometime after passing the black gate, may crash the game. | |||
| notes = There may be other setups that crash, but this is the only one that is currently known. | |||
| explanation = The function <code>[getRouteWayPoint__5BTekiFi]</code> oversteps an array of pointers to route nodes, resulting in a null pointer being used in the function <code>[act__14TAIAgoGoalPathFR4Teki]</code> while checking if surrounding route nodes are active or inactive. (Confirmed on GCN USA v1.01.) | |||
}} | }} | ||
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| notes = While stuck, the creature cannot be harmed; it remains in its jumping animation and cannot be brought out of it. | | notes = While stuck, the creature cannot be harmed; it remains in its jumping animation and cannot be brought out of it. | ||
| explanation = The Yellow Wollywog only contains code that handles its collision with the ground. The pipe doesn't necessarily count as ground, but rather as an object. Either that, or the pipe only counts as having slidable walls, and these walls keep pushing the Wollywog inwards, and seeing as there isn't enough space for it to go through, it gets stuck. | | explanation = The Yellow Wollywog only contains code that handles its collision with the ground. The pipe doesn't necessarily count as ground, but rather as an object. Either that, or the pipe only counts as having slidable walls, and these walls keep pushing the Wollywog inwards, and seeing as there isn't enough space for it to go through, it gets stuck. | ||
}} | }} | ||
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===Removing Olimar's collision=== | ===Removing Olimar's collision=== | ||
{{glitch | reproducibility = Medium | danger = Depends | p1 = Yes | npcp1 = Yes | youtube = eb9FQug1uxM | vcaption = YouTube video (using | {{glitch | reproducibility = Medium | danger = Depends | p1 = Yes | npcp1 = Yes | youtube = eb9FQug1uxM | vcaption = YouTube video (using Puffstool) | other = [https://youtu.be/mCEg_SgPFn0?t=6m24s YouTube video (using bridge)]<br>[https://youtu.be/EyvxErG74a4?t=7m24s YouTube video (using Wollywog)] | ||
| effects = Causes Olimar to fall through the floor, and upon respawning, be able to walk around unable to collide with most objects. | | effects = Causes Olimar to fall through the floor, and upon respawning, be able to walk around unable to collide with most objects. The breadth of objects that no longer interact with Olimar seems inconsistent, however, and the effect goes away when [[lie down|lying down]]. Additionally, once Olimar gets up, Pikmin in formation will no longer attempt to carry Olimar when lying down again, only idle Pikmin will. | ||
| prerequisites = Have access to [[The Forest Navel]] in | | prerequisites = Have access to [[The Forest Navel]] in story mode, or [[The Distant Spring]] in story mode or [[Challenge Mode (Pikmin)|Challenge Mode]]. | ||
| howto = Find a [[Puffstool]], and make it trip. Try to get under it, and [[lie down]]. The closer you are to the center of the creature, the better. When it turns back upright, there is a chance that Olimar will be pushed through the floor and into the [[pit]]. | | howto = Find a [[Puffstool]], and make it trip. Try to get under it, and [[lie down]]. The closer you are to the center of the creature, the better. When it turns back upright, there is a chance that Olimar will be pushed through the floor and into the [[pit]]. A [[Wollywog]] can also be used if it is trapped in place whilst returning to its home, but the execution is very situational and difficult. Alternatively, the bridge to the [[Armored Cannon Beetle]] arena in [[The Distant Spring]] can be used to push Olimar through the floor while being carried, though this is also very inconsistent. | ||
| notes = If done 4 times in a day, when Olimar attempts to pluck a Pikmin, all Pikmin sprouts in the area will fall underground and become irretrievable. However, they will still show up on the counter and can be brought back if the glitch is executed a fifth time. | | notes = If done 4 times in a day, when Olimar attempts to pluck a Pikmin, all Pikmin sprouts in the area will fall underground and become irretrievable. However, they will still show up on the counter and can be brought back if the glitch is executed a fifth time. | ||
}} | }} |