Paper Mario: TTYD - Collision Exploit Compilation

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Published on ● Video Link: https://www.youtube.com/watch?v=zuCdWDHwtRc



Duration: 2:07
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0:00 - Hammering through collision
When Mario is hammering, there are several wall checks that occur to detect collision and determine how far into the swing something was found. The first of these vectors is at Mario's X and Z positions, but slightly above his head, so it will only find walls that are taller than him. As for the rest of them, they are slightly in front of Mario in the direction he is facing pointing downward along the arc which means that partially clipping into a wall with something like a pause unspin can allow Mario to hammer right through it if the wall's height is between the first and second collision vector.

0:23 - Passable collision exploit
When Mario is moving, there are 2 types of wall collision checks that occur. The first is just a standard vector pointing in the direction of Mario's movement, while the second is a set of 8 vectors that act to detect walls around him. The first of these 8 is also in the direction of movement, and the following 7 are each 45 degree rotations from the last vector. This ensures that collision all around Mario is considered and not just what's directly in front of him.
However, there is still a major flaw with this system that is abused here. Each vector can only find 1 piece of collision, even if that piece of collision is passable. This means that we can essentially "block" the vectors from hitting the impassable corner using things like loading zones and make our way through as if that corner is also passable.

0:51 - Spin jump ceiling displacement / floor clip
When Mario is doing a spin jump, there is a ceiling check that is done and if met, Mario is brought down to be below it. If this is done in a small enough space above floor collision, then Mario will be put below the floor and can use that to clip.

1:16 - Tube mode pause jump through ceiling
Pause jumping is known to be able to ignore wall collision due to the way that movement is handled while paused. However, pause jumping in tube mode also adds the ability to ignore ceiling collision, thereby making clips like the one seen in this clip possible.

1:37 - Yoshi hazard respawn trigger oversight
When using Yoshi, separate collision functions are used to handle movement. One of these functions that checks for ground is also ran while Yoshi is heading towards Mario before getting on him. This action is considered for some parts of that functions like checking for steps, but misses the possibility of setting a hazard respawn position during it. This allows for remotely setting a respawn point with Yoshi using things like partner "moon jumps" or clipping him through collision to get to places that Mario normally cannot.







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