Game Resources / DS / New Super Mario Bros
The purpose of this page is to document all of the known tricks
of NDS New Super Mario Bros so far.
Because of the nature of this site, we concentrate here on tricks
that are extremely difficult to execute in real play, but are useful
in the making of tool-assisted speedruns. For most of the tricks,
a
frame advance feature in an emulator is a definite must-have.
TODO: Make clips of these segments and cut the useless screen out.
Table of contents [
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RAM values relevant to tricks/optimization
- 021B6A5C - 20.12 Fixed Point (4-byte)
- 0208B70C - X Level Position 20.12 Fixed Point (4-byte)
- 021B6A61 - Y position on screen 1 byte
- 021B6A60 - Y position on screen 2 bytes
- 020CC0EE - Rail position (where mario/luigi are on the progress bar)
- 02088A68 - RNG 1
- 02088A6A - RNG 2
Note: the RNG is actually a single 4-byte address but it is easier to monitor it as two separate addresses.
Corner Boosting
Turning right on the flagpole
Speed Mechanics
- Running Speed/Triple Jumping speed = 3.0 Pixels per frame
- Shell Spinning speed = 2.75 Px/frame
TODO: finish this and turn into a table, and explain, and add RAM addresses
RNG
- The starting RNG depends on the date and time you start the movie.
- The RNG changes whenever certain sound effects are played, whether by Mario or the background music itself (though this depends on the level). Luck can always be manipulated by either double jumping, throwing something, wall jumping, and very frequently - (though not always) by breaking a block.
The RNG is currently known to affect:
- The Red ? Block and Hammer Bros. movements on the world map
- The movement of the Scuttlebugs
- The volcano rocks in World 8-8
- When the final cutscene in World 8-Castle 2 (Bowser Jr. throwing Dry Bowser into the pot) activates.
TODO, explain these:
Ground pounding as mini-mario
Super corner boosting
Maintaining speed as a turtle shell
Mini-mario corner boosting
See also
GameResources/DS/NewSuperMarioBros last edited by
xy2_ on 2015-10-30 21:27:40
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