Joined: 6/14/2004
Posts: 646
Maybe there could be some kind of advanced hacking done to make the un-auto-bosses hitpoints start at 0?
I like my "thank you"s in monetary form.
Joined: 6/9/2004
Posts: 40
Location: Calgary
So while I would be greatly entertained by this movie, making a 70 odd exit autoplay Mario would be a phenominal effort. Although, the results would be very cool. Just... please, don't have more anime sync levels.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Morton, Roy, and Ludwig could probably be beaten with the use of the bouncy note blocks, or even those zippy arrow things that are seen in one of these videos.
Joined: 5/29/2004
Posts: 757
zdude255 wrote:
I've been thinking about this for a while and I can't seem to get it out of my head. I've thought about it a bit and envision a hack that recreates the whole game of SMW with self-playing levels. Obviously we have to make some concessions for sake of actually having the levels play themselves, but if each level kept to the theme of the original game, it would be an interesting new way to experience SMW. Well, to show you what I've been thinking of, I'll show my WIP of the first level. http://www.youtube.com/watch?v=z714Ya8mxsw
I think this didn't look too bad for a WIP. Better then what I'd be able to do ^^;; It'd be nice to see a bit more speed going for it, but it DOES work in manners I wasn't expecting. Keep up the good work! Mr. Kelly R. Fleiwn
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
ctu
Joined: 9/20/2007
Posts: 22
zdude255 wrote:
Mr. Kelly R. Flewin wrote:
Perhaps there might be enough interest for a TASvideos joint production? Ie. Numerous collaborators go to work in making a new SMW hack which is all self played?
I've been thinking about this for a while and I can't seem to get it out of my head. I've thought about it a bit and envision a hack that recreates the whole game of SMW with self-playing levels. Obviously we have to make some concessions for sake of actually having the levels play themselves, but if each level kept to the theme of the original game, it would be an interesting new way to experience SMW. Well, to show you what I've been thinking of, I'll show my WIP of the first level. http://www.youtube.com/watch?v=z714Ya8mxsw Please post feedback either here or by the video.
Now thats is very good so far. I was thinking about working on my own and If I can ever figure out how to use that prog correctly and set everything up to work. I'll make one myself :P Tho I dough I can make one anywhere close to being as good as you done so far.
Joined: 5/9/2005
Posts: 752
One other small thought. Secret exits. Would it be possible for some levels to be able to play to the goal with no buttons pressed, but also able to played via a different route to a secondary goal when a button (Say R for example. That is the 'grab' button right?) is held down for the entire level?
Active player (286)
Joined: 3/4/2006
Posts: 341
Secret exits might also be doable by taking advantage of the fact that levels can be entered in any of about 80 different states.
Active player (312)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
By the way... how the heck do you create those crazy new blocks (like the ones that make Mario dash) with Lunar Magic?
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
Found a video with a boss defeat. http://www.youtube.com/watch?v=NF3Z29isETc
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1353
Location: Canada
I think it would be possible to make a hack where all the levels are autoplaying, but that follows the normal route of the warps TASes. Is it possible to change how many hits Bowser takes to die? If it is, set it to 0 and be happy.
Active player (315)
Joined: 8/25/2006
Posts: 287
Here's my third Automatic Mario level i've made so far: http://www.youtube.com/watch?v=d14NCnjNYrs I've inserted 4 custom blocks in there. 1) Green --> Makes mario Bounce, but not like the note block, you don't have to hold down any buttons to make mario get his max height from the note block, and it doesn't bounce down then up. 2) Yellow --> Makes mario zip Right very fast. 3) Purple --> Makes mario zip Left very fast. 4) Red --> Makes mario fall Medium Speed. Yes, it's not very long, I was just messing around with the blocks.
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Nice! The high speed is a nice change from the ever so slow levels we've seen so far.
qfox.nl
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
Silent_Slayers wrote:
Here's my third Automatic Mario level i've made so far: http://www.youtube.com/watch?v=d14NCnjNYrs I've inserted 4 custom blocks in there. 1) Green --> Makes mario Bounce, but not like the note block, you don't have to hold down any buttons to make mario get his max height from the note block, and it doesn't bounce down then up. 2) Yellow --> Makes mario zip Right very fast. 3) Purple --> Makes mario zip Left very fast. 4) Red --> Makes mario fall Medium Speed. Yes, it's not very long, I was just messing around with the blocks.
It would be nice if next time, instead of making a new one, you expanded one of the ones you've already made, like this, or the second one. It's nice to see them fast, but it would be even better if it weren't just a straight line.
How fleeting are all human passions compared with the massive continuity of ducks.
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1353
Location: Canada
For the boss defeat one, wouldn't you need to be quite lucky for it to actually work?
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Chamale wrote:
For the boss defeat one, wouldn't you need to be quite lucky for it to actually work?
As long as the RNG (or whatever values the game reads to specify which pipe the boss pops out of) is contained within the level, the boss should come out of the same pipes every time. In other words, as long as it doesn't matter what you do outside of the level. Of course, for all I know, you may very well need to get lucky.
Former player
Joined: 6/15/2005
Posts: 1711
Yeah the pipes (and how fast he shows up, it can vary slightly) are determined by what frame you enter the boss door though I can't answer if it's a universal timer or an in-level timer. My guess is it'll be fine no matter which frame you enter on but don't quote me on it, JXQ is guessing the opposite.
Zoey Ridin' High <Fabian_> I prett much never drunk
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1353
Location: Canada
I've had some synch problems with my attempt at an autoplay level, that's why I ask.
Former player
Joined: 6/15/2005
Posts: 1711
Chamale wrote:
I've had some synch problems with my attempt at an autoplay level, that's why I ask.
Stuff will behave in different ways depending on when you enter a level, there's no way around that. I guess what you need to do is decide on a frame to enter a level (like the earliest frame possible), and make the level work based on that frame's randomness. If you never vary when you enter a level, it will behave the same every time.
Zoey Ridin' High <Fabian_> I prett much never drunk
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1353
Location: Canada
... See, I wanted to use this for a bit of a prank. One of my cousins is 7 and he has a SNES, with SMW, but he's not very good - can't beat the first castle. I figured I'd give him an autoplaying hack and tell him after about a day that you can win without doing anything. I suppose the gag is ruined, though, if you need a specific frame to start on.
Former player
Joined: 6/15/2005
Posts: 1711
You could probably construct the level in a way so it's not super super super specific exactly what must happen for it to work out. I mean the differences between entering on different frames aren't huge in most cases (where the boss appears is a good exception, if you require a boss your idea probably won't work, no).
Zoey Ridin' High <Fabian_> I prett much never drunk
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1353
Location: Canada
Damn. I wanted this to cruise through the entire game. I guess that's not happening. :(
Former player
Joined: 6/15/2005
Posts: 1711
Sure it could, as long as it's tool assisted. Meaning you have to always enter a level at the "right" frame. If you want to enter levels manually, it won't cut it.
Zoey Ridin' High <Fabian_> I prett much never drunk
Player (206)
Joined: 5/29/2004
Posts: 5712
Can you hack the game to start itself and make Mario enter levels all on his own?
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (286)
Joined: 3/4/2006
Posts: 341
It would probably be easier and better to hack the game to start with the same random seed whenever Mario enters a level.
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1353
Location: Canada
I know that's in SMB3, and I saw automatic pipes in a hack of SMW called "Lost Levels Deluxe".