Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Well, that seems to be the case, but as mentioned the Lua drawing is one frame behind, so that's probably not the case.
qfox.nl
Joined: 7/20/2004
Posts: 45
Another thing I just noticed...just before the flagpole on 1-1, there's a hitbox following on the bottom left of the screen that appears out of nowhere on the stairs. What the heck is that?
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Yeah I have been wondering about that myself. It shows up as an enemy on the next screen, but I can't figure out what it is. It's not moving with the flag either.
qfox.nl
Chamale
He/Him
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Joined: 10/20/2006
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qFox wrote:
I have a feeling that being in an uncontrollable state (there's a switch) also makes you invulnerable.
That's correct. I've seen Mario go down a pipe and get hit by a Bullet Bill a frame after hitting down, and he survives. It can also be shown by going down a pipe with a pirahna plant about to eat Mario.
Joined: 3/11/2008
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Location: USA
Or going down pipes with surviving piranha plants at all.
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Actually, it seems that killed piranha's stay on screen, just hidden in the pipe. You can see their hitboxes when you kill them...
qfox.nl
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Joined: 2/19/2006
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haha... so I should be avoiding the hammers all the time then maybe.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
That's basically the case yeah. As poor of a job as the hitboxes might do, they'll still kill you :) It just becomes glitchy when there are many hitbox-objects on screen because the game then starts to alternate between who gets the hitbox.
qfox.nl
Skilled player (1829)
Joined: 4/20/2005
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Location: Norrköping, Sweden
Takarifreak wrote:
Another thing I just noticed...just before the flagpole on 1-1, there's a hitbox following on the bottom left of the screen that appears out of nowhere on the stairs. What the heck is that?
I know that many games (most?) store information for each hitbox on what kind of object it is. So perhaps there's a RAM address for each hitbox that tells you what object it is, maybe if someone finds these addresses you can tell what this mysterious hitbox is (these addresses should be close to the ones storing the position information on the hitboxes). Just throwing out ideas! :)
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Oh I can tell you where. The enemy types are located at 0x0015 or 25. I think it was something like 0x5C, no common enemy (they're in the 0x00-0x30 range).
qfox.nl
Editor, Emulator Coder, Expert player (2161)
Joined: 5/22/2007
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qFox wrote:
Oh I can tell you where. The enemy types are located at 0x0015 or 25. I think it was something like 0x5C, no common enemy (they're in the 0x00-0x30 range).
I remember watching a glitched video on YouTube, which showed that Mario fired at ground in front of the flagpole, but the fireballs kept "disappearing" when they hit the ground, mysteriously. I guess it had something to do with this invisible enemy hit box.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Former player
Joined: 3/31/2005
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Location: Argentina
So, does anyone know why coins have hitboxes and why rotating fireball barriers don't seem to have any?
Joined: 4/25/2004
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Location: The Netherlands
I think anything that moves seems to have a hitbox. Platforms have hitboxes too you know. Solid objects have implicit hitboxes (or not implicit, as the level is clearly drawn in memory). As for the fireball barriers, I gather it was easier to do the math internally then keep track of a hitbox due to diagonal lines and the math involved. There is only space for so many hitboxes and there can be many more individual fireballs on screen (three or four barriers will easily reach that).
qfox.nl