Joined: 9/20/2011
Posts: 3
Location: Birmingham UK
Hey guys, I decided to start doing a TAS and I'm having a little trouble. I can't glitch into the flagpole at the end of levels, I've tried studying and copying one of the releases by happylee and I'm still having trouble. Can somebody help me out please?
NTSC: (Super Mario Bros. (W) [!].nes, auto-adjusting)
You can flagpole glitch with Mario running towards the castle and the flag not coming down, by moving inside the flagpole block (as seen in the non-walkathon TASes)
You can flagpole glitch with Mario running at the flagpole block (time-to-score conversion starts immediately), by bouncing off a bullet bill or shell while moving inside the flagpole block, or by glitching into the ground and jumping at the flagpole block. You can also use vine warping to make Mario wrap around the screen and run at the stairs.
Without pressing B, you can only do the bounce-off-enemy, vine-glitch and glitch into ground methods.
PAL: (Super Mario Bros. (E) (REV0) [!p].nes)Why is there an (E) ROM when there's already the auto-adjusting ROM anyway?
Unlike in the NTSC version, you can make Mario run at the flagpole block without the need to bounce off an enemy or glitching into the ground.
Without pressing B, you can do the normal flagpole glitch (with Mario running towards the castle with the flag not coming down), and the aforementioned methods (vine, glitch-into-ground, bounce-off-enemy).
PAL flagpole glitches:
http://www.youtube.com/watch?v=rhSYvvViMEw
PAL running flagpole glitch fm2
http://dehacked.2y.net/microstorage.php/info/1795058220/run.fm2
PAL walking flagpole glitch fm2
http://dehacked.2y.net/microstorage.php/info/380219999/walk.fm2
Because there is no auto-adjusting ROM at all. When run on a PAL system, the NTSC version plays at 5/6th speed, and plays the music 5/6 as fast, and music pitch is approximately one half-step lower. It's just like playing almost any other NTSC game on a PAL system. You can't do it with a normal cartridge anyway, because of the lockout chip.
But scrolling works fine because it simply uses a sprite 0 hit to split the screen, and that still happens the same regardless of which system it's run on.
The PAL version of SMB1 was ported poorly. Music is too fast and sometimes desynced, and Mario moves too quickly. At least they corrected the sound pitch.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
How do wall jumps and through wall glitches work exactly? I was thinking something similar might be possible on TMNT, since all walls are divided into blocks exactly like SMB and with other glitches with limited use you can get inside walls and jump, but can't move through them.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
So it seems the wall jump is only because the game allows you to push yourself into walls for an instant.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
sorta, yep.
for every pipe or wall, there is a pixel, and when Mario hits the bottom of a pixel, the game thinks that he has landed on the ground. so Mario lands on it. Then the game realizes that the pixel Mario is standing on is not the floor or ground, so it pushes Mario out. If you hit 'a' before the game does that, Mario will jump off the pixel.
That is what a wall-jump is.
Does anyone know in detail how to manipulate the flying Cheep-Cheeps? I want to use one of them to avoid an additional jump during 2-3 in my Warpless MP TAS.
There is a running counter in the game that counts frames, and every 21th frame, it goes to 0. When the game goes to a new scene through a black screen, at some point it waits for the counter to go 0 before proceeding. This means that any progress you have made that is modulo 21 is completely ignored. (The actual implementation may be different but this is how it appears.)
With the exception of the last stripe of the game (the one that ends up rescuing Princess), all stripes in the game can only be finished in time that has a constant modulo 21 result; i.e. you either improve it by n*21 frames or you don't improve it at all.
Does anyone know in detail how to manipulate the flying Cheep-Cheeps? I want to use one of them to avoid an additional jump during 2-3 in my Warpless MP TAS.
Looks like I'm probably the only one who can offer some help now. Memory watching won't help you manipulate Cheep-cheeps, at least in my opinion, so it seems that you're on your own. Do make sure you REALLY wanna do this, 'cause a Warpless MP TAS might not be so meaningful (the way I see it) that requires manipulating the hardest enemy of all, besides there are quite possibly more improvements before 2-3 and 7-3. Therefore I strongly suggest you pay more attention to the rest of the levels, and just give up the idea of manipulating Cheep-cheeps. If you have to do it the very hard way, you'll most likely loose more, and regreting would be too late.
If anyone who can or wants to break the flying Cheep-cheeps' code of SMB, please connect me. I may help those in need to test it, and Brandon too if he doesn't take my advice.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Does anyone know in detail how to manipulate the flying Cheep-Cheeps? I want to use one of them to avoid an additional jump during 2-3 in my Warpless MP TAS.
i have to admit that i don't know. but i have a question: What is the 21-frame rule???
...I'd appreciate if you didn't hijack my question to then ask your own. I still want to know how this works.