Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Lil_Gecko
He/Him
Player (94)
Joined: 4/7/2011
Posts: 520
Really nice WIP ! Keep it up !
Former player
Joined: 6/15/2005
Posts: 1711
Couldn't spot any big improvements over the published run tbh, probably voting no.
Zoey Ridin' High <Fabian_> I prett much never drunk
Expert player (2453)
Joined: 12/23/2007
Posts: 822
Fabian wrote:
Couldn't spot any big improvements over the published run tbh, probably voting no.
Excuse me, what are you talking about?
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Editor, Skilled player (1404)
Joined: 3/31/2010
Posts: 2086
Masterjun wrote:
might as well post something here :)
Needs more xX 360 leet mlg noscopes Xx, man.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11264
Location: RU
You make cool music! And what was the video footage from?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
From the WIP
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
HappyLee wrote:
Fabian wrote:
Couldn't spot any big improvements over the published run tbh, probably voting no.
Excuse me, what are you talking about?
He's either joking or bitter because his 96-exit run will be obsoleted by this.
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Fabian wrote:
Couldn't spot any big improvements over the published run tbh, probably voting no.
Did you see Cookie Mountain? This run is not only 14 seconds faster within the first 20 or so minutes, but it also shows off very cool new ISM glitches.
Editor, Experienced player (852)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Guys, are you kidding? XD It's fucking Fabian. Of course he's kidding! This should ring a bell: "probably voting no."
Joined: 11/6/2012
Posts: 1
I had to register just to say great work on the WIP so far. Hope you guys keep this pace and it'll be released soon!
Editor, Skilled player (1404)
Joined: 3/31/2010
Posts: 2086
ITT: People understanding a joke.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Hmph, I understood it....somewhat.
Expert player (2581)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Still watching but already amazed!
I am old enough to know better, but not enough to do it.
Post subject: Re: smw-96 wip
Expert player (2453)
Joined: 12/23/2007
Posts: 822
bahamete wrote:
Tomorrow I'll edit this post with level comments I'm writing right now.
I'm still waiting for the level comments, please. It's been already 4 days...
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Post subject: Re: smw-96 wip
Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
HappyLee wrote:
bahamete wrote:
Tomorrow I'll edit this post with level comments I'm writing right now.
I'm still waiting for the level comments, please. It's been already 4 days...
I'm sorry, I'm really busy lately with university and the like. Seeing as I don't know when I'll finish them you can see my unfinished notes (which only compare to ISM) here. http://pastebin.com/25y4arSH
Retired smw-96, smw any%
Post subject: Re: smw-96 wip
Expert player (2453)
Joined: 12/23/2007
Posts: 822
bahamete wrote:
HappyLee wrote:
bahamete wrote:
Tomorrow I'll edit this post with level comments I'm writing right now.
I'm still waiting for the level comments, please. It's been already 4 days...
I'm sorry, I'm really busy lately with university and the like. Seeing as I don't know when I'll finish them you can see my unfinished notes (which only compare to ISM) here. http://pastebin.com/25y4arSH
Thanks a lot! And keep the magic going!
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Joined: 11/8/2012
Posts: 49
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Link to video .smv Made with Snes9x That video uses the 4 extra buttons of the SNES controller. A regular controller has 12 buttons but with 16 bits there is place for 4 extra bits, which is currently only possible in Snes9x... I think this would be possible on a console once a custom controller is created...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Expert player (2453)
Joined: 12/23/2007
Posts: 822
Masterjun wrote:
.smv Made with Snes9x That video uses the 4 extra buttons of the SNES controller. A regular controller has 12 buttons but with 16 bits there is place for 4 extra bits, which is currently only possible in Snes9x... I think this would be possible on a console once a custom controller is created...
Whatever you've done, that was amazing! How the heck did you do that?
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
Is this usable for a total-control type movie? (I'd be interested in technical details. I'm guessing that instead of using the RNG to run arbitrary code, you're using the memory addresses that hold the controller input?)
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
hey masterjun I don't know what happened but since you mentioned the extra buttons I'll assume they were important. with that in mind, could you manipulate the game further with input from the other three controllers? or by being Luigi?
Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign aqfaq Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
We still have to test things, so I can't give you any answers to your questions, I'm sorry...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Former player
Joined: 6/15/2005
Posts: 1711
"or by being Luigi?" <3 <3 <3 one day it will happen
Zoey Ridin' High <Fabian_> I prett much never drunk
caitsith2
He/Him
Player (46)
Joined: 3/26/2004
Posts: 194
I disassembled the code that was present in the controller input. At present, he just seems to have temporary control of things, to be able to execute up to 8 bytes worth of instructions, per frame.
STZ $4201;	WAI;	NOP;	NOP;	BRA #$FA
REP #$20;	SEI;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$1815;	WAI;	NOP;	NOP;	BRA #$FA
STA $0EFA;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$FC15;	WAI;	NOP;	NOP;	BRA #$FA
STA $0EFC;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$1B0C;	WAI;	NOP;	NOP;	BRA #$FA
STA $0EFE;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$0D0E;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F00;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$1D12;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F02;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$FC1C;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F04;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$1815;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F08;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$FC15;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F0A;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$1B0C;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F0C;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$0D0E;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F0E;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$1D12;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F10;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$FC1C;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F12;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$1815;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F15;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$FC15;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F17;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$1B0C;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F19;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$0D0E;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F1B;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$1D12;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F1D;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$FC1C;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F1F;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$1815;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F23;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$FC15;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F25;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$1B0C;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F27;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$0D0E;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F29;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$1D12;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F2B;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$FC1C;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F2D;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$FCFC;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F13;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$FCFC;	WAI;	NOP;	NOP;	BRA #$FA
STA $0F2E;	WAI;	NOP;	NOP;	BRA #$FA
SEP #$20;	NOP;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$08;	NOP;	WAI;	NOP;	NOP;	BRA #$FA
STA $13C6;	WAI;	NOP;	NOP;	BRA #$FA
LDA #$18;	NOP;	WAI;	NOP;	NOP;	BRA #$FA
STA $0001;	WAI;	NOP;	NOP;	BRA #$FA
RTS;	NOP;	NOP;	WAI;	NOP;	NOP;	BRA #$FA
The code obviously has to reside in ram somewhere, and is updated each and every frame. This of course has the possibility of writing a bootloader of some sort, smash the stack, and execute the bootloader, which could be made to write 8 bytes of code/data per frame, or if done more efficiently, possibly up to 16 per frame, using 2 multitaps of input. As it is, in this case, he is just using the control to change the rules of the game in place, by writing a couple of bytes that tells the game engine that game has just been beaten, then returns control to the game.