Expert player (2555)
Joined: 12/23/2007
Posts: 829
andrewg wrote:
If there's a 21 frame improvement. it's in 4-2. If there's a 1 frame improvement, it's in 8-4. However, I believe the game has been maxed to the frame rules. If an improvement is possible, it's likely in 8-4.
I believe the same thing, but neither of them could be improved unless some brand new technologies come up. SMB has been indeed optimised to the max.
Paused wrote:
It's getting to be an old post, but did this ever happen? HappyLee's comment left me intrigued. AndiHoffi recent post just reminded me of it.
Sorry that I haven't told you that the author has found some improvements in the previous worlds (which seem amazing) and been remaking it from the begining with a new team. Unfortunatelly the process became very slow. They has just finished world 2 a month ago, and I can't imagine when they are going to finish 4-1 and 4-2, but since it's a really huge project and the authors are working hard on it, I think what we can do is just to wait... Meanwhile Mars and I are working on SMB warpless walkathon, which is also a huge project, but we've already saved lots of frames in 1-3, 1-4 and 2-1 using new routes and technologies. We'll send a WIP after another breakthrough. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Personman
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Joined: 4/20/2008
Posts: 465
HappyLee wrote:
Paused wrote:
It's getting to be an old post, but did this ever happen? HappyLee's comment left me intrigued. AndiHoffi recent post just reminded me of it.
Sorry that I haven't told you that the author has found some improvements in the previous worlds (which seem amazing) and been remaking it from the begining with a new team. Unfortunatelly the process became very slow. They has just finished world 2 a month ago, and I can't imagine when they are going to finish 4-1 and 4-2, but since it's a really huge project and the authors are working hard on it, I think what we can do is just to wait... Meanwhile Mars and I are working on SMB warpless walkathon, which is also a huge project, but we've already saved lots of frames in 1-3, 1-4 and 2-1 using new routes and technologies. We'll send a WIP after another breakthrough. :)
I've been checking this thread at least every couple months since that tease was posted in hopes of some more news, so I'm very happy to hear this :D I have been patient this long - I can continue to be patient! But the knowledge that it's being actively worked on is very nice.
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Player (204)
Joined: 8/18/2013
Posts: 146
Location: location, location!
Sorry if this has already been asked, but is a limit of enemies/sprites known? I think there are only 4 enemies that can be on screen at a time, and I have know idea how many sprites can be loaded at one time, so want to check.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Joined: 2/3/2013
Posts: 320
Location: Germany
thelegendarymudkip wrote:
Sorry if this has already been asked, but is a limit of enemies/sprites known? I think there are only 4 enemies that can be on screen at a time, and I have know idea how many sprites can be loaded at one time, so want to check.
See http://tasvideos.org/GameResources/NES/SuperMarioBros.html#EnemiesFirebarsOrPlatformsNotAppearingSmb1Smb2j
All syllogisms have three parts, therefore this is not a syllogism.
Player (204)
Joined: 8/18/2013
Posts: 146
Location: location, location!
RGamma wrote:
thelegendarymudkip wrote:
Sorry if this has already been asked, but is a limit of enemies/sprites known? I think there are only 4 enemies that can be on screen at a time, and I have know idea how many sprites can be loaded at one time, so want to check.
See http://tasvideos.org/GameResources/NES/SuperMarioBros.html#EnemiesFirebarsOrPlatformsNotAppearingSmb1Smb2j
oh... I don't know how many times I've read through that page (not recently), but I didn't remember seeing anything. Thanks
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Player (204)
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Posts: 146
Location: location, location!
sorry for double posting, but after looking for an improvement in 1-1, I am almost entirely certain there isn't one. I managed to squeeze an extra subpixel out of the flagpole (be a subpixel ahead after the flagpole glitch) but it doesn't save a frame. I will have to check if it's possible to get another one out of it, but I pretty much certain that it isn't possible.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Joined: 7/29/2009
Posts: 55
I'm a non-TAS speedrunner of this game and I'm confused about 8-1. You can play 8-1 without ever slowing down, but even if you do that and hit the top of the flagpole, you sometimes lose a framerule. It seems to depend on what enemies and upgrade blocks you hit, but I can't really make sense of it. Does someone know what I'm talking about? EDIT: I think it's impossible, but I had this idea: Stomp the Koopa at the end of 8-2 and then jump of it as it falls down and enter the ground to do the flagpole glitch.
Joined: 7/29/2009
Posts: 55
I made a comparison movie to show what I'm talking about. They are identical except for a jump at the start. At the end Mario is visibly higher on the flagpole and enters the castle 1 frame sooner. But I can't find the memory adresses that reflect the height difference. http://dehacked.2y.net/microstorage.php/info/1391853335/Super%20Mario%20Bros.-0%20-%20Kopie.fm2 http://dehacked.2y.net/microstorage.php/info/1387701040/Super%20Mario%20Bros.-0.fm2
Expert player (2555)
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Potato Stomper wrote:
I made a comparison movie to show what I'm talking about. They are identical except for a jump at the start. At the end Mario is visibly higher on the flagpole and enters the castle 1 frame sooner. But I can't find the memory adresses that reflect the height difference. http://dehacked.2y.net/microstorage.php/info/1391853335/Super%20Mario%20Bros.-0%20-%20Kopie.fm2 http://dehacked.2y.net/microstorage.php/info/1387701040/Super%20Mario%20Bros.-0.fm2
Memory address for height: 00CE
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Joined: 7/29/2009
Posts: 55
HappyLee wrote:
Memory address for height: 00CE
I compared this adress and also subpixel and speed and some more, they're all the same for the first few seconds of touching the flagpole. Only when Mario is about to fall off, they suddenly change. EDIT: And the important part is that after falling from the flagpole, in the second movie Mario gets a very slight x position advantage and enters the house 1 frame earlier saving a framerule.
Player (204)
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In 1-1 (and other levels I believe) an extra right input can be added on the frame after the jump+L+R to get a subpixel value of 96 instead of 80... doesn't save any frames but I like to get the subpixel maxed :P
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Post subject: super mario bros 1 no glitch
Joined: 4/1/2014
Posts: 4
bonjour tout le monde pour commencer je tiens a dire que je suis français et que la traduction viens de google trad donc excusez moi par avance des erreurs. je me suis mit très très récemment au tool assisted speedrun bien que je regarde depuis pas mal de temps et je me suis rendu compte que les Tool assisted no glitch étaient très rare je voudrais avoir votre avis savoir si cela vaut la peine que je propose les miennes sur se site. voici le liens de ma chaîne youtube : https://www.youtube.com/channel/UCza5p4BWqGGyfGAJXxc1RRA je suis preneur de tout bon conseil constructif hello everyone to start I want to say that I am French and the translation just google trad so excuse me in advance for mistakes.I very recently started to tool assisted speedrun that I follow for quite some time and I've realized that no glitch Tool assisted were very rare I would like to have your opinion whether it's worth I propose the mine on this web site Here are the links to my youtube channel : https://www.youtube.com/channel/UCza5p4BWqGGyfGAJXxc1RRA I'm interested in any good constructive advice
Player (127)
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Location: In X position=50 y position=20
Glitch are what makes mario TASes interesting, without them the TAS would be boring.
Jungon wrote:
if I was to have a Tool-Assisted real life ... I'd.. I could abuse death, just to see if it saves time ..
Patashu
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The difficulty in SMB1 glitchless is in what is a glitch. To many people, jumping through a pirahna plant without dying looks like a glitch or cheat. Or what about jumping through a hammer stream without dying? That technically is a glitch, because the hammer hitboxes are bugged and don't always match what you see on screen.
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Joined: 4/1/2014
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it is true that many people do not know the difference between a programing as default in the cheat code and it's still sad. a small glitch issue of the flag and pass through walls are possible on a U.E. version of mario bros 1 or you need a usa or Japanese version. I greatly try unsuccessfully I just passed the wall jumps
Player (204)
Joined: 8/18/2013
Posts: 146
Location: location, location!
thelegendarymudkip wrote:
In 1-1 (and other levels I believe) an extra right input can be added on the frame after the jump+L+R to get a subpixel value of 96 instead of 80... doesn't save any frames but I like to get the subpixel maxed :P
After testing, I can say that with the correct subspeed value as well as the added right input, the subpixel value can be increased to 112. Which still doesn't save a frame, but another subpixel might (or should, depending on.) For the flagpole glitch to work, many things need to correct. After testing, this is the new list that I believe to be correct: Pixel Sub-Pixel X-Speed Y-Speed X-Sub-Speed Trajectory of jump I will work on getting a list of what these values need to be in order for the flagpole glitch to work with the correct input.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Joined: 7/29/2009
Posts: 55
Isn't a lower subpixel value better?
Player (204)
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Location: location, location!
Potato Stomper wrote:
Isn't a lower subpixel value better?
No, the higher the X subpixel value, the closer you are to being at the next pixel = further ahead.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Joined: 7/29/2009
Posts: 55
I tried to make a TAS without using left+right: http://dehacked.2y.net/microstorage.php/info/1472619153/rta-rules.fm2 I'm not sure, if I got everything. In 1-2 I lose a bunch of frames when I try the wallclip and can't save the framerule, but I think it may be possible. 4-2 and 8-2 are not 100% optimized either, so maybe a framerule could be saved? 8-4 room 2 could maybe be a frame quicker? (I copied room 2 and 3 directly from Happylee.) I did not care about entertainment, just want to know the time.
Post subject: SMB Warpless Walkathon TAS WIP by Mars608 & HappyLee
Expert player (2555)
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Posts: 829
http://dehacked.2y.net/microstorage.php/info/1879076957/Mars%26HL_SMBWarplessWalkathon_WIPto5-2.fm2 Finally this project is half-way done. 628 frames (10.45 seconds) were saved till 5-2. Time saving improvements are mentioned below (mostly found by HappyLee, except 3-2), but more improvements for entertainment waiting for you to see. 1-3: 21 frames were saved for better optimization at the mushroom and the last Koopa. 1-4: 21 frames were saved for a different strategy including going through a wall, and strict optimization for Bowser. 2-1: 166 frames were saved for jumping into the sky stage through a pipe for a shortcut. 3-2: 21 frames were saved for reasons known while making the first warpless walkathon TAS. 4-1: 21 frames were saved for a brand new strategy of pushing Mario to the right side of the screen and do the marginal flagpole glitch. 21 frames can be saved over the warped walkathon TAS using the similar way. 4-3: 378 frames were saved for a better strategy of kicking the shell, which saved a time waiting for the Koopa's recovering. Levels done by Mars608: 1-1, 1-2, 1-3, 2-3, 2-4, 3-1, 3-2, 3-3, 4-2, 4-4, 5-1. Levels done by HappyLee: 1-4, 2-1, 2-2, 3-4, 4-1, 4-3. We'd like to thank everyone who enjoys the warpless walkathon TAS. Currently we've met a problem in 5-2 which would probably cost us 21 frames, and we don't have any better way to prove that it's impossible to get a perfect bullet like Mars608 had last time but to test it again and again in many different ways. So if anyone has time, please help us to prove that or to get a miracle that keeps the 21 frames in 5-2. Thank you. Oh and another thing, the giant project: SMB maximum coins TAS was about to be half-way done, too. I think that is going to be the most epic SMB TAS ever! Thanks to the great effort from 87316156 and TEHH of making the run. I'll be posting the WIP here as soon as W4 is finished, and I'm sure it wouldn't let you down. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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4-1 was unexpected. Nice to know new strategies are found even to this day. :o About 5-2, how does bullets spawn for this game? Does it run on some timer?
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Joined: 3/31/2010
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4-1 was an especially nice surprise. I'm excited to see the full run.
Joined: 7/29/2009
Posts: 55
Can you tell me how much leeway you have for the bullet to shoot in 5-2? If I calculated it correctly the last frame the bullet can appear on (one pixel outside the cannon) to save the framerule is 48552. Is that correct?
Expert player (2555)
Joined: 12/23/2007
Posts: 829
Potato Stomper wrote:
Can you tell me how much leeway you have for the bullet to shoot in 5-2? If I calculated it correctly the last frame the bullet can appear on (one pixel outside the cannon) to save the framerule is 48552. Is that correct?
I think the correct frame would be around 48545. It's easy to get a bullet coming out at 48553 but it's not useful to save the frame rule. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).