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Joined: 8/24/2013
Posts: 95
Ok donc un Walkathon c'est finir mario sans courrir ? si c'est bien se que j'ai comprit je vais tenter le coup :)
Joined: 8/24/2013
Posts: 95
Sorry for previous message ... Ok so this is a Walkathon finish mario without jog? if it is well that I realized I'll give it a shot :)
Invariel
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I may have just found a time-saving shortcut in 8-1 that people with far more TASing skill than myself can use while playing on my 3DS. Right when the wind starts blowing, there is a long downward-facing vertical pipe; if you clip through it as Super Mario (or Fiery Mario) and hold down, on the block layer just above the pipe entrance, it warps you ahead to the Hammer Brother before the pipe-block-block-long jump a couple of screens away. When I get home, I'll record a video, if I can duplicate the trick in an emulator. Edit: Ba~ah. FCEUX is warping me back to the start of the level, the 3DS's emulator warps me ahead. There might be some reason for being warped to two different places beyond emulators, but I don't know. :| Here I was hoping I had found something neat and productive. Alas.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
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Invariel wrote:
Edit: Ba~ah. FCEUX is warping me back to the start of the level, the 3DS's emulator warps me ahead. There might be some reason for being warped to two different places beyond emulators, but I don't know. :| Here I was hoping I had found something neat and productive. Alas.
You should record it regardless and see if someone can figure it out why.
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Please record a fm2 so people can look into it.
Invariel
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A terrible movie demonstrating this issue can be found here. Edit: This does lead me to wonder if all vertical-facing pipes can be entered from above, and what they all do. I guess I should start reading the Resources page for the SMB engine.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
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I tried it back when I made the SMB2J TAS, and that pipe in 8-1 would always send you back to the start, as it should, because when the first exit is not loaded, the default would be the start of the level. I don't know what happened in the 3DS's emulator.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Invariel
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I figured, as soon as I saw your post, that when you demonstrated the trick in question in the published video, you probably had the same idea for every pipe in the game, and probably in SMB as well. [Edit: Checking all 0 of SMB's inverted pipes must have been such a chore. :)] It's still curious that the warp goes forward on the 3DS, I kinda wish I had the technology to RAM dump it to try to figure out why. (Though, that would probably require modifications to my console that I am not comfortable doing myself.)
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
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The reason it warped you forward is because you gameover`d at the halfway point. After a continue, it will do this. I found this a few months back, and realized it was due to a game over. Still intetesting, but useless unfortunately
Super Mario Bros. console speedrunner - Andrew Gardikis
Invariel
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This was on playthrough six? of acquiring stars, still had plenty of lives. But clearing the game might count as a 'continue', as you put it.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
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Hmm Maybe. With my testing, I think it occurred if I had a game over in 5-1, but maybe just world 5 in general.
Super Mario Bros. console speedrunner - Andrew Gardikis
Invariel
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I tried loading up the FDS ROM and going to 8, getting a game over at the halfway mark and then going down through the pipe in question, and it still warped me to the start of the level. Is this 3DS emulation specific perhaps?
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
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EDIT3: I'm doing this on wii virtual console. So initially, I thought you said 5-1. I had something similar happen there. I retested it, and sure enough, if I game over halfway through 5-1, and go down the first vertical pipe, it warps me to about the midway mark. I looked into 8-1 as well though. Apparently, it depends where you game over in 8-2. If you game over where the vine block is located, then continue from 8-1 and go down the first vertical pipe, it warps you to basically the end of 8-1. If you game over at the very end of the overworld section in 8-2, and then do the same, you get warped to about the midpoint of 8-1. My theory: The game saves your farthest location through the game. Going down a vertical pipe seems to warp you to the last spot the game saved for Mario. Usually, the beginning of the stage. But when you game over in 8-2 it must save your location somewhere through the level. Once you go back to 8-1, it keeps the memory from your last location in 8-2.
Super Mario Bros. console speedrunner - Andrew Gardikis
Post subject: Super mario bros. 2 (Japan) times beaten variable (Bizhawk)
Arie2002
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In Super Mario Bros. 2 for Japan you need to beat the game 8 times to unlock world A. However, for my TAS of the game I plan on loading a savestate where the game has been beaten 7 times, so that when it beats it another time, it unlocks world A. So my quesiton is: What variable controls how many times you have beaten the game? (I'm talking about RAM search from Bizhawk) Also, a savestate where the game has been beaten that many times or a hacked version of Super Mario bros. 2 would be highly appreciated aswell! Thanks! Arie
Warepire
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You're looking for a counter that either goes up or down.
ALAKTORN
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Sounds like you want something for convenience, but finding it isn’t convenient at all.
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So this guy found a Wrong Warp for Lost Levels. https://www.youtube.com/watch?v=HiXNZR0fWb4
My name is 4N6/Forensics.
Fortranm
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https://www.speedrun.com/smbtll#Any_D-4 Luigi is faster than Mario in certain categories for RTA. Why is this not the case in TAS as Luigi seems to be strictly slower than Mario in all circumstances?
Joined: 7/29/2009
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Fortranm wrote:
https://www.speedrun.com/smbtll#Any_D-4 Luigi is faster than Mario in certain categories for RTA. Why is this not the case in TAS as Luigi seems to be strictly slower than Mario in all circumstances?
Luigi is faster in the SNES port than in the original, Luigi can go a faster route in 1-2 (irrelevant for TAS as it can go through the wall) and 8-3 and difficulty/luck matter in RTA and Mario has a harder time overcoming obstacles. That specific category hasn't been TAS yet.
lxx4xNx6xxl wrote:
So this guy found a Wrong Warp for Lost Levels. https://www.youtube.com/watch?v=HiXNZR0fWb4
Copying what I wrote on the comments: The responsible memory adress is 0x0751, which determines where on a screen you are put after taking a pipe/vine (while 0x0750 determines which screen you end up on). The adress is set to 6 after passing a pipe in 7-2 and doesn't get cleared until 8-1. While in the warps route it is set to 0 in 5-2 and stays there. If you set other values via Cheats, it takes you to other parts of the level and higher values crash or go to the title screen. The only useful places are 8-1 and C-1 in the warpless category. I could get a Crash without Cheats by game overing in 8-4 with the value at 17, continuing and doing the glitch in 8-1.
Fortranm
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I was comparing [2296] SNES Super Mario All-Stars: The Lost Levels "warpless, Mario" by KFCMARIO in 34:39.34 and [2419] SNES Super Mario All-Stars: The Lost Levels "warpless, Luigi" by KFCMARIO in 34:52.69, and I realized the Mario one was done on Snes9x and the Luigi one was done on Bizhawk. It's the the lag difference.
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Potato Stomper wrote:
lxx4xNx6xxl wrote:
So this guy found a Wrong Warp for Lost Levels. https://www.youtube.com/watch?v=HiXNZR0fWb4
Copying what I wrote on the comments: The responsible memory adress is 0x0751, which determines where on a screen you are put after taking a pipe/vine (while 0x0750 determines which screen you end up on). The adress is set to 6 after passing a pipe in 7-2 and doesn't get cleared until 8-1. While in the warps route it is set to 0 in 5-2 and stays there. If you set other values via Cheats, it takes you to other parts of the level and higher values crash or go to the title screen.
This inspired me and I did this demonstration, which shows a "secret exit" and a "secret ending" both in 5-1 Warp Zone: https://www.youtube.com/watch?v=1wt7Ths_ip4
Potato Stomper wrote:
The only useful places are 8-1 and C-1 in the warpless category. I could get a Crash without Cheats by game overing in 8-4 with the value at 17, continuing and doing the glitch in 8-1.
I'm interested in the Crash mostly. Is ACE possible in some of the SMB or SMB2J crashes or completely out of the question?
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
dhxo
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Do you think there is any chance of manipulating a fish in World 2-3 of SMB2j to get into the ground to skip the flagpole like in HappyLee's SMB -3 ending run?
You are reading this.
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dhxo wrote:
Do you think there is any chance of manipulating a fish in World 2-3 of SMB2j to get into the ground to skip the flagpole like in HappyLee's SMB -3 ending run?
Yes. It's hard, so I've made a demonstration (fcm): Link to video This only makes sense in the warpless run of the original FDS version of SMB2J, which currently we don't have. "The Lost Levels" from Super Mario All Stars forces Mario to go into the castle, making it not useful, along with special endings of some other stages. PS: This might be the wrong thread for discussion. There's an SMB2J thread.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Patashu
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You said "I'd like to see one, but TASVideos currently only approves warpless TAS of the SNES version from Super Mario All Stars, which forces Mario to go into the castle." Out of curiosity, where can I read about this ruling? EDIT: Spikestuff found it. http://tasvideos.org/2843S.html http://tasvideos.org/2874S.html http://tasvideos.org/3833S.html
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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Patashu wrote:
EDIT: Spikestuff found it. http://tasvideos.org/2843S.html http://tasvideos.org/2874S.html http://tasvideos.org/3833S.html
Those are decent TASes but won't be approved because people perfer the SNES version that shows World A-D. In my opinion, an FDS warpless run (till 9-4) can show several special endings (skipping castles) and some interesting routes (going through upside-down pipes).
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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