Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Zowayix wrote:
but how does that work? As far as I know an item swap is only possible if a null sprite is generated or if all sprite slots are filled, and that doesn't seem possible given what was shown on screen. What happened? Additionally this particular glitch seems to be very easily pulled off, just by running right at the start of the level. Why has it apparently not been heard of more often then?
The item swap happened because the baby Yoshi was eating a sprite and it vanished, because it was too offscreen. However, baby Yoshi doesn't know that. The sprite is gone and baby Yoshi still sucks the goal tape. About the odds of that happening, I'll copy my comment on this video: Congrats Panga, awesome stats. By the way, as Bruno Visnadi noticed, there's 1 chance in 1024 for those two consecutive item swaps in Star World 3! Since the cycle of the Lakitu is of 128 and, from this, only 4 frames allow the item swap while holding Y and right, then the probability is: (4/128)^2 = 1/1024
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
After some quick RAM research, we found this: The address $7E:163E keeps track of the eating timer of baby Yoshi. It is 0 by default. If baby Yoshi eats something, it goes to 55 and decrements every frame. When the timer reaches 32, the sprite vanishes and the remaining time is left to the animation only. So, if the sprite in the mouth vanished for whatever reason and the goal tape appears before 32, it will swap to this position. By the way, the other 32 frames probably have to do with eating 3 sprites at once. $7E:163E 12 bytes Miscellaneous sprite table. Table decrements once per frame. In SMW, it's used as e.g. a timer that, when it's zero, makes Ludwig face the player, while he's spitting fireballs.
Joined: 1/12/2014
Posts: 40
is there anyone who has a SMW Savefile with more than 99 Exits in the filescreen?
Editor, Skilled player (1343)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
Akisto wrote:
is there anyone who has a SMW Savefile with more than 99 Exits in the filescreen?
That only happens in the Japanese version. I have a savefile with 100 exits, but the title screen locks it to 96.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Joined: 1/12/2014
Posts: 40
yeah i know its only J version, i was wondering if there was anyone with a file similar to that or even the 130 exits :P i mean i could easily get 98 exits but getting Yoshis home would take extreme savestating and i doubt i'll be able to make funky even with savestates
Editor, Player (174)
Joined: 4/7/2015
Posts: 331
Location: Porto Alegre, RS, Brazil
Akisto wrote:
i mean i could easily get 98 exits but getting Yoshis home would take extreme savestating and i doubt i'll be able to make funky even with savestates
If you just want the savefile, not the emotion to get it, you could just cheat, by putting a keyhole and a key in the item box, to activate Funky secret exit.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
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Joined: 3/21/2011
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Location: Virginia (United States)
Alternatively you can use the cheat 00A27300 to beat a level by using Start+Select (holding A at the same time will activate the secret exit). Of course, that won't really help you get the three exits resulting from the 256 exit glitch, since those are from levels you can't normally go to. You can just cheat the RAM addresses for them and activate a save, though.
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
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Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
Using this cheat said by kaizoman, or PI, there're 2 other exits you can get - the secret exit of Chocolate Ghost House, and the secret exit of Back Door. So that adds up to 102, or A2 exits. Plus the 3 exits from the 256 exit glitch, it's A5 exits. Is there any other exit known to be achievable?
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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Joined: 4/7/2015
Posts: 331
Location: Porto Alegre, RS, Brazil
BrunoVisnadi wrote:
Is there any other exit known to be achievable?
Mrcheeze made a list about unintended exits. Via the cheats above mentioned we can get almost all of them, just the Star World Warps exits seems impossible this way, since they're not levels.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Player (174)
Joined: 4/7/2015
Posts: 331
Location: Porto Alegre, RS, Brazil
I found a glitch about item swapping goal tapes (and any other sprite that uses extra bits): Link to video Now we cen get other new exits, and later get some fancy things about a new kind of warp.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Joined: 5/25/2010
Posts: 30
Location: California
Some time ago, it was established that power-up incrementation could only be done with a Yoshi. So if no Yoshi is present, then it would not be possible to get a Cape Feather out of a Fire Flower. But with the advent of arbitrary code execution, does anyone know if it's now possible to get a Yoshi or Cape Feather in a level where one isn't given? I'm guessing it's still not possible because such tricks still involve a Yoshi, but I'd love to be proven wrong.
Patashu
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Joined: 10/2/2005
Posts: 4042
Well, if you allow for ACE to be used, then literally anything is possible - you could use ACE to write a program in the game that gives you Yoshi whenever you press Select, for example. So you have to ban ACE to ask if X glitch/interaction is possible or not, because everything is vacuously possible when ACE is allowed.
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
Editor, Skilled player (1343)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
ixfd64 wrote:
Some time ago, it was established that power-up incrementation could only be done with a Yoshi. So if no Yoshi is present, then it would not be possible to get a Cape Feather out of a Fire Flower. But with the advent of arbitrary code execution, does anyone know if it's now possible to get a Yoshi or Cape Feather in a level where one isn't given? I'm guessing it's still not possible because such tricks still involve a Yoshi, but I'd love to be proven wrong.
Every kind of ACE requires a Yoshi, unfortunately. And yet, you can do absolutely anything with ACE, as Patashu pointed out, and getting useful stuff from crashes is very complicated.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Post subject: Clipping through lava? (Super Mario World)
Joined: 10/26/2015
Posts: 11
Location: N/A
Hi I just started "TAS'ing" recently and I decided to hop STRAIGHT into a rom hack. So the point of this is I somehow jumped into lava by mistake and got shot out the bottom closer to the end and 100% faster than the usual route. I would like to know HOW I did this. Take a look: http://www.mediafire.com/download/invfw9g6da9uc3x/SMW-Remix.bk2.tasproj watch from frame 5406
Im the Peaciest :D
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Hello and welcome to TASVideos! You forgot to say what hack you are playing, but the name of the file seems to indicate this one. The ROM is not identical to yours, but luckly the movie didn't desync. This glitch is described here:
The top tile of tileset-specific lava can be used to push Mario into blocks. Interestingly, if Mario is big, it can also be used send him all the way through solid walls or solid floors without being crushed.
BTW, 1) this post would be better at the SMW thread: http://tasvideos.org/forum/viewtopic.php?t=1571 2) When uploading BizHawk's movies, it's better to share the bk2 file, not huge tasproj ones.
Joined: 10/26/2015
Posts: 11
Location: N/A
Amaraticando wrote:
Hello and welcome to TASVideos! You forgot to say what hack you are playing, but the name of the file seems to indicate this one. The ROM is not identical to yours, but luckly the movie didn't desync. This glitch is described here:
The top tile of tileset-specific lava can be used to push Mario into blocks. Interestingly, if Mario is big, it can also be used send him all the way through solid walls or solid floors without being crushed.
BTW, 1) this post would be better at the SMW thread: http://tasvideos.org/forum/viewtopic.php?t=1571 2) When uploading BizHawk's movies, it's better to share the bk2 file, not huge tasproj ones.
Thanks very much! So is there a way to easily replicate this? I'd like to know for future reference! Thanks!
Im the Peaciest :D
Editor, Skilled player (1343)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
Peacerino wrote:
Amaraticando wrote:
Hello and welcome to TASVideos! You forgot to say what hack you are playing, but the name of the file seems to indicate this one. The ROM is not identical to yours, but luckly the movie didn't desync. This glitch is described here:
The top tile of tileset-specific lava can be used to push Mario into blocks. Interestingly, if Mario is big, it can also be used send him all the way through solid walls or solid floors without being crushed.
BTW, 1) this post would be better at the SMW thread: http://tasvideos.org/forum/viewtopic.php?t=1571 2) When uploading BizHawk's movies, it's better to share the bk2 file, not huge tasproj ones.
Thanks very much! So is there a way to easily replicate this? I'd like to know for future reference! Thanks!
If you manage to force big Mario's both feet and head inside solid blocks, without dying crushed (which happens is Mario's feet touches the upper part of a block), you'll always be zipped that way. That can be done by being forced with lava, 2 itens (such as keys, springboards, etc), or by just clipping into the top-left corner in the ceiling (https://www.youtube.com/watch?v=65xd98T1j1E). Just be careful with your Y position control so that you don't die crushed and the clip should work.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
I converted the old Snes9x TAS (9:57.82) into lsnes format, because I wanted to make the comparison between the new runs and the old one. Probably, every SMW TAS can be converted manually (except ones with arbitrary code execution), but the process is annoying. Here's the file: http://tasvideos.org/userfiles/info/27380891235163881
Post subject: 96 exit and small only TASes converted to lsnes
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Two more runs converted. This time, TASes that aren't obsoleted: SNES Super Mario World (USA) "small only" in 1:18:33.95 by PangaeaPanga SNES Super Mario World (USA) "96 exits" in 1:14:58.86 by bahamete, Kaizoman666 & Masterjun As they are quite long and the emulator can't run very fast, I didn't check twice if they sync perfectly. If there's any desync, tell me please.
Masterjun
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Joined: 10/12/2010
Posts: 1185
Location: Germany
Oh look, I actually finish stuff! :D Link to video
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Expert player (2554)
Joined: 12/23/2007
Posts: 829
Masterjun wrote:
Oh look, I actually finish stuff! :D Link to video
This is indeed very entertaining, Masterjun. What a pleasure to watch. Thank you for making it. :D
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 (1438)
Joined: 3/31/2010
Posts: 2107
Nice work, Masterjun. Very entertaining. It is still my opinion that a full-game playaround TAS of Super Mario World would be absolutely, positively dazzling.
MarbleousDave
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Player (13)
Joined: 9/12/2009
Posts: 1559
I am TASing Super Pika Land Ultra Chocolate Version and I'm having trouble with World 2 Trial 2 - Pastel Plains. I figured out that Koopa Shells work differently than springboards, keys, and P-switches. I want to skip a portion of the stage by bouncing off a Squirtle thrown in midair and doing a midair jump and landing above the ceiling.
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Please, share screenshots of this situation.
MarbleousDave
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Joined: 9/12/2009
Posts: 1559
[URL=http://s145.photobucket.com/user/Pika3000_photos/media/Super%20Pika%20Land%20Ultra%20Chocolate.gif.html][/URL] This is proof that shells work differently than springboards, keys and P switches. Double Jump Feathers FTW!