Or like the ORIGINAL version of Super Mario Bros. 3! I think they were going to add this for nostalgia for the older releases of Mario games with the stiffer power-down mechanic.
I recall this one was a little glitchy, as it would show incorrect graphics in some areas, and if combined with the previous switch could fail to give you your new power-up because it wouldn't detect the full power-down from certain suits. I wonder if this switch was even considered finished.
put yourself in my rocketpack if that poochie is one outrageous dude
I wouldn't want to use any switch or power-up cards. I mean, it's not even possible to use in a TAS movie is it?
I already know the level names are glitched because of untranslated titles. My aim would be to clean this up somehow. Maybe we can use the Japanese version to allow using English & Japanese writing (if possible). Also, it would be a good thing to play _all_ the levels instead of skipping the classic levels, so maybe we need to find some kind of workaround for this (i.e. a ROM hack). I'm not experienced with all this, so any help is welcome.
About the B-dash level:
I think we're fine either way. It is so rare and wasn't released like every other level so I think it's okay to leave it out. If we can find a dump of it, however, we can add it to the other levels. But I'm not really in favor of using a fan-edition of this level...
Also, I'd like to play the e-levels in any order I want. I guess it is possible to adjust the level order beforehand, right?
Basicly, I would start out in a certain level, get leaf, play through some levels, then change to fire for the levels with Bowser or Boom Boom battles.
Well, don't expect me to actually make a TAS yet. I'm only interested and still need to finish playing the e-levels.
I believe whether the switches are enabled or not is stored in the save file, so it would be possible.
The TAS attempt that I did recorded the normal levels, with a separate file showing only the classic levels. I think Bag of Magic Food has both save files.
You can play the levels in any order, but you'll have to scroll through the list to do so.
Using switch cards is out of the question for me since it is like using an ingame / cheat code to make the game easier. I just want to make a TAS of the levels themselves, the way they are. Even if they don't aid in playing through the levels, I don't want to use those cards just to show them off...
Using 2 different VBMs isn't a good solution.
Why can the level order not be adjusted beforehand?
In my opinion a ROM hack with the garbled titles fixed, the level order changed and all the levels playable would be ok here. But I have no idea how to make such a ROM hack.
Sorry for the bump, but I have a question. Can Tompa or anybody explain me if the clipping through walls trick still works here?
I'm currently working on an any% TAS with Luigi, and I want to know if it can still be performed and also if you can jump through blocks with this.
I'm using the Japanese 1.1 version of the game.
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Anyone got experience with ram watching for sub pixel values?
There is a lua script from one of the rejected submissions in the past but it is only compatible when playing through World E levels, not regular levels.
Anyway I'm trying to make a SNES vs GBA comparison and this floor zip is the only recording I am having difficulty with.
All I want is a VBA movie file* with this zip happening, I know Mario dies after the zip due to an extra camera lock added by the end of the room.
http://www.gamefront.com/files/25110163/SMA4_sav_file_zip
Here is a battery save file.
*Tried running Bizhawk to run GBA but I can't get it to work...
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
I don't think those clips work at all in GBA? Not too familiar with the GBA version...
X-sub: 03003F28
X-pos: 03003F29
Y-sub: 03003F2C
Y-pos: 03003F2D
X-speed: 03003F4
What's interesting is that the Y-sub is always reset back to 0 when you land, which it doesn't in NES/SNES. And both values are reset after each level, which they aren't in the other versions either.
Wow, is SMA4 coming out on VC outside of Japan too? Does that mean us NA/EU/AUS players will finally have legitimate access to all those levels (and possibly other e-card exclusive features) we never got over a decade ago?
The original Mother was finally released as EarthBound Beginnings outside of Japan on June 14 for VC on Wii U, but I'm sure they just recycled the unreleased EarthBound Zero rom.
Since the rom probably needs to be hacked for e+ features to be there by default, there is a chance that they will do it for VC release outside of Japan too. Time will tell.
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
I can confirm from this video that:
The Wii U VC version of the game is a hacked copy* because it removes the 32 level limit. Now if the hackers can figure out a way to dump the GBA rom then it should be the rom used for the World-e TAS runs. Version doesn't really matter unless the international release cuts the content down to 12 (to match the US version) or none (to match the EU version).
https://www.youtube.com/watch?v=ZsFWl_VRN_Y
*Similar to NES Donkey Kong Original Edition version as it includes the missing cement factory level.
Joined: 12/1/2012
Posts: 103
Location: New Donk City
I was wondering which levels they'd cut to fit in the 32(+1) level limit; didn't expect them to change the ROM to fit them all. Hopefully they'll port all the levels to the international versions of the game!
Holy crap, just seeing those 38 levels there freely accessible is like a dream come true! Most notably, looks like we'll finally get to see gameplay of the lost "Mad Dash" promo level that isn't either a single replay or an imperfect level editor reconstruction. Now if only I had a Japanese Wii U... :(
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
The VC version of this game is coming to America Wii U systems today.
It will be the first time to get official translations of the missing 26 levels that were JP only in the past... that's if they decided to release all 38 and not the original 12.
I had access to the official Mad Dash level on my GBA cartridge for quite a while thanks to both the special Save file from a Youtuber who had the official level data and the save manager feature on DSi Action Replay to import these special saves to my GBA cartridge.
Edit:
It is confirmed that the US release of this Wii U VC game has all 38 levels on 1 save file. A rom dump is pretty much a must now to get this World-E TAS accepted.
The Final SHA1 of the patched rom should be DD2879329EC52BD5372F26B75297A67F1A81215A
The SHA1 of the input rom used for the patch, ("Super Mario Advance 4 - Super Mario Bros. 3 (U) (V1.1).gba") is 532F3307021637474B6DD37DA059CA360F612337
My initial poking around on no$gba, indicates that all the e-reader functions are still present and this game could potentially accept homebrew levels through the e-reader function, although, based on how they are stored in the rom, it might just make sense to instead figure out how to index additional levels. (They expanded the rom to 8MiB in order to store the 38 official e-levels.)
Guess I will be remaking all of my e-level card dumps from this rom in the near future. :)
It is the same as the one from VC. (The VC version dumped from ram was byte-swapped in RAM, presumably for the fact that it was easier for the WiiU to emulate that way.)
From this point on though, this should be the dump to use for TASing all of the official e-reader levels. :)
It's worth noting that I will be adding e-Reader functionality to mGBA in 0.5, which will hopefully then make it into BizHawk or I'll finally get around to making the RR frontend for mGBA. I've already started work on it, but it's not been going that great so far. caitsith2's research has been invaluable, nonetheless.
The VC version of Pokemon Snap allows you to save photos on the Wii Message Board. It replaces the printing feature where you take the game pak to a Pokemon Snap Station.