(Link to video)
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  • Emulator used: Bizhawk 1.11.5, core: mGBA 0.4
  • Branch: any%
  • Glitch abuse
  • Not getting 99 lives since Mario can have up to 999 lives in this game
  • Genre: Platform
The rom I used is the one dumped from Wii U VC. The patch for U 1.1 rom can found here: Forum/Posts/427618
I don't know if this movie syncs on U 1.0 and U 1.1.

Glitches:

Enter walls at a corner: This classic glitch is still in this remake. It's only used twice though.
L+R speed glitch: Pressing L+R at the same time increases the speed cap to 66 from 40. This glitch is used through out the run and makes this run different from an original SMB3 run.
Stage by stage comparison coming soon.

Tompa: I'll judge this.

TASVideoAgent
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If anyone is having trouble syncing this run, make sure you are on BizHawk 1.11.5. Note that even though this run used a patched ROM to be made, it still syncs fully on the original ROM, so there are no issues there.
Tompa
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No watched any of it yet... But here's a faster version: https://www.youtube.com/watch?v=UKfFUhSOf5k And I'm certain that not all of that is because of emulator differences. Edit: After I've watched some of your run. No, this is very unoptimised in comparision to Mugg's old run, which I'm certain of could be improved further as well.
Mitjitsu
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How does this differ from the SNES version?
Fortranm
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Mitjitsu wrote:
How does this differ from the SNES version?
There are more camera locks so there are less helpful walk clips available.
Tompa wrote:
No watched any of it yet... But here's a faster version: https://www.youtube.com/watch?v=UKfFUhSOf5k And I'm certain that not all of that is because of emulator differences. Edit: After I've watched some of your run. No, this is very unoptimised in comparision to Mugg's old run, which I'm certain of could be improved further as well.
His run is still more than 20 seconds faster even if the time of GBA intro and file initialization is added so, yeah, mine really needs some rework. One thing I wasn't sure is whether the corner boosts is still in SMA4. Getting out of screen in 3 out of 4 auto-scrollers surely save quite some time, and I didn't know it's possible to kill piranha plants with fire without slowing down much since Mario goes faster with L+R than fire balls do. Using his route in 8-F should saves even more time since lags between screen transitions are probably longer with more accurate emulation. My route in the final level is faster tough. I compared getting mushroom at the beginning of the level and getting it at the second opportunity. I concluded that getting mushroom at the first opportunity was slower, but I should test again since I handled the shell in a different way.
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Perhaps cancelling this and posting WIPs on the forums?
Fortranm
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jlun2: I'm thinking about this, but I wanna get more feed back first. Tompa: Did you notice any specific possible improvements in MUGG's run?
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why aren't u doin the secret levels,isn't that why they dumped the rom in the first place?
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
MarbleousDave
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I want to see a TAS of this on Hard mode. You know that e-Reader card.
Tompa
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You can walljump up the wall in 1-Fort in SNES/GBA, to skip the leaf. Too bad it is slower, still neat =). Anyway, no you can't corner boost the same way here as in the NES version. Neither can you clip through the corner of blocks to get a boost. Fortranm: As Mugg never provided the .vbm, it's hard to tell for certain. You can probably optimise the 1-Fort still, by building up the P-speed earlier without having to lose time at the first "waffle". Better pattern with the Boomerang Bro in 8-Tank can let your avoid having him throw the boomerang. And I'm quite certain 8-1 can improved further as well.
Fortranm
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Tompa wrote:
You can walljump up the wall in 1-Fort in SNES/GBA, to skip the leaf. Too bad it is slower, still neat =). Anyway, no you can't corner boost the same way here as in the NES version. Neither can you clip through the corner of blocks to get a boost. Fortranm: As Mugg never provided the .vbm, it's hard to tell for certain. You can probably optimise the 1-Fort still, by building up the P-speed earlier without having to lose time at the first "waffle". Better pattern with the Boomerang Bro in 8-Tank can let your avoid having him throw the boomerang. And I'm quite certain 8-1 can improved further as well.
I actually got the pattern where the Boomerang Bro was killed before it threw the boomerang without intentional manipulation! Bowser hops 6 times without manipulation too, although it doesn't matter much in this version. Do you know if there is any lua for cam hack? Being able to see where Mario is can help optimizing 1-F a lot.
grassini wrote:
why aren't u doin the secret levels,isn't that why they dumped the rom in the first place?
An any% run of SMA4 looks quite different from a SMB3 any% run, for a 10 minute run, at least. I also want to know more about the physics of this game by doing any% run before starting a world-e run if I ever do.
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Tompa wrote:
As Mugg never provided the .vbm
http://dehacked.2y.net/microstorage.php/info/855194461/smb3%20gba.vbm Super Mario Advance 4 - Super Mario Bros 3 (U) VBA 19~23 Starts from SRAM to skip the SRAM initialising
Tompa
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In levels with slopes (1-2 and 8-2) you can get a corner boost from the left corner when landing, pushing you forward one pixel. You can probably make a lua script for the camera. I've always just changed the value of the Y-cam position instead.
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