AzumaK
He/Him
Joined: 5/5/2011
Posts: 42
As much as I desperately want to click those links, I'll just have to stalk the submission queue. This run deserves to be viewed via movie file playback. My daughter will appreciate it too, I'm sure! (hope i don't end up in another sig for that one)
Currently obsessed with: Mega Man 2 hacks, SFA3, Super Metroid Zero Mission, MM8BDM (Skulltag MegaMan mod, it's amazing!)
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
It's funny how it has been almost an exact year since you posted that memorable sentence. :)
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
Joined: 3/9/2014
Posts: 13
I found a few glitches that are completely useless in the past few days while messing around with the game. https://www.youtube.com/watch?v=jO16VLYypZU This one seem to only work on snes https://www.youtube.com/watch?v=afKL72d8MF8 This one only work on the NTSC 1.0 and 1.1 version of the game on nes https://www.youtube.com/watch?v=b2rJBbd-IO0 This one is more of a trick than a glitch but I haven't seen that one anywhere.The game on snes allow you to use 2 button to run and grab items.While holding the one block with X for example you can grab multiple block with Y while you are holding them down with X. Those are not realy usefull but I felt like sharing them
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
I finally tested the latest 100% TAS with a live stream against my PRG1 cart. It gets farther than PRG1 does in emulator by getting to 3-9. It desyncs shortly after leaving the pipe that takes you to the bottom section. Not sure if PRG0 will sync here or if there is an extra / missing poll here and adding / removing a frame will get it to sync.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Post subject: NES vs. SNES
Joined: 6/30/2015
Posts: 8
I thought SNES was a bit faster than NES version, but I might be wrong. IIRC, get koopa shell to get powerup on 1-1 and use some wall glitch to get leaf on 1-3, and use some special strat for the castle.
Editor, Skilled player (1536)
Joined: 7/9/2010
Posts: 1319
That's not how the movie rules work.
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
There is a hack called Peach and Daisy in the Ultimate Quest. In 1-1 grab the mermaid suit right away. Jump on the Hammer Bros. get attacked by a Koopa Troopa, Crouch jump through a wall to the exit pipe. There is a glitch in the fortress where you can walk through a solid wall to get the Warp Whistle and warp to world 6. Make it to 7-1 to do the skip to credits glitch. Worlds 1 through 3 were modified while the rest is the same. There is a reset glitch when entering a cloud bonus area or the second section of the tower.
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
Just want to mention that the Warpless TAS is done. The plan now is to stream it the way it was done with the 100% TAS. Currently looking for a date and time that works for us. Stay tuned!
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
It will be streamed next Monday at 4PM EST with commentary by me, Lord Tom and CujoISHV, the current WR holder, at http://www.twitch.tv/tompa
Post subject: Mario Bros 3 NES
Joined: 12/5/2015
Posts: 3
Hi! I'm quite newbie to nesdev forum and in development in general. I'm trying to understand how super mario bros 3 collision works. Right now I'm using fceux hexedit to see RAM and ROM. My previous thoughts was collision map was embedded in the map info starting at 0x6000. But this seems not to be correct or something is missing. In world 1-1, one of the first boxes you can jump (address 0x6303) has the hex value 0xE3. In world 1-castle (not the ship one), the solid silver tiles are 0xE4. If I change it to 0XE3 if mario touches it, is killed. So obviously, the values does not mean the same thing. Is there any other table/address I should look at? thank you very much!
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
alberich2k5 wrote:
Hi! I'm quite newbie to nesdev forum and in development in general. I'm trying to understand how super mario bros 3 collision works. Right now I'm using fceux hexedit to see RAM and ROM. My previous thoughts was collision map was embedded in the map info starting at 0x6000. But this seems not to be correct or something is missing. In world 1-1, one of the first boxes you can jump (address 0x6303) has the hex value 0xE3. In world 1-castle (not the ship one), the solid silver tiles are 0xE4. If I change it to 0XE3 if mario touches it, is killed. So obviously, the values does not mean the same thing. Is there any other table/address I should look at? thank you very much!
Now, I know too little about SMB3 to really give you anything specific about it, but if changing the values in RAM makes the tiles act differently, obviously you're on to something. Knowing how Mario games work, there's a good chance different tiles do different things depending on tileset. Can't really tell you anything more precise than that, unfortunately. So, your best bet is to do more research, going to different types of levels, changing things, and seeing if you can see a pattern emerge. Good luck.
Joined: 12/5/2015
Posts: 3
scrimpeh wrote:
Knowing how Mario games work, there's a good chance different tiles do different things depending on tileset. Can't really tell you anything more precise than that, unfortunately. So, your best bet is to do more research, going to different types of levels, changing things, and seeing if you can see a pattern emerge.
Any chance you know (or have some clue) where tileset for each map is stored? thank you for your quick replay
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Post subject: Re: Mario Bros 3 NES
Lord_Tom
He/Him
Expert player (3143)
Joined: 5/25/2007
Posts: 399
Location: New England
alberich2k5 wrote:
Hi! I'm quite newbie to nesdev forum and in development in general. I'm trying to understand how super mario bros 3 collision works. Right now I'm using fceux hexedit to see RAM and ROM. My previous thoughts was collision map was embedded in the map info starting at 0x6000. But this seems not to be correct or something is missing. In world 1-1, one of the first boxes you can jump (address 0x6303) has the hex value 0xE3. In world 1-castle (not the ship one), the solid silver tiles are 0xE4. If I change it to 0XE3 if mario touches it, is killed. So obviously, the values does not mean the same thing. Is there any other table/address I should look at? thank you very much!
Check out http://www.sonicepoch.com/sm3mix/disassembly.html This guy did a completely commented (and mostly accurate) disassembly of the game. It's been invaluable for a lot of my recent work on this game. The link above has a section on Tiles, TileSets etc that seems to give tons of the sort of detail you're looking for.
Joined: 12/5/2015
Posts: 3
Thank you so much lord Tom, I'm going to check it right now!!
Trioct
He/Him
Joined: 4/13/2015
Posts: 7
Location: Somewhere, probably
In honor of wiping my entire hard drive, I had to rewrite my script for SMB3. I decided to share it since I'm backing it up online anyway. Although I doubt many people will end up using it. :P I should mention that this is for FCEUX. RIP all of my WIP TASs, you will be missed, especially Kaizo Mario Bros. 3 ;( The code is abominable, and I don't recommend looking at in the eyes as you might scare it, but here it is: https://github.com/Trioct/smb3-stuff Lil' picture The only problems I've come across are that sprites like the fire-cannon-things on ships don't die properly, so the hitboxes don't leave after the fire disappears. other than that, it works aight. If you happen to be TASing a hack that uses different addresses (for example, SMB 3mix), you might have to find the addresses yourselves, or you could ask me if I'm still around. I should probably mention what it does. It:
    Shows how many pixel/corner boosts you've done Shows all of the sprite's hitboxes Shows the sprites in each slot, and their position Shows the current RNG Shows Mario's position, speed, next P speed arrow, and the P kill counter Shows the eight frame counter Shows the current movie time in the bottom right Shows the rerecords Shows the lag frames Shows the current frame out of the movie length Shows the level and Mario's and the sprites' positions on it
You can remove any of this stuff in the file by the true/false variables at the top I want to contribute something before I inevitably burn out again, hopefully I pace myself this time.
Why do we call it saving frames if we only plan to get rid of them?
Joined: 7/21/2012
Posts: 59
Location: France
Hey there I think its a bit off topic, but i've always wanted to create my own Super Mario Bros. 3 game, playable on a NES emulator. I know that I can modify SMB3 ROM with programs like SMB3ed or m3ed, but im a bit confused on how they work (most of them have been created 10, even 15 yrs ago) So if someone knows how they work or has a tutorial, or (would be better) if someone already created a SMB3 hack, it would be great!! :D thanks!
Joined: 12/24/2007
Posts: 4
So is anyone going to discuss the SMW3 run on SGDQ2016 that involved 6000 inputs/second and some sort of DPCM glitch?
Active player (465)
Joined: 3/30/2012
Posts: 405
So, can anybody explain what happened in the SMB3 TAS at SGDQ? Here is a link to the 2-second SMB3 TAS: https://www.twitch.tv/gamesdonequick/v/77097504?t=08h39m42s
Samsara
She/They
Senior Judge, Site Admin, Expert player (2238)
Joined: 11/13/2006
Posts: 2822
Location: Northern California
ais523 wrote:
I actually started looking into the basic glitch behind that a few days ago (I had the idea months ago but forgot to investigate it or tell anyone about it), and let the TASvideos community know about it. I realised that such a thing would be possible in many games as a result of reading NES documentation (this is the page that got me thinking along those lines); if you're reading the controller repeatedly until you get two values the same (in order to work around the DPCM/controller conflict), then if the controller reads a different output each time (because you're mashing the controller really fast), it's going to get stuck in a loop, potentially allowing for the code that handles the start of a frame running recursively. If the game isn't designed to expect that to happen (and if the code in question isn't really laggy, why would it?), bad things happen, and it was a case of finding a game in which the bad things in question would happen to let us win instantly. total_ did a lot of work in getting the glitch in question to work on SMB3; I had no idea which games it would work in, and was happy to see it working in such a well-known game. I'm not that clear on the details of how it works in the exact case of SMB3, except that the game somehow naturally starts running the controller ports, so you can hold a combination of inputs that (when interpreted as code) jump to the credits. All this happened while SGDQ was running, and the TASbot schedule got changed in order to add the run in because it's such a mindblowing thing to watch. As a fun fact, we pretty much needed TASbot in order to test out the glitch; very few emulators are capable of handling it correctly, so much of the testing was done on an actual NES by getting TASbot to test out our ideas.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3821)
Joined: 11/30/2014
Posts: 2829
Location: US
Oh so that's what happened. What a brilliant insight ais523! I'll be interested to see where this leads in the future.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Sub-frame NES emulation would be very....interesting. :)
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
…TASing is getting ridiculous. lol
Player (13)
Joined: 6/17/2006
Posts: 508
Am I to understand that the 2-second SMB3 TAS can't be submitted yet? Is it just because emulators are lacking sub-frame inputs or is there also an accuracy issue?
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
SmashManiac wrote:
Am I to understand that the 2-second SMB3 TAS can't be submitted yet? Is it just because emulators are lacking sub-frame inputs or is there also an accuracy issue?
Yes, and the other part about it not displaying the credits properly. Think back to that Kirby TAS where the fix for clean credits was to drop a button. (And to be accepted)
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.