Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
I think you can make your own TASvideos community (where TAS means tool-assisted slowrun) and start doing your best at beating games as slow as possible, using TAS tools to make it even slower than any alive human could ever do =D
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2
my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Hello. I am a newcomer. SMB1 is my favorite game to play and I wanted to contribute in finding quirks and time saves in it. Independently discovering cheat $05F5 : C2 and being unable to explain the insanity that it is made me join tasvideos.org. Please help me learn more about this game. Also, how can I share movie files with others in the forum?
Hello redatchyon2098 and welcome to TASvideo. To reply to this message, I would redirect you to this page:
http://tasvideos.org/GameResources/NES/SuperMarioBros.html
You will find there all the necessary information concerning various glitch or other techniques.
Then it's good that you are interested in finding new techniques but for a game that has reached such a level of perfection as Super Mario Bros, it remains something quite complicated.
In any case, do not hesitate to refer to the various movies that have been published here :
Warps, Warpless, Walkathon, All Item, Max. Coins
and if you embark on a TAS, share your journey as much as possible in order to have various constructive opinions (and also cheats are not allowed for publication).
Thanks for replying. I have read this page about SMB1 glitches before. Also, I am aware that cheated movies are not possible to publish. The movies I shared was a proof of concept. I am sorry if I didn't convey my intentions clearly. Did you check out happylee's 1-2 graphic glitch play-around demonstration?http://tasvideos.org/userfiles/info/63142191243839512 I found out that my cheat and this tas's glitch both corrupts $0300 ~ $03FF and maybe some other places that I didn't discover yet. My idea is that maybe if there was a setup that allowed this glitch to be triggered multiple times, it might be possible to replicate the effects of my cheat with non-manipulated gameplay. Can anyone tell me how the subroutine that applies the effect that Mario gets when he touches a power-up item is determined? ((ex) give mario invincibility when he touches a star). Is it stored in sprite data?
What is the definition of "completed" in SMB1? Does it mean a game state in which you can press "b" to go to Second Quest? If so, is the "Minus World Ending" a valid SMB1 run? Or if I somehow execute arbitrary code to manually execute the victory subroutine in world 8-1 and pressed "b" to go to Second Quest, did I win the game? I am confused.
Is there a way to locate all instructions in the ROM that modify a certain address? For example, is there a method to find every instruction that modifies $1234 ?
If an SMB TAS beats another one by RTA timing, but has to wait on the title screen for a long time to manipulate luck, would it be allowed to obsolete?
Pretty sure that gameplay matters more here, so I don't see a reason it shouldn't, I will ask a Judge to clarify on that however.
I like to comment on submissions and look around the site. You have probably seen me before (if you have been around for a while) either on the site, Discord, or any other social media. I recently took up making temporary encodes for new submissions.
Also, I never forget to greet Tompa wherever I find him!
"when resyncing stuff sucks it's called Resuccing" - EZGames69
“If an emulator stops being accepted to the site it should be called an emuLAMEr” - EZGames69
"oh no discord, everything I say will now be logged forever, sdfsdf, time to hide" - Masterjun
"just had to give therapy to a taxi with daddy issues" - psx
Current Projects:
Mother 3 (75% complete)
I like to comment on submissions and look around the site. You have probably seen me before (if you have been around for a while) either on the site, Discord, or any other social media. I recently took up making temporary encodes for new submissions.
Also, I never forget to greet Tompa wherever I find him!
"when resyncing stuff sucks it's called Resuccing" - EZGames69
“If an emulator stops being accepted to the site it should be called an emuLAMEr” - EZGames69
"oh no discord, everything I say will now be logged forever, sdfsdf, time to hide" - Masterjun
"just had to give therapy to a taxi with daddy issues" - psx
Current Projects:
Mother 3 (75% complete)
Dang it, I had an idea that could improve the warps, warpless, and all items tas by RTA timing, but probably requires waiting on the title screen for a long time. It involves getting a cheep cheep to bounce off of right when stopping at the turnaround in 8-4.
Edit: According to Periwinkle, I only need to wait for a few frames in 8-4, which means that those TASes are actually maybe beatable, even in TAS timing!
Joined: 4/17/2010
Posts: 11475
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
Sounds like it's worth a shot (the TAS timing part)!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
http://tasvideos.org/userfiles/info/67443192914117791
This does not use left+right, but still demonstrates how this trick could save time. This movie must be played on Pellsson ROM which is used for RTA practice.
Oh wow, I didn't visit this place in a while, and some important people are talking again. Unfortunately, it seems that none of my questions are answered at the time of me typing this. Oh well. Also,(I know this is literally impractical) but is it even slightly possible to reduce all of this game's code into an iterative mathematical function? Because that would be revolutionary.
As long as the game is deterministic (which SMB is), you can make it an iterative mathematical function, it's just that there is no known way to optimize it with proof. Functions derived from video games are generally almost impossible to optimize with proof, with a few exceptions such as Dragster.
I want to ask a question that I believe is important. It's a question I have asked before, but I got no answers. The question is this: How do you determine that the game has ended? Is the game completed when the 'victory subroutine' is executed? If so, is I somehow use arbitrary code execution to manually execute that subroutine, have I beaten the game? Or is there a specific memory address that determines victory?(like how super mario land, 6 golden coins has one?) Or is it a matter of how the screen looks? I am confused.