Posts for bahamete


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Yeah, I've also noticed this issue: For example, you make a save (to memory card) at frame 45,000 (for example), close and reopen PSXjin. When you reopen the movie at a frame past the save, it won't remember making that save. So when you go to load game, you can't. I worded this really poorly but it seems as if the save isn't stored with the movie, though I guess that isn't quite as easy as it seems to make work. Or maybe it isn't even an issue and that's just how it's supposed to work, I don't know.
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Experienced Forum User, Published Author, Active player (263)
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The run has already been accepted, just delayed for an improvement pointed out by Dawn, and the decision for separate categories has been confirmed by DarkKobold. I just hope he sticks to his guns :p You're free to do as you wish but I feel seperate categories discussion is best in here.
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So great! Was a privilege to watch this before you submitted, and I enjoyed it thoroughly even though I saw antaasas' incredible work (live!) a month or so ago. However I'm thinking maybe you should include him as an author due to the amount of work he put into making this happen, but I'm unsure. Well, obvious yes vote.
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Do you honestly believe that the credits glitch obsoleting this run will create more competition for the SMW record? Really?
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Ehh? I could have sworn that the SML2 run got a new category. Wow good one me >.< Anyway while it sounds incredibly selfish, I asked DarkKobold about halfway through this run if the new glitch would warrant a new category or not. If he said no, we would have quit this run (or at least, I would have). I believe that the runs are different enough to warrant a new category but it's entirely subjective. That's why I asked DarkKobold instead of just hoping for the best outcome. So whether you're proved "right" or not isn't even a factor here, because there needs to be some kind of authority on this - arbitrary or otherwise. :p
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Glitcher wrote:
What? Bullshit. People always cry "different category" when someone discovers a groundbreaking glitch to beat the game early..
I'm under the impression that people always cry about different categories.. ^^ Edit: Either way, the run works in roughly the same way as this. I think when a run uses severe RAM corruption such as the new SMW idea it warrants a new category.
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hegyak wrote:
Hey, where's this run's submission?! That's a MUCH faster run and more "WTF?!" overall.
It's going to be a different category. I think Masterjun3 is performing it.
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DK64_MASTER wrote:
Edit: Maybe we should notify andrewg and other SMW tasers if the Bowser fight improvements can be done on Console, or is it a very very strict frame rule?
I think on a console run the glitch may end up costing time, as ending input earlier isn't an option, and if a mechakoopa hitting Bowser is off by a few frames then it may not work out in the player's favour. However, the chuck-eat glitch is possible Non-TAS, although for this circumstance burning the piranha plant is the best option. I suggest any RTSers to use this method considering the time it does save. :) Regarding level comments: I wrote this maybe 2-3am on Christmas Morning with many notes from Mister, so I apologise for the sparsity of these. More comprehensive notes will follow soon.
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Ah! I was really excited when I saw this on the workbench, especially after reading how many improvements you guys had made. Just finished watching and the run was very entertaining and a lot of things took me by surprise, especially the new Marble Zone 2 zip. Great run :) Voting yes, of course
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CoolKirby wrote:
Yeah, what happened to the goal sphere glitch run idea? [...]
We're working on it now. It will come soon.
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DarkMoon wrote:
bahamete wrote:
DarkMoon wrote:
Fun fact: Both glitches use the null sprite.
Even funner fact: No they don't
The sprite on Yoshi's tongue when the shell or whatever despawns doesn't exist. Thus, by the definition of "null" (without value), it is actually a null sprite.
The item which is item-swapped has value. It retains the properties of the sprite you double-eat, e.g. if you double-eat a mushroom but don't swap the air, you'll get two mushrooms; whereas a null sprite is different in that it has no properties at all, except for being #$FF as a sprite index. :D
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DarkMoon wrote:
Fun fact: Both glitches use the null sprite.
Even funner fact: No they don't
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I'll post here what we know about the "credits glitch" discovered by あんた (anta). What is the credits glitch? In short, the credits glitch is a way for us to jump straight to the credits of Super Mario World very early on in the game, from Yoshi's Island 3. I've spoken with DarkKobold and he said it would be considered beating the game. It would probably also be separate category (glitched any%). In a slightly more technical way, it's a way for us to write a value of #$1C to $7E:0100. This RAM address happens to be the game mode, and a value of #$1C will trick the game into running the final cutscene (the credits). Don't get too excited though. The chances of it happening are something such as 1 in 1,000,000,000, or something ridiculous like this. So I'll continue to explain how to perform it and try to be not so technical. How to perform? As you may or may not know, when Yoshi holds a null sprite in his mouth, it has a slot value of 255 (#$FF). The sprite table is 12 bytes. So, as you can imagine, the properties of the null sprite get written elsewhere. For more information on this bug and how to perform it, please see Mister's post. I will not describe it here. So in short, when spitting out a sprite, it'll usually store to $7E00E4 + id. When the id is #$FF, it will store to a different address. When we stand on a brown platform, Mario's (and Yoshi's) image is obscured completely, and a new one is drawn instead. This writes values to the stack. Thus, an unusual program can be executed if we write 255 values to the stack too! All of this below is the code set up to make this bug work. The values must fall into place perfectly, otherwise we'll get a crash, another strange effect or nothing.
Language: ASM

01f1fc lda $e4,x [0000e8] A:f177 X:0004 Y:0001 S:01e0 D:0000 DB:01 nVMXdizC V: 80 01f1fe clc A:f186 X:0004 Y:0001 S:01e0 D:0000 DB:01 NVMXdizC V: 80 01f1ff adc $f305,y [01f306] A:f186 X:0004 Y:0001 S:01e0 D:0000 DB:01 NVMXdizc V: 80 01f202 ply A:f176 X:0004 Y:0001 S:01e0 D:0000 DB:01 nVMXdizC V: 80 01f203 sta $00e4,y [0101e3] A:f176 X:0004 Y:00ff S:01e1 D:0000 DB:01 NVMXdizC V: 80
This is the first part of our executed code. I wouldn't worry too much about it; it just jumps to another piece of executed code.
Language: ASM

01ee77 ror $49,x [00004d] A:f100 X:0004 Y:00ff S:01e4 D:0000 DB:01 nvMXdiZC V: 81 01ee79 ora ($9d,x) [01355a] A:f100 X:0004 Y:00ff S:01e4 D:0000 DB:01 NvMXdizC V: 81 01ee7b jmp ($ad15,x) [01ad19] A:f135 X:0004 Y:00ff S:01e4 D:0000 DB:01 nvMXdizC V: 81
This is the second part. The first byte is the low byte of the random number generator and the second byte is the result of the random number generator. Thus, for this code to work, the RNG must be 92 F7.
Language: ASM

01148c jmp ($f792,x) [01f796] A:f135 X:0004 Y:00ff S:01e4 D:0000 DB:01 nvMXdizC V: 81
This code is executed in RAM, in the OAM mirrors. (From SMWiki: OAM is a chunk of memory in the PPU that stores the data about the sprite tiles to draw onto screen. It contains 128 "sprite slots", each slot requiring 4 bytes in the main table and two additional bits stored separately in a smaller table towards the end of the OAM.) So for this bug to occur we must find out what the OAM values are and manipulate them accordingly. Below is how the code should align:
Language: ASM

010302 8E 28 81 stx $8128 [018128] A:f135 X:0004 Y:00ff S:01e4 D:0000 DB:01 nvMXdizC V: 81 010305 39 06 2A and $2a06,y [012b05] A:f135 X:0004 Y:00ff S:01e4 D:0000 DB:01 nvMXdizC V: 81 010308 B0 FA bcs $02fa [0102fa] A:f120 X:0004 Y:00ff S:01e4 D:0000 DB:01 nvMXdizC V: 81 0102fa 66 A0 ror $a0 [0000a0] A:f120 X:0004 Y:00ff S:01e4 D:0000 DB:01 nvMXdizC V: 81 0102fc A3 F0 lda $f0,s [0002d4] A:f120 X:0004 Y:00ff S:01e4 D:0000 DB:01 NvMXdizC V: 81 <-- Loads the "new game mode" 0102fe 66 20 ror $20 [000020] A:f11c X:0004 Y:00ff S:01e4 D:0000 DB:01 nvMXdizC V: 81 010300 8F F0 8E 28 sta $288ef0 [288ef0] A:f11c X:0004 Y:00ff S:01e4 D:0000 DB:01 NvMXdizc V: 81 010304 81 39 sta ($39,x) [010100] A:f11c X:0004 Y:00ff S:01e4 D:0000 DB:01 NvMXdizc V: 81 <-- Stores the "new game mode" 010306 06 2A asl $2a [00002a] A:f11c X:0004 Y:00ff S:01e4 D:0000 DB:01 NvMXdizc V: 81 010308 B0 FA bcs $02fa [0102fa] A:f11c X:0004 Y:00ff S:01e4 D:0000 DB:01 nvMXdiZc V: 81 01030a 04 60 tsb $60 [000060] A:f11c X:0004 Y:00ff S:01e4 D:0000 DB:01 nvMXdiZc V: 81 01030c 60 rts A:f11c X:0004 Y:00ff S:01e4 D:0000 DB:01 nvMXdiZc V: 81
So starting from $7E02FA, OAM should look like this:
66 A0 A3 F0 66 20 8F F0 8E 28 81 39 06 2A B0 FA 04 60 60
++ -- ** ** ++ -- ++ -- ++ -- ** ** ++ -- ** ** ++ -- **
** = required ++ = semi-required; the hex value must be the same opcode length as the given example. Another OAM value we have to pay attention to that was previously overlooked is a lone value at $7E:02D4. This OAM value is the one which actually writes to the Game Mode, thus the following values are required: #$1C: For the Yoshis "Thank You!" screen #$20: Shows the enemies cutscene #$26: Shows the "The End" screen The others are not required, provided they don't change the Accumulator when the game mode is changed. The only other thing we have to take into account is Yoshi's X Position and direction. It should be #$86 when facing left. When facing right it must be #$66. Shut up and let me see it! Okay. The original movie by antaasas. This version jumps to the Yoshi "Thank You" screen. There is also an encode here. Masterjun's test movie, which jumps to the "THE END" screen instead. The first thing you'll notice is that the players are performing what may seem to be an arbitrary set of actions, such as recycling fish. Well, it's all relevant. When fish bounce, they call the Random Number Generator subroutine three times. Thus with many fish bouncing we can get to the desired RNG number quickly. However, during their INIT routine, koopas call it once. So we need to plan our RNG values accordingly. In addition, the monty moles which follow Mario call the subroutine once per frame; unfortunately, there are none in yi3 and the value gets reset on OW/level load. p4plus2 is currently working on a C++ program that replicates the SMW RNG routine exactly so we can work out the miminum number of changes required. Any other actions you see within the movie, such as cape-sliding or screen-scrolling seem to be required actions to manipulate the OAM. Useful Links Anta's documentation (Japanese). p4plus2's documentation, from which most of this post is written according to. SMWCentral RAM Map Please, if you notice any mistakes in my writing, point it out to me on IRC or PM or something. I also urge anyone to help us if we've missed something important. I'm not very knowledgeable in the field of Assembly so I probably did get something wrong; most of this post is due to p4plus2/Smallhacker.
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I will not submit for multiple reasons, mostly due to sloppy work in places. Thanks for your comments.
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This was great! Really enjoyable. This is one of my favourite games and it was nice to see a refreshing break from the zipping. I don't see what the fuss is regarding Scrap Brain 2 and 3, though - after reading the discussion I was expecting something to occur in which Sonic warped 2-3 screens or so. Well, the difference of "sprite ejection" and "zipping" is extremely clear to me now and the author sticks to his goals. If this movie gets rejected based on this premise I won't even know what to think. Yes.
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Hey guys! Today I finished my testrun for The Second Reality Project Reloaded. I think the movie isn't entertaining enough to be considered a real project of mine but I hope those who like SMW runs will enjoy this. I don't know if/when I will create a proper run for this game. Hack can be downloaded here. SMV. The rerecord count isn't accurate. Enjoy. ^^
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The bug is pretty well-known and I think it works similarly with a green berry. A funnier application is when Yoshi swallow-timer reaches zero on the same frame time runs out when Mario only has one life and 99 coins (it's a confusing setup haha) - the result is we get a "Game Over" screen and still return to the Overworld like normal :p
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Unfortunately, when we carry a shell on Yoshi, to stop the Yoshi taking damage we have to make it lose vertical interaction by damaging Yoshi while pulling the shell to its mouth. This process makes it lose interaction with fireballs, too.
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Zowayix wrote:
Specifically what can appear besides the naked koopa and goal sphere? What's PI?
PI is more of a "thought experiment" bug but it _has_ been put into practice. Essentially, using brown platforms and Yoshi 'eat nothing' bug, we can increment Mario's Powerup status (hence PI = powerup incrementing). The other powerup statuses besides small-flower give weird results when collecting an additional powerup or taking an item through a goal. For example a value of 04 will give a star when taking an item through a goal. Values above this (particularly in the range of 80 and above) give very, very strange results. The reason I call this a thought experiment bug is because it takes way to long to set up for anything useful (i.e. goal sphere, or key). zraffleticket has claimed to trigger the game's credits using this bug, but we're all not so sure. :p
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DarkKobold wrote:
So, I played around with naked-koopa - it appears to be an instant level end. Out of curiosity, #1: Does it require blue yoshi? #2: Is YI-1 the only place it can be obtained? #3: What happens if it is used at bowsers castle?
The naked-koopa isn't an instant level end - the goal sphere is an instant level end. If we do the bug on a chargin' chuck, we get a naked green koopa. If we do it on clappin' chuck, we get a goal sphere. 1) Any Yoshi will do. 2) No. Any level with Clappin' Chuck is fine. 3) Nothing, really. No exit is triggered, and the endings won't be neither.
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Great job on the testrun! I think the flower collection from the flying question block can be optimized much more. But dying on the cement block is a much better idea. I look forward to seeing what Mister will come up with. We will begin our run soon.
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jimsfriend is indeed correct. I did find this way to save time in any% maybe yesterday or so, which caused us to restart the any%. We wished to keep the project secret but now this has been found, there's not much point :p Here is my (very bad) testrun: smv, although most of yi1 is Masterjun. IIRC it saves about 800 frames over the current attempt. It's just a shame this was found right after we finished our work. -_-
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Please, the last thing I wanted is to start an argument over this. :( I've been exhausted all day so maybe I read into jimsfriend's post too much. I know he wasn't trying to be rude. I was responding directly to jimsfriend saying the bug won't save time due to overworld transitions. I edited my post because he is partially right. I thought smw had more chucks, but he kindly pointed out this isn't the case. But in 96-exit, the bug would definitely be used in a fair few occasions. Special world is one example (backtracking to Tubular).
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I don't really think that being rude was entirely called for. Either way we're all excited about this glitch, it's very powerful. I just wanted to put it into perspective. If you look at the 96-exit or sdw 120-exit and genuinely think it won't save time in most levels (edit: not so many in hindsight), then rethink your position. Overworld transitions take a long time but levels take longer. I'm not going to list my ideas (now), as I am tired. The reason I don't want the bug being abused in these runs is because it is incredibly boring. So boring to see, except for shock value. At least the dragon-coin bug is entertaining. For the same reason, ZZAZZ glitch isn't used in Catch-Em-All TAS. I wasn't trying to enforce a position on anybody, honestly! I don't think anyone wants to do that. People are free to handle runs exactly how they want on Nico Nico, or YouTube, but again for TASvideos I don't think it's such a good idea. If you do, great! We'll ask a judge.
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