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Ah, now I get it. But it seems you can't reach the shell on this route either. :/ Ok, new idea: http://dehacked.2y.net/microstorage.php/info/1859312709/mario%20bros%204-3%20walk%20idea.fcm Maybe you can just 'zip' through that mushroom platform that blocks your way.
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Interesting, you could possibly go through one block like that to get accross. This was my first idea. http://dehacked.2y.net/microstorage.php/info/1981848887/mario%204-3%20strat.fcm I haven't been able to duplicate what I've done, but I was able to bounce off one koopa and then bounce off the next one in mid-air. This is a fialed attempt. I haven't tested this method out a ton, it could have potential.
Super Mario Bros. console speedrunner - Andrew Gardikis
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http://dehacked.2y.net/microstorage.php/info/956819996/mario%204-3%20strat3.fcm I think the way I did it is the best. But still, I think it won't work. No matter where you gain the extra jump in the air you can't reach the edge.
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*folds* I think this is impossible. Good luck guys, I might try this off and on, but it doesn't look like it's happening.
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I seem to remember a trick where you could eat a mushroom in mid-air, then jump again once the growing animation finished. Is it possible that it could also work the other way around, i.e. hit something halfway over the gap, then jump again? It probably won't work but then hey.
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I had an interesting thought today, but I don't think it will work. Well me and a few others were talking about resetting different games and how it could save time and so of course I thought of smb. I remembered long ago while playing smb that if I got to world 8, died 3 times, reset the game, and then held A while I begin the game again, that it would send me to world 8. If there was a way to trick the game into thinking that you had already been to a certain world then reset the game and hold A, the game time might be possible to be cut in half if someone found a way to skip straight to world 8 using the "hold A at the beginning of the game trick". This was just a thought that popped into my head, maybe we can trick the game somehow, but I kind of doubt it, although I thought this was a very interesting idea.
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Blublu wrote:
I seem to remember a trick where you could eat a mushroom in mid-air, then jump again once the growing animation finished. Is it possible that it could also work the other way around, i.e. hit something halfway over the gap, then jump again? It probably won't work but then hey.
Or possibly jump from mid-air when you grow big from hitting an enemy due to the anti-bigness state (small fiery Mario).
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That's actually a good idea Bisqwit. Does it work?
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As far as I tried, no. Here are savestates for everyone who wants to try: http://www.file-upload.net/download-881076/SMB1.zip.html
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entertainment value would plummet if it was posible and used.
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Wouldn't work, when a game makes a save it just directly copies the RAM. If you reset the game while it's saving, then it will just simply not save the data after the point it's reached. But you can't change the data it's saving; if it saves the level number as $13, then all resetting could do is just not save the level number which would either use the previous save's data or blank data (I'm not sure)
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Do you know the bug that Kupa can't vomit fire? http://tieba.baidu.com/f?kz=253535130
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Replying to old topics: As far as I know, SMB1 doesn't initialize some things in RAM (the level number, mainly) when booting up. Since FCEU does, this is impossible, but if you were to load a cartridge, eject it, and then insert SMB1 without turning off the power (soft-reset OK), it would leave garbage in memory and you could abuse that. The same effect could be gained from having a savestate at reset that made that value whatever. (Although agreeing on the warping straight there entertainment loss)
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dlzm wrote:
Do you know the bug that Kupa can't vomit fire? http://tieba.baidu.com/f?kz=253535130
Wrong game, pointless for a TAS... But still pretty interesting! I'd use that next time I play for sure.
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Xkeeper wrote:
Replying to old topics: As far as I know, SMB1 doesn't initialize some things in RAM (the level number, mainly) when booting up. Since FCEU does, this is impossible, but if you were to load a cartridge, eject it, and then insert SMB1 without turning off the power (soft-reset OK), it would leave garbage in memory and you could abuse that. The same effect could be gained from having a savestate at reset that made that value whatever. (Although agreeing on the warping straight there entertainment loss)
So, uh... we make FCEU "less" accurate in emulation? But I do agree that this is a good idea, if not a bit entertainment kicking, yes.
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An idea for saving time in the warpless run: http://dehacked.2y.net/microstorage.php/info/1630370469/maybetimersaver.fcm I couldn't seem to get it to work, maybe someone else could have a go at it? I'm trying to use the koopa to do the newest flagpole glitch instead of using a bullet bill.
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It seems to work, but I am out of luck this time. Due to the high speed of the shell, it's difficult to get everything you need to perform the glitch right. I just took some tries and failed. EDIT: I haven't timed how many frames are cost by the set-up of such a situation where to perform the glitch. I doubt it would be even slower than not to do it.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Considering how long the current bullet bill method taikes to set up, I'm pretty sure this would take less time to set up and more time could be saved. I cannot seem to get it to work. EDIT: I'm going to keep trying this though. Maybe I'll be able to manage. I mean, I figured this would save time and I think it should work, but I still can't do it. For a 100% run, there are a few levels where you could actually pull this off and possibly save time.
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You'll need to bounce off it right before you contact with the flag-pole-block and before you touch the ground. But it seems that the kicked shell moves so fast that you can't bump off it at any frames while meeting the requirements above. The position where the turtle got stomped to stop could be the key....
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Another, but most likely slower idea would be to get a mushroom and then jump in back of the turle and get hit causing the turtle to turn around and walk towards the flagpole. I'm sure this would be easiuer to do, but I bet the amount of time wasted would be very large. EDIT: So to improve the warp run, would doing the flagpole glitch while facing to the left be any faster? What about entering walls facing to the left?
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andrewg wrote:
Another, but most likely slower idea would be to get a mushroom and then jump in back of the turle and get hit causing the turtle to turn around and walk towards the flagpole. I'm sure this would be easiuer to do, but I bet the amount of time wasted would be very large.
So I get the question: is it possible to manipulate the turtle to move towards the flagpole when it gets active on the screen? I've seen such a thing happen in a level that I can't recall when I was playing the game.
andrewg wrote:
EDIT: So to improve the warp run, would doing the flagpole glitch while facing to the left be any faster? What about entering walls facing to the left?
I remember testing them during my TASing, but they unfortunately failed to help things.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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klmz wrote:
andrewg wrote:
Another, but most likely slower idea would be to get a mushroom and then jump in back of the turle and get hit causing the turtle to turn around and walk towards the flagpole. I'm sure this would be easiuer to do, but I bet the amount of time wasted would be very large.
So I get the question: is it possible to manipulate the turtle to move towards the flagpole when it gets active on the screen? I've seen such a thing happen in a level that I can't recall when I was playing the game.
andrewg wrote:
EDIT: So to improve the warp run, would doing the flagpole glitch while facing to the left be any faster? What about entering walls facing to the left?
I remember testing them during my TASing, but they unfortunately failed to help things.
I don't think I've ever seen that happen. If it could, I'd like to see if happen at the end of 8-2. I'm not really sure how you could make that happen, possibly the speed and time you enter the given area? If Mario is big, his space horizonatally takes up more room correct? Could big mario reach a flagpole 1-2 frames faster because of his size? Could fireworks be avoided in 8-3 when doing the flagpole glitch if he were big? I bet the spawn point puts big mario back to the same place as small mario, but maybe not? I would test these all myself, but I can't seem to get the flagpole glitch to even work (besides in 8-2.) EDIT: http://dehacked.2y.net/microstorage.php/info/363851670/koopaflagpoletest.fcm I couldn't get the right flagpole glitch to work, but I'm sure I could have with better positioning. I think there are about 5 levels where this could be done, and could be faster for a warpless run.
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I don't know how to make a turle move to "the wrong direction" when it is activated. Maybe the game sometimes think it has been colliding with something when it is activated. Or, maybe the turtle does collide with something that has gone off the screen. o_O It's weird that although big Mario seems to have wider hitbox, the collision detection works the same as it is as wide as small Mario's. The spawn point is constant. I don't have much free time to do things about TAS's this month. I wish you good luck.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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klmz wrote:
I don't know how to make a turle move to "the wrong direction" when it is activated. Maybe the game sometimes think it has been colliding with something when it is activated. Or, maybe turtle does collide with something has gone off the screen. o_O It's weird that although big Mario seems to have wider hitbox, the collision detection works the same as it is as wide as small Mario's. The spawn point is constant. I don't have much free time this month. I wish you good luck.
I made the koopa move the wrong direction by getting hit (if you didn't realize.) If you watched the video. I'm not sure if it's possible without getting hit like that. I hope I can find something.
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You quoted my post before it got corrected... Well, you made it, but, "when it had been already activated for you to get hit by it", correct?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do