Editor, Expert player (2313)
Joined: 5/15/2007
Posts: 3855
Location: Germany
<mugg> Hey, in smb is it possible to enter the second row of a wall of blocks? <mugg> like this: http://img339.imageshack.us/img339/5475/11problem.png <mugg> it's probably slower anyway, but well... And I was feeling like giving the warpless walkathon a try myself, just for fun. http://dehacked.2y.net/microstorage.php/info/440150160/smb_warpless_walkathon_mugg.fm2
Joined: 4/3/2006
Posts: 269
It was awesome that you've figured out the warpless walkthon run MUGG. A full run would be nice to watch. Of course, the most exciting part is just watch 4-3. :-)
Post subject: How can i get custom levels for Super Mario Bros.?
Joined: 8/15/2009
Posts: 1
Location: Canada
i want to know how to get custom levels for Super Mario Bros.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Are you wanting to know where you can find hacks or how to create/edit levels?
Post subject: I admit it, I can't walljump in smb
Danfun64
He/Him
Joined: 7/25/2007
Posts: 50
Hi, i'm a bit of a noob at glitches in smb (cant do minus world, wall jump, ect) and i need some help. I have seen the tutorial, and tried it myself, but could never get it. Home help please? not that i'm going to do a tas run, but i want to know how to do it.
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Moved this to the appropriate forum.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Its OK! Your new to this, and TASing is difficult. http://tasvideos.org/SuperMarioBrosTricks.html This is a page on the site that is dedicated to SMB tricks, not only does it tells you how to do them, it shows you an example too! I have never played this game, but I hope this helps.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Danfun64
He/Him
Joined: 7/25/2007
Posts: 50
funnyhair wrote:
its ok! your new to this, and TASing is difficult. http://tasvideos.org/SuperMarioBrosTricks.html This is a page on the site that is dedicated to SMB tricks, not only does it tells you how to do them, it shows you an example to!
*cough* that is the page i looked at *cough*
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Then my best suggeston would be to either talk to the person who did the run, or go onto the IRC and ask there and someone will help you out. http://webchat.freenode.net Type in your user name, where it says user name and the channel is #tasvideos. Going onto the IRC is most likley your best bet
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Danfun64
He/Him
Joined: 7/25/2007
Posts: 50
on a side note, in the site it had pictures that dont scroll, how do you do that?
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Try this... run off the first cliff you encounter in level 1-1, most likely Mario's foot will snag the wall, at the frame, press the A button and Mario will jump off the wall.
Super Mario Bros. console speedrunner - Andrew Gardikis
Danfun64
He/Him
Joined: 7/25/2007
Posts: 50
thanks, still not that good at it, but i got it right at least once. you didnt answer my second question though :P
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
TO take a screen shot, if your using SNES9xv 1.43 its F12, idk what it is on other emulators, but you should search for that ith the Hot keys section
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Danfun64
He/Him
Joined: 7/25/2007
Posts: 50
thats a lot of screen shots :P and i dont see how that will make the camera freeze like in the pictures,
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Danfun64 wrote:
thats a lot of screen shots :P and i dont see how that will make the camera freeze like in the pictures,
You're talking about the animated gifs, right? That's not a function built into the emulators. I don't know how they were made, but it has something to do with using a map of the level. The idea is that it greatly decreases the size of the gif if you already have other parts of the level "loaded" as a static image. At least that's how I understand it.
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
I think i was confused about the question? i don't either
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Danfun64
He/Him
Joined: 7/25/2007
Posts: 50
ya, i was referring to the animated gifs
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Using the shell, this might work? I think this one seems most reasonable. Also, this could work in 5-3 if it works in 1-3. I'm thinking the first part could work out well to get into the ground. The second part... maybe you could use a bullet bill in order to bounce up slightly and enter the second wall across the one block gap. This probably isn't possible, but I'd like to see it done. :D Also, if this were possible, using a shell would make more sense. There are a few other things that could work to improve the smb runs. I think eventually I'll end up with a lot more images.
Super Mario Bros. console speedrunner - Andrew Gardikis
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Wow. I remembered this thread from 2 years ago when I was around here reading everything new. I sought it out just now to see if it was ever solved, and to my delighted astonishment, here it is with a different name! This is close to the solution I envisioned back then (putting the koopa in the left side like that), but my idea didn't quite work because it involved kicking the shell which you couldn't catch up to. It's funny how close I was! Nice job actualizing the solution, MUGG.
Active player (325)
Joined: 2/23/2005
Posts: 786
This has nothing to do with a TAS, but just a random question about this game that I cannot seem to find the answer to. Why is it that sometimes the hidden 1-up blocks fail to appear?
Tompa
Any
Editor, Expert player (2141)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
You can only get it the "first time" you play the level. Let's say you get the 1up in the first level, if you die it won't appear the next time. You'll have to be game over first in order to get it again.
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
Tompa wrote:
You can only get it the "first time" you play the level. Let's say you get the 1up in the first level, if you die it won't appear the next time. You'll have to be game over first in order to get it again.
More generally, the bonus 1up will always appear the first time you play 1-1; for the other -1 levels it will only appear if you warped there or if you had collected all of the coins in the previous -3 level: http://www.themushroomkingdom.net/smb_breakdown.shtml
i imgur com/QiCaaH8 png
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
arflech wrote:
Tompa wrote:
You can only get it the "first time" you play the level. Let's say you get the 1up in the first level, if you die it won't appear the next time. You'll have to be game over first in order to get it again.
More generally, the bonus 1up will always appear the first time you play 1-1; for the other -1 levels it will only appear if you warped there or if you had collected all of the coins in the previous -3 level: http://www.themushroomkingdom.net/smb_breakdown.shtml
That claim looks very suspicious. I think we'll need to do some Source Diving to figure out this one. Edit: I just read the disassembly, and yes, it's true! Here's the number of coins you must collect (must be at least this number) 1-3: 21 2-3: 35 3-3: 22 4-3: 27 5-3: 23 6-3: 24 7-3: 35 8-3: 99 The 1-up flag will then be set, so the invisible 1up object will appear. The flag is then unset the first time a 1up object appears. Also, the coin counter resets every time you change your area. So this is why the X-3 levels never have any pipes to take you elsewhere.
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
Dwedit wrote:
arflech wrote:
Tompa wrote:
You can only get it the "first time" you play the level. Let's say you get the 1up in the first level, if you die it won't appear the next time. You'll have to be game over first in order to get it again.
More generally, the bonus 1up will always appear the first time you play 1-1; for the other -1 levels it will only appear if you warped there or if you had collected all of the coins in the previous -3 level: http://www.themushroomkingdom.net/smb_breakdown.shtml
That claim looks very suspicious. I think we'll need to do some Source Diving to figure out this one.
There is a specific amount of coins that must be collected in the previous, but it isn't "all of them". The coin requirement is ignored if you warped to that level ...
Hidden1UpCoinAmts:
      .db $15, $23, $16, $1b, $17, $18, $23, $63
...
          lda CoinTallyFor1Ups      ;check third area coin tally for bonus 1-ups
          cmp Hidden1UpCoinAmts,y   ;against minimum value, if player has not collected
          bcc NextArea              ;at least this number of coins, leave flag clear
          inc Hidden1UpFlag         ;otherwise set hidden 1-up box control flag
To explain a bit further, a few levels have one or two more coins than on this list, so you can theoretically miss one and still get a 1up in the next world.
Perma-banned
Joined: 4/25/2004
Posts: 498
Actually only one level, 1-3, has more coins than the requirement: you can miss 2 coins there and still get the 2-1 1-up. Everywhere else, the requirement is set to the number of coins in the stage, so you have to get them all. Except for the 8-3 entry in the table, which they didn't use since the only coins in that level are in the multi-coin brick at the end. Notice that all the coins in the other x-3 levels are out in the open... If you hack the levels, though, you can actually make use of the 8-3 requirement by putting a hidden 1-up in 8-4. The requirement is applied to the first invisible 1-up block you come across after that x-3 level; it's just that in the original game, the first such block after every x-3 level is in the following x-1 level. :p