XkyRauh
He/Him
Joined: 6/9/2005
Posts: 171
Location: Southern California
That's such an awesome game mechanic. :)
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
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. 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.
Wow thanks, for the first time in years, I just learned something new about the game :) Surprising I never saw Nintendo mention this.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Experienced player (620)
Joined: 8/28/2008
Posts: 443
Nach wrote:
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. 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.
Wow thanks, for the first time in years, I just learned something new about the game :) Surprising I never saw Nintendo mention this.
Yeah, me either! That was really interesting to know! :)
Expert player (2454)
Joined: 12/23/2007
Posts: 822
andrewg wrote:
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.
I have tried lots of times in 1-3, I believed that's impossible. The thing in 7-1 is possible I think, but it won't save time because we need more time to get into the first ground. 8-2 is clearly impossible, we need high speed to get in walls, and there's no way that I can get that kind of speed. There might be other possible things, I'm now testing some of them. The SMB Warpless run will be improved soon :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Editor, Expert player (2313)
Joined: 5/15/2007
Posts: 3855
Location: Germany
1.)     v>     v>     v>     >... 2.)     v>     >     v>     >     v>     >... 3.)     >     >     > Each of these movie files is 15 frames long. Mario is running right, but different directional buttons are pressed. By observing the value at 0x0400 (X-Subpixel Position address) I can see the following.
Subpixel value->  Frame 0   Frame 15    Frame 20

Movie 1            160        224        96
Movie 2            160        240        112 
Movie 3            160        32         160 + 256 (1 pixel)

As you can see, movie 1 and movie 2 managed to cover more distance but somehow lost it by frame 20 to movie 3. On movie 3, Mario gets ahead one pixel (even though 0x0086 (X-Position) states the same value for all thee movies at frame 20) and the speed address states values on the range of 38 ~ 40 for movie 1 and movie 2 whereas it states only 40 for movie 3. Either I found a way to temporarily cover slightly more distance or I missed something and movie 1 and movie 2 are both slower, even at frame 15.
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
071D Camera X shows that just running right has Mario placed slightly forward at frame 15. the value is 94, the value on the other two are 93. I think...
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 4/3/2006
Posts: 269
Anyone still working on the "warpless walkthon" run ?
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
minglw wrote:
Anyone still working on the "warpless walkthon" run ?
I'd do it, but I think it'd turn out to be a boring run. I tried it at one point, I just figured tasvideos would definitely reject it...Unless something interesting turned up from it. Maybe I'll do a test run of it again sometime if there is interest.
Super Mario Bros. console speedrunner - Andrew Gardikis
Expert player (2454)
Joined: 12/23/2007
Posts: 822
Me too, and I believe I can found something interesting. But I have to finish my SMB_Warpless TASv4 and my other projects first.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Post subject: Super Mario Bros(Walkathon, Warpless) TAS with JackProTAS
Joined: 4/17/2010
Posts: 19
So we are working on this project for couple of months, i can give you WIP and you tell me what do you think about it! ROM used: Super Mario Bros. (JU) (PRG0) [!].nes Emulator used: fceux-2.1.2-win32 WIP - http://dehacked.2y.net/microstorage.php/info/1814888458/walkathon%25warpless.fm2
Zene01 - Do you know, that fceux(the NES emulator) have new version? it is called 2.1.4 Kriole - i did not Zene01 - Then now you know Kriole - xD
Editor, Expert player (2313)
Joined: 5/15/2007
Posts: 3855
Location: Germany
I actually started a WIP myself some time ago. http://dehacked.2y.net/microstorage.php/info/640986733/smb_warpless_walkathon_mugg.fm2 The problem with this run is that you have to keep the entertainment level high throughout the whole game. However, what some consider to be entertaining, others might find completely boring. I found your WIP good at times, but you avoided too many enemies / blocks, in my opinion. Why did you get a mushroom this early? It costed you some time in 1-4. The way you get the mushroom doesn't look optimal to me.
Joined: 4/17/2010
Posts: 19
Acctualy, the part when mushroom was grabbed was JackProTAS's part. I will start new TAS myself.
Zene01 - Do you know, that fceux(the NES emulator) have new version? it is called 2.1.4 Kriole - i did not Zene01 - Then now you know Kriole - xD
Joined: 4/17/2010
Posts: 19
And btw. MUGG, do you use any Memory Watchers or something like that with Mario Bros?
Zene01 - Do you know, that fceux(the NES emulator) have new version? it is called 2.1.4 Kriole - i did not Zene01 - Then now you know Kriole - xD
Editor, Expert player (2313)
Joined: 5/15/2007
Posts: 3855
Location: Germany
No. I don't think I'm good at TASing SMB and I'm also not overly interested in doing so, so I stopped progress after two levels. My movie was made half a year ago. Maybe adelikat or andrewg will post some memory addresses...
Joined: 8/27/2009
Posts: 159
Location: California
MUGG -- I laughed at the end. :P Zene01
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3598)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
077F 21|Frame|Rule 006D Level|X|2nd 0086 Level|X 0400 X|subpixel 03AD On|screen|X 071D Camera|X 0057 X|speed 0705 X|speed|sub|(subsub) 0483 Bowser|HP 00CE Y|pixel 0416 Y|subpixel 009F Y|speed|(pixel?) 000F Enemy|1|Loaded 0010 E2|Loaded 0011 E3|Loaded 0012 E4|Loaded
It's hard to look this good. My TAS projects
Joined: 8/27/2009
Posts: 159
Location: California
Zene, TimeSpaceMage posted a comment on my video that I hadn't thought of: You should be avoiding the end-of-level fireworks.
Former player
Joined: 8/31/2009
Posts: 236
To be honest, Mugg's is at a much more publishable level. Three main things with Zene's: 1) Not entertaining at all and just boring. Mugg's uses all he can to be entertaining. 2) Getting the fireworks is a terrible idea. 3) Not jumping from 0 speed is slower (for an example, see exiting the pipe in 1-1). I'm going to have to go with Mugg's.
Joined: 8/27/2009
Posts: 159
Location: California
Also, 2-2 is just poor overall. You slow down so much. This can definitely be improved, and even if you have to go way back (which you shouldn't for SMB), you can avoid most slowdown.
Joined: 8/27/2009
Posts: 159
Location: California
Sorry to doublepost, but this is hilarious. Albinoblacksheep claimed copyright on my encode of this game, on the visual content. Apparently they think they own Mario. But not the music, oddly.
Sir_VG
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Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Be sure to read this thread. It'll help you. http://tasvideos.org/forum/viewtopic.php?t=5567
Taking over the world, one game at a time. Currently TASing: Nothing
Expert player (2454)
Joined: 12/23/2007
Posts: 822
Wow, I'm working on it, too. I believe I can found something interesting, but let me finish my SMB_Warpless TASv4 first.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
MarbleousDave
He/Him
Player (12)
Joined: 9/12/2009
Posts: 1555
Try wall jumping in 4-3.
Personman
Other
Joined: 4/20/2008
Posts: 465
I have to agree, Mugg's is generally much more polished. And I eagerly await HappyLee's! However, mostly I'm posting to thank Antoids and everyone else who posts encodes of WIPs - I do a lot of my web browsing on my Mac laptop, and thus can't watch fm2s. It is much appreciated!
A warb degombs the brangy. Your gitch zanks and leils the warb.
Joined: 4/25/2004
Posts: 498
PikachuMan wrote:
Try wall jumping in 4-3.
You need a wall/floor at least 2 blocks high to do so, so the only places wall jumping would even be possible are the places where the bottomless pit begins and ends (at the start and end of the level), neither of which is a useful place to wall jump. It can't be used on any of the mushroom platforms since they're only 1 block thick vertically.