negative_seven
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I don't think this is known already. When accelerating on the ground from a stop, it appears that if you lose 1 subpixel on purpose (ie. stay on 23 speed for 1 extra frame) before the second jump, you can save 7 subpixels. I don't think it saves any time in the any% run but just throwing it out there.
Buddybenj
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TehSeven wrote:
I don't think this is known already. When accelerating on the ground from a stop, it appears that if you lose 1 subpixel on purpose (ie. stay on 23 speed for 1 extra frame) before the second jump, you can save 7 subpixels. I don't think it saves any time in the any% run but just throwing it out there.
Wasn't that how the any% run got improved by 1 frame?
Projects: Interested in TASing N64 Mario Golf. GBA Mario Tennis: Power Tour is on hold.
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2-1 was just as unexpected as 4-1 was. Wow. Is the same thing possible (i.e. faster) for the regular warpless run?
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TehSeven wrote:
I don't think this is known already. When accelerating on the ground from a stop, it appears that if you lose 1 subpixel on purpose (ie. stay on 23 speed for 1 extra frame) before the second jump, you can save 7 subpixels. I don't think it saves any time in the any% run but just throwing it out there.
It's not about the subpixel, it's for the subspeed, and it's known since klmz's run.
Zowayix wrote:
2-1 was just as unexpected as 4-1 was. Wow. Is the same thing possible (i.e. faster) for the regular warpless run?
Of cource not. The route is used for a shortcut, and it's only a little faster than the regular walking speed. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
negative_seven
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HappyLee wrote:
TehSeven wrote:
I don't think this is known already. When accelerating on the ground from a stop, it appears that if you lose 1 subpixel on purpose (ie. stay on 23 speed for 1 extra frame) before the second jump, you can save 7 subpixels. I don't think it saves any time in the any% run but just throwing it out there.
It's not about the subpixel, it's for the subspeed, and it's known since klmz's run.
Ah, ok. I just didn't see it used in the current any%. My bad.
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TehSeven wrote:
Ah, ok. I just didn't see it used in the current any%. My bad.
Sorry that I must have misunderstood what you said. What I used for accelerating in current any% 1-1 should be the fastest. To "lose 1 subpixel on purpose" cannot save subpixels in my opinion. I'd like to be proved wrong, though. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
negative_seven
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HappyLee wrote:
TehSeven wrote:
Ah, ok. I just didn't see it used in the current any%. My bad.
Sorry that I must have misunderstood what you said. What I used for accelerating in current any% 1-1 should be the fastest. To "lose 1 subpixel on purpose" cannot save subpixels in my opinion. I'd like to be proved wrong, though. :)
Here's what I mean. I know the framerate is messed up but hopefully you can see the difference. Link to video
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Any chance on hearing an update on the teams progress into the max coins TAS if you know HappyLee?
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TehSeven wrote:
Here's what I mean. I know the framerate is messed up but hopefully you can see the difference. Link to video
Actually the input on the right side isn't the same as what I used for current any% 1-1. It's really not about subpixel. Maybe if you check my input and you'll find the answer. :)
Paused wrote:
Any chance on hearing an update on the teams progress into the max coins TAS if you know HappyLee?
Well it's not a secret. 87316156 and TEHH have just finished World 3 3 weeks ago. The movie's entertaining already, but World 4 would be really shocking, so I'd prefer to keep you shocked. I think it won't take long to see the WIP coming.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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2-1 made my day! I didn't even realize this one existed!
Super Mario Bros. console speedrunner - Andrew Gardikis
Buddybenj
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HappyLee wrote:
[ Well it's not a secret. 87316156 and TEHH have just finished World 3 3 weeks ago. The movie's entertaining already, but World 4 would be really shocking, so I'd prefer to keep you shocked. I think it won't take long to see the WIP coming.
Are you also working on the maximum coins TAS or just 87316156 and TEHH? It was a little unclear to me. (I hope you are because you are the king of SMB :P)
Projects: Interested in TASing N64 Mario Golf. GBA Mario Tennis: Power Tour is on hold.
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Buddybenj wrote:
Are you also working on the maximum coins TAS or just 87316156 and TEHH? It was a little unclear to me. (I hope you are because you are the king of SMB :P)
Please, I'm flattered. There are lots of great SMB TASers out there, especially in China now. I did help a lot testing, and finding some improvements in 2-1, 4-1 and the route of 4-2, but currently I only have enough time for Mars608's warpless walkathon and my Hard Relay Mario projects. Mainly it's 87316156 working on the project now, and he's doin' great, tough job though. I may probably join the project after World 4, if they need an extra hand. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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Link to video Is this useful?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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Kurabupengin wrote:
Link to video Is this useful?
Yes to me, for I never knew that the vine will be kept after you die during climbing the vine. But I think it won't save any time on TASes submitted here, or the Maximum Coins TAS because death is strictly forbidden. Thanks for sharing the video. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Invariel
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I was really interested in the vine glitch, because I figured it wasn't limited to 1-2, being Mario, etc. As you likely suspect, the trigger is dying while in the automatic climbing animation, and it will sprout the vine four blocks into the next life's level, from the bottom of the screen. Doing this in -1 gave me a loop without Bloopers. Doing it at the midpoint of -1 gave me some very interesting things: a floating platform at the top of the screen, Troopas walking back and forth, a couple of Buzzy Beetles (which might be Goombas, I did this on the 3DS port - haven't bothered setting up the NES), and a spawned mushroom about a screen to the right of the spawn. Not that I expect any of that to be useful in any way, but it was interesting.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
GhostSonic
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Just for the record: The vine glitch works in all-stars too.
Invariel
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And the vine climbs higher in All Stars. Interesting. I wonder if it does Fun Things (tm) in 2-2 and 7-2 in All Stars as well. (In fact, I wonder if it does Fun Things (tm) in 2-2 and 7-2 at all... Back in a few.) Edit: Start of 2-2, no interesting effect. Middle of 2-2, some interesting screen draw issues, which culminated in this: http://img.photobucket.com/albums/v282/Invariel/SMB12-2after5-2VineGlitch_zps1607871f.png All of the blocks are solid and impassable. Basically, the screen was drawing half a screen forward all the time, reminiscent of one of the hack modes of SMB on a 1000-in-1 cart. Edit 2: Nothing interesting until the start of 3-2, where the initial Koopa Troopa was invisible for a few blocks. It still registers as a damaging object. Edit 3: Nothing interesting until the start of 5-1, where the initial Koopa Troopa was again rendered invisible, and still registers as a damaging object. Thought: Can I activate this through time-out on another vine? Answer: - Not in All Stars - the timer freezes as you climb up. - Not in vanilla - the timer freezes as you climb up.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
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I've been trying to clip into the wall like in 1-2 in the current TAS, and I just haven't been able to make it into the wall. What things (speed, height, Y speed, subpixel etc.) are needed to make it to the 3 pixels in mark? Also, although I can't think of any places in this game where it exists (besides in romhacks), does it still work on a wall that is 1 block wide, (and many blocks tall)? I can't think of any reasons that it shouldn't, but just wanted to ask just in case it was known.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
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GhostSonic wrote:
Just for the record: The vine glitch works in all-stars too.
Does this work in Deluxe?
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So uh... I've been TASing a lot of romhacks of this game recently, and in some of them the bowser fights are a lot more constricted *cough* after world 8 *cough*. So does anyone know what manipulates bowser's pattern/position?
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
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Invariel wrote:
And the vine climbs higher in All Stars. Interesting. I wonder if it does Fun Things (tm) in 2-2 and 7-2 in All Stars as well. (In fact, I wonder if it does Fun Things (tm) in 2-2 and 7-2 at all... Back in a few.) Edit: Start of 2-2, no interesting effect. Middle of 2-2, some interesting screen draw issues, which culminated in this: http://img.photobucket.com/albums/v282/Invariel/SMB12-2after5-2VineGlitch_zps1607871f.png All of the blocks are solid and impassable. Basically, the screen was drawing half a screen forward all the time, reminiscent of one of the hack modes of SMB on a 1000-in-1 cart. Edit 2: Nothing interesting until the start of 3-2, where the initial Koopa Troopa was invisible for a few blocks. It still registers as a damaging object. Edit 3: Nothing interesting until the start of 5-1, where the initial Koopa Troopa was again rendered invisible, and still registers as a damaging object. Thought: Can I activate this through time-out on another vine? Answer: - Not in All Stars - the timer freezes as you climb up. - Not in vanilla - the timer freezes as you climb up.
What happens if you try climbing up on the same frame the timer hits 0?
Invariel
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I don't know. I've got no experience TASing, but I'll try frame advancing [and learning a bit about how to use FCEUX] and seeing what happens. Update: Fun Memory Addresses: 000787 - a counter that decrements by 1 each frame, starting at 24. When 000787 reaches 23, the on-screen clock is updated. When 00787 reaches 0, the game time (described below) is decremented by 1. If the game time is 0, 00787 is not reset to 24. 0007F8 - the hundreds digit of the in-game clock. 0007F9 - the tens digit of the in-game clock. 0007FA - the ones digit of the in-game clock. These are all one-byte base 10 numbers, and there is probably a function in the code that decrements the ones digit, then forces a carry from the tens digit, etc. Setting 0007F8, 0007F9, 0007FA to 0 result in player death. Setting 0007F8 to 0 lets countdown continue but doesn't speed up the game's music. The vine in 2-1 is not climbed at 0000CE (Y coordinate) == 32, 000416 (Y subpixel) == 0, but is climbed at 0000CE == 31, 000416 == 255. Pressing up at the frame corresponding to 0787 == 2, 07F8 == 07F9 == 07FA == 0 results in Mario climbing the vine and dying as soon as control is restored. While auto-climbing, 0787 is decremented to 1 and then to 0. No vine is created upon player spawn. Pressing up at the frame corresponding to 0787 == 1, 07F8 == 07F9 == 07FA == 0 results in Mario climbing the vine and dying as soon as control is restored. 000787 is decremented to 0 on the frame that Mario crosses the 0000CE == 31 threshold. No vine is created upon player spawn. Pressing up at the frame corresponding to 0787 == 0, 07F8 == 07F9 == 07FA == 0 results in Mario dying instead of climbing the vine. No vine is created upon player spawn. I hope this sufficiently answers your question, Zowayix. Minor edits in [].
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
Invariel
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Not that this is of any use to anyone, but I finally got around to setting up my NES. The glitch is console-verifiable in realtime, and as an added bonus, all of the World -1 zaniness that I talked about on the NES version of the game happens on console too. And they are Buzzy Beetles and not Goombas.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
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https://www.youtube.com/watch?v=VQQyZlTdeL8 https://www.youtube.com/watch?v=5jmWBdnbJ0E I'm 99.9% sure it's PAL-only, but I'm gonna post it anyway to be safe.
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Link to video Possible improvement for the warps run.
Here, my YouTube channel: http://www.youtube.com/user/dekutony