Post subject: My progress on SMB1 any%
Unknown394
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Hi, I'm a new to TAS videos and I'm working on the SMB1 any% run. My current score is 04:58.69 Please give me some suggestions. Link to video
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Hello! This seems better than your previous tries! Well, I can't help you with this game, if you want tips for SMW though than you can talk to me :) But let me be honest with you, I think there are very few movies on this site that are harder to beat than the current SMB1 warps movie, done by HappyLee: http://tasvideos.org/1715M.html. If you want to have something published, and this is the game you want to TAS, I would suggest you to try a good hack of the game, or some category other than warps. To see what you can improve in this specific movie, just compare it with the movie I linked to you. Good luck in your next TAS!
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Unknown394
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I have at leased watched HappyLee's movie three hundred times and I think the only way anyone can beat it is to work on the flagpole glitch. In stage 8-2 HL used a special flagpole glitch involving stomping a bullet bill (also can be done with a koopa shell) that saves more frames than a regular flagpole glitch. If someone can find a way to perform this special glitch without having to stomp something, the time can be optimized. Otherwise it's probably unbeatable, since it has been there for many years.
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again? It's seemed you never read the rule. Submit your question in newbie page. http://tasvideos.org/forum/viewforum.php?f=46
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Unknown394 wrote:
I have at leased watched HappyLee's movie three hundred times and I think the only way anyone can beat it is to work on the flagpole glitch. In stage 8-2 HL used a special flagpole glitch involving stomping a bullet bill (also can be done with a koopa shell) that saves more frames than a regular flagpole glitch. If someone can find a way to perform this special glitch without having to stomp something, the time can be optimized. Otherwise it's probably unbeatable, since it has been there for many years.
Try the PAL version.
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Does someone know why the pipe at the end of 1-2 of Super Mario Forever sometimes takes you to the end of the level and sometimes to an underground section? It seems you skipped the trigger for the proper location, if it takes you to the underground section. But I can't see any pattern or logic behind it.
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Rather than seeing the run 300 times, it's probably better to utilize RAM Watch + frame advance + savestates and concentrate on the parts you're stuck on. I mean using tools on HappyLee's movie, not just your own. http://tasvideos.org/GameResources/NES/SuperMarioBros.html There's an entire page of tricks here, along with memory addresses at the very end.
Unknown394
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jlun2 wrote:
Rather than seeing the run 300 times, it's probably better to utilize RAM Watch + frame advance + savestates and concentrate on the parts you're stuck on. I mean using tools on HappyLee's movie, not just your own. http://tasvideos.org/GameResources/NES/SuperMarioBros.html There's an entire page of tricks here, along with memory addresses at the very end.
I actually use all of these when I watch a published TAS. That's how I learned how to do the glitches.
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Looking at the image of 4-2 above, why isn't it possible to enter the stairs like a wall or a ledge and run directly through to the world 8 pipe, no fall-through-the-floor PAL-only glitch needed? Even if you do need to load the warp zones by walking a certain distance to the right, seems like it would still be a bit faster if you could just walk through the stairs to the area with the 3 pipes.
negative_seven
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Orange Claw Hammer wrote:
Looking at the image of 4-2 above, why isn't it possible to enter the stairs like a wall or a ledge and run directly through to the world 8 pipe, no fall-through-the-floor PAL-only glitch needed? Even if you do need to load the warp zones by walking a certain distance to the right, seems like it would still be a bit faster if you could just walk through the stairs to the area with the 3 pipes.
The stairs are simply too much of an obstruction. You jump at a greater than 45 degree angle, so you will either jump too early or hit the side of a lower block.
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Mario would either have to jump at a shallower angle (which he can't) or lower (which there are no enemies around to do so). Mario needs to be moving upward to clip fully inside of an object.
Super Mario Bros. console speedrunner - Andrew Gardikis
Post subject: #2: My progress on SMB1 any%
Unknown394
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Hi, I found a 20 frames improvement to my previous video. Old Score: 04:58.69 New Score: 04:58.36 Please give me some suggestions so I can continue to improve. Thanks:) Link to video
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Post subject: SMB1 Glitch-Bullet Bill pushes Mario through the block!
Unknown394
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I was trying to do a regular 8-2 Bullet Bill flagpole glitch, but ended up getting pushed all the way through the block, and I was able to reach the other side of the flagpole. I don't know if this glitch has been discovered already, but I'm just cheking if I'm lucky enough to be the first person to trigger this glitch. Link to video
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Please post in the existing game topic. That being said, interesting find. I didn't know this.
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i always wanted to see how far you go after the flag,i was kinda hoping you'd have shown it
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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grassini wrote:
i always wanted to see how far you go after the flag,i was kinda hoping you'd have shown it
Endless void of nothingness. There are countless of videos on it.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Unknown394
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grassini wrote:
i always wanted to see how far you go after the flag,i was kinda hoping you'd have shown it
In a regular flagpole glitch, you only have to go half way into the block. An accurate measuring technique is checking if Mario's foot touches the green flagpole. Then you just jump and grab the pole to trigger the glitch. Mario's Xspeed can be anywhere around 38-40, I've done it with 37, but it's very hard, so go with 38-40.
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Post subject: Re: #2: My progress on SMB1 any%
Player (149)
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Unknown394 wrote:
Hi, I found a 20 frames improvement to my previous video. Old Score: 04:58.69 New Score: 04:58.36 Please give me some suggestions so I can continue to improve. Thanks:) Link to video
You really love to reinvent the wheel, don't you? How about trying to improve the record?
Post subject: [Help]About the SMB1 8-2 Bullet Bill Flagpole Glitch
Unknown394
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I have learned how to perform this glitch, but I'm havingn trouble getting Bullet Bill shoot in the right direction at the right time. I don't know what decides when and where the bullet shoots, but it seems rather random. I have encountered a million different possibilities of the shooting and most of them shoots the bullet to the left before I can reach the right of the shooter to get it to shoot right for me to perform the glitch, and I often have to redo whole movies just because I cannot get the bullet to shoot correctly. Anyone has any idea how to get the bullet to shoot correctly (like in HappyLee/Klmz's Movie)?
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Post subject: [Help]About SMB1 Bullet Bill Flagpole Glitch
Unknown394
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I have learned how to perform this glitch, but I'm havingn trouble getting Bullet Bill shoot in the right direction at the right time. I don't know what decides when and where the bullet shoots, but it seems rather random. I have encountered a million different possibilities of the shooting and most of them shoots the bullet to the left before I can reach the right of the shooter to get it to shoot right for me to perform the glitch, and I often have to redo whole movies just because I cannot get the bullet to shoot correctly. Anyone has any idea how to get the bullet to shoot correctly (like in HappyLee/Klmz's Movie)?
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Just trial and error? It's the method used in the past years, which works fine. More seriously, even if you knew what decides it, you might still have difficulty to get the factor for a favorable outcome. Anyways, it would help if you knew early whether your trial would work right. My guess is there is just a simple countdown fire timer whose initial value is set when the turret is activated first time or when its last bullet is fired.
<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
Post subject: Re: [Help]About SMB1 Bullet Bill Flagpole Glitch
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I looked into the disassembly once to see how the Bullet Bill Cannon works. I don't remember the exact details and memory values, but here's the general idea: The cannon has a counter that starts at 14 and checks every frame if it should be reduced by 1 and shoots the bullet at 0 (or stays there if Mario is too close to the cannon for it to shoot). The check works by looking if there is an enemy in slot #3. If it's empty, a bitwise operation (I don't remember what exactly) is performed with the 3rd RNG value to see if the value will be reduced. If it reaches 0 at that time (and Mario is far enough away from the cannon), the bullet bill is spawned in the 3rd slot. If the 3rd enemy slot is already full, it goes to the 2nd slot and takes the 2nd RNG value and if that one is full too it goes to the 1st and takes the 1st RNG value. So the outcome can be manipulated by trying to change what enemy slots enemies go into by varying when you despawn previous enemies. But it's probably too chaotic to just directly calculate what to do. If the bullet shoots left just before you get there, you have it almost right. If Mario is within the range where it can't shoot when the value reaches 0, you will get a perfect shot right as soon as you pass it.
Post subject: Re: [Help]About SMB1 Bullet Bill Flagpole Glitch
Unknown394
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Potato Stomper wrote:
I looked into the disassembly once to see how the Bullet Bill Cannon works. I don't remember the exact details and memory values, but here's the general idea: The cannon has a counter that starts at 14 and checks every frame if it should be reduced by 1 and shoots the bullet at 0 (or stays there if Mario is too close to the cannon for it to shoot). The check works by looking if there is an enemy in slot #3. If it's empty, a bitwise operation (I don't remember what exactly) is performed with the 3rd RNG value to see if the value will be reduced. If it reaches 0 at that time (and Mario is far enough away from the cannon), the bullet bill is spawned in the 3rd slot. If the 3rd enemy slot is already full, it goes to the 2nd slot and takes the 2nd RNG value and if that one is full too it goes to the 1st and takes the 1st RNG value. So the outcome can be manipulated by trying to change what enemy slots enemies go into by varying when you despawn previous enemies. But it's probably too chaotic to just directly calculate what to do. If the bullet shoots left just before you get there, you have it almost right. If Mario is within the range where it can't shoot when the value reaches 0, you will get a perfect shot right as soon as you pass it.
Thanks for explaining. Where can I find where this RAM ID? How exactly do I do this?
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I think this can be useful when I come back to resyncing Mario Unlimited someday, tnx lol :P
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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What can I edit in memory to turn off the background music? (But keep SFX audible)