Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
I did manage to recreate it... It was essentially what JXQ described. So, I guess this trick can't be done on a bigger level. That, and the fact that I don't understand game mechanics well, and the fact that my test run is slower than Genisto's by 60 frames as of the end of level 1-1, I'm not going to attempt this TAS.
Joined: 4/16/2006
Posts: 46
Sorry wrong game, lol, I need to read more carefully I was talking about the original
Skilled player (1886)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
okiyama wrote:
Sorry wrong game, lol, I need to read more carefully I was talking about the original
Umm, what are you talking about?
Joined: 11/26/2005
Posts: 285
Randil wrote:
okiyama wrote:
Sorry wrong game, lol, I need to read more carefully I was talking about the original
Umm, what are you talking about?
SMB1 I guess.
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Swedishmartin wrote:
Randil wrote:
okiyama wrote:
Sorry wrong game, lol, I need to read more carefully I was talking about the original
Umm, what are you talking about?
SMB1 I guess.
He posted a Youtube video of a Glitched SMB1 run. Then he edited it when he realized it was the wrong thread. EDIT: Would anyone still be interested in seeing a 100% run of this game? I was thinking about trying it again, just that this time it would be a play around. More for entertainment than just speed.
Joined: 5/4/2006
Posts: 13
I'd personally love to see a 100% run, but can you keep it entertaining for the whole game? If you can do anything like the SMW all exit run it should be great.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Vatchern, if by playaround, you mean in the sense of that one Genisto did a while back (his "full amazing SMB3 run"), that would kick a good amount of ass in my opinion. However, that run wasn't a true 100% run either, so I'm not sure which route would be best to go.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
JXQ wrote:
Vatchern, if by playaround, you mean in the sense of that one Genisto did a while back (his "full amazing SMB3 run"), that would kick a good amount of ass in my opinion. However, that run wasn't a true 100% run either, so I'm not sure which route would be best to go.
Ahh, Not exactly like Genisto's. Though I will use his for references. I will still try to be fast (like.. no deaths perhaps) but my main goal is entertainment. Do things out of the extreme.
Joined: 8/27/2006
Posts: 883
I would watch it :) I love smb3
Joined: 4/29/2005
Posts: 1212
Could ya'll please start seeding the current Published No Warps TAs by JXQ? I haven't really had a chance to view it yet. ;3 Thank you. ^^ EDIT: I am saying thank you to the ONLY person who was seeding when I began. I just now got the video downloaded completely.
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
This is something that's bothering me. In the first level, there's one of those white things that you can duck on and fall into the background. However, it seems that you fade back into the foreground before you can reach the end of the level. What purpose, exactly, does this serve?
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Chamale wrote:
This is something that's bothering me. In the first level, there's one of those white things that you can duck on and fall into the background. However, it seems that you fade back into the foreground before you can reach the end of the level. What purpose, exactly, does this serve?
1 - fun 2 - getting away from enemies. but mostly fun
Player (209)
Joined: 2/18/2005
Posts: 1451
I wondered long about it, and really believed another flute can be found there. But seems like it's indeed just a gag. :-)
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Realistically, how much would Genisto's warpful run need to be improved to obsolete it? 10 frames? I was looking at this yesterday and found 19 frames in the first few levels, but 11 of them were immediately canceled out by waiting for hammer bros randomness. 2 in-level time units were saved. EDIT: what I really want to know is if anyone knows a way of manipulating the hammer bros without waiting so long at the end of each level, and if there's anything important known about the game's lag behaviour.
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
nitsuja wrote:
Realistically, how much would Genisto's warpful run need to be improved to obsolete it?
It's one of the most popular movies of the site, it has probably recieved several 10's on technical score... I'd say a movie like this can be obsoleted by 1 frame.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
I support this point, but it would probably stir a huge controversy and a ton of heated debates if it was obsoleted by one frame. I take it, if nothing helps the hammer bros manipulation, the total improvement will be 8 frames? I'd say that's enough to obsolete an epic movie, but if you can find some more, it'll solidify your victory.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Tompa
Any
Editor, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
There has been runs that was only improved by one frame. What makes this run different?
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Tompa wrote:
There has been runs that was only improved by one frame. What makes this run different?
The run in question is a long-time favorite of about 1/3 of the site's active population. I assume not everyone will receive a frame-scale total improvement with open arms (see the story with SMB2 run by DonamerDragon). [EDIT] It's not like it's actually bound to happen, but who knows? One should get ready for such thing.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
I think this has gone into a sort of Rockman situation, I say, just improve it. The fact that it'd be improved is good enough to obsolete Genisto's. Have you tried getting different amounts of points, entering the 1st level later, entering the map later, getting the mushroom later, finishing with a mushroom or a fire flower (as apposed to a star). Where did you improve anyway and what's the deal with these hammer bros.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Tompa wrote:
There has been runs that was only improved by one frame. What makes this run different?
It's longer.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
My new estimate of the number of frames that can be saved: 1-1: 4 in the level, 0 overall 1-2: 22 in the level, 21 overall 1-3: 1 in the level, 2 overall 8-2: 10 in the level, 9 overall other: about 0 total: about 30 frames faster Now the greatest obstacle is the set of autoscrolling levels, because they are profoundly tedious to do, and because there's no choice but to perform exactly the same stunts to avoid losing points and lives in comparison.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
nitsuja, were you able to find memory addresses related to the p-meter, besides the variable that says how many arrows are filled? I looked for it a while back with no success. I imagine those addresses would be helpful with an improvement of this run.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
These are all the SMB3 addresses I have: bd: x velocity cf: y velocity (in air) 3dd: P-meter 55d: next P increase 56e: P kill counter d8: in air flag 90: x position % 256 75: x position / 256 a2: y position % 256 87: y position / 256 570: hide duck count 588: hiding remaining The value at 55d continually counts down mod 8, and when it reaches a certain number (or the P-meter is at level 0), and you're on the ground, and your speed is at least 40, then the P-meter goes up a level. I don't know where that certain number is stored but it equals the value 55d had when the P-meter last went from 0 to 1. EDIT: It's possible the game uses a different counter for the P-meter and that 55d is only coincidentally useful for seeing when the P-meter will change.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Why searching when many had been already been found. http://www.datacrystal.org/wiki/Super_Mario_Bros._3:RAM_map
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Phil wrote:
Why searching when many had been already been found. http://www.datacrystal.org/wiki/Super_Mario_Bros._3:RAM_map
That is actually where I got those addresses from, except for cf, d8, 75, 87, 55d, 570, and 588, which I searched for because that page was missing them.