Post subject: smb3 split screen?
Danfun64
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Joined: 7/25/2007
Posts: 50
I posted a new thread containing the following and was instructed to move it here: I had an idea. Why hasn't anybody created 2 player for SMB3 in fceux via lua? Mario would be on the top, luigi on the bottom. there are two modes, competitive/race and cooperative. in cooperative the bros help each other in the same level. In competitive its a race to the finish. If they both get to the end point at the same time then the mario bros minigame is triggered. Cooperative mode only mario is seen in the map screen, representing both bros. In Competitve mode they can be separate, and take different paths, but one has to wait for the other to choose where it would go, while the one goes its own way (so when they both meet up in the same area, for instance) In both modes, the bros can rearrange blocks, similar to the vs mode in smb deluxe (gbc, not the snes hack for smw) In competitive mode there is a timer counting up for both players. If a different version is required for Reuben version, then it will be created. I have no experience with lua, but im asking if this is possible.
Joined: 12/25/2007
Posts: 1
PikachuMan wrote:
It is in the walls in the room with the spikes. If you seen a YouTube video in when someone used a Game Genie and grabbed the blocks like they're blue bricks, you know what I mean.
Game Genie code AOSUZI I've always wondered why the game freezes early in 1-6 with this code, though I would assume it's related to the first moving platform.
Joined: 10/3/2005
Posts: 1332
Danfun64 wrote:
I had an idea. Why hasn't anybody created 2 player for SMB3 in fceux via lua?
I was going to write a whole bunch of tl;dr, but I think it's enough to say that while it probably is possible to have two players playing simultaneously, there probably aren't a whole lot of people who have the the skill and the lack of anything better to do. It would be preferable to write a game from scratch, rather than try to hack one so extensively, IMO.
Joined: 4/25/2004
Posts: 498
LavosPhoenix wrote:
Game Genie code AOSUZI I've always wondered why the game freezes early in 1-6 with this code, though I would assume it's related to the first moving platform.
Try AOSUZSSI instead. ;)
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Could someone please redirect me towards a list of useful SMB3 memory addresses? A RAM watch file would be good too. Thanks in advance.
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I have the most RAM basic addresses, it should work if you just copy the text to a .txt-file and load in memory watch.
0090 X|pixel|pos.
074D X|subp.|pos.
00BD X|speed
03DD P|meter
0515 P+|when|0-7
x055C No|move|9/A
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00CF Y|speed
00A2 Y|pixel|pos.
075F Y|subp.|pos
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Thank you, Randil. I made a lua script of it: http://pastebin.com/h0iCeBhz Please tell me what this address does, though:
x055C No|move|9/A 
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I'm sorry, I can't remember... I don't think it's an important address, though. Perhaps I should have named it something better.
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25
00000	00BD	b	s	0	X Speed
00001	0075	b	u	0	X Level 2nd
00002	0090	b	u	0	X Level
00003	074D	b	u	0	X Subpix
00004	00FD	b	u	0	X Camera
00005	00AB	b	u	0	X Screen
00006	0000	b	s	0	_______________
00007	00CF	b	s	0	Y Speed
00008	0087	b	s	0	Y Level 2nd
00009	00A2	b	s	0	Y Level
0000A	075F	b	u	0	Y Subpix
0000B	0001	b	s	0	______________________
0000C	03DD	b	s	0	P Meter
0000D	056E	b	s	0	P Kill Counter
0000E	0515	b	s	0	Next P
0000F	0002	b	s	0	_________________
00010	0079	b	s	0	X Map Position
00011	0014	b	s	0	Back to Map
00012	ABCD	b	s	0	_______________
00013	7CFA	b	s	0	Boss HP
00014	FFFF	b	s	0	___________________
00015	05F1	b	u	0	Clock Timer
00016	055D	b	s	0	8 Frame Timer
00017	0015	b	s	0	Card Timer
00018	0781	w	u	0	RNG
This was taken from adelikat's SVN. Unfortunately I've lost the watch file I use due to computer problems, which included more addresses.
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Joined: 5/10/2010
Posts: 4
greetings. first time poster here. I am programming a mario clone, and this site is a useful resource, as I require some degree of fidelity in my recreation. There is a question I have been unable to find the answer to, though, and I hope this is the correct place to ask it: In SMB3, by what amount is Mario's x-speed incremented? This page tells me the value is the same whether Mario is walking or running, but inconveniently neglects to specify the value. I have gone over this page a hundred times already, not wanting to ask without searching first on my own behalf, but the answer doesn't seem to be there, either... I've tried out various values in my game and found that .1 pixels/frame "feels" somewhat correct, but I'd like a more exact answer, if (oh please let it be!) someone can furnish one. Thanks for any help you can provide.
Joined: 7/21/2005
Posts: 3
It goes up by 1 subpixel (1/16 of a pixel) per frame on most frames. I don't know the specifics (sure someone that does TAS Mario could explain better than I can), but every 6-8 frames or so the speed doesn't go up for one frame, making the effective acceleration about 1/18px per frame. If you have FCEUX, save the lua script posted earlier to a text file and run it through the File > Lua menu, then you can use the frame advance function to track the values.
adelikat
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address 0016 has something to do with this. It is an 8 frame timer that runs most things about the game. My guess is that it increases 1 per frame except every 8th frame as per that timer. I'm pretty sure it is more complex than that, but that timer definitely affects acceleration (which is really annoying for optimizing a TAS).
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@Bman: That looks extremely helpful. Thanks so much. @Adelikat: I plan to measure each frame and look for patterns in the changes. Thanks again to both of you for replying... lurk mode activated.
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Ah! This was what my "No move" RAM address was for! I knew it was something! Your X speed (RAM address 00BD) won't increase whenever RAM address 055C is either 144 or 160. 005D increases by 112 each frame, so on average this occurs every 8:th frame. Depending on the value of 055C when you start accelerating, you will reach top speed on different frames.
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Mario's acceleration is based on a 16 frame timer. I found this early on during the TAS. I think it was 055C that I found, but what this address does is increase by 0x70 each frame, which means, because 7 is coprime to 16, that particular address will cycle through every value between 0x0 and 0xF0 in increments of 0x10. So although accelerating on land can easily be explained by an 8 frame rule, accelerating in water or decelerating by pressing no direction on ice, requires a more specific explanation. Basically, the speed will increment or decrement depending on whether the address is high or low enough. For swimming, the address needs to be less than 0x30 to accelerate to the right or greater than 0xC0 to slow down.This naturally leads to a 2/6/8 frame rule for acceleration/deceleration in water. On land, the value has to be greater than 0x10 or less than 0xE0 to change the velocity on that particular frame. Deceleration on land is 2 subpixels per frame per frame with no special rules.
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Mitjitsu
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Any updates on progress?
adelikat
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Currently we are at 6-F2.
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Lord_Tom
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SMB3 Walkathon WIP I needed a change of pace (har har) from the SMB3 warpless, so I started a walkathon using Alden's route and rules suggested above (B button used only for accessing inventory and opening chests). This WIP is pretty well optimized, and gets both whistles in world 1. Let me know what you think; I'll probably finish this at some point and may submit if it ends up looking good.
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This actually left me pretty surprised, because I wasn't aware you could get a P-Wing in World 1 before, this looks pretty good I'd say. So, I don't know, what exactly triggers this mushroom house to appear anyway?
Lord_Tom
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The secret mushroom house appears when you get all possible coins on 1-4. I'd totally forgotten about it until Alden suggested the idea (auto-scrollers are avoided at all costs in a normal TAS as they can't be completed quickly).
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I thought I might post this here, it was just a filler for my youtube channel. It's a SMB3 100% WIP up to the world 3 autoscroller. Not exactly the best run in existence, but it shows how some of the other levels can be done. http://dehacked.2y.net/microstorage.php/info/1793179306/SuperMarioAllStars.smv
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I am in the preparation of the execution warpless, because I found improvement in those areas
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
Noxxa
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Improvements where? I'd think the quite new run by adelikat, andymac, Lord Tom and Tompa was thought out enough not to have any obvious improvements.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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Mothrayas wrote:
Improvements where? I'd think the quite new run by adelikat, andymac, Lord Tom and Tompa was thought out enough not to have any obvious improvements.
Then obviously the improvements, if they exist, aren't obvious, as evidenced by your "Where?"
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Tompa
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Well, I do know of some minor improvements in the warpless run. Stuff that I was unable to hex in without losing everything, and more, that I had earned. Involved killing the hammer brothers faster. When you have the fire flower you obviously use that one to kill them as you'll kill them faster. But when you do, the HB goes up in the air a little bit before it falls down. And the level doesn't end until the HB's and their hammers are out from the screen. So what you do instead, is to jump on them and they'll fall faster. So keep that in mind if you try to improve the run, mmarks. Good luck with the project, TASing this game is fun :).