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Joined: 1/1/2022
Posts: 1716
Wow, that thing turned out to be better than I expected. Even if I had thought about jumping off during it, I would have thought jumping would cancel it. Also, I know it's not an emulator-specific bug, because I did it on a real NES with a modded controller. <_<
Post subject: SMB2 Weird Stuff
Joined: 1/1/2022
Posts: 1716
Im pretty new to writing messages on this board but I found out some weird shit for Super Mario Brothers 2. I'd actually like to record them and send them to someone so they could check it out as well. How this all started is when my buddies and i were toking up some reefer and i wanted to make them laugh so i put on SMB2 and started playing with toad. 1st thing: when i grab someone and throw them at someone else after they bounce i run up and grab them in midair but actually grab nothing and start running with nothing in my hands. 2nd on stage 1-1, after the log jumping part i decided to throw a guy close enough to another guy without hitting him so i could jump between them and do a stupid dance with the music. upon the pink colored guy coming and ruining my dance, he placed me on the jumpy guy which i then grabbed and threw at the 2 guys i was dancing on. when i did this, 1 guy still remained so i threw him on the island to the left where i killed his buddies and when he fell off, it made a sound as if he hit someone down where i killed the other 2. im sure people know about toad grabbing the "nothing" thing but i feel like im the only one who has heard this weird glitch. if someone is confused about what im saying, e-mail me at Dark__Helmet@hotmail.com and tell me what emulator to use and how to record my progress and ill be happy enough to record and send it back via e-mail. thanks
Joined: 4/25/2004
Posts: 498
Odd glitch. o_O I remember one time long ago when I did a 6-1 tricks video in NESticle, one of the Cobrats self-destructed when I came back out of a jar. Might be related to your little incident... :p
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Read the FAQs. http://tasvideos.org/EmulatorHomepages.html http://tasvideos.org/UsingEmulatorTools.html Most people use FCEU for nintendo games.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Boco wrote:
So why, in Rockman X running in zSNES, does a full subtank restore 16 HP instead of 28?
I believe that depends on the 1.0 or 1.1 revision.
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.
Former player
Joined: 5/3/2004
Posts: 366
I've become interested in working on a warpless run of SMB2. I've got a WIP here: http://www.kraftfam.org/~erk/nesvideos/smb2.zip However, I'm not necessarily done with these three levels either. Notes: - I finish level 1-1 6 frames faster than Genisto's current version. - The second-to-last room can be done 16 frames faster, although it doesn't apparently change the boss timings. If that's so, I'll probably redo that part and try and hex-edit the rest back on. - World 1-2 is done 2 frames slower than Genisto's current version. One is lost in the pot with the key (I'm not sure why). One is lost in the battle with Birdo, but since I have an idea how to fix that, I might redo from that point. - World 1-3 has already been modified a few times from within the door. Short of any more ideas, I think it's optimum. - Speaking of which, I did test jumping vs. simply turning around (during the falling-with-key part...the one just below the cave's entrance) - I'm not entirely sure that I'm done with the Mouser battle, either. Many ideas have not panned out, but I haven't thrown in the flag yet.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Wow, cool! I was hoping that someone would get interested in this game again. (This movie is for PRG0, in case anyone wondered.) It looks really nice so far. I was concerned about the slowdown just before the door in 1-3, but I don't know if that can be avoided. And did you check to make sure that getting hit in the Mouser battle doesn't slow the game down?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 11/11/2004
Posts: 400
Location: ::1
Gigafrost wrote:
I've become interested in working on a warpless run of SMB2. I've got a WIP here: http://www.kraftfam.org/~erk/nesvideos/smb2.zip
That looks very nice so far. :) Keep it up, I'm looking forward to the finished product (not to mention more WIPs!)
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
What I saw, but you commented on most of it already: In 1-1, could you superjump off the vine the first thing you do after getting into the sky part? When picking up a shyguy in 1-3, why don't you get the first one instead of the second? When going down with the key, jump in the zig-zag part to clear the corners faster. Why do you get hit on purpose in the battle against the mouse? I can't see the benefit. It just looks like the animation takes time.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Okay, I think the purpose of getting hit in the Mouser battle was to run through the exploding bomb during the invulnerability time. I suppose you could also just get hit by the explosion, but that might make Toad lose the bomb he's holding. I don't remember now.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 5/3/2004
Posts: 366
1-1: I did superjump off the Vine. Toad just doesn't get any superheight. :( (The chain in 1-3 would have been good to superjump off of as well but the best I could do is take advantage of the double jump). 1-3: I didn't try picking up the first one because Genisto didn't. I think it's because, in order to do it, you'd have to be able to jump higher off of the first platform, although I can't verify it right now. I can test it later today, though. 1-3 cave: Clearing the zig-zag corners: for the first corner, jumping does not speed it up at all. This should make sense since the real limit to speed at that one is not how fast you fall but rather how early you travel to the right. (Also, because I land sort of late, that first jump actually slows down when I'd land on the platform below but doesn't affect when I clear the zig-zags). For the second zig-zag, I did testing but it never sped it up. (I'll test some more later today, then). In the case of the Mouser battle, at the very least getting hit does not slow down the battle. It does not change the timing of when the bombs go off so I can get hit and use the invincibility to go through the explosion. (Genisto takes advantage of this in his latest run). With this current battle, the only possible benefit would be that Mouser is "activated" a bit earlier. The thing is that he can be activated even earlier by almost touching the block wall that's in the way. I want to take advantage of that and of the fact that there are multiple bombs that can be pulled out of the ground. Or at least I want to test those. It might also be faster to go back and grab a bomb instead of waiting for Mouser to throw his second one (for example, plucking first bomb, throwing it to Mouser, going back to pluck a second bomb while Mouser throws his first, then throwing both of those onto his platform so that he gets hit by both...) In any case, I'm going to redo the Mouser fight as many times as necessary because impressive boss fights are what I want to see the most from my run. :) Anyways, now that I've got a bit more time\focus, I think my character choices are pretty simple in general: Default to Toad... ...Unless Luigi's superjumping allows him to take drastic shortcuts... ...Or Princess's superfloating allows her to take drastic shortcuts... It'd be nice to find a use for Mario. Toad and Luigi are going to see a lot of action, Princess will most likely be used in 3-2, but Mario just doesn't seem to have a use...
Editor, Active player (296)
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Location: Arzareth
Truncated wrote:
What I saw, but you commented on most of it already: In 1-1, could you superjump off the vine the first thing you do after getting into the sky part?
It doesn't enable going high enough. You see how tall it goes when he uses it at Birdo in the same level. But the actions in the 1-3 chain scene were very cool. Mouser battle was very good also. I wonder what's up with the throwing sounds...
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
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>Clearing the zig-zag corners: for the first corner, jumping does not speed it up at all. This should make sense since the real limit to speed at that one is not how fast you fall but rather how early you travel to the right. But falling faster should make you clear the corner earlier, thereby letting you change directions earlier. Unless horizontal speed is somehow affected by jumping.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Not really... If jumping doesn't affect your horizontal speed, then you'll reach the corner at the same time either way. The only other thing you would want to worry about is if jumping affects your ability to turn around fast. Although maybe you're saying that merely slipping off forces you to stay on the same level for a moment, meaning you can't try to turn around as early?
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 3/8/2004
Posts: 1107
I don't think jumping affects horizontal speed (except on ice of course), but you can turn around faster by letting go of B for a frame.
Former player
Joined: 5/3/2004
Posts: 366
Okay, now for some exact numbers: Jumping vs not jumping for first zig-zag: 8398 - Right (8462) 8398 - Right f jump (8462) Meaning: In both cases I have to turn right at 8398 and in both cases if I hold down right and simply drop blindly off of the second zig-zag the screen scrolling begins at frame 8462. IE, no difference. Jumping vs not jumping for second zig-zag: 8462 - Normal (8541) 8458 - Jump (8551) Meaning: When jumping, although you can start the screen scrolling down 4 frames earlier, you can't clear the platform below it and you lose 10 frames overall (the second number is the second screen scroll after the drop). The jump timing is especially screwed up because you have to jump as soon as you land from the previous zig-zag. M.Fried: Oh yeah, I seem to recall there being some conversation about that. I'll have to keep that in mind. Immediately looking, there's a couple of places in 1-3 where I'm not holding anything and I didn't do that. Also, I'm wondering if that might be how I lost time to Genisto when getting the key in 1-2? Hmmm... Oh yeah, and looking at the particular setup for grabbing the first Shyguy in 1-3, yeah, it's set up so you can't. Not enough height from the previous platform and jumping as early as possible from the second one looks like it either crashes me into it or puts me too far to the right.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Darnit, they're called SNIFITS!
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 5/3/2004
Posts: 366
That's okay. I've had name problems previously in this thread. :D
Active player (277)
Joined: 5/29/2004
Posts: 5712
Well, Truncated made the mistake first.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 8/1/2004
Posts: 143
Location: Colorado
Looking good so far Giga, looking forward to the finished product :)
Former player
Joined: 5/3/2004
Posts: 366
Alright. Finally I was able to work on it a bit more. I haven't done any new levels yet but I dropped a very good amount of time re-working from the 1-2 Birdo fight on. :D Same URL... http://www.kraftfam.org/~erk/nesvideos/smb2.zip Improvements: - 1-2 Birdo fight improved by 2 frames! - Snifit in 1-3 somehow grabbed 1 frame earlier... - Avoided lag in 1-3 (grabbed less cherries, star didn't appear) - Noticeably improved the 1-3 climbing sequence (33 frame ahead at this point) - Somehow dropped 2 frames from the room with the key - Room after locked door was 1 frame slower? (from loading?) - Mouser was 224 frames faster!!! Total time dropped: 258 frames (4.3 seconds) :)
Editor, Active player (296)
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Gigafrost wrote:
- Noticeably improved the 1-3 climbing sequence (33 frame ahead at this point) - Mouser was 224 frames faster!!!
Awesome! But I still wonder what's up with the throwing sounds you seem to get when exiting certain doors.
Active player (277)
Joined: 5/29/2004
Posts: 5712
That's probably just a trick he's doing where he pushes the throw button at exactly the right time to make the throw noise but not actually throw the item. It's like how Foda APPEARED to stop ducking on the white block in Super Mario Bros. 3.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 5/3/2004
Posts: 366
It's pretty much just the Mega Man 7 and Mega Man X "shoot normal shot while holding charge" glitch. (release B after I entering a door, press it again on the frame control resumes.)
Former player
Joined: 3/11/2004
Posts: 336
Gigafrost, my smb2 run is almost finished, and it will show you how to do the first world 7.5 seconds faster. I don't want to reveal the strategies used until it's done though. It's a surprise :) . If you are doing the warpless run, you should definitely watch this run first.
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