Joined: 12/22/2009
Posts: 291
Location: Michigan
lxx4xNx6xxl wrote:
What would happen if you get a Game Over screen after you Goal Glitch? I was thinking something weird might happen like triggering the credits. Probably not, but worth trying I believe.
Nothing at all happens except the game over screen. The only weird part about the whole glitch is actually getting the goal sphere. After that, everything works normally, i.e. the goal sphere is just a normal goal sphere.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Wow... WHAAAAAT!?? WOOOOOOOWWWW That was fantastic! I'm now wondering whether any of this could transfer to a console run. I'm still trying to figure out how this all works. I want to see someone manage to bring items to Bowser now.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 12/22/2009
Posts: 291
Location: Michigan
andrewg wrote:
I want to see someone manage to bring items to Bowser now.
This has been brought up in the thread a couple times before:
Eye Of The Beholder wrote:
Unfortunatelly, using the goal sphere in Bowser castle doesn't trigger the credits, the goal sphere just brings mario to the overworld map. If it doesn't trigger the credits, the game is not beaten.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
I'm wondering why only chucks give such a strange bug. The SMWC RAM and ROM MAP tell us:
$7E:167A, 12 bytes, Sprites
Sprite properties, fourth Tweaker/MWR byte.
Format: dpmksPiS
d=Don't use default interaction with player
p=Gives power-up when eaten by Yoshi
m=Process interaction with player every frame
k=Can't be kicked like a shell
s=Don't change into a shell when stunned
P=Process while off screen
i=Invincible to star/cape/fire/bouncing bricks
S=Don't disable clipping when killed with star
and
3F6C7, $07:F4C7, 201 bytes, Sprite Misc.
Default values for $167A, various misc flags, for the standard sprites.
Change $07F57D (0x3F77D) from 00 to 01 to fix the glitched tiles that appear when a reflecting fireball goes into lava and make it display the normal lava splash.
It seems like chucks have a p flag so they give power-ups. And by memory watch (or something like that) we can list up which sprites give power-ups when eaten by yoshi I guess. I'm not familiar with hacking and have no idea how to do it. Hopefully someone will do.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Joined: 12/22/2009
Posts: 291
Location: Michigan
^ Searching for them now.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Lil_Gecko
He/Him
Player (94)
Joined: 4/7/2011
Posts: 520
DarkMoon wrote:
andrewg wrote:
I want to see someone manage to bring items to Bowser now.
This has been brought up in the thread a couple times before:
Eye Of The Beholder wrote:
Unfortunatelly, using the goal sphere in Bowser castle doesn't trigger the credits, the goal sphere just brings mario to the overworld map. If it doesn't trigger the credits, the game is not beaten.
Yes but item doesn't mean goal sphere ;) What if we could have a shell to hit Bowser. Or maybe a cloud ? I think to remember someone saying that with a cloud you can manipulate the mechakoopas ?
Joined: 12/22/2009
Posts: 291
Location: Michigan
Lil_Gecko wrote:
What if we could have a shell to hit Bowser. Or maybe a cloud ? I think to remember someone saying that with a cloud you can manipulate the mechakoopas ?
The cloud thing is only for SDW, since you can get a cloud into your item box. This glitch doesn't allow for a shell or cloud to spawn in your item box.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Lil_Gecko wrote:
What if we could have a shell to hit Bowser. Or maybe a cloud ? I think to remember someone saying that with a cloud you can manipulate the mechakoopas ?
IIRC, shells don't hit Bowser unfortunately. But if we can reserve a cloud by eating other sprites, it would be great.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I've always wanted to somehow bring the mechakoopas from the room before Bowser to Bowser's fight. It just SEEMS like it should be possible somehow just looking at other glitches. There probably isn't a way currently, but I have a feeling it could be possible.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 12/22/2009
Posts: 291
Location: Michigan
andrewg wrote:
I've always wanted to somehow bring the mechakoopas from the room before Bowser to Bowser's fight. It just SEEMS like it should be possible somehow just looking at other glitches. There probably isn't a way currently, but I have a feeling it would be possible.
There is a way to bring sprites through doors, but it only works for permanent sprites, which mechakoopas aren't.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
DarkKobold wrote:
Eye Of The Beholder wrote:
Unfortunatelly, using the goal sphere in Bowser castle doesn't trigger the credits, the goal sphere just brings mario to the overworld map. If it doesn't trigger the credits, the game is not beaten.
I tested it - and interestingly, it does let you exit bowsers level with start+select
What do you mean by this? Do you mean pressing Start+Select while using the goal sphere triggers the credits?
Joined: 12/22/2009
Posts: 291
Location: Michigan
CoolKirby wrote:
DarkKobold wrote:
Eye Of The Beholder wrote:
Unfortunatelly, using the goal sphere in Bowser castle doesn't trigger the credits, the goal sphere just brings mario to the overworld map. If it doesn't trigger the credits, the game is not beaten.
I tested it - and interestingly, it does let you exit bowsers level with start+select
What do you mean by this? Do you mean pressing Start+Select while using the goal sphere triggers the credits?
He means that it counts as the level being completed, so when you re-enter the level, you can use start+select to exit.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Lil_Gecko
He/Him
Player (94)
Joined: 4/7/2011
Posts: 520
DarkMoon wrote:
Lil_Gecko wrote:
What if we could have a shell to hit Bowser. Or maybe a cloud ? I think to remember someone saying that with a cloud you can manipulate the mechakoopas ?
The cloud thing is only for SDW, since you can get a cloud into your item box. This glitch doesn't allow for a shell or cloud to spawn in your item box.
Wouldn't it be possible to use this glitch to have an item in your item box and then use powerup incrementation to have another one ?
Joined: 12/22/2009
Posts: 291
Location: Michigan
Lil_Gecko wrote:
DarkMoon wrote:
Lil_Gecko wrote:
What if we could have a shell to hit Bowser. Or maybe a cloud ? I think to remember someone saying that with a cloud you can manipulate the mechakoopas ?
The cloud thing is only for SDW, since you can get a cloud into your item box. This glitch doesn't allow for a shell or cloud to spawn in your item box.
Wouldn't it be possible to use this glitch to have an item in your item box and then use powerup incrementation to have another one ?
As I stated a few pages ago, it takes about 20 minutes before PI becomes useful.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
dnnzao
He/Him
Former player
Joined: 11/5/2010
Posts: 90
Location: Toronto, ON
DarkMoon wrote:
As I stated a few pages ago, it takes about 20 minutes before PI becomes useful.
I remember KaizoMan, bahamete, Pangae and TFB ware doing a work on a run for 100% only using PI and that would be way way faster then the 100% ISM is doing, plus if I recall correctly, PI(36) has something good that could be used on runs like this
sorry my bad english... - Finished projects: Super Demo World any% - SMW Hack - Dropped projecs: Super Demo World All Exits - SMW Hack Super Mario World All Exits
Joined: 9/12/2009
Posts: 42
Does anyone have an encode of masterjun's new test run? For those of us who don't have the emulator. Or at least tell me which emulator and settings I need to get to watch the .smv
Tompa
Any
Editor, Expert player (2141)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Any 1.43 version from this list should work: http://code.google.com/p/snes9x-rr/downloads/list You'll also need the Super Mario World (U) (!).smc rom
Joined: 8/21/2011
Posts: 5
braindx wrote:
Does anyone have an encode of masterjun's new test run? For those of us who don't have the emulator. Or at least tell me which emulator and settings I need to get to watch the .smv
http://www.mediafire.com/?q2uic8ee53b9uzv
Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
YI1 test updated; 3 frames are saved in level: http://dehacked.2y.net/microstorage.php/info/565811301/smw-yi1test3.1.smv Maybe I have suggested all the possible optimization ideas that I think of. Two things to note: first, the frame rule of death seems to have 4 frames length; second, the frame rule of sprite interaction, having 2 frames lengh, may make it desync.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Mister wrote:
YI1 test updated; 3 frames are saved in level: http://dehacked.2y.net/microstorage.php/info/565811301/smw-yi1test3.1.smv
That puts it under 10 minutes then. Well done!
Joined: 11/26/2010
Posts: 444
Location: New York, US
CoolKirby wrote:
Mister wrote:
YI1 test updated; 3 frames are saved in level: http://dehacked.2y.net/microstorage.php/info/565811301/smw-yi1test3.1.smv
That puts it under 10 minutes then. Well done!
Really?! WOW!!! That's amazing I can't wait until this TAS gets submitted!!!
My name is 4N6/Forensics.
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
It's crazy. It's below 10 minutes now. It's SO weird and awesome!
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 9/17/2011
Posts: 20
Location: Quebec, Canada
Oh god, sub-10 is now a reality, I can't believe it. You did a great job guy!!!
Experienced player (584)
Joined: 3/21/2011
Posts: 39
Location: Connecticut
Hey guys! Thought I would post a heads up on what's going on currently... As you may know, bahamete, Kaizoman, and myself are currently working on a refined any% run using this new strategy. However, I would like to introduce Mister to the team!! He has contributed much to Yoshi Island 1 as well as many minor improvements within our run. It is an honor to have him a part of this project :) Progress is going great now, as we finally reach Yoshi's Island 1. Even though there were a few bumps along the way, I am proud to announce that we are currently 24 frames ahead of our previous run as of the exit of Yoshi's Island 3, thanks to further optimizations throughout those two levels. This gives us a little "cushion" for the sub 10 minute mark, since I am almost positive we will lose some time later through the run due to Super Mario's World annoying yet infamous frame rules (as seen in our previous run). Expect more updates in the near future!!
dnnzao
He/Him
Former player
Joined: 11/5/2010
Posts: 90
Location: Toronto, ON
PangaeaPanga wrote:
Hey guys! Thought I would post a heads up on what's going on currently... As you may know, bahamete, Kaizoman, and myself are currently working on a refined any% run using this new strategy. However, I would like to introduce Mister to the team!! He has contributed much to Yoshi Island 1 as well as many minor improvements within our run. It is an honor to have him a part of this project :) Progress is going great now, as we finally reach Yoshi's Island 1. Even though there were a few bumps along the way, I am proud to announce that we are currently 24 frames ahead of our previous run as of the exit of Yoshi's Island 3, thanks to further optimizations throughout those two levels. This gives us a little "cushion" for the sub 10 minute mark, since I am almost positive we will lose some time later through the run due to Super Mario's World annoying yet infamous frame rules (as seen in our previous run). Expect more updates in the near future!!
Keep up the good work \o/
sorry my bad english... - Finished projects: Super Demo World any% - SMW Hack - Dropped projecs: Super Demo World All Exits - SMW Hack Super Mario World All Exits