Joined: 12/22/2009
Posts: 291
Location: Michigan
The game masks Mario and Yoshi on those platforms to avoid jittery animation. That can happen sometimes.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 5/25/2010
Posts: 30
Location: California
Sorry if this is an old topic, but does anyone know if there are any tricks for obtaining a cape feather if none are provided? Such a trick likely wouldn't be too beneficial for Super Mario World as it's fairly easy to obtain a cape, but it could be useful for TAS'ing hacks that do not provide feathers at all.
Masterjun
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Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Eating a pitching chuck with super mario will make you caped as well. I don't have any sample video but I'm sure someone will provide one. :p
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Joined: 5/25/2010
Posts: 30
Location: California
Does power-up incrementation always require a Yoshi?
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Joined: 4/15/2010
Posts: 197
Location: England
ixfd64 wrote:
Does power-up incrementation always require a Yoshi?
Yes, as far as we know. You're not going to get a cape in a hack that doesn't provide one without Yoshi, for sure.
Retired smw-96, smw any%
Lil_Gecko
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Posts: 520
I guess I'll ask here since I'm really stuck. I'm currently TASing Glitch Abuse 3 and I'm at a part where you need to clip through stairs without running speed. I think it's possible but I've not been able to do it. If anyone can help ? IPS is here : http://bin.smwcentral.net/u/18906/GA3Revised.ips Savestate is here : http://dehacked.2y.net/microstorage.php/get/1716279374/Glitch%20Abuse%203.smv Thanks.
Joined: 12/7/2005
Posts: 149
Location: Sweden
With Masterjun's latest devilry published (congrats!), I feel that the next step should be more subversive: instead of using arbitrary code execution to manifestly break the game, use it get a subtle advantage (for example reprogram the game to increase Mario's running speed by 10%) and beat the game normally. The goal would be to make it look like a non-glitched run, while actually beating the best possible non-glitched time. If the setup could be disguised well enough, such a run could be submitted as "non-glitched" and potentially fool everybody (a first step on the path towards world anarchy).
Joined: 11/8/2012
Posts: 49
This sounds like a decent idea for a april fools TAS
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Joined: 7/11/2010
Posts: 1022
So far, though, Total Control setups look really contrived in all the games that have them. I'm not convinced you'd be able to pull that off without finding a new Total Controllable game, or a new way to pull it off in the existing game. On the encouraging side, though, I believe that the vast majority of (sufficiently complex?) games will eventually have Total Control glitches found in them.
Joined: 9/20/2010
Posts: 80
Hey, does anyone have any suggestions to help me with flying inside blocks? In a TAS I am working on I have a cape and corner clipped into a block and have to fly left. the row of blocks is rather long and my goal is to see try and stay in the blocks as long as possible, if not for the entire time. Is there any RAM address that could help with knowing when you can cancel the air catches? The tip I have been given thus far is that doing a dive, so that when you catch air you fly extremely high, would be best for when first entering the block. I haven't done this yet, I was trying without the dive but looking at the next obstacle I will have to do it with a dive anyways so I will redo that part. However, with what I tried I ran into three problems. The first, not knowing when to press X to cancel the air catch. The second, not knowing how fast I could go through the blocks. The third, I have managed to cancel air but then I get stopped by the following block, and if I wait an extra frame to catch air I cannot cancel, or sometimes I will hit the barrier then if I were to wait a frame or two I fall through... Any suggestions would be much appreciated, thanks. EDIT: Also, I was having trouble with the Ghost Lua that shows frames ahead during the run and has the SMW_Utils in it as well. Can anyone provide me with a download for a fresh download? Thanks.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Joined: 3/1/2009
Posts: 64
Fredrik wrote:
reprogram the game to increase Mario's running speed by 10%
Well, taking that idea, if someone does manage to find a way to increase Mario's speed by X%, wouldn't it be faster to do that at the beginning of a 100% run if you can carry that speed through the next levels (although it probably resets itself)
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Posts: 1217
Well, it is possible to reprogram the OAM referesh routine (and there is bit over 10kB of empty space in RAM). OAM refresh routine runs every frame, and it is never rewritten. And that unused memory is just plain never touched by the game code at all. So it is possible to hook the OAM refresh to execute custom code every frame. However, what this can do is limited, given that most routines and interesting data is fixed in ROM.
Masterjun
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Ilari wrote:
However, what this can do is limited, given that most routines and interesting data is fixed in ROM.
Another problem is that this routine is almost the first thing executed in a new frame, so a lot of interesting addresses are updated after that.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Joined: 12/28/2013
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Stunning a fish that moves horizontaly (the same you get from a P-Switch) creates a weird sprite that can be useful is some TASes. The sprite is invisible and it only is useful if it goes into slot 7. After spawning it, the level will finish after you do some actions that are different in each level. In Yoshi's Island 4, for example, the level will finish after you spit out Yoshi's tongue or after a Spike Ball be spawned in slots 6 or 4. In Donut Secret 1, the level will finish if a Rip Van Fish wakes up and doesn't dispawns or dies in 500 frames. Right before the level finishes, every sprite that is in slots 0-9 disappears. But if Mario is riding Yoshi and he disappears, you keep with him in the overworld. Some examples of this glitch: YI4: https://www.youtube.com/watch?v=L2OkElK0FTU DS1: https://www.youtube.com/watch?v=2tdhossZ5qI Edit: This sprite isn't invisible, it was just of-screen.
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
Masterjun
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Reznor Edit: Ok, I'm gonna add information: In the orignal Reznor rooms the game only spawns 4 sprites of Reznor in slots #7, #6, #5 and #4. In the Reznor routine, besides calculating the position of the rotating sprites, it also rotates the whole sign and checks if the level should end. To avoid doing that 4 times it only does it when it processes a Reznor in slot #7. Ending a level is checked by adding together the 4 bytes in $1520-$1523 and checking if the result is 4 (when you hit the platform of a Reznor the respective address is set to 1). Though, SMW also uses this sprite table from $151C-$1527 for "vertical directions" (maybe for other things, depends on the sprite). So manipulating these for the slots #4-#7 to result 4 will trigger the end of the Reznor battle. You get Yoshi back at the overworld because you didn't ever jump off of him (there is a flag, so even Yoshi despawned you still get him back after the next transition).
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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It's such a shame - one of the most common items in the game, the P-Switch, will spawn a horizontal fish when stunned. However, I don't think there's a way to set the stun timer of the fish without it being in water. I'd love for someone to prove me wrong as I'm somewhat of a fish out of water when it comes to this bug hueheueHEUEEHEUeheue (Edit: Just noticed BrunoVisnadi already mentioned this in his post but I'm keeping it here for the joke) But really, is there some way to force the stun timer of some sprite? We could theoretically break any level that contains a P-Switch, then...
Retired smw-96, smw any%
Masterjun
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Just hit it with the feather.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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bahamete wrote:
It's such a shame - one of the most common items in the game, the P-Switch, will spawn a horizontal fish when stunned. However, I don't think there's a way to set the stun timer of the fish without it being in water. I'd love for someone to prove me wrong as I'm somewhat of a fish out of water when it comes to this bug hueheueHEUEEHEUeheue (Edit: Just noticed BrunoVisnadi already mentioned this in his post but I'm keeping it here for the joke) But really, is there some way to force the stun timer of some sprite? We could theoretically break any level that contains a P-Switch, then...
The horizontal fish is one of the easiest sprites to get from stunning other sprites. Besides the P-Switch, you can get a horizontal fish from stunning Mushrooms, Sumo Brother's lightning, Urchins, Lakitus, Directional Coins and Vines; as you can see on this video: http://www.youtube.com/watch?v=GIA0xg0ZWuo So there're probably a lot of levels that can be broken with this glitch.
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
Masterjun
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You are saying that as if we never attempted at figuring out how the stun glitch works. The setup for a double stun is even harder, considering that a sliding koopa turns into a naked blue koopa as soon as it stops sliding. The reason it's so nice with a P-Switch is that you don't really need a setup for it. Next you are going to tell us that not only a horizonal swimming fish, but also a Classic Pirhana Plant, a Magikoopa, a horizontal climbing Green Koopa on a net, unused sprite 0x69, the Firework, a Boo Block, an invisible mushroom, an Eerie generator, and the unused sprites 0xF7 and 0xFC will spawn a Reznor.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Thank you, BrunoVisnadi. So we spent a few days trying to optimize the yi4 stun bug, and haven't got faster yet than in the usual way. At the first visit to yi4, there are some crucial differences from BrunoVisnadi's video. The main problems are as follows.
  1. We don't have a cape at yi4. This means that the setup of double-tongue glitch can't be so easy; we have to take a hit or so. In fact, we can get one in yi3 via the null-spit glitch on rotating platforms, but the loss would be too large to save time in total, I think.
  2. In our situation, we have a red shell instead of a blue one, and it's very troublesome to deal with. For example, it is impossible to stun the shell to make a damage source.
  3. To perform the stun bug there, we have to take yoshi to yi4, so the possible overworld route is yi2 -> yi3 -> yi4 -> yi1 -> c1; then we lose about 135 extra frames from backtracking.
  4. The next run will be made on lsnes, which is more laggy (or laggier?) than snes9x. Therefore, it can happen that it is faster in snes9x while slower in lsnes.
It is challenging to optimize such a cool trick. I hope that it will get faster.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Masterjun
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Just something Mister didn't mention. We are indeed ~102 frames faster than the usual YI4 route, unfortunately the overworld takes so long (~135 frames more). It's a shame if it fails to these ~30 frames...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Masterjun wrote:
Just something Mister didn't mention. We are indeed ~102 frames faster than the usual YI4 route, unfortunately the overworld takes so long (~135 frames more). It's a shame if it fails to these ~30 frames...
Wait, how fast is the normal method using lsnes? Maybe a table that compares the routes both done on lsnes would help clear things up?
Masterjun
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Where did I say that it isn't lsnes?
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Joined: 3/11/2014
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I am excited for the tas :) I will continue to look for updates!