Joined: 12/29/2007
Posts: 489
Zowayix wrote:
Hey, BoMF, could you make a [.sav] of only the five classic levels? I want to play them just for fun, but I don't want to include them in my submission.
I also wanted to make a link to a "side-submission" alongside this one of the five classic levels, so could you make a [.sav] of them (without getting their A-coins)?
Joined: 12/29/2007
Posts: 489
UPDATE: New WIP of levels 1-9. I started level 10 on the movie file, but I didn't finish it when I uploaded it. http://dehacked.2y.net/microstorage.php/info/756451184/2161%20-%20Super%20Mario%20Advance%204%20-%20Super%20Mario%20Bros.%203%20%28U%29%20%28v1.1%29.vbm
Bag of Magic Food wrote:
You did some nice tricks in the Big Boo fight, but I think you could hit Big Boo a lot sooner if you left some blocks out to give yourself some running room to jump higher or fly up to him. And why did the battle music start over again after you won?
I re-did the Level 4 Big Boo battle and remembered to get the e-coin this time. Levels 1 through 3 haven't been changed.
Bag of Magic Food wrote:
I do have to say that this run looks a lot nicer without all the extra dilly-dallying. However, it looks as though you could skip part of the Triangle Block maze in Slidin' the Slopes by just flying onto the top. Did you try that? Also, I should think there's a faster way to get the last Advance Coin in Vegetable Volley than pulling up that heavy vegetable. Perhaps you could re-use the shell from earlier?
I think I'm a bit too far in the run to re-do Level 2 now. I intentionally used the big vegetable instead of the shell on the last A-coin in Level 3 because it looked way cooler to use the shell to wipe out all the Spinies.
caitsith2
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An interesting address to watch, is 0x3007614 as a 16 bit decimal value. This address starts off at 46, at the very start of the currently playing level, and is the number of input state changes. As soon as it hits 1019, that means that no further replay data is recorded, and by coincidence, this is the max number of inputs that will fit on a demo replay e-reader card. So far, only bombarded by bob-ombs exceeds this value. The replay is still valid, but will end at the point 1019 inputs has been hit. I can infact turn all of the TAS work you have done so far, except for bombarded by bob-ombs, into a set of demo e-reader card files. (In fact, some of my demo replays, are TAS'd, just by the fact that the game is doing that recording alone, and if I didn't like the way something turned out, I just simply reloaded a state. I never did finish that set.)
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That's interesting... Do you think some of the official demo cards used savestates and such to improve their performance?
put yourself in my rocketpack if that poochie is one outrageous dude
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Zowayix wrote:
I also wanted to make a link to a "side-submission" alongside this one of the five classic levels, so could you make a [.sav] of them (without getting their A-coins)?
Sure, but then why bother to play one of them in the run you're working on now? Just post a run of the 5 classic levels and a run of the 32 new levels, and explain why you had to separate them. Anyway, here: http://www.box.net/shared/arq06khqsx
Zowayix wrote:
UPDATE: New WIP of levels 1-9. I started level 10 on the movie file, but I didn't finish it when I uploaded it. http://dehacked.2y.net/microstorage.php/info/756451184/2161%20-%20Super%20Mario%20Advance%204%20-%20Super%20Mario%20Bros.%203%20%28U%29%20%28v1.1%29.vbm
Why don't you grab the key in Doors o' Plenty first, then collect the Advance Coins while making your way over to the keyhole? I think that would save a lot of backtracking. Your second and third hits on Big Boo look better, but he still appears to be active long before you get your first shot in. Did you try flying? In Bombarded by Bob-Ombs, you'd better decide whether you want to minimize time or collect the 110-coin bonus to show off, because in the current run, you're not really accomplishing either. When you get to the Advance Coin over the pinball flippers in Swinging Bars of Doom, you could reach the coin without bumping out the invisible coin block if you bring raccoon power and float down from above. Check if this saves more time than using fireballs against the Boom-Booms. Heck, check if a leaf would help you out in Piped Full of Plants. At least I think it would be better if at the end of that level, you didn't get hit and have to re-power-up later. Does anyone else think it's silly that Para Beetle Challenge sets its timer so that the panic speed music starts just as the player is safe at the end of the level?
put yourself in my rocketpack if that poochie is one outrageous dude
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Okay, I'm cancelling my current run and starting over for the third time. At least this time I only have to re-do 9 levels instead of 14. These are some improvements and changes I'll add in version 3:
  • Fly up during triangle section in Level 2
  • Get key first in Level 4
  • Not pick up the !-switch in Level 4, so it doesn't get in the way during the Big Boo fight
  • Fly to get first hit on Big Boo
  • Not hit coin counter block in Level 5
Thanks BoMF for the suggestions. I think it's faster to keep firepower in the Level 9, especially since there are two Boom Booms, not just one. I'm pretty sure it's faster to use firepower in Level 8. Yeah, it's pretty silly that Level 10 does that. It kind of adds a "WTF?!?" element right at the end of the level. Personally, I also think that Level 21 (60 Seconds) should have been made so that you would hit the goal card with just one second left on the timer.
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You're doing some nicer tricks now. One trick I would recommend doing is throwing objects at coins whenever it doesn't slow you down. I think this is cooler than always collecting them directly, especially since the coins count double that way. Make sure that whenever a level stops autoscrolling, you're right on the edge of the screen, moving at full speed. Have you seen some of the recent runs of Super Mario Bros. 3? Whenever there is a large hill, the player maintains the speed from sliding down the hill by jumping constantly. Did you try this in Slidin' the Slopes? Why did you backtrack to get that Advance Coin on the first section of Doors o' Plenty when you were going back to that door later anyway? I think it would be fastest to collect it first the way you did in an earlier version, then jump up to the door that leads to the key. Perhaps you should download a map from http://www.vgmaps.com/Atlas/GBA/index.htm#SuperMarioAdvance4SuperMarioBros3 and sketch out a path for yourself so you don't get confused. Test paths that look similar in length before you settle on one. I liked that you turned the coin trail into a block trail early, but couldn't you jump onto it just as it passes under the door so that you don't have to waste time breaking through a block? Big Boo should never get to uncover his face! You did a good job on the first two hits, but now you've wasted too many blocks too soon to deliver the third hit on time.
Zowayix wrote:
Yeah, it's pretty silly that Level 10 does that. It kind of adds a "WTF?!?" element right at the end of the level. Personally, I also think that Level 21 (60 Seconds) should have been made so that you would hit the goal card with just one second left on the timer.
Well, in that case I think the small leniency in the time limit keeps the level from being too frustrating. Plus you have to have some extra time for a player who chooses to get the Advance Coins anyway.
put yourself in my rocketpack if that poochie is one outrageous dude
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Bag of Magic Food wrote:
You're doing some nicer tricks now. One trick I would recommend doing is throwing objects at coins whenever it doesn't slow you down. I think this is cooler than always collecting them directly, especially since the coins count double that way.
Thanks. I'll try doing that.
Bag of Magic Food wrote:
Have you seen some of the recent runs of Super Mario Bros. 3? Whenever there is a large hill, the player maintains the speed from sliding down the hill by jumping constantly. Did you try this in Slidin' the Slopes?
I tried that about 50 times and I never could jump off a slope with Mario's arms out the way they showed in the SMB3 TASes. However, I've been able to do that slope trick in the original SMB3.
Bag of Magic Food wrote:
Why did you backtrack to get that Advance Coin on the first section of Doors o' Plenty when you were going back to that door later anyway? I think it would be fastest to collect it first the way you did in an earlier version, then jump up to the door that leads to the key.
Uh...I'm not sure what you are talking about...Could you sketch out a map showing my current path and the path you are talking about? Your description got me confused.
Bag of Magic Food wrote:
Big Boo should never get to uncover his face! You did a good job on the first two hits, but now you've wasted too many blocks too soon to deliver the third hit on time.
Big Boo stops too high on the screen for me to get the third hit on time without flying. Sure, I could fly up there, but this would prevent me from busting all the blocks below, lowering the entertainment value. By the way, I finished my SMA4e classic levels run. You can download it here: http://filespace.org/blueapple128/SMA4e_classic_levels_TAS.zip The [.zip] file includes the .vbm movie file, the .sav file of the classic levels, and a text document that gives a submission text.
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Nice. I like how trivial 2-2 is when you can jump out of the water.
As far as I know, it is not possible to get the A-coin without using the Koopa Shell.
Well, technically, it is possible if Mario is using a boomerang or flying item, but you'd need another e-Reader card for that.
put yourself in my rocketpack if that poochie is one outrageous dude
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Bag of Magic Food wrote:
As far as I know, it is not possible to get the A-coin without using the Koopa Shell.
Well, technically, it is possible if Mario is using a boomerang or flying item, but you'd need another e-Reader card for that.
What I meant was that it is impossible to collect it directly when small, collecting directly meaning actually touching it.
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Here is Zowayix's Classic e-reader level TAS done as a set of 5 e-reader demo cards. Download from http://caitsith2.net/ereader/sma4/Classic%20level%20TAS.zip. The only difference at the moment, is the end level cards collected don't seem to be transferred over, but they replay perfectly otherwise.
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So were all 9 of the replay cards on your site actually made by you?
put yourself in my rocketpack if that poochie is one outrageous dude
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Bag of Magic Food wrote:
So were all 9 of the replay cards on your site actually made by you?
Indeed they were. The basic process, is to save the level replay, then use sma4tool on the emulator save file, to extract the demo data from the save. (The command line is "sma4tool -fill 0 -demo [ereader card identifier] 3 [0 or 1, depended on where the demo is saved.] save_file.sav demo_file.bin", (example, "sma4tool -fill 0 -demo 0 3 1 classic11.sav classic1-1.bin") Then, you have to grab nedcenc from http://caitsith2.net/ereader/tools/nedcenc.rar, its command line is "nedcenc -i card_file.bin -o card_file.raw -e", replacing card_file with the bin demo replay file to be encoded.) A person with a capable printer should be able to actually print these, and see these TAS replays on real hardware.
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wow! wow! Reed-Solomon! Nice name...
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
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Oh yeah, just one more question... What determines whether a replay is referred to as a "Super Demo Play" rather than a plain "Demo Play"?
put yourself in my rocketpack if that poochie is one outrageous dude
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New WIP: levels 1-12. http://dehacked.2y.net/microstorage.php/info/1662637811/2161%20-%20Super%20Mario%20Advance%204%20-%20Super%20Mario%20Bros.%203%20%28U%29%20%28v1.1%29.vbm For those interested on how I did the wall glitch in levels 5 and 12, I'll quote from my submission text that I'm working on:
You have to be big Mario to do it. In an autoscroller, press and hold left against the screen, and a few frames before Mario is about to get crushed, duck and you will slide through the wall.
The time when I did it in Level 5 was, in fact, done by accident. I didn't manage to duplicate it until Level 12, when I figured out how.
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A small update: a new WIP of levels 1-14. It's only two more levels, but it's something! http://dehacked.2y.net/microstorage.php/info/1025892552/2161%20-%20Super%20Mario%20Advance%204%20-%20Super%20Mario%20Bros.%203%20%28U%29%20%28v1.1%29.vbm [merged post] ARGH! I just noticed that I forgot an A-coin in Level 12! Now I have to re-do 3 1/2 levels!! I originally posted that there wouldn't be any updates for about 2 days, but I fixed my mistakes way faster than expected, and I just finished Level 16. New WIP: http://dehacked.2y.net/microstorage.php/info/267510283/2161%20-%20Super%20Mario%20Advance%204%20-%20Super%20Mario%20Bros.%203%20%28U%29%20%28v1.1%29.vbm
caitsith2
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Yeah, that last Level 12 A coin is very easy to miss. I have done that myself, until I realized that when auto-scrolling ends, it is beyond the pipe.
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caitsith2
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Bag of Magic Food wrote:
Oh yeah, just one more question... What determines whether a replay is referred to as a "Super Demo Play" rather than a plain "Demo Play"?
Just a flag that is stored in the card. I have updated the tool to allow the user to set this flag now. (Instead of using identifier 0-255, use identifier 256-511. (will be 0-255, but set as a super demo replay.)). I now remember why there doesn't seem to be anything done, like the state of the end level cards, score or lives. ALL demo replay cards set the score to 0, coins to 0, lives to 1, no cards collected, and everything like that. In fact, if the existing official cards were converted and stored back into the save data, all of the data that was captured will in fact be shown again. This does have an effect of showing how many points, and how many lives, and how many coins were collected, by the end of the level, for those interested in those stats.
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Wow! You're making this so fast, I don't even have time to finish writing comments anymore! I only hope that you're not rushing it too much. I don't want you to get discouraged if the Mario experts tear it apart. Hey, I did some checking, and I noticed that thrown vegetables never collect coins doubly. I don't think Bob-Ombs collect coins at all, but it's hard to get them in the same place. No big deal, but... I like to pay attention to the little things like that. So how do you think you'll end the movie? Since you're showing off the Mushroom Houses anyway, maybe you could visit the castle at the very end and walk to the right, so everyone can see all the e-Coins you collected even if they only have the .avi. Maybe stop when the game will scroll to the very edge. Let me know what you think. Also, I've love it if you referred to Lemmy Koopa as Lemmy "This is a VOLCANO!" Koopa in your submission text.
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I'm not rushing, I just had a LOT of spare time yesterday. By the way, I noticed that if you throw a vegetable between two coins, the vegetable will only collect one of them.
Bag of Magic Food wrote:
So how do you think you'll end the movie? Since you're showing off the Mushroom Houses anyway, maybe you could visit the castle at the very end and walk to the right, so everyone can see all the e-Coins you collected even if they only have the .avi. Maybe stop when the game will scroll to the very edge. Let me know what you think.
Interesting idea. I was originally planning to do all 31 levels, then visit the 3 Mushroom Houses, then visit the e-coin castle, then beat Level 27, ending the movie at the last hit on Bowser. What do you think?
Bag of Magic Food wrote:
Also, I've love it if you referred to Lemmy Koopa as Lemmy "This is a VOLCANO!" Koopa in your submission text.
Uh...what?
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I finished all but one level, Level 27. Level 27 is a "Bowser's Castle Redux", so I decided to do that last. WIP link: http://dehacked.2y.net/microstorage.php/info/446568006/2161%20-%20Super%20Mario%20Advance%204%20-%20Super%20Mario%20Bros.%203%20%28U%29%20%28v1.1%29.vbm Now I need to decide whether to do the Mushroom Houses and e-coin Castle first, or to do Level 27 first and then the houses. What do you think? Personally, I plan to visit the houses first. EDIT: Okay, I've decided to visit the Mushroom Houses and castle first.