Movie for GB Wario Land: Super Mario Land 3

#16940721921149043 - Wario Land 1 - Navigation script

WL1Overlay.lua

Uploaded 8/24/2014 9:53 PM by slamo (1 files)

For Wario Land: Super Mario Land 3 (GB)

9257 views, 1005 downloads


Navigation overlay for Wario Land 1.
Colors
Red - Solid or currently not identified.
Pink - Breakable
Brown - Ladder
Lime green - Door
Yellow - Platform (can be disappearing ones)
The text in the corner displays information about the tiles above, at, and below Wario. The left column is the location in RAM the tile is being pulled from and the right column is the tile property (simply the byte at that RAM location with the highest bit zeroed out).

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#19289782624269819 - McHazard's Desync Glory of Wario Land - Super Mario Land 3

McHazard_WarioLand_Desync_Ending.bkm.bk2

Uploaded 12/8/2014 4:51 PM by solarplex (1 files)

For Wario Land: Super Mario Land 3 (GB)

In 01:31.41 (5460 frames), 21 rerecords

8394 views, 877 downloads


Wario Land - Super Mario Land 3 in 1:31.415
Rom: Wario Land - Super Mario Land 3 (World).gb
All credit goes to McHazard.

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#19299153408323495 - WarioLand Fix + Extra Fix on Solarplex's

WarioLand-Glitched-Spiked.bkm

Uploaded 12/9/2014 2:59 AM by Spikestuff (1 files)

For Wario Land: Super Mario Land 3 (GB)

In 01:31.41 (5460 frames), 0 rerecords

11630 views, 1087 downloads


Syncs on PRE Bizhawk 1.7
Doesn't have Rerecord count like Solarplex's just like the submission

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#66957576242994730 - WL1 GEG testing

wl1_no_stop.bk2

Uploaded 10/24/2020 10:28 AM by McHazard (2 files)

For Wario Land: Super Mario Land 3 (GB)

In 04:07.15 (14803 frames), 0 rerecords

1747 views, 289 downloads


We have a working assuming no more surprise inaccuracies setup!
There's a lucky coincidence which might be the only reason this works at all; an instruction I'm forced to use corrupts the stack pointer such that a POP will return A8C5, which is right next to the addresses I need to activate debug mode. Of course, that doesn't change the fact that I need to somehow fix the stack pointer before I hit the return instruction, or else everything breaks.
The current setup requires 78 coins and 22 hearts. There are enough blocks in course 4 that I can potentially get all the way there just from random drops, although that won't be fun to manip. As for the hearts, I can pick up a large one during the course 3 revisit without going too far out of my way. I'm still a few short but there's a couple of places I have in mind to pick the rest up. For now I've just used the other debug mode for testing.
Something I didn't see coming was that I now need the waves on the Rice Beach map to be at a specific point in their cycle, and waiting for both that and the 256 frame global timer to line up together costs a ton of time. I thought I could cut out some of that by returning to the world map and re-entering, but that sets the current course ID to hex 30, which is outside the normal range. Trying to enter that course or select a different one will either force the game into an infinite loop or halt it on an illegal instruction.
Other possibilities I'm looking into are 71 coins/34 hearts (requires at least one more big heart) and 36/01 (avoiding that many kills causes a lot of complications), either of which would reduce the wait time on the map screen.

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#67112465632959311 - WL1, 71 coin/34 heart test

wl1_no_stop.bk2

Uploaded 10/31/2020 9:53 AM by McHazard (2 files)

For Wario Land: Super Mario Land 3 (GB)

In 03:59.68 (14357 frames), 1150 rerecords

1750 views, 271 downloads


Changes to the previous WIP:
The big heart in the first half of course 4 appears to be the best option because of how much time I spend close to it anyway. Grabbing it costs only 26 frames, compared to the 64 or so it takes before it becomes collectible. There's another heart further in the tunnel that's also worth looking into.
There's a new method in the course 3 revisit to get a return instruction in memory without having to go way above the top of the screen. By breaking a block while there's still a jet flame, ALL of the flame's data is copied into the AAF0 slot, instead of just what gets left behind after it unloads.
As expected, this new setup saves several seconds on the minimap. The run's not officially sub-4 yet because I'm still relying on the accessible debug mode to set my coin and heart count, but I've been spending the past few days investigating how much I can do to manip coins without losing any more time. My estimated maximum is generally hovering around 63, but I can still lose a few frames and still make the same frame rule. We'll see if that's enough.
As for the 36 coin/1 heart setup, it doesn't look viable. My best attempt at crossing the lava pool with only 1 bird kill loses about 150 frames, and I'll lose another 80 or so not being able to despawn the course 3 skull door.

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