Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
bahamete wrote:
Mister, I managed to get the item swap glitch to happen in SW3, as shown in your samples. I found that pretty easy. One thing I noticed was that the Lua script showed sprites 00-07 were filled, and at that time Lakitu would not throw any more spinies and I could not pick up any throw blocks. Is that the state in which the glitch is possible? If so, I am confused.. you said that up to 12 sprites could be on screen at once, but this is only 8, so I am unsure why this state occurs. And could you possibly elaborate on these "divisions"? I am unsure what you mean. Thanks :)
Ah, I have dropped that thing just as I feared... That's yes, for your first question. Throw blocks and sprite generators such as lakitu are concerned only with the first division. If the first division (e.g., #00-#07 in sw3) is filled, lakitu will throw no more spinies and you can pick up no throw blocks as you said. 12 is the possibly largest number in the case that sprites which can exist in the second division are included. It means, if there are no such sprites in the second division, there can be only 8 sprites in sw3. Umm, that's too confusing and difficult to explain well. :( I don't have a large english vocabulary so if anyone has better terms instead of those "divisions" or any better descriptions in the whole post, please let me know. That would be great, thanks.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Player (25)
Joined: 9/20/2010
Posts: 80
@ mister - do you, or in that case, does anyone know the reason why the goal gets attracted to yoshi's tongue?
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
TheFinalBoss726 wrote:
@ mister - do you, or in that case, does anyone know the reason why the goal gets attracted to yoshi's tongue?
I had never understood its mechanism and I just thought it was for a similar reason to the springboard jumping abuse with yoshi. Anyway, I made a further research on this glitch with hogehoge61, and its mechanism is a little clarified now, maybe. I'm wondering whether I can clearly explain this, though :p
A: 0x7E160E-0x7E161A -- sprite of which id yoshi is eating
B: 0x7E151C-0x7E1528 -- length of yoshi's tongue
C: 0x7E1558-0x7E1564 -- timer of yoshi's tongue
These exact addresses are 0x7E160E + (yoshi's id #) in the case of A (the others are similar). The value of C is set to 7 when B hits 33 (its maximum value) or set to 9 when yoshi's tongue catches a sprite (in other words, when A hits other values than 255), and decrements every frame until hitting 0, and then eat the sprite in the latter case. When yoshi's tongue is catching a sprite, the sprite ignores any interference. Even in that state, mario can hold the sprite (if it is holdable) but it gets attracted to yoshi's tongue as soon as he release it like this. Now, what will happen if the information that the tongue is catching a certain sprite is glitched? Consider the case of "eat air" glitch for example. When yoshi's tongue is catching air and the original sprite's id # is #XX, the game still regards the tongue as catching a sprite of id #XX unless he swallows it. Then, if a new sprite of id #XX is about to appear, the game would mistake the new one for the air. Because the air was on the tongue, the game would regard the new sprite as being on the tongue as well, so it would get attracted to the tongue. The utility script is now updated and can show some yoshi info above. Set showYoshiInfo = true if you need. The displayed yoshi info is (A, X, B, C). A, B and C are the same as above, and X is the type of the sprite yoshi is eating. Those are all I found in this research. I hope they help your understanding.
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
It's probably worth noting that TheFinalBoss726 is not the original discoverer of the item-through-door glitch. A friend of both mine and TFB726's, Nathanisbored, did. For some reason that I cannot understand, Nathan allowed TFB726 to take credit for it. I suppose because Nathan is to nice and TFB726 is too... greedy, for lack of a better term. While the glitch is very, very innovative, it is not an efficient method of doing things. In a general sense, at least. However, in certain SMW hacks, it may break the whole level, forcing the creator to cry and proceed to kill himself. I don't know why he's keeping so secret; it's not like anybody here will care to play his game anyway. I'd like to talk to Mister about a few glitches that I have found lately that I think he might be interested in. Nathanisbored's youtube channel: http://www.youtube.com/nathanisbored
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Player (25)
Joined: 9/20/2010
Posts: 80
DJSecret wrote:
It's probably worth noting that TheFinalBoss726 is not the original discoverer of the item-through-door glitch. A friend of both mine and TFB726's, Nathanisbored, did. For some reason that I cannot understand, Nathan allowed TFB726 to take credit for it. I suppose because Nathan is to nice and TFB726 is too... greedy, for lack of a better term.
um no... its not that im greedy, its that we worked on it together. so really the credit belongs to both of us... EDIT: oh, and mister, i kinda understand, but i dont usually go that deep into coding to find reasoning for stuff so i dont think that would help me all that much. thanks anyways.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Joined: 12/22/2009
Posts: 291
Location: Michigan
Then how come I don't see Nathan's name mentioned even once in your posts?
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Player (25)
Joined: 9/20/2010
Posts: 80
DJSecret wrote:
Then how come I don't see Nathan's name mentioned even once in your posts?
when did i ever post that i found the glitch? EDIT: and also, im not sure we found it first. i recently sent the level that abuses the glitch to sadistic designer and he solved it right away, and said he had knowledge of this glitch for a while, for he has done a lot of experimenting with the layer switch glitch. he may have even found it before us.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Joined: 12/22/2009
Posts: 291
Location: Michigan
Raffy told me that you took the credit because Nathan let you. And you are quite greedy...
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 10/24/2005
Posts: 1080
Location: San Jose
TheFinalBoss726 wrote:
when did i ever post that i found the glitch?.
He's right, I came to post the same thing to you. The fact that he makes the glitch aware to a TASer that submits runs to this site is far better than what Nathan, Raffy, Laffy-Daffy really what matters, regardless of who found it first.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 12/22/2009
Posts: 291
Location: Michigan
Be that as it may, he needed to give credit where credit was due.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
Let's continue to cry about who found a glitch in a 20 year old game. Feels good man.
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Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
True wrote:
Let's continue to cry about who found a glitch in a 20 year old game. Feels good man.
/\ || It's true, True.
Joined: 12/22/2009
Posts: 291
Location: Michigan
I'm not whining about it. It's only fair to at the very least share credit. The issue is resolved anyway.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Player (25)
Joined: 9/20/2010
Posts: 80
just curious. is anyone currently doing a warpless any % run? cuz me and another tas were thinking of doing one...
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Warpless any% seems like a silly distinction. Either you want to see it done as possible or you want to see every level done as fast as possible, no?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Active player (436)
Joined: 9/27/2004
Posts: 650
Location: Canada
There's something to be said for seeing almost every level done almost as fast as possible.
Player (25)
Joined: 9/20/2010
Posts: 80
well we were gonna do it as fast as possible with no warps because we havent seen anyone else do it.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Active player (500)
Joined: 11/19/2007
Posts: 128
TheFinalBoss726 wrote:
well we were gonna do it as fast as possible with no warps because we havent seen anyone else do it.
Perhaps there's a good reason for why nobody else has done it. An any% warpless would be very similar to the 100%, but about half as long, no? Seems pointless to me.
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
I had considered this, because I'm interested how fast the game can just be completed that way.
Active player (264)
Joined: 4/15/2010
Posts: 198
Location: England
If you just want a TAS on TASvideos, I suggest you improve the current "small-only" run. Because, while it is a masterpiece of its time, new tricks makes it is vastly improvable.
Retired smw-96, smw any%
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
bahamete wrote:
If you just want a TAS on TASvideos, I suggest you improve the current "small-only" run. Because, while it is a masterpiece of its time, new tricks makes it is vastly improvable.
This was posted a couple pages back, but me and skamastaG had an improvement that never ended up getting finished. It's actually close to being done, gets all the way to CI3. http://dehacked.2y.net/microstorage.php/info/837410913/small%20ci3a.smv
Player (25)
Joined: 9/20/2010
Posts: 80
bahamete wrote:
If you just want a TAS on TASvideos, I suggest you improve the current "small-only" run. Because, while it is a masterpiece of its time, new tricks makes it is vastly improvable.
well not really, i just want to make a tas of smw that is unique, that hasnt been done before, but not super complicated, just a simple run. and this is, and bullethead and i were gonna see if we could submit it for it is not up, and it would be a nice little challenge for us.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Editor, Skilled player (1203)
Joined: 9/27/2008
Posts: 1085
Try a playaround. There's this SMB3 example here, which doesn't place time as high priority. "Fastest possible" is already done or being done on practically every stage already, so an any% warpless probably wouldn't show anything that the other categories already have shown, other than a curiosity detail or two. Speed is covered a bit too well already, in my opinion. As I understand TASVideos, they want to create entertaining runs. There have been rejections, even when it is a "technically perfect" run of a game that hasn't been done yet. The run just isn't appealing to the viewers. And there are runs that don't have any particular goal other than fooling around and reaching some sort of ending so it doesn't feel abruptly stopped. If you don't use time as the main factor of your run, I'm sure you'll find plenty to do that other runs haven't done. Let Mario die in the most unexpected ways possible. Devise unforeseen challenges that becomes apparent to the audience as you're doing them. Find ways to make the audience think there's just no way you'll survive that, then survive it of course! Although, I'm not sure how simple a playaround is. It would take creativity to keep it entertaining throughout without placing time at high priority. This is simply a suggestion from me.
Player (25)
Joined: 9/20/2010
Posts: 80
hmmm, that would be fun, completely destroying the game with glitches... i think we could pull something together. also, i wanted to know, is it possible to duplicated a block like this: you are on a normal slope (the lowest one right?) and the block is one tile above you, and you need to throw the item up because the yoshi coin is next to it. is it possible? i have been trying for ever!!! oh, and i am bige but can be small if i need to be.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Joined: 4/14/2010
Posts: 146
Location: France
If you're to make a playaround of SMW, try to make it faster (or glitcher) than these playarounds made by Genisto like 3 years ago, which were rejected for not showing anything new.