Expert player (3645)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
andrewg wrote:
He said he holds "right" the entire time he does this. I find it odd because I've never done this. I know that holding "left" right when you reach a wall usually sucks you into it, however, I've never seen someone go any distance into the wall while holding "right." This is a bit interesting. I always thought that walljumps were always a 1 frame trick. But I guess if you position right, you can have 2 frames to get it? I'm testing on emulator, and I can't seem to mimic Kosmic's 8-4 walljump. Really, I'm just curious how he could have gotten into the wall if he was holding "right" the entire time. Maybe the positioning has to be perfect?
In order to perform a wall jump you must, aside from being at the same y-pixel as the wall block you're landing on, be at least 1 pixel inside the wall. In this case it means having an x-pixel position of at least 115 to have frame to do it, or 116 to have 2 frames to do the wall jump. The wall collision detection routine is called when you reach at least that 115 x-pos and pushes you back 1 pixel / frame - starting immediately, meaning that if you get to x-pos 115 you won't be able to wall jump at all since you're directly pulled back to 114. You move at a speed of 2.5 pixels / frame so in order to reach that 116 x-pos you must, on the frame before hitting the wall, have an x-pos of at least 114 pixels and 128 subpixels (which would for a fraction of a frame put you at x-pos 117 but later at the same frame pull you back to 116). Here's an fm2 of it: http://dehacked.2y.net/microstorage.php/info/934806167/Super%20Mario%20Bros%20%28JU%29%20%28PRG%200%29walljump.fm2
feos wrote:
Only Aglar can improve this now.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Thanks Aglar, this is a great analysis! :D
Super Mario Bros. console speedrunner - Andrew Gardikis
Expert player (2574)
Joined: 12/23/2007
Posts: 831
andrewg wrote:
How can he be facing backwards, but walljump facing to the right? Ive never seen this happen, but he says it happens frequently.
A short answer: Normally you need at least 1 pixel inside the wall to do a walljump, while in this case you need 2, which requires X-speed > 32 before hitting the wall. With the X-speed of 40 (full-running speed), this thing does happen frequently whenever you are deep (2 pixels) inside the wall, holding right, and happening to press jump 1 frame later. With the same way, you can also face right before you hit the wall , and face left after the walljump. If you've seen my SMB "lowest score 500" run, you may also find it possible to walk for a few frames after hitting the wall and do a walljump.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Joined: 3/16/2013
Posts: 43
arflech wrote:
This may be relevant to your interests: http://www.cs.cmu.edu/~tom7/mario/mario.pdf Link to video http://arstechnica.com/gaming/2013/04/this-ai-solves-super-mario-bros-and-other-classic-nes-games/
This is really interesting! thanks for sharing this, arflech.
Noxxa
They/Them
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Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I believe the current warp run is perfect. I am going to think about and test every single theory I can think of for a chance to improve this. I'm just very curious. Thinking through it, with all my knowledge of the game, I can't think of anything that would even have a chance of working for most every stage. If the run is improvable, I believe the improvement is hiding in 4-2. I think a 21 frame rule could potentially be squeezed out here. There are a variety of methods to move Mario forward on the screen, and a combination of methods may work for a faster time into the pipe.
Super Mario Bros. console speedrunner - Andrew Gardikis
Expert player (2574)
Joined: 12/23/2007
Posts: 831
andrewg wrote:
I believe the current warp run is perfect. I am going to think about and test every single theory I can think of for a chance to improve this. I'm just very curious. Thinking through it, with all my knowledge of the game, I can't think of anything that would even have a chance of working for most every stage. If the run is improvable, I believe the improvement is hiding in 4-2. I think a 21 frame rule could potentially be squeezed out here. There are a variety of methods to move Mario forward on the screen, and a combination of methods may work for a faster time into the pipe.
I believe the easier improvements would come from 8-4 (and 8-2 if you get lucky) as I mentioned on Youtube. I don't think there would be a quicker way to push Mario forward on the screen unless you'd try something considered extremely hard like going through the wall on console runs. You have to hit the wall at least 2 times before the pipe, and as far as I know, your solution is one of the fastest in theory.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
NhatNM
He/Him
Experienced player (719)
Joined: 6/17/2009
Posts: 600
Location: Vietnam
I want try make Pacifist version, but I can't fast same HappyLee Here's my demo stage 1, so sad :( http://www.youtube.com/watch?v=H-Poi855r2I
A man come from Vietnam My YouTube: https://www.youtube.com/c/NhatNM/playlists
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Joined: 7/9/2010
Posts: 1319
xxNKxx wrote:
I want try make Pacifist version, but I can't fast same HappyLee Here's my demo stage 1, so sad :( http://www.youtube.com/watch?v=H-Poi855r2I
This game has a 21st frame rule. You also need to optimise subpixels to get as fast as HappyLee. And I think a pacifist run wouldn't get published, so don't try to optimise your run.
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Expert player (2574)
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xxNKxx wrote:
I want try make Pacifist version, but I can't fast same HappyLee Here's my demo stage 1, so sad :( http://www.youtube.com/watch?v=H-Poi855r2I
That's OK, keep fighting, and one day you would make it. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
NhatNM
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Joined: 6/17/2009
Posts: 600
Location: Vietnam
impossible :(
A man come from Vietnam My YouTube: https://www.youtube.com/c/NhatNM/playlists
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Joined: 9/17/2009
Posts: 4986
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xxNKxx wrote:
I want try make Pacifist version, but I can't fast same HappyLee Here's my demo stage 1, so sad :( http://www.youtube.com/watch?v=H-Poi855r2I
Wait, wouldn't a pacifist run basically be HappyLee's "warped" run just with all the enemy stomping removed? Does that really warrant a new category?
Noxxa
They/Them
Moderator, Expert player (4128)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
It's not a bad category idea for a novice TASer to try out in order to practice optimized TASing. Very little chance that it merits publication, though.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Joined: 3/18/2013
Posts: 26
http://www.youtube.com/watch?v=FgDqwa_pzmg Sorry if this is too off topic, but in this video at 6:01 and 6:20 he traps a koopa in a block and has it go to the end of the stage without falling or hitting any blocks. Does anyone here happen to know or have a detailed explanation of how this works?
Joined: 10/31/2006
Posts: 134
Evilagram wrote:
http://www.youtube.com/watch?v=FgDqwa_pzmg Sorry if this is too off topic, but in this video at 6:01 and 6:20 he traps a koopa in a block and has it go to the end of the stage without falling or hitting any blocks. Does anyone here happen to know or have a detailed explanation of how this works?
http://tasvideos.org/GameResources/NES/SuperMarioBros.html#KoopaWalkingInMidAirSmb1
Joined: 3/18/2013
Posts: 26
Thanks. I guess the full thing isn't understood yet.
Joined: 6/14/2013
Posts: 18
Location: Zemun
Hi, Greetings to all fans of Super Mario Bros., and of course, congratulations for fastest. :) HappyLee and andrewg, guys, you are amazing! My SMB speedruns. Official thread @ EmuGlx. RGDS, Miroslav
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Experienced player (584)
Joined: 1/27/2011
Posts: 427
Location: Oregon
2013 and I just realized the clouds and bushes in this game are the exact same shapes only colored differently.... WHY WAS I NOT TOLD?!
Joined: 7/10/2013
Posts: 33
Location: Małopolskie, Poland
diggidoyo wrote:
2013 and I just realized the clouds and bushes in this game are the exact same shapes only colored differently.... WHY WAS I NOT TOLD?!
Do you know also, when you hit box with Mario, he hit not with his head, but with hand?
YoungJ1997lol
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Player (9)
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Posts: 550
Location: U.S.A.
Matriks404 wrote:
diggidoyo wrote:
2013 and I just realized the clouds and bushes in this game are the exact same shapes only colored differently.... WHY WAS I NOT TOLD?!
Do you know also, when you hit box with Mario, he hit not with his head, but with hand?
Also, when you hit the flagpole, he does not slide down, but rather he climbs down?
So yea, how's it going? Currently TASing: Nothing
Experienced player (584)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Here's another fact: Impressive.
Post subject: Super Mario Bros (NES) All levels 19:40
Joined: 8/24/2013
Posts: 95
Hi everyone! Im french so sorry for my english :) I just present my TAS Super Mario Bros. NES finished 19:40 no glitch and only small mario :) Give me your opinion :) The links: http://www.youtube.com/watch?v=0ASL1seVvt4 TAS Super Mario Bros. (NES) All levels, no glitch, only small mario Time: 19Min40sec Rerecord count: 1412 Emu / Version: 1.4.1 BizHawk By Gaming-Jok Good video to all.
Joined: 8/24/2013
Posts: 95
Hi everyone! Im french so sorry for my english :) I just present my TAS Super Mario Bros. NES finished 19:40 no glitch and only small mario :) Give me your opinion :) The links: http://www.youtube.com/watch?v=0ASL1seVvt4 TAS Super Mario Bros. (NES) All levels, no glitch, only small mario Time: 19Min40sec Rerecord count: 1412 Emu / Version: 1.4.1 BizHawk By Gaming-Jok Good video to all.
Experienced player (589)
Joined: 2/5/2011
Posts: 1417
Location: France
Small mario is fucking useless since the TAS doesn't use mushroom...
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand