Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
If this romhack doesn't touch in the original mechanics, you have to turn around and kick the shell. If you don't hold X or Y before kicking, the shell will go "outside" Mario and you won't be able to shelljump, unless you have enough horizontal speed and a good position.
Editor, Player (174)
Joined: 4/7/2015
Posts: 331
Location: Porto Alegre, RS, Brazil
Alright, dreams come true: the World Warp I found (due the Goal tape Item Swap glitch I found) is actualy possible in the game! So, wtf I'm talking about? Link to video After discussing slowly the possibility and some strats, last april 2nd we had branstorming and finally a possible setup was done. It warps form Cookie Mountain to #7 Larry's Castle, just like that. I'm making a video explaining everything. Also we came up with some RTA strats, using a toolbox of glitches. The current method is already being used in a prototype of a new NSW category (still under debate), you can see Pandabear314 using it in a run. Thanks nathanisbored, MrCheeze, Kaizoman and BrunoVisnadi (who was the one that proved it in a movie) for this to happen.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
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Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
1. What and why does this happen 2. This game's categories are becoming more and more like Super Metroid. I assume this doesn't work on the GBA right? If yes, then I guess any hope of a relatively glitchless run will be for that. :P
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Joined: 8/25/2013
Posts: 1200
This is interesting, but is it useful for an any% TAS? Or I suppose this would be good for a playaround TAS, if such a thing were to be made.
effort on the first draft means less effort on any draft thereafter - some loser
Editor, Player (174)
Joined: 4/7/2015
Posts: 331
Location: Porto Alegre, RS, Brazil
arandomgameTASer wrote:
This is interesting, but is it useful for an any% TAS? Or I suppose this would be good for a playaround TAS, if such a thing were to be made.
Not in any%, sadly. The glitch must be done in the main map, because the principle is that the game puts you in Yoshi's Island submap, but keeping your original coordinates (that's why the camera is on YI even if you're physicaly in VoB). So, I've made a world overlap to see if any of the levels match: There's a gif for this overlap too. You can see clearly that there are only 4 level overlaps, all of them happen in Valley of Bowser: - Vanilla Fortress overlaps with the pipe that leads to Donut Secret 2 (to this day impossible, since you need a Goal tape to perform the glitch); - Butter Bridge 1 overlaps with Valley Star Warp; - Cheese Bridge Area overlaps with Valley of Bowser 4; - Cookie Mountain overlaps with #7 Larry's Castle. Since you need two Yoshis for the setup, we need a yoshi block in the level, so the current only possible level that works is Cookie Mountain. Note: you can do the glitch in any other level that has yoshi blocks and the setup is viable, but you will land on nothing, and if you try to enter it you start level 000 (an endless bonus room) most the time.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Skilled player (1343)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
jlun2 wrote:
1. What and why does this happen 2. This game's categories are becoming more and more like Super Metroid. I assume this doesn't work on the GBA right? If yes, then I guess any hope of a relatively glitchless run will be for that. :P
1. Shortly: The effect of touching a goal tape depends of in which Y screen it was spawned. If it was in screens 0-3, it's a normal exit. If it was in screens 4-7, it's a secret exit (so 'secret' goal tapes are actually normal goal tapes, but they spawn way below the level, and go to their normal position in the next frame). If it spawns on screen 8 or higher, it has this weird effect of warping Mario from main map to a submap, as Valads said. The way we made it was to throw an invisible Yoshi in a pit in a way that the goal tape spawned it his tongue while he was falling, exactly when he passed by the 8th screen. This requires a combination of many glitches, and Valads video will explain exactly how we did that. 2. In GBA there is no block duplication, so even if the warp glitch works, it would be impossible to set up it. Also there is no item swap, so even with 2 Yoshis it still wouldn't be possible. If you use an emulator cheat to make the goal tape to spawn in the 8th screen, though, then probably the warp would occur indeed.
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
Post subject: SMW - hold item while on yoshi
Joined: 5/20/2016
Posts: 8
I like messing around with super mario world glitches but there is one glitch i never accomplish right: holding an item while on yoshi. I´m getting to the state where i actually hold an item while on yoshi, but 33 frames after i do this i get hurt and loose yoshi (i still have the item). If anyone knows what i am doing wrong or what i have to care about if i want to do this glitch, pls help me. (ty)[/b]
Lil_Gecko
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Joined: 4/7/2011
Posts: 520
It's the normal behaviour if you're trying to hold a shell, a throw block, a goomba,... It's possible to keep them on Yoshi though by using a glitch first (tongue-cancel or whatever you wanna call it). If you try with a key, p-switch, springboard,... you won't get hurt.
Post subject: SMW Credits Warp Fail. I need some help please
SlasH
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Joined: 9/1/2016
Posts: 2
Location: Germany
So i am new here at TASvideos. I always liked TAS speedruns and a few days ago i tried making my own TAS. But i knew that didn't work out so well when i was done with it. I tried doing the Credits Warp glitch with the route from dotsarecool's video but for some reason that i don't know it crashes at the end. Can someone help me to find the error i made? And yes i know that it is a bad Tas and you can improve alot. I will do that when i know that it is working. I uploaded the tas at it's current state to youtube:https://youtu.be/wintKEEHr7w And i uploaded the tasproject file to Dropbox:https://www.dropbox.com/s/26siqp1759yxyg9/SMW%20Credits%20Warp%20(Any%25)%20(TAS).tasproj?dl=0 Thank you if anyone reads this and helps me. -SlasH (I'm am very sorry if this post is very inappropriate, like i said i am new here and i don't want to do anything bad or wrong) (I'm gonna go to bed now, it's 11PM)
Masterjun
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Joined: 10/12/2010
Posts: 1185
Location: Germany
By the looks of it, you messed up the breaking of the 4th turnblock. The first value has to be 0x00 and the second one has to be between 0xD8 and 0xE4. However, in the case that you did get it right, you might be unlucky with the Y positions and the execution overjumps the start of the code you wrote ($00E4). Generally, since you are on an emulator, you should consider looking at the important RAM values to be sure you got them right. (Also, consider converting your .tasproj file to a .bk2 file before uploading. It makes the filesize significantly smaller.)
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Editor, Experienced player (847)
Joined: 5/2/2015
Posts: 696
Location: France
For future information, if you want to record a video of your TAS easily, simply go to File > AVI/WAV > Record AVI/WAV.
SlasH
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Joined: 9/1/2016
Posts: 2
Location: Germany
1st Thanks for the replies! i really appreciate it 2nd Like i said i am so new to this that i haven't looked at the RAM stuff yet but i will try to figure that out (did masterjun just reply to me omg) so yea thanks and I will try to improve and do the file and video stuff better when I post something again! I think you don't need to do anything for me. You probably got something more important or better to do! Thanks -SlasH
Joined: 5/13/2012
Posts: 18
One question: Is there a way to go to Roy's Castle without using any secret? PS:Also, some the relevant extra rules: small mario only, no star, no yoshi or hold baby yoshi.
Editor, Skilled player (1343)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
exdeath wrote:
One question: Is there a way to go to Roy's Castle without using any secret? PS:Also, some the relevant extra rules: small mario only, no star, no yoshi or hold baby yoshi.
You neeed a secret exit to reach Roy's Castle, but you can do that small only, Yoshiless, etc.
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
Challenger
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Joined: 2/23/2016
Posts: 1061
I noted a timesaver in the japanese version on this game on every switch palace: Link to video 191 frames faster than USA version.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Editor, Skilled player (1343)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
Japanese version is faster in some places, indeed, but we don't count is as an improvement. The standard on TASVideos is to use the USA ROM, I think. (Someone correct me, please, if that's not true).
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
Post subject: Cant get the smw Perpetual Air Catch glitch to work
Joined: 5/20/2016
Posts: 8
Yes, i googled a lot (and also found the TASvideos explanation), still dont understand it. If you know the glitch under another name, it is the glitch where you perform a nearly vertical move with the cape that could go infinetly. If you know how to do it, a short text how to do it or the inputs would help me. Thank you Patiga
Amaraticando
It/Its
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Joined: 1/10/2012
Posts: 673
Location: Brazil
I'll try to explain it here, but this would be more suitable in the SMW thread. Diving status here is the signed byte value of the WRAM address $1409. 1) Accumulate air in the cape: If you are facing the right, press Y>, Y, Y>, Y, Y>, Y, Y>, Y until the diving status gets the value -56. If you're facing the left, you can do it without gaining x speed by pressing Y<>, Y, Y<>, Y, ... . 2) Get near zero horizontal speed: After the value is -56, press BY< many times to diminish your speed. 3) Get upward propulsion: Hold Y< (or press every other frame) to get a big propulsion upward. You'll notice that the diving status will be reset to zero, and that's what you wanna avoid. 4) Change the signal of your horizontal speed: By pressing BY</b>, YB<. This will give you more y speed again. GIF + steps: https://imgur.com/a/rsfwz
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Joined: 10/22/2016
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Location: Argentina
You can see more TASes on my youtube channel
MarbleousDave
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Joined: 9/12/2009
Posts: 1559
We could do more ACE and recreate a shmup from WarioWare. Maybe recreate Breakout? Space Invaders? Better yet - Galage! Why not do ACE on the All-Stars version? 20 MB compared to 4 MB.
Post subject: My first SMW tas. feedback please!
TheLegacy
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Joined: 5/9/2017
Posts: 4
Hey I made a test TAS video. I'm really new at this cind of stuff but if you guys are willing to give me some feedback I would really appreciate it! Video Link
cha boi -Legacy
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Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
Super Mario World is a game with an enormous amount of known tricks. Even though this page is far from perfect, you should read up the SMW game resources: http://tasvideos.org/GameResources/SNES/SuperMarioWorld.html Also, I suggest watching the currently published warps TAS to compare with your first attempt: http://tasvideos.org/3019M.html If you are having so much problems with Bizhawk, as I heard you speaking in the video, just try using lsnes for now. If for some reason you are not able to edit some parts with your run with TAStudio, it's not really viable to use it. This kind of errors shouldn't happen, though. Did you install all the pre-requisites? About the run itself, there are of course a lot of things that could be improved. I'm pretty sure every level is actually done faster by real time speedrunners, so, for now, it's a good idea to watch some speedruns to see how you could have gone faster. In a TAS, there are a lot of level specific tricks one can use to go faster that aren't viable in a real time speedrun. For example, you can item swap the goal tape in YI2, duplicate blocks to get wings in YI3, perform stun glitch to spawn a boss in YI4, etc. These are very complex glitches, so I suggest you to first try to understand the simpler stuff, such as speed manipulation and routing your levels better. Get the smw-tas lua script to start learning how the game mechanics work. Also, I'm sure you 'rushed' a lot the making of this TAS. Keep in mind this is not the way to make an optimal run, you need to be very patient. As SMW is a complex game, it usually takes months to make a very optimal run. Of course you won't spend that much time in your first runs as you still didn't get into how the game works, but don't try to just do it in a couple days. Again, be patient and think of ways to save every frame you can.
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
TheLegacy
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Joined: 5/9/2017
Posts: 4
Fuzzmosis wrote:
Do you do this with the game slowed down or full speed? Asking because, well, I don't know if that's a decent enough advantage to use.
I do it at half speed but most people do it frame by frame
cha boi -Legacy
TheLegacy
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Joined: 5/9/2017
Posts: 4
BrunoVisnadi wrote:
Super Mario World is a game with an enormous amount of known tricks. Even though this page is far from perfect, you should read up the SMW game resources: http://tasvideos.org/GameResources/SNES/SuperMarioWorld.html Also, I suggest watching the currently published warps TAS to compare with your first attempt: http://tasvideos.org/3019M.html If you are having so much problems with Bizhawk, as I heard you speaking in the video, just try using lsnes for now. If for some reason you are not able to edit some parts with your run with TAStudio, it's not really viable to use it. This kind of errors shouldn't happen, though. Did you install all the pre-requisites? About the run itself, there are of course a lot of things that could be improved. I'm pretty sure every level is actually done faster by real time speedrunners, so, for now, it's a good idea to watch some speedruns to see how you could have gone faster. In a TAS, there are a lot of level specific tricks one can use to go faster that aren't viable in a real time speedrun. For example, you can item swap the goal tape in YI2, duplicate blocks to get wings in YI3, perform stun glitch to spawn a boss in YI4, etc. These are very complex glitches, so I suggest you to first try to understand the simpler stuff, such as speed manipulation and routing your levels better. Get the smw-tas lua script to start learning how the game mechanics work. Also, I'm sure you 'rushed' a lot the making of this TAS. Keep in mind this is not the way to make an optimal run, you need to be very patient. As SMW is a complex game, it usually takes months to make a very optimal run. Of course you won't spend that much time in your first runs as you still didn't get into how the game works, but don't try to just do it in a couple days. Again, be patient and think of ways to save every frame you can.
Thank you, I realized that I was using a very old version of BizHawk and I just wanted to test out how Tas'ing works
cha boi -Legacy
Post subject: SMW Strange glitch
TheLegacy
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Joined: 5/9/2017
Posts: 4
I was streaming and I found a strange invisible yoshi god mode glitch on yoshi's island 3 Link's here : Link
cha boi -Legacy