Posts for nathanisbored1

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Joined: 6/18/2014
Posts: 12
Can someone look into all the memory glitches with SA-1 patch pls k thanks
Experienced Forum User
Joined: 6/18/2014
Posts: 12
NEW CREDITS WARP WITHOUT ACE FOUND BY AMARATICANDO No ACE used! Yes, it is as simple as it looks. For once there's not a lot of technical behind-the-scenes code-writing here; just writing directly to the gamemode! In fact, this glitch is an extension of what we used to call the Null Sprite glitch, so if you're familiar with that, it's the same thing except we can now get more slot numbers than just 0xFF in Yoshi's mouth. Specifically the one used to get to the gamemode is slot 0x1C. This glitch is just one step away from the normal Suicide Swap (where you drop a Yoshi in a pit as a new sprite spawns, and it teleports to Mario). bahamete found this glitch ages ago, and it's actually used in the current 96 exit TAS. Now what's new is, if Yoshi's mouth is full when you drop him in the pit, there is actually one frame where you can spit it out as the platform spawns, effectively making you spit out the item from the platform's mouth instead. There is a miscellaneous sprite table at $160E (different sprites use it for different things), which Yoshi uses to determine the slot number of the item in his mouth. When his mouth is empty, it's set to 0xFF, but there are various ways to get this value while his mouth is still full (Null Sprite glitch). Now we can get more values than just 0xFF, based on what the platform uses $160E for. According to this chart, the platform uses $160E for "Tile number of the rope the sprite is currently touching, minus #$76." So this gives us a range of values that the game will interpret as the slot number in Yoshi's mouth. If you spit something out on this magic frame, the game will try to update 11 different addresses at 11 different property tables for the thing coming out of his mouth. It uses the slot number to index these tables, but the tables are only 12 bytes long, so if our slot number is higher than that, it will start writing to other memory. Specifically in the gif, the value at $160E (and thus the slot number), is 0x1C so it uses that value to index the 11 tables. One of these tables is $E4, which is supposed to be the X position (low byte) of the item coming from Yoshi's mouth. But it writes this value to 0xE4 + 0x1C which is $100, which is the gamemode! It normally writes the value based on Yoshi's position, but since in this case Yoshi is the platform, it writes based on the platform's new position after teleporting. In the gif, this position is 0x20 so the gamemode is set to 0x20, which is the "Fade to enemies" gamemode. (Full list of gamemode values can be found here). By altering the position, we can get more values for the gamemode as well, but this is just an example. Is this useful? Well, it's rather slow (compared to ACE), since you have to go to Cheese Bridge Area to get line-guided sprites to swap with. You also need to bring something into the level to make Yoshi's mouth full, which requires either PI, or eat-chuck. If nothing else, this is a new way to do stun glitch, if you swap with a sprite who sets $160E to a value between 0-11. You can even make "Yoshi" spit out a Yoshi, which was previously only possible with PI to get a reserve Yoshi. You can also possibly get more values than just 0x1C when swapping with the platform, to get some new possibilities for addresses to write to. These have not been exhaustively looked into or tested, but it looks like vanilla SMW will be pretty limiting in this regard. The bytes that get written with slot 0x1C are:
Address----Purpose-----------------------------What's supposed to update--------Possible values
0x00C6-----misc table $C2 for slot 4-----------sprite Y speed-------------------0x00 
0x00D2-----player Xpos high byte---------------sprite X speed-------------------0x10 or 0x30
0x00DE-----sprite Ypos for slot 5--------------misc sprite table----------------0x00 
0x00F4-----empty-------------------------------Ypos low byte--------------------near platform's Ypos low byte
0x0100-----gamemode----------------------------Xpos low byte--------------------near platform's Xpos low byte
0x14E4-----sprite Xpos high byte for slot 4----sprite state---------------------0x00 or 0x09 or 0x0A
0x14F0-----sprite Y subspeed for slot 4--------Ypos high byte-------------------near platform's Ypos high byte
0x14FC-----sprite X subspeed for slot 4--------Xpos high byte-------------------near platform's Xpos high byte
0x1598-----misc table $1594 for slot 4---------horizontal direction-------------0x00 or 0x01
0x15EC-----sprite OAM index for slot 2---------licked flag----------------------0x00 
0x1642-----misc table $163E for slot 4---------kill counter---------------------0x00
Experienced Forum User
Joined: 6/18/2014
Posts: 12
Spikestuff wrote:
The hack itself isn't as well known, which also goes by the date when this was made public. This year on the 11th of November.
Actually this came out last year on November 16. it was recently resubmitted to smwc because of a new version, so the current submission it shows a more recent date, but the version that was TASed was public on smwc much longer (and had many more downloads). Voting YES because the hack has only been gaining more and more attention for speedrunning recently, it's super well optimized, and it's had a lot of collaborative routing discussion and sequence breaks found over the last half a year or so. And of course, the TAS is very entertaining!
Experienced Forum User
Joined: 6/18/2014
Posts: 12
I laughed out loud at the pokey dupe. Didn't expect to see it like that. Everything just feels so... fast. All the corner clips, score management... My favorite thing has to be the new tricks, like catching yoshi in a wall in pipe star world, but I'm super happy to see all the stuns. They are setup so fast too. The yellow shell bouncing in Water star world. Anyway, awesome job, vote yes, etc etc
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Joined: 6/18/2014
Posts: 12
Amateseru wrote:
http://www.twitch.tv/linkxie/c/4252298 I just found this on linkxie's channel, that could also be really interesting
This is pretty old I think. You pick up a cucco at the same time it starts to run away, and the "run away" timer continues to count down while in Link's hands. You can actually see the cucco's animation look weird while it's in his hands.
Experienced Forum User
Joined: 6/18/2014
Posts: 12
Synx wrote:
Is it possible to skip shield too now? Or is it needed to block bombchu damage or something?
ISG, HESS, gohma clip, megaflip, hovers, etc
Experienced Forum User
Joined: 6/18/2014
Posts: 12
Synx wrote:
What's with all the bizhawk-hype. All the TAS'es of zelda on n64 have been done on mupen so far. It would probably be a pain to switch to bizhawk.
BizHawk uses the mupen core, but I'm guessing it will still be done on mupen anyway just for comfort. Bizhawk is just an attempt to collect all the best TASing tools and plugins and such.
Experienced Forum User
Joined: 6/18/2014
Posts: 12
When I use a lua script (for Super Mario World) in the lua console, and then close the emulator while the session in the console is still open, then the next time I open the emulator, the lua console window won't open at all anymore. It shows up in the taskbar as though it's open, but it doesn't load or pop up, and I can't use it. I tried deleting the session file I had saved, but the console was still broken. Sorry if this has been reported, or if it's a problem on my end or something.
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Joined: 6/18/2014
Posts: 12
Thanks bahamete! Cool list :D So why does golden yoshi not carry into the overworld? I guess the palette that he uses has the same value as having no Yoshi does, or something
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Joined: 6/18/2014
Posts: 12
The TAS doesn't actually throw the last mecha-koopa. They end timing before the last mecha-koopa is even thrown by Bowser. Technically this strat loses real time compared to RTA because Mario takes damage and the damage animation costs a bunch of frames, but for TAS timing it doesn't matter because the movie has already ended by this point. This alone should be reason to not compare TAS to RTA. idk why people care whether RTA wins or not. RTAs are a skill showcase, TASes are for entertaining an audience. They have different rules, different goals, and even different communities.
Experienced Forum User
Joined: 6/18/2014
Posts: 12
Patashu wrote:
Well, there's no category where you do the save corruption in pokemon yellow then don't immediately warp to credits. And there's no category in SotN where you do save corruption then don't immediately warp to credits.
It's perfectly fine for TASes of a game to have different branches/categories than the RTAs for that game. After all, they are trying to achieve two different goals. I think everybody's used to every TAS branch having a parallel in a real time run, but that just isn't true, and there was never much overlap between the RTA community and the TAS community for SMW. Cloud glitch is somewhere in between ACE and warps. It doesn't belong anywhere on TASVideos given how the site is structured. If the RTA community counts it as any% then fine. But there is no "any%" TAS on this site, because there are better labels that exist. If somebody wants to make an optimized TAS using cloud glitch, just to compare it to RTAs or whatever, they're welcome to. But I don't think it will end up here. Feel free to prove me wrong.
Experienced Forum User
Joined: 6/18/2014
Posts: 12
This thread hurts my head so I'm just gonna define some things by how i understand them and if something is wrong then one of the smart guys can correct me. -item swap: glitch used to eat a chuck (among other things) -eat-chuck glitch: eating a chuck to get stuff in the item box (among other things) -orb glitch: eating a clapping chuck as fire mario to get an orb in the item box -cloud glitch: naive name conceived by the RTA community that describes eating a charging chuck as small mario to get a cloud in the item box without crashing the game (personally i think the name 'cloud glitch' would be better suited for the glitch where you manipulate bowser's animations using the cloud, if anything) -ACE: manipulating code to make the game do what you want -total control: limitless ACE (there might not really be a difference) -open bus: i have NO IDEA. I think it lets you do ACE via eat-chuck?? oh god you nerds are too smart for me side effects of orb glitch include: -yoshi's graphics sometimes get fucked up for a split second -yoshi sometimes turns around -sometimes a nearby block gets copied onto layer 2 -idk side effects of cloud glitch include -activating open bus (i guess?). can either crash, not crash, or do pretty much whatever you want depending on how it's manipulated btw, first post! HEY GUYS!