Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Ah, now I get it. But it seems you can't reach the shell on this route either. :/ Ok, new idea: http://dehacked.2y.net/microstorage.php/info/1859312709/mario%20bros%204-3%20walk%20idea.fcm Maybe you can just 'zip' through that mushroom platform that blocks your way.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Interesting, you could possibly go through one block like that to get accross. This was my first idea. http://dehacked.2y.net/microstorage.php/info/1981848887/mario%204-3%20strat.fcm I haven't been able to duplicate what I've done, but I was able to bounce off one koopa and then bounce off the next one in mid-air. This is a fialed attempt. I haven't tested this method out a ton, it could have potential.
Super Mario Bros. console speedrunner - Andrew Gardikis
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
http://dehacked.2y.net/microstorage.php/info/956819996/mario%204-3%20strat3.fcm I think the way I did it is the best. But still, I think it won't work. No matter where you gain the extra jump in the air you can't reach the edge.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
*folds* I think this is impossible. Good luck guys, I might try this off and on, but it doesn't look like it's happening.
Super Mario Bros. console speedrunner - Andrew Gardikis
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
I seem to remember a trick where you could eat a mushroom in mid-air, then jump again once the growing animation finished. Is it possible that it could also work the other way around, i.e. hit something halfway over the gap, then jump again? It probably won't work but then hey.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I had an interesting thought today, but I don't think it will work. Well me and a few others were talking about resetting different games and how it could save time and so of course I thought of smb. I remembered long ago while playing smb that if I got to world 8, died 3 times, reset the game, and then held A while I begin the game again, that it would send me to world 8. If there was a way to trick the game into thinking that you had already been to a certain world then reset the game and hold A, the game time might be possible to be cut in half if someone found a way to skip straight to world 8 using the "hold A at the beginning of the game trick". This was just a thought that popped into my head, maybe we can trick the game somehow, but I kind of doubt it, although I thought this was a very interesting idea.
Super Mario Bros. console speedrunner - Andrew Gardikis
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Blublu wrote:
I seem to remember a trick where you could eat a mushroom in mid-air, then jump again once the growing animation finished. Is it possible that it could also work the other way around, i.e. hit something halfway over the gap, then jump again? It probably won't work but then hey.
Or possibly jump from mid-air when you grow big from hitting an enemy due to the anti-bigness state (small fiery Mario).
Active player (315)
Joined: 8/25/2006
Posts: 287
That's actually a good idea Bisqwit. Does it work?
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
As far as I tried, no. Here are savestates for everyone who wants to try: http://www.file-upload.net/download-881076/SMB1.zip.html
Joined: 2/25/2006
Posts: 407
entertainment value would plummet if it was posible and used.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Wouldn't work, when a game makes a save it just directly copies the RAM. If you reset the game while it's saving, then it will just simply not save the data after the point it's reached. But you can't change the data it's saving; if it saves the level number as $13, then all resetting could do is just not save the level number which would either use the previous save's data or blank data (I'm not sure)
Joined: 6/30/2008
Posts: 9
Do you know the bug that Kupa can't vomit fire? http://tieba.baidu.com/f?kz=253535130
Banned User
Joined: 12/23/2004
Posts: 1850
Replying to old topics: As far as I know, SMB1 doesn't initialize some things in RAM (the level number, mainly) when booting up. Since FCEU does, this is impossible, but if you were to load a cartridge, eject it, and then insert SMB1 without turning off the power (soft-reset OK), it would leave garbage in memory and you could abuse that. The same effect could be gained from having a savestate at reset that made that value whatever. (Although agreeing on the warping straight there entertainment loss)
Perma-banned
Twisted_Eye
He/Him
Active player (398)
Joined: 10/17/2005
Posts: 632
Location: Seattle, WA
dlzm wrote:
Do you know the bug that Kupa can't vomit fire? http://tieba.baidu.com/f?kz=253535130
Wrong game, pointless for a TAS... But still pretty interesting! I'd use that next time I play for sure.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Xkeeper wrote:
Replying to old topics: As far as I know, SMB1 doesn't initialize some things in RAM (the level number, mainly) when booting up. Since FCEU does, this is impossible, but if you were to load a cartridge, eject it, and then insert SMB1 without turning off the power (soft-reset OK), it would leave garbage in memory and you could abuse that. The same effect could be gained from having a savestate at reset that made that value whatever. (Although agreeing on the warping straight there entertainment loss)
So, uh... we make FCEU "less" accurate in emulation? But I do agree that this is a good idea, if not a bit entertainment kicking, yes.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
An idea for saving time in the warpless run: http://dehacked.2y.net/microstorage.php/info/1630370469/maybetimersaver.fcm I couldn't seem to get it to work, maybe someone else could have a go at it? I'm trying to use the koopa to do the newest flagpole glitch instead of using a bullet bill.
Super Mario Bros. console speedrunner - Andrew Gardikis
Editor, Emulator Coder, Expert player (2156)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
It seems to work, but I am out of luck this time. Due to the high speed of the shell, it's difficult to get everything you need to perform the glitch right. I just took some tries and failed. EDIT: I haven't timed how many frames are cost by the set-up of such a situation where to perform the glitch. I doubt it would be even slower than not to do it.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Considering how long the current bullet bill method taikes to set up, I'm pretty sure this would take less time to set up and more time could be saved. I cannot seem to get it to work. EDIT: I'm going to keep trying this though. Maybe I'll be able to manage. I mean, I figured this would save time and I think it should work, but I still can't do it. For a 100% run, there are a few levels where you could actually pull this off and possibly save time.
Super Mario Bros. console speedrunner - Andrew Gardikis
Editor, Emulator Coder, Expert player (2156)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
You'll need to bounce off it right before you contact with the flag-pole-block and before you touch the ground. But it seems that the kicked shell moves so fast that you can't bump off it at any frames while meeting the requirements above. The position where the turtle got stomped to stop could be the key....
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Another, but most likely slower idea would be to get a mushroom and then jump in back of the turle and get hit causing the turtle to turn around and walk towards the flagpole. I'm sure this would be easiuer to do, but I bet the amount of time wasted would be very large. EDIT: So to improve the warp run, would doing the flagpole glitch while facing to the left be any faster? What about entering walls facing to the left?
Super Mario Bros. console speedrunner - Andrew Gardikis
Editor, Emulator Coder, Expert player (2156)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
andrewg wrote:
Another, but most likely slower idea would be to get a mushroom and then jump in back of the turle and get hit causing the turtle to turn around and walk towards the flagpole. I'm sure this would be easiuer to do, but I bet the amount of time wasted would be very large.
So I get the question: is it possible to manipulate the turtle to move towards the flagpole when it gets active on the screen? I've seen such a thing happen in a level that I can't recall when I was playing the game.
andrewg wrote:
EDIT: So to improve the warp run, would doing the flagpole glitch while facing to the left be any faster? What about entering walls facing to the left?
I remember testing them during my TASing, but they unfortunately failed to help things.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
klmz wrote:
andrewg wrote:
Another, but most likely slower idea would be to get a mushroom and then jump in back of the turle and get hit causing the turtle to turn around and walk towards the flagpole. I'm sure this would be easiuer to do, but I bet the amount of time wasted would be very large.
So I get the question: is it possible to manipulate the turtle to move towards the flagpole when it gets active on the screen? I've seen such a thing happen in a level that I can't recall when I was playing the game.
andrewg wrote:
EDIT: So to improve the warp run, would doing the flagpole glitch while facing to the left be any faster? What about entering walls facing to the left?
I remember testing them during my TASing, but they unfortunately failed to help things.
I don't think I've ever seen that happen. If it could, I'd like to see if happen at the end of 8-2. I'm not really sure how you could make that happen, possibly the speed and time you enter the given area? If Mario is big, his space horizonatally takes up more room correct? Could big mario reach a flagpole 1-2 frames faster because of his size? Could fireworks be avoided in 8-3 when doing the flagpole glitch if he were big? I bet the spawn point puts big mario back to the same place as small mario, but maybe not? I would test these all myself, but I can't seem to get the flagpole glitch to even work (besides in 8-2.) EDIT: http://dehacked.2y.net/microstorage.php/info/363851670/koopaflagpoletest.fcm I couldn't get the right flagpole glitch to work, but I'm sure I could have with better positioning. I think there are about 5 levels where this could be done, and could be faster for a warpless run.
Super Mario Bros. console speedrunner - Andrew Gardikis
Editor, Emulator Coder, Expert player (2156)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I don't know how to make a turle move to "the wrong direction" when it is activated. Maybe the game sometimes think it has been colliding with something when it is activated. Or, maybe the turtle does collide with something that has gone off the screen. o_O It's weird that although big Mario seems to have wider hitbox, the collision detection works the same as it is as wide as small Mario's. The spawn point is constant. I don't have much free time to do things about TAS's this month. I wish you good luck.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
klmz wrote:
I don't know how to make a turle move to "the wrong direction" when it is activated. Maybe the game sometimes think it has been colliding with something when it is activated. Or, maybe turtle does collide with something has gone off the screen. o_O It's weird that although big Mario seems to have wider hitbox, the collision detection works the same as it is as wide as small Mario's. The spawn point is constant. I don't have much free time this month. I wish you good luck.
I made the koopa move the wrong direction by getting hit (if you didn't realize.) If you watched the video. I'm not sure if it's possible without getting hit like that. I hope I can find something.
Super Mario Bros. console speedrunner - Andrew Gardikis
Editor, Emulator Coder, Expert player (2156)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
You quoted my post before it got corrected... Well, you made it, but, "when it had been already activated for you to get hit by it", correct?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do