Joined: 4/5/2007
Posts: 72
Nitsuja, i was wondering if you could maybe explain the SM style charging in a little more detail? I might need to use it in my Mario Adventure run.
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Joined: 4/16/2004
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Location: Finland
Just watch his demonstration with input display on.
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Joined: 10/14/2005
Posts: 317
I think karterfreak has done so, as did I, but the input alone doesn't make it clear what's going on there. Throughout the acceleration there are presses of left, right, neither direction, pressing B, and releasing B for different lengths. One slight change in this sequence can significantly slow the acceleration. Watching the P-meter memory location (0x03DD) still does not make it clear what exactly is going on there. If karterfreak knows at least one place this can be utilized Mario Adventure, I think a pretty thorough understanding might be needed to pull it off let alone make it optimal. nitsuja perhaps you can list what additional memory locations should be watched when tuning this? I am quite curious as well.
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Joined: 12/21/2004
Posts: 2687
I made sure the x-velocity (0xBD) was exactly 40 whenever the game checked it to change the P-meter (ram[0x55d] == 2), and slowed down as much as possible while still meeting that condition. Whenever the P-meter (0x3dd) went down instead of up, I knew I'd made a mistake. Note that in the expression (ram[0x55d] == 2), I am not sure where the 2 comes from, but it was the value at 0x55d on the frame before the P-meter value changed. It can be different depending on when you start the level or maybe when you start running. Perhaps 0x55d is some generic counter I stumbled on and there is a better place to look. Holding B makes absolutely no difference to the rate of acceleration or deceleration, except that you can't accelerate or hold speed at above speed 24 without holding B. It doesn't matter whether you press B within the first 27 frames, and there is no point in not holding it after that.
smb3addrs.txt wrote:
bd x|velocity
3dd P-meter
55d next|P|increase
56e P|kill|counter
d8 in|air|flag
| |
90 x|%|256
75 x|/|256
| |
| |
| |
| |
cf y|velocity
760 bob-omb|lag?
f7 input
570 hide|duck|count
588 hiding|remaining
| |
a2 y|%|256
87 y|/|256
| |
| |
| |
| |
Joined: 7/18/2007
Posts: 109
r u still working on this nitsuja??
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Joined: 2/19/2006
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I noticed something weird today, if you have full speed and run into quicksand and fly out, it looks as if you are running on air. Not like it would help in a speedrun, I'm just throwing out something I've never seen before. Edited by AngerFist: I deleted 2 of your posts because they obviously were the same as this post.
Super Mario Bros. console speedrunner - Andrew Gardikis
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Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
Yeah, it's a quite funny glitch. An kinda old too :). I haven't heard anyone on the internet mentioning it before however. Also wonder if Nitsuja or anyone else is working with this awesomeness.
Joined: 3/25/2004
Posts: 459
HHS wrote:
I remember a time when I went down the pipe in 5-3 with the shoes on, and somehow I went down through the right side of the pipe and didn't come out on the screen below, but could move horizontally. When the time was up the game froze. I wonder how that happened.
That happened to me before, too. Kind of a bummer on a "play every level" run.
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Would doing the wall glitch just after Mario passes through the last door in the castle 8 world save any time. I briefly tested it, and it would be neccessary to sacrifice a frame in order to get Mario closer to the wall. Although I got too frustrated because I couldn't get the wall glitch to work.
Chamale
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Do you mean the slide-through walls glitch? Which castle do you mean?
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Location: Quincy, MA
I think he's referring to the wall in the second castle in the minimalist run. The castle right before the last level (The room with the spikes and the conveyor belt.) Could that work AKA? Could you jump down and then walljump up to the corner in a ducking position? I don't think it would save any time considering how slow Mario scrolls through.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 4/29/2005
Posts: 1212
Last I checked, there was a full game run being worked on I think. Is this still the case, or no?
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Joined: 4/20/2005
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I don't know if this was known before, but the "next P increase" RAM address is $0515, and not $055D. Your P level will increase by 1 when this value goes from 0 to some other value, 7 if you're running on ground, and 23 if you're in mid-air. I confirmed that this is the right address using the memory poke function. Perhaps it will help someone out.
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Joined: 4/11/2004
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Location: Quebec,Canada
I don't think to make an other version, because it will be boring to watch. To be fast as possible in the autoscrolling level: 1: You must reach the right side of the screen fast as possible (running with the P meter). 2: Use the same trick as the wall jump (with the P meter full, slowdown then check if you can reach the right side more far) 3: Reach the right side of the screen. 4: Jump at the right side of anything soon as possible. If you are too far away, you will die. I have done a demo of that. http://jf.la-creation-web.com/demos/smb3_fast.zip
Joined: 12/29/2007
Posts: 47
Short cut discovery in the "warpless"speedrun. WORLD5 Fortress-2 http://jp.youtube.com/watch?v=WRcXWVxiHl8 WORLD6 Fortress-3 http://jp.youtube.com/watch?v=1leFs44UOjg Though it is likely already to be known.
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It seems pretty slow, although I don't know what the other route is.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 12/29/2007
Posts: 47
It looks slow, and here is about 4 seconds earlier.→WORLD5 Fortress-2
Joined: 12/10/2007
Posts: 260
Location: Oregon
Ive just completed a smb3 run on world 1. What im wondering is, is if i have to beat all of the worlds to be able to submit a video, or can i submit a video me of beating one of the worlds?
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Joined: 11/18/2006
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Yes to your first question, no to your second. A qualifier to the first: not only do you have to beat all the worlds, but your run needs to be faster than the currently published run. Otherwise it will quickly meet the gruefood section.
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Joined: 12/10/2007
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Location: Oregon
Ok ty.
Mitjitsu
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It should be noted that Nitsuja's WIP of the first level is 3 frames ahead of the current published run, but as has been mentioned on several occassions it's necessary to sacrifice those frames to minimize the hammer bros movement in the overworld. I remember Nitsuja mentioned that if he could get an extra frame he could avoid the delay and save 4 frames in total in 1-1. He said he manages to get ahead but the advantage was always getting cancelled out by lag midway through the level. I managed to get ahead and avoid lag as demonstrated in my demo . Unfortunatley I got stuck on the mushroom glitch, I can't seem to do it as optimally as Nitsuja since he lands earlier of the ground than me. Also to complicate it, I need the right speed and sub pixel position to glitch through the upcoming block.
arflech
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mmbossman wrote:
Yes to your first question, no to your second. A qualifier to the first: not only do you have to beat all the worlds, but your run needs to be faster than the currently published run. Otherwise it will quickly meet the gruefood section.
However, you can still render an AVI of your partial run, submit it to YouTube, and get plenty of views, dartht33bagger.
i imgur com/QiCaaH8 png
Mitjitsu
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Check the date.
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It should be noted that Nitsuja's WIP of the first level is 3 frames ahead of the current published run, but as has been mentioned on several occassions it's necessary to sacrifice those frames to minimize the hammer bros movement in the overworld. I remember Nitsuja mentioned that if he could get an extra frame he could avoid the delay and save 4 frames in total in 1-1. He said he manages to get ahead but the advantage was always getting cancelled out by lag midway through the level. I managed to get ahead and avoid lag as demonstrated in my demo . Unfortunatley I got stuck on the mushroom glitch, I can't seem to do it as optimally as Nitsuja since he lands earlier of the ground than me. Also to complicate it, I need the right speed and sub pixel position to glitch through the upcoming block. Nice job on that. Does going through the blocks save time? I noticed you went through the "?" block earlier on, and you are trying to get inside the same one Nitsuja did. How did you avoid that 1 frame of lag anyways?
Mitjitsu
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I did some more testing in later levels namely 1-2 and 1-3. If we can get carry the advantage to the end of the level and save 4 frames, then only 1 frame needs to be sacrificed in the next level unless an additional frame could be saved. In 1-3 there would be no need to sacrifice 4 frames at the chest, although to gain any additonal advantage 2 frames would need to be somehow gained before hand. So overall 1-1 = 4 frame gain||no frames sacrificed 1-2 = 4 frame gain||1 frame sacrificed (saving a frame during the level would make it 6 frames) 1-3 = 4 frame gain||no frame sacrificed (saving two frames beforehand would make it 6 frames) Total 12 frames
Silent_Slayers wrote:
Nice job on that. Does going through the blocks save time? I noticed you went through the "?" block earlier on, and you are trying to get inside the same one Nitsuja did.
Going through the blocks gives a pixel boost which can be enough to save a frame sometimes two depending on the upcoming situation.