1 2
5 6 7
14 15
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
[URL=http://img29.imageshack.us/my.php?image=worldmap.png][/URL]
Remember you can use your powerup in reserve on the touch screen while on the world map, this avoids the pause when picking it/any powerup up during levels.
This image is the world map screen and the reserve powerup icon is on the top screen so you can't touch it and power up. You can use the reserve powerup only when you are in a stage.
greenalink.blogspot.com
Joined: 7/2/2007
Posts: 3960
Isn't there some way to switch the top and bottom views? So you can tap on the level you want to go to instead of using the directional buttons? Or am I just making things up?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
There isn't a way to use touch input to make Mario/Luigi to go from 1-1 to 1-tower (as an example) which is actually pretty suprising for a Nintendo game not to do that. Only to change worlds. So yeah you're making things up.
greenalink.blogspot.com
Joined: 4/29/2005
Posts: 1212
One thing you should know, though. If you have the Blue Shell equipped, you can't just up and switch to a Fire Flower or a Mini-Mushroom. The Blue Shell pretty much overrides it all.
Joined: 3/25/2008
Posts: 64
GreenaLink wrote:
[URL=http://img29.imageshack.us/my.php?image=worldmap.png][/URL]
Remember you can use your powerup in reserve on the touch screen while on the world map, this avoids the pause when picking it/any powerup up during levels.
This image is the world map screen and the reserve powerup icon is on the top screen so you can't touch it and power up. You can use the reserve powerup only when you are in a stage.
o_O.. where the hell did I get that idea from? I'm gonna go sit in the corner.
.II
Joined: 12/28/2004
Posts: 210
Well if it was mario bros 3 you'd be right.
Joined: 5/12/2009
Posts: 3
adelikat wrote:
Keep in mind the map screen is emulated really slow on desmume. This might be an interesting situation where a trick is slower due to the emulation problem, and therefore one would have to do the "suboptimal" technique and be obsoleted (hopefully) at some point in the future.
What does that mean ? Why would the speed or anything else about the emulation have anything to do with the speed of the game ? Nasty bugs involved ?
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
The emulator just doesn't get the timing of a scene right, it doesn't necessarily involve bugs.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 7/2/2007
Posts: 3960
Well, I'd say that not emulating a game the same way it works on the console is a bug in the emulator. :) Doraki: If you check the published NSMB run, you'll notice that the sections with the world map are something like three times slower than they should be.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 3/25/2008
Posts: 64
Derakon wrote:
Well, I'd say that not emulating a game the same way it works on the console is a bug in the emulator. :)
It is being emulated the same way as on the console though, just slower. Star Fox on the SNES runs faster in an emulator no? What about graphical filters etc? I don't think you could consider these bugs.
.II
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
I've almost completed planning my 100% SDA route of New Super Mario Bros and it seems like the 100% TAS route will have minimal changes like more power-ups from Red ? Box / Hammer Bros! The only TAS problem that is quite a pain in the butt is my low (1GB) ram that I can't Turbo through the boring sections of an TAS. Especially when I send WIPS into the DS games topic, a very few would be able to watch it from Desmume at 100% speed or even turbo it without any desync problems. When I make an 100% SDA run of New Super Mario Bros, it would help you TASers a lot when it comes to ideas and good optimisation on the more complex stages.
greenalink.blogspot.com
TRT
Former player
Joined: 5/13/2009
Posts: 132
It should be noted that Luigi cannot corner-boost. He just can't nip that bottom right corner of the block like Mario can, interestingly. So, as much as I enjoy playing as Luigi, I would have to say that Mario should be used in the speedrun (unless a Luigi run is made separate from a Mario run) Also, I've been wondering if anyone has found/know any addresses that deal with the red flying blocks. I think it could help a lot if you know the value in those addresses as you are playing a level.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
http://www.archive.org/download/2009-10-05-SDA_Speed_Runs/NewSuperMarioBros_100p_22620_part33.mp4 Unless I'm mistaken Luigi had to do a corner boost to get the 2nd star coin of 6-2 early. If I did do an 100% TAS, I would start over (not continuing my test) because UltimateDarius found a better strat on 1-1 and a better place to get a mushroom. Knowing how the Red ? Blocks and Hammer Bros are co-ordinate is seriously vital in both speed runs. It's mainly because of the delays of movement after clearing a course. You can have 0 delays whatsoever but it requires a plumber from one side of the World map while the objects are on the other side. If they were nearby the delay varies on where they go. For example, after unlocking 2-4 secret exit for 2-6. The object can take the secret route and it takes more than a few seconds to control the plumber again. Watch segment 37 to see a good example of delays from the objects after completing the level.
greenalink.blogspot.com
TRT
Former player
Joined: 5/13/2009
Posts: 132
GreenaLink wrote:
http://www.archive.org/download/2009-10-05-SDA_Speed_Runs/NewSuperMarioBros_100p_22620_part33.mp4 Unless I'm mistaken Luigi had to do a corner boost to get the 2nd star coin of 6-2 early.
I don't think that is a corner boost. I believe a corner boost involves hitting the bottom right corner of the block, not the bottom left. When Mario hits (or rather skims) the bottom right, his speed for one frame becomes 64 instead of 48, but from the bottom left, his speed stays at 48.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Ah I see. I'm not regretting for playing as Luigi on the SDA 100% run mainly because the cornerboost isn't really worth it. But thanks for the response and information. What's also weird is that Luigi is naturally taller than Mario but only just and it has made an effect on a TAS run. I will double check that when I play multiplayer (collecting stars game) and compare both Small Mario & Luigi and then Super Mario and Luigi.
greenalink.blogspot.com
TRT
Former player
Joined: 5/13/2009
Posts: 132
About the corner boost, I think it is only worth it in a TAS run. The boost only works if you jump at a specific frame (one frame too early and you hit the block and head downward, but one frame too late, and you miss the block and get no boost). In a non-TAS run, the 1 frame gain is kinda insignificant. By the way, that 100% run is looking pretty good.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Sounds more like that they have the same hit box.
It's hard to look this good. My TAS projects
Joined: 10/19/2009
Posts: 3
Hello, I just joined this forum because I wanted to ask you guys a (complicated) question. I need the physics values of the following Mario’s proprieties for (believe it or not) an academic project: Ground / air acceleration and top speed, gravity acceleration, jump height and how these values are affected by item transformations. Thanks in advance.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
We haven't got everything yet but here are some of the details. Hopefully someone in this topic who can read memory values can work out the rest. Mario running, jumping, triple jumping, etc - 48 speed (going left or right at max speed) Shell mario - running jump, etc - 48 speed (Similar to above but wearing a shell) Shell mario spinning - 44 speed. (When Mario hides inside the shell and moves left or right) Shell mario spinning and jumping - 44 speed (Jump when the shell is spinning). Horizontal Speed tier.
Rank A 1. *Star Mario (Running at max speed, stick his arms out) Rank B 2. Star Mario (Jumps at max speed "screwattack") 2. **Normal Mario (Running at max speed) 2. ***Normal Mario (Jumps at max speed) Rank C 5 Shell Mario (Spinning in his shell) 5 Star Shell Mario (Spinning in his shell with the star power up) 5 Shell Mario (A jump whilst spinning at the same time) *Mario doesn't get extra speed from the star when shell spinning, ** Running in max speed without the star only applies to, Small, Super, Fire and possibly Mini forms, Shell form does not let Mario/Luigi stick their arms out. *** Non-shell power ups are much easier to perform Triples jumps in real time mainly because it doesn't get interrupted to do something else like the Blue Shell does. The only way to get Shell Mario's speed to be in Rank B is to keep on jumping before Mario starts to shell spin.
greenalink.blogspot.com
Joined: 10/19/2009
Posts: 3
What does the value "speed" essentially represents?
TRT
Former player
Joined: 5/13/2009
Posts: 132
Well, in the past 24 hours, I've done a few things. 1. I've disproven my previous claim that Luigi cannot corner-boost (It is done in almost the same way as Mario). I feel kind of dumb now for claiming it was impossible. 2. I've found out that corner-boost can also increase speed to 80 for one frame as well at times. Plus, you do not have to activate the block to corner boost. 3. There are 12 addresses with values that I have a suspicion that may contain information on the contents of the red blocks (all 1 byte). 02094CCD 02094CCE 02094CCF 02094D2D 02094D2E 02094D2F 02094D5D 02094D5E 02094D5F 0209551F 020956E7 02095777 I've done 10 trials. So far, when all 12 are value 0 after level 1-1, the Red Block in level 1-2 had a blue shell. When the first 9 are value -1 and last three are value 2, the Red Block in 1-2 had a fire flower. (Haven't had any other combination yet) I may begin narrowing it down later on (or editing it). Edit: 4. I've been comparing my run with was0x's run and one thing is bothering me. I'm using Luigi again (since corner boosting is possible with Luigi) and even before the run actually starts, Luigi's runs is faster for some odd reason. Check these screenshots. Both are taken at frame 2410. The left one is was0x's Mario run and the right one is my Luigi run. Luigi is exactly 92 frames ahead by the time the first level starts. I think it has to do with the emulator I'm using (its version 0.9.2+) Edit2: I don't know if this is a time-saver or not (or if people know this or not), but when you are in the shell in 1-F destroying blocks, if you let go of the dash for one frame and jump just as you are about to hit a block, you can maintain speed greater than 46 rather than have it decrease to 44. Then you can hold the dash again and increase your speed back to 48 until your jump lands (where you can adjust so that you barely have time to destroy the next block).
Joined: 10/19/2009
Posts: 3
Which is New Super Mario Bros. frame rate?
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Newer versions of Desmume has lag reduction. which is probably the reason that the map screen runs slowly on one, and faster on the other.
Measure once. Cut twice.
TRT
Former player
Joined: 5/13/2009
Posts: 132
andymac wrote:
Newer versions of Desmume has lag reduction. which is probably the reason that the map screen runs slowly on one, and faster on the other.
Hmmm, yes that makes sense. But I think its too late for me to change emulator versions at the moment. Anyways, I am currently up to 5-3, trying to manipulate one of the following: 1) Hammer Bro to move to 5-Ghost and give a mini-mushroom. 2) Red Block to move to 5-Ghost and give a mini-mushroom. This is my current general powerup strategy after 5-Ghost: - Use mini-Mario up to 8-Tower2, where I use the Super Mushroom in the beginning and the Fire Flower in the end to quickly defeat Bowser Jr. Anyone have an alternate plan to this?
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
After picking up a Blue shell on 1-2, get a Fire Flower right afterwards, that should store it in reserve then play the rest as usual in a Warp run. Until you manipulate either a Red ? Block or Hammer Bro on 5-Ghost to get a Mini Mushroom, be Mini until 8-Tower1. You still be mini until you clear pass the 1 block tunnels. This is when you should use your Fireflower at reserve. This should only require 1 powerup pause instead of 2 and you can clear pass the 1 block tunnels quickly on 8-Tower 1 (not to forget that Mini can perform decent wall jumps to save a few seconds). Location reference example from video: http://www.youtube.com/watch?v=-mcO2IyvpFQ At 2:11 to 2:41. You should use the Fire Flower from reserve on the lift like in on 2:41 from the Youtube link.
greenalink.blogspot.com
1 2
5 6 7
14 15