Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Ah, I have dropped that thing just as I feared... That's yes, for your first question. Throw blocks and sprite generators such as lakitu are concerned only with the first division. If the first division (e.g., #00-#07 in sw3) is filled, lakitu will throw no more spinies and you can pick up no throw blocks as you said. 12 is the possibly largest number in the case that sprites which can exist in the second division are included. It means, if there are no such sprites in the second division, there can be only 8 sprites in sw3. Umm, that's too confusing and difficult to explain well. :(
I don't have a large english vocabulary so if anyone has better terms instead of those "divisions" or any better descriptions in the whole post, please let me know. That would be great, thanks.
Retired because of that deletion event.
Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
I had never understood its mechanism and I just thought it was for a similar reason to the springboard jumping abuse with yoshi. Anyway, I made a further research on this glitch with hogehoge61, and its mechanism is a little clarified now, maybe. I'm wondering whether I can clearly explain this, though :p
A: 0x7E160E-0x7E161A -- sprite of which id yoshi is eating
B: 0x7E151C-0x7E1528 -- length of yoshi's tongue
C: 0x7E1558-0x7E1564 -- timer of yoshi's tongue
These exact addresses are 0x7E160E + (yoshi's id #) in the case of A (the others are similar). The value of C is set to 7 when B hits 33 (its maximum value) or set to 9 when yoshi's tongue catches a sprite (in other words, when A hits other values than 255), and decrements every frame until hitting 0, and then eat the sprite in the latter case.
When yoshi's tongue is catching a sprite, the sprite ignores any interference. Even in that state, mario can hold the sprite (if it is holdable) but it gets attracted to yoshi's tongue as soon as he release it like this.
Now, what will happen if the information that the tongue is catching a certain sprite is glitched? Consider the case of "eat air" glitch for example. When yoshi's tongue is catching air and the original sprite's id # is #XX, the game still regards the tongue as catching a sprite of id #XX unless he swallows it. Then, if a new sprite of id #XX is about to appear, the game would mistake the new one for the air. Because the air was on the tongue, the game would regard the new sprite as being on the tongue as well, so it would get attracted to the tongue.
The utility script is now updated and can show some yoshi info above. Set showYoshiInfo = true if you need. The displayed yoshi info is (A, X, B, C). A, B and C are the same as above, and X is the type of the sprite yoshi is eating.
Those are all I found in this research. I hope they help your understanding.
Retired because of that deletion event.
Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
It's probably worth noting that TheFinalBoss726 is not the original discoverer of the item-through-door glitch. A friend of both mine and TFB726's, Nathanisbored, did. For some reason that I cannot understand, Nathan allowed TFB726 to take credit for it. I suppose because Nathan is to nice and TFB726 is too... greedy, for lack of a better term.
While the glitch is very, very innovative, it is not an efficient method of doing things. In a general sense, at least. However, in certain SMW hacks, it may break the whole level, forcing the creator to cry and proceed to kill himself.
I don't know why he's keeping so secret; it's not like anybody here will care to play his game anyway. I'd like to talk to Mister about a few glitches that I have found lately that I think he might be interested in.
Nathanisbored's youtube channel: http://www.youtube.com/nathanisbored
Current projects: Yoshi's Island Disassembly
Yoshi's Island any% TAS with Carl Sagan
um no... its not that im greedy, its that we worked on it together. so really the credit belongs to both of us...
EDIT: oh, and mister, i kinda understand, but i dont usually go that deep into coding to find reasoning for stuff so i dont think that would help me all that much. thanks anyways.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
when did i ever post that i found the glitch?
EDIT: and also, im not sure we found it first. i recently sent the level that abuses the glitch to sadistic designer and he solved it right away, and said he had knowledge of this glitch for a while, for he has done a lot of experimenting with the layer switch glitch. he may have even found it before us.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
He's right, I came to post the same thing to you.
The fact that he makes the glitch aware to a TASer that submits runs to this site is far better than what Nathan, Raffy, Laffy-Daffy really what matters, regardless of who found it first.
Perhaps there's a good reason for why nobody else has done it. An any% warpless would be very similar to the 100%, but about half as long, no? Seems pointless to me.
If you just want a TAS on TASvideos, I suggest you improve the current "small-only" run. Because, while it is a masterpiece of its time, new tricks makes it is vastly improvable.
well not really, i just want to make a tas of smw that is unique, that hasnt been done before, but not super complicated, just a simple run. and this is, and bullethead and i were gonna see if we could submit it for it is not up, and it would be a nice little challenge for us.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Try a playaround. There's this SMB3 example here, which doesn't place time as high priority.
"Fastest possible" is already done or being done on practically every stage already, so an any% warpless probably wouldn't show anything that the other categories already have shown, other than a curiosity detail or two. Speed is covered a bit too well already, in my opinion.
As I understand TASVideos, they want to create entertaining runs. There have been rejections, even when it is a "technically perfect" run of a game that hasn't been done yet. The run just isn't appealing to the viewers. And there are runs that don't have any particular goal other than fooling around and reaching some sort of ending so it doesn't feel abruptly stopped.
If you don't use time as the main factor of your run, I'm sure you'll find plenty to do that other runs haven't done. Let Mario die in the most unexpected ways possible. Devise unforeseen challenges that becomes apparent to the audience as you're doing them. Find ways to make the audience think there's just no way you'll survive that, then survive it of course!
Although, I'm not sure how simple a playaround is. It would take creativity to keep it entertaining throughout without placing time at high priority.
This is simply a suggestion from me.
hmmm, that would be fun, completely destroying the game with glitches... i think we could pull something together. also, i wanted to know, is it possible to duplicated a block like this:
you are on a normal slope (the lowest one right?) and the block is one tile above you, and you need to throw the item up because the yoshi coin is next to it. is it possible? i have been trying for ever!!! oh, and i am bige but can be small if i need to be.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
If you're to make a playaround of SMW, try to make it faster (or glitcher) than theseplayarounds made by Genisto like 3 years ago, which were rejected for not showing anything new.