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100th Coin
Приєднався 30 тра 2016
On this channel I'm going to be breaking video games. Probably Mario 3. Mostly Mario 3. I'm breaking Mario 3.
TAS Explained: Super Mario Bros. 3 in 0.2 seconds
Have you ever wondered how the shortest TAS to be published on TASVideos works? tasvideos.org/4567M
In this video I'll be explaining how subframe inputs are used to beat SMB3 in a little over 0.2 seconds.
Join my discord! discord.gg/SbhTn6nX35
Also, if you wish to support me, check out my game Fantastic Fist! store.steampowered.com/app/2119470/Fantastic_Fist/
All the background music in this video is from the Fantastic Fist soundtrack.
Chapters:
0:00 Introduction
0:21 What is a TAS?
1:23 The Wrong Warp
2:39 ACE Explained
4:28 Subframe Inputs 1: How it Started
5:32 Subframe Inputs 2: DPCM Audio Bug
8:04 Subframe Inputs 3: DPCM Audio Bug Workaround
9:17 Subframe Inputs 4: DPCM Audio Bug Workaround Exploit
9:43 The IRQ
11:52 What Bytes Can We Manipulate?
13:33 The Goals
14:06 The SGDQ 2016 TAS
16:00 The Run
18:08 Conclusion
In this video I'll be explaining how subframe inputs are used to beat SMB3 in a little over 0.2 seconds.
Join my discord! discord.gg/SbhTn6nX35
Also, if you wish to support me, check out my game Fantastic Fist! store.steampowered.com/app/2119470/Fantastic_Fist/
All the background music in this video is from the Fantastic Fist soundtrack.
Chapters:
0:00 Introduction
0:21 What is a TAS?
1:23 The Wrong Warp
2:39 ACE Explained
4:28 Subframe Inputs 1: How it Started
5:32 Subframe Inputs 2: DPCM Audio Bug
8:04 Subframe Inputs 3: DPCM Audio Bug Workaround
9:17 Subframe Inputs 4: DPCM Audio Bug Workaround Exploit
9:43 The IRQ
11:52 What Bytes Can We Manipulate?
13:33 The Goals
14:06 The SGDQ 2016 TAS
16:00 The Run
18:08 Conclusion
Переглядів: 440 298
Відео
Super Mario Bros. 3: "7-1 Warp" faster route [Low Optimized TAS]
Переглядів 3,2 тис.4 місяці тому
This is a LOTAD that uses the 7-1 warp to win the game without subframe inputs in 2:51.18 TAS time, 2:52.07 with RTA timing. This route involves manipulating score bubbles to write the payload "JSR $8FE3", and the plants in 7-1 to form a jump (indirect) to $078D in order to execute the bubble positions as code. (6C 1B FE) My game Fantastic Fist is on sale! store.steampowered.com/app/2119470/Fan...
How Bad Apple was played inside Super Mario Bros.
Переглядів 155 тис.6 місяців тому
In this video, I break down the steps I took to create a TAS of Super Mario Bros. wherein I play the Bad Apple music video on screen. Here's the TASVideos submission for more information: tasvideos.org/8991S My game Fantastic Fist can be found here: store.steampowered.com/app/2119470/Fantastic_Fist/ If you want to follow my TAS tomfoolery, join my discord: discord.gg/SbhTn6nX35 All the backgrou...
Bad Apple but it's played inside Super Mario Bros. [TAS]
Переглядів 70 тис.7 місяців тому
For more information, read the write-up on the TASVideos submission: tasvideos.org/8991S This is not a joke, this is a real TAS.
Fantastic Fist Original Soundtrack
Переглядів 7308 місяців тому
This is the soundtrack I created for my game Fantastic Fist If you wish to support me, check out my game! store.steampowered.com/app/2119470/Fantastic_Fist/ 100th-coin.itch.io/fantastic-fist Track list and timestamps: 0:00 - 1. Fantastic Fist 0:58 - 2. Overture 1:40 - 3. Star Cave 4:17 - 4. Level Clear! 5:07 - 5. The Map 7:26 - 6. Punching Things 9:52 - 7. Star Puncher 12:12 - 8. Prelude to a F...
Channel Update: I'm publishing a game called Fantastic Fist!
Переглядів 1,4 тис.10 місяців тому
Wishlist Fantastic Fist on Steam: store.steampowered.com/app/2119470/Fantastic_Fist/ Check out the demo here (or in the Steam link): 100th-coin.itch.io/fantastic-fist-demo My discord server: discord.gg/SbhTn6nX35 This game has been an 8 year long solo-project of mine, so I hope you don't mind me using this youtube channel to showcase it. I don't usually make dev-log style content (and this was ...
Super Mario Bros.: [TAS] Custom cutscenes through ACE
Переглядів 11 тис.10 місяців тому
In this video I showcase what can be done with Arbitrary Code Execution in Super Mario Bros. This TAS is a work in progress, and will likely be much longer. I'll likely make a video breaking down how this works after the TAS is finished, but in the meantime, here's the basics... As a brief note before I explain how this works, I've been making a video game and if you would wishlist it on Steam ...
Super Mario Bros. 3: Spawning the N-Card in unusual locations
Переглядів 3,2 тис.Рік тому
In this video, I demonstrate manipulating the position in which the N-Card will appear. One of the key requirements scarcely mentioned in this video is managing the 80,000 point thresholds. If you spawn a card in world "x", then you will need the pass the next 80,000 point threshold in order for the card to spawn in world "y". This can easily be circumvented by scoring hundreds of thousands of ...
Super Mario Bros. 3: Fight Hammer Bros Twice
Переглядів 1,6 тис.Рік тому
In this video I explain the cause for a little known exploit that lets you fight a Hammer Bro twice. Unfortunately, due to it requiring the player to wait for 3 and a half minutes, it cannot be used to save time in a speedrun. To add a bit more detail, address $7973 is only set by the invisible object that manages pipe stages, and cleared by the normal map function. The only instance in the gam...
Super Mario Bros. 3: How the Rocky Wrench Air-Walking Glitch works
Переглядів 1,4 тис.Рік тому
In a rather short video, I explain how the air-walking glitch works. As a brief summary, the player collision detection stops running after the rocky wrench is off screen (even partially) and the last value determined for player collision remains until the Rocky Wrench unloads. If you were colliding, then you will continue colliding. If you are colliding with a Rocky Wrench, then you can stand ...
Super Mario Bros.: [TAS] "Arbitrary Code Execution" in 1:15.442
Переглядів 48 тис.Рік тому
Use the , and . keys to frame advance for the start of the video, as the commentary moves fairly fast. This is a tool assisted speedrun featuring a cartridge swap. The cartridge swap was performed on a modified version of Bizhawk 2.9, and was console verified by Alyosha. Furthermore, beyond requiring a modified version of the emulator to feature cartridge swapping, the development of this run h...
Super Mario Bros. 3: Lag during screen transitions
Переглядів 3,5 тис.Рік тому
What started as a short video showcasing the flickering frame turned into an absolute nightmare of visuals, cycle-accurate emulation, way too much research, and way too much math. I haven't even covered screen transitions *inside* levels yet! (And I probably won't.) So much math. Considering how long this video is, I'm writing a recap here in the description. The console has a lot of work to do...
Super Mario Bros. 3: Glitch levels and level generation
Переглядів 15 тис.2 роки тому
Super Mario Bros. 3: Glitch levels and level generation
Super Mario Bros. 3: Why the Bob-Omb Glitch rewards 1-Ups
Переглядів 1,7 тис.2 роки тому
Super Mario Bros. 3: Why the Bob-Omb Glitch rewards 1-Ups
Super Mario Bros. 3: Swim In Air Via Oscillating Scroll Manipulation
Переглядів 2,2 тис.2 роки тому
Super Mario Bros. 3: Swim In Air Via Oscillating Scroll Manipulation
Super Mario Bros. 3: [TAS] "Game End Glitch" in 00:00.216
Переглядів 26 тис.2 роки тому
Super Mario Bros. 3: [TAS] "Game End Glitch" in 00:00.216
Super Mario Bros. 3: [TAS] "Game End Glitch" in 00:00.316
Переглядів 32 тис.3 роки тому
Super Mario Bros. 3: [TAS] "Game End Glitch" in 00:00.316
Super Mario Bros. 3: ACE by kicking the goal around
Переглядів 8 тис.3 роки тому
Super Mario Bros. 3: ACE by kicking the goal around
Super Mario Bros. 3: Instant Sprite Bumping
Переглядів 7 тис.3 роки тому
Super Mario Bros. 3: Instant Sprite Bumping
Super Mario Bros. 3: ACE in the 2 Player Versus Mode
Переглядів 3,9 тис.3 роки тому
Super Mario Bros. 3: ACE in the 2 Player Versus Mode
Super Mario Bros. 3: The Blinking Items Glitch
Переглядів 3 тис.3 роки тому
Super Mario Bros. 3: The Blinking Items Glitch
Super Mario Bros. 3: Remote Sprite Bumping
Переглядів 2,7 тис.3 роки тому
Super Mario Bros. 3: Remote Sprite Bumping
Super Mario Bros. 3: Famicom ACE Console Verification Stream
Переглядів 2,3 тис.3 роки тому
Super Mario Bros. 3: Famicom ACE Console Verification Stream
Super Mario Bros. 3: ACE on the Japanese Version
Переглядів 2,6 тис.3 роки тому
Super Mario Bros. 3: ACE on the Japanese Version
Super Mario Bros. 3: Running ACE by jumping in water
Переглядів 2,4 тис.3 роки тому
Super Mario Bros. 3: Running ACE by jumping in water
Super Mario Bros. 3: Entering an unused level with ACE
Переглядів 4,9 тис.3 роки тому
Super Mario Bros. 3: Entering an unused level with ACE
Super Mario Bros. 3: How the game converts the score to base 10
Переглядів 2,1 тис.3 роки тому
Super Mario Bros. 3: How the game converts the score to base 10
Super Mario Bros. 3: Using Glitch Items to Run ACE
Переглядів 3,9 тис.3 роки тому
Super Mario Bros. 3: Using Glitch Items to Run ACE
Super Mario Bros. 3: Parallel Universes and Out of Bounds
Переглядів 8 тис.3 роки тому
Super Mario Bros. 3: Parallel Universes and Out of Bounds
The editing done in your videos is professional, entertaining, and interesting. You have a new subscriber
I’ve seen faster.
im so excited for this game!
from another comment in here, i learnt that 5 microseconds is 9 cpu cycles. from what i know, that is definitely less than the 200 cpu cycles needed to read the controller??? from what im guessing, you thought of an idea to access ram right as soon as the game starts (pc is probably set to 0 before getting initiated to rom) but how the hell would you be able to write to ram????
It actually doesn't read from RAM at all, or read the controllers. It's all ROM. There is a bit of "uninitialized RAM shenanigans" for the 9 cpu cycle run to work, so I also put together a 30 cpu cycle run that works from the moment the console is powered on. for the 30 cycle run, Assume RAM is in the console's resting state, and the contents of the MMC3 chip are nondeterministic (That needs to be initialized before the credits can roll). And then I made a similar run for SMB1. Very excited to get that video out, but I've still got a lot of editing to do.
Slow down! I need a second by second play by play.
"Bros." is spoken as "brothers" and not as "bros". Just like you would say "misses" for "Mrs." or "mister" for "Mr."
one-fifth of a second, explained in 20 minutes.
not my dumbass pretending to understand this 😭😭😭
Your PB for this Explanation is 19:38. Can you do it faster?
I always thought I was pretty smart, but this video makes me feel stupid, strangely while making me feel like I'm slowly getting smarter. Scary, but interesting.
Speed running has lost its way.
the game isn't actually finished until you loop back to the first menu so the fastest way to beat SMB3 is to switch it on and it takes you right to the first menu. It does this by reading code arbitrarily out of the RAM. The way to input the code is by pressing the power button and the code is read into RAM and you just got the WR champ
22:27 "it sounds terrible" i have heard much much worse than this. this one is very much in the "alright" category
How do you know which values to change when doing any kind of ace? Like for example, if I wanted to modify the powerup status, how would I go about it?
The first step I usually take is hopping in the game and using emulator tools to search for what addresses change when I'm modifying the address I'm looking for. For instance, you could search for what bytes change between picking up a mushroom or fireflower. The actual method I use is a bit more advanced, but with Mario 3 specifically, I just look at the assembly code. There's a really well documented disassembly, and I can usually just CTRL + F for whatever variable I'm looking for and find the address pretty quickly.
@@100thCoin Do you have a link for the disassembly?
The 4:3 ratio works wonderfully with iPads, 3:2 laptops and 16:10 laptops. Maybe we should go back to it xd.
I have no words!(okay, maybe a few.) That was a wonderful video that fully hooked me and the assembly and footnotes were great! P.S The art is lovely, great charm:)
So it's possible to "play" TETRIS on SMB3 right?
Yeah, you could definitely use arbitrary code to make a playable tetris.
Overclocking the CPU is the fastest route.
this guy’s a huge nerd. subscribed.
I found this video entertaining, but I am nearly nowhere closer to learning how this works xD, my fault for not knowing, not yours! Well done!
read the address high read the address low, aint no address wide enough baby!! 😂😂😂 6:17
Its crazy how the shorter a run is with a tas the longer the explanation video is.
I'm gonna explain this to a victorian child
What are you a nerd or something?(Awesome shit man)
I am certainly a nerd.
This reminds me of the Stryder7 paper mario glitch videos that were so bomb
without the domestic abuse :(
Imagine the original dev team reacting to this video
The audio not only sounds shockingly good for an NES, it actually has a really nice gritty saturation to it.
is an actual NES/famicon capable of reading things anywhere near this fast? also the background in this video really screws with my eyes.
Sorry about the background! I'm currently working on the next video, and I'm making sure the background is less busy. And yeah, the NES is capable of reading inputs this fast! The real limitation is providing inputs at that speed. Using modified controllers, this TAS has been run on real hardware. Source 1: ua-cam.com/video/qatu_pxodVM/v-deo.html Source 2: ua-cam.com/video/JyHB1BGgD8I/v-deo.html The "Bad Apple TAS" that I made requires inputs around 4 times faster, which has also been done on real hardware: ua-cam.com/video/OJXxmD_Qk2o/v-deo.html
5 us, huh. That sure is fast. I'd kinda expect that at this level, the definition of 'Tool' for a TAS becomes relevant. Like, if you wanna try really hard, you can also flip bytes with externally with a high energy particle or energetic light pulses. The CPU doesn't even need to tick, so physically speaking, you could do it even sub-CPU cycle. Thus, you just need to prepare an appropriate arrangement of particles/light pulses just inbound to the silicon, you can do it even faster. So the final speed barrier is given by how fast electron can move inside the 6502. So, SMB3 in <100 femtoseconds/0.00000001 us soon after?
Using high energy particles to flip bits would require some sort of external "high energy particle source" that likely wouldn't be licensed by Nintendo. With the 5 microsecond run, it could (in theory) be performed using official hardware, which I think makes it a bit more interesting.
@@100thCoin Thank your for the reply! Needless to say, a speedrun needs to be done on unmodified hardware. However, the tools needed to playback the input sequence do not need to be liscensed. One could imagine to play back inputs by means of having small, computer-controlled motors pressing buttons on the offificial controller to play back a sequence of inputs. Slightly more advanced, you get a thrid-party connector and that way send electrial pulses directy to the NES. The game still runs on official hardware. How, the NES is a physical device. While it is designed to accepts button presses as inputs, it is sensitive to physical phenomena. You may have heard how a a cosmic ray, i.e. ionizing radiation in form of a proton has flipped a bit in memory during a stream of SM64 which caused an upward. Silicon-based computer memory is generally sensitive to ionizing radiation. Thus, the unmodified NES too will be sensitive that too. So, we come to my idea: How about we just flip all the bits of memory we need to have cleared the game by means of ionizing radiation instead of waiting ages for the CPU/memory to tick? That way, we can clear as fast as we can produce a way to manipulate memory. If done by optical means or by high energy particles, this can be faster than electricity. The thing is, humanity can manipulate ionizing radiation with great detail. There is a good chance that the computer you are using right now has been made by a very precisely formed pattern of ionizing extreme ultra violet light (Keywords: EUV photolithography, 4 nm process node) . Hence, the truly fastest way to possibly clear SMB3 (or any computer game, really). Directly manipulate memory with EUV light pulses.
@@TheTablet314 If you build a device to do that, I'd love to watch a video explaining how you put it all together! For my own personal goals though, I think I'm satisfied with the method I'm using. Though this talk about external tools makes me wonder about how I could emulate the one hotplate% speedrun. Imagine making an emulator that supports a simulated hotplate under the console, ha!
Now, could you hook something up to the tas controller that will turn game inputs into super mario tiles, allowing any game to use super mario as the real-time screen?
If you had an insanely fast computer capable of converting the screen into mario tiles, then compressing those tiles into packets, then running the frame to see if the $2002 race condition needs prevented, then converting it into button presses and sending it to the replay device all within 1 frame, then yeah- probably.
Is the music 8-bit? Thats fucking crazy
It's actually 7-bit PCM. It's just being played at 25 Kilohertz.
@@100thCoin 7-BIT?
@@Rory69_ Yeah, the "Delta Modulation Channel" of the audio chip can either play 1-bit DPCM samples, or 7-bit PCM samples. www.nesdev.org/wiki/APU_DMC
nice tas...cool video...wish you could just speak normally though
You just made the worst ever video "compression" scheme, cool
Literally 0.216035405760219334801825755368680519040528467286095357251171393 seconds (no more decimals after 93, only zeros) But 60 FPS rounds it up!
This might be the most un-interesting thing Ive ever seen on YT. TAS'ers need to just go away. Talk about being on the farther end of unproductive to society, holy crap dude....
Delving into assembly programming is very fun and interesting. Maybe it was just over your head :)
TASers should stop doing what they love because you aren't interesed in that? You realize that what's interesting or not is a subjective thing?
Instant like for the 4:3 format. A pleasure to watch!
Let’s see Mitch match THIS
8:01 SCP-079 :O
So would this be possible with a physical controller and a very fast moving robot or would trying to push the buttons that fast destroy the controller and whatever springs it has?
With an unmodified controller, you're probably going to damage it by having a robot actually push these buttons at the speed required to make this run work. I don't think it would break the plastic shell or the board inside it, but I wouldn't be surprised if the buttons stop working.
it's fun how speedrunning (with glitches) has become a game within a game "how can I execute code that will make me instantly win the game" lmao
I finished watching this video in 18 seconds. 0:00 - 0:17 “Okay, I kinda get how games work” 0:18 - ♾️ “ the code 8FE3 signifies the Ram code using the DPCM audio exploit at address 0-2 🤯
bruh this video is way longer than 0.2 seconds, I feel robbed
This guy sounds like Napoleon Dynamite’s brother
Hello I am a programmer and I love seeing Assembler Code, so... keep up the good work!
Ah so this is why I’m studying cs
30:46 You could've modified these frames to use the letter sprites and show the actual text from the trailer instead of whatever the frame generation program came up with
Yeah, I probably should have.
So with the color palettes you could make the whole thing only black and white right? And then by setting each color to black or white, each sprite would have 16 different versions, of which you could use 4 different ones per frame. You could have even better image quality.
On the topic of "bad" art: the little animations in this are freaking adorable and funny, actually. So there.
Wahoo Time to go into this pipe and advance into the next part of my Mario story. What the fuck is happening
This is such a fantastic video! Really nice work. Why are the hex addresses prefixes with a dollar sign $ instead of 0x ?
For 6502 Assembly, the $ prefix is used instead of 0x.