Hey, thanks! I'm glad you liked the video! I really like that visual too, I think it was the best possible way of explaining what the numbers from my LUA script are supposed to represent.
Honestly, I didn't even know it didn't work in the japanese version... I want to see who will be the first person to do it RTA in the japanese version is...
@liorhaddad: the User who made this video up above is also the first person to do it RTA proof. This link will be 100th coins console verification and he even voice it. ua-cam.com/video/9uZnuX-jnl0/v-deo.html The other link is I'm the second person to do it RTA on the Nintendo switch. ua-cam.com/video/mMnO3pRG-BE/v-deo.html
@100th Coin: I did have the jump code correctly while testing in the Japanese version myself a long time ago, so how did I found it, first I take a look at the Debug list on the NTSC version inside 8FE3, it shows a specific pathern of instruction, then on the Japanese version on the Debug list I look for a matching pathern of instruction and then I found the matching pathern of instruction in 8FF4.
@100th Coin: This happen when I try on FCeux, If I save state when the pipe exit his created the pipe exit work, but if I re-load the save state, the pipe exit does not work anymore even if it keep showing 93, then the other issue was the instruction to be put on F4, it keep placing it on F3, the single time the pipe exit 93 worked, as soon as mario got out the pipe instant slide can't jump, that was the other issue, so hopefully does same issue does not happen on the Nintendo switch when I give it a try.
I had the same issue a few times where the pipe exit will slide Mario to the right and I immediately fall. When creating the RTA route, I used $9D for the pipe exit, which solved this issue.
@@100thCoin I try it on the nintendo switch today, and I can't get it to work but, I keep getting the 9D exit tile consistantly, I'm really sure the issue his the one that land on 8F because the subpixel can make it land on 8E, or 90, because if the issue was F4 being in F3 it would have just run a corrupted version of the peach Room, that his what happen on NTSC version if you put it on E2, instead of E3.
@@100thCoin This his a video of mine that I made on 2017, on the japanese version so this proof that I already know since then on how to created a pipe exit tile. It his Just you who found the proper way to put the correct exit tile at the proper place to reach where the proper block his. ua-cam.com/video/crZEKL36tp8/v-deo.html
@@100thCoin what his the reason why it does not work on the Pal version. The Pal version have the pipe exit tile by default like the US version but in the same glitch pipe as the united state version the note block that does the crash his sometimes not their but when it his their it does not crash, and neither jump somewhere?
@@SuperNickid I haven't looked into the PAL version, though my first assumption would be (based on your comment) that the code being read as block data when out of bounds is slightly different on PAL. It's also possible that the data after the table for vertical level tile data was changed on PAL, so the blocks after the pipe glitch are from completely different places on the system bus. If instead of the noteblock being between $8000 and $9FFF, if it's from RAM or >= $A000, then it won't cause any game crashes when you hit the noteblock. Again, I haven't actually looked into what happens on PAL, so don't take these words as fact.
Out of Bounds in the all stars version is actually entirely different. There's an extra few lines of code in the SMAS tile detection code that checks if Mario is out of bounds, and if so, the table it grabs isn't from level data, it's from some super odd table. I have no idea why the function exists, or what it's trying to do, but OOB in SMAS is impossible to modify. Not that getting OOB there would help anyway. Writing to an area designated for ROM does nothing on the SNES, while on the NES it depends on the mapper the cartridge uses.
Cool video! I especially liked the visualization of the tiles in the hex editor. I wish I had thought of that one!
Hey, thanks! I'm glad you liked the video! I really like that visual too, I think it was the best possible way of explaining what the numbers from my LUA script are supposed to represent.
You're like the Pannekoek of Mario 3. Love it.
I had no idea the ACE wrong warp looked like that on the japenese version.
Honestly, I didn't even know it didn't work in the japanese version...
I want to see who will be the first person to do it RTA in the japanese version is...
@liorhaddad: the User who made this video up above is also the first person to do it RTA proof. This link will be 100th coins console verification and he even voice it. ua-cam.com/video/9uZnuX-jnl0/v-deo.html The other link is I'm the second person to do it RTA on the Nintendo switch. ua-cam.com/video/mMnO3pRG-BE/v-deo.html
@100th Coin: I did have the jump code correctly while testing in the Japanese version myself a long time ago, so how did I found it, first I take a look at the Debug list on the NTSC version inside 8FE3, it shows a specific pathern of instruction, then on the Japanese version on the Debug list I look for a matching pathern of instruction and then I found the matching pathern of instruction in 8FF4.
@100th Coin: This happen when I try on FCeux, If I save state when the pipe exit his created the pipe exit work, but if I re-load the save state, the pipe exit does not work anymore even if it keep showing 93, then the other issue was the instruction to be put on F4, it keep placing it on F3, the single time the pipe exit 93 worked, as soon as mario got out the pipe instant slide can't jump, that was the other issue, so hopefully does same issue does not happen on the Nintendo switch when I give it a try.
I had the same issue a few times where the pipe exit will slide Mario to the right and I immediately fall. When creating the RTA route, I used $9D for the pipe exit, which solved this issue.
@@100thCoin I try it on the nintendo switch today, and I can't get it to work but, I keep getting the 9D exit tile consistantly, I'm really sure the issue his the one that land on 8F because the subpixel can make it land on 8E, or 90, because if the issue was F4 being in F3 it would have just run a corrupted version of the peach Room, that his what happen on NTSC version if you put it on E2, instead of E3.
@@100thCoin This his a video of mine that I made on 2017, on the japanese version so this proof that I already know since then on how to created a pipe exit tile. It his Just you who found the proper way to put the correct exit tile at the proper place to reach where the proper block his. ua-cam.com/video/crZEKL36tp8/v-deo.html
@@100thCoin what his the reason why it does not work on the Pal version. The Pal version have the pipe exit tile by default like the US version but in the same glitch pipe as the united state version the note block that does the crash his sometimes not their but when it his their it does not crash, and neither jump somewhere?
@@SuperNickid I haven't looked into the PAL version, though my first assumption would be (based on your comment) that the code being read as block data when out of bounds is slightly different on PAL. It's also possible that the data after the table for vertical level tile data was changed on PAL, so the blocks after the pipe glitch are from completely different places on the system bus. If instead of the noteblock being between $8000 and $9FFF, if it's from RAM or >= $A000, then it won't cause any game crashes when you hit the noteblock. Again, I haven't actually looked into what happens on PAL, so don't take these words as fact.
is this why there is no pipe exit tile in super Mario all-stars when going out of bounds
Out of Bounds in the all stars version is actually entirely different. There's an extra few lines of code in the SMAS tile detection code that checks if Mario is out of bounds, and if so, the table it grabs isn't from level data, it's from some super odd table. I have no idea why the function exists, or what it's trying to do, but OOB in SMAS is impossible to modify. Not that getting OOB there would help anyway. Writing to an area designated for ROM does nothing on the SNES, while on the NES it depends on the mapper the cartridge uses.
@@100thCoin oh, ok. How strange