@@baltakatei When you collect a powerup, defeat an enemy, or hit a coin block, an indication how how many points you just collected comes on screen. For instance, about 16 seconds into the video I jump on 3 koopas in a row. This creates a score bubble displaying "100", a bubble displaying "200" and then a third bubble displaying "400". Perhaps there's a better name for these? The Disassembly just refers to them as "Scores". I like to think of them as "bubbles" since they float a bit, and disappear very suddenly, like a bubble popping.
I was working on a different video when I had the idea to try this. I put this entire video together (from starting the TAS to uploading the video) in about 2 hours, so forgive the sloppy visuals. The video explaining the quarter-second long TAS is still in the works, but it's going to be a while. Edit: The 20 in address $7AF can be set up with the first koopa shell and the 3 goombas to the right of it in 1-1. The E3 in address $7B0 can be set up with the koopa shell in 1-3, and the 2 goombas before the white block. I'm probably not going to make an optimized TAS of this route, but I'll happily document faster ways to set up these bytes.
When you said this was a lotad, I was thinking, oh a couple frames here or there. Nope. Its about the kind of TASing I'd be capable of after sinking way too much time into it xD I know enough about what it tales to do rng manipualtion to know I don't want to do it.
More awesome work from the no.1 smb3 code genius! I knew one day this video would come out. Fantastic! Also congrats on the NES smb1 Bad Apple Tas being published. Looking forward to more incredible things from you!
Finally. You somewhat revealed your self. Listen dude, we NEED you to keep making these assembly/hack videos of all 8 bit and 16 bit natured games. Do NOT stop. Please. My blood is on your hands if you quit making videos.
I don't really appreciate the "blood on my hands" comment, but I can safely say I'm not planning to stop making videos any time soon. I'm almost done with the research/script-writing of my next video. Not sure how long recording and editing process will be, but I assure you this is on-par with my Bad Apple in SMB explanation video.
This is so cool!!! I didn't know you could persist values in ram through levels like that lol One question, in this game why are there always flashing pixels on the top left of the UI?
Yeah- it's still gonna be a while. I've spent the past several months researching niche NES behavior, developing my most accurate emulator yet, and writing the script for that video, only to realize that the knowledge from the yet-to-be-made preceding video (mario 3 in 0.216 seconds, explained) is required. Currently putting together 2 videos simultaneously, while still making finishing touches to the emulator I'm developing for the microsecond TAS. Apologies for the wait.
did you record an interpolated video...? the video appears to be shaking in the Y axis and blurred a little on the Y axis. even the hex memory view, which is very wierd
I was practicing 7-7 pipe clip as small mario and instead i got a red pipe glitch. The moment mario touched the pipe he disappeared. For 2-3 frames it started outlining red above the pipe then shot me to the targeted pipe destination maintaining p speed. I believe it took at least 1 second off traditional pipe entry. I'm new to speedrun and it was practice so I wasn't recording. Is this possible every pipe? If so it could reduce at least the TAS time significantly. Regardless I love the code and would love an explanation.
Oh man, sub 3 inc
using the score bubbles for this is insanely cool
What is a score bubble?
@@baltakatei When you collect a powerup, defeat an enemy, or hit a coin block, an indication how how many points you just collected comes on screen. For instance, about 16 seconds into the video I jump on 3 koopas in a row. This creates a score bubble displaying "100", a bubble displaying "200" and then a third bubble displaying "400".
Perhaps there's a better name for these? The Disassembly just refers to them as "Scores". I like to think of them as "bubbles" since they float a bit, and disappear very suddenly, like a bubble popping.
I was working on a different video when I had the idea to try this. I put this entire video together (from starting the TAS to uploading the video) in about 2 hours, so forgive the sloppy visuals. The video explaining the quarter-second long TAS is still in the works, but it's going to be a while.
Edit: The 20 in address $7AF can be set up with the first koopa shell and the 3 goombas to the right of it in 1-1.
The E3 in address $7B0 can be set up with the koopa shell in 1-3, and the 2 goombas before the white block.
I'm probably not going to make an optimized TAS of this route, but I'll happily document faster ways to set up these bytes.
we have entered the Zone
When you said this was a lotad, I was thinking, oh a couple frames here or there.
Nope. Its about the kind of TASing I'd be capable of after sinking way too much time into it xD
I know enough about what it tales to do rng manipualtion to know I don't want to do it.
Now I'm chuckling at the "Heres my patreon. OK GOODBY-"
More awesome work from the no.1 smb3 code genius! I knew one day this video would come out. Fantastic! Also congrats on the NES smb1 Bad Apple Tas being published. Looking forward to more incredible things from you!
Incredible work, exactly what the category needed.
This is the kinda thing we needed to go towards a future summoning salt video
Finally. You somewhat revealed your self. Listen dude, we NEED you to keep making these assembly/hack videos of all 8 bit and 16 bit natured games. Do NOT stop. Please. My blood is on your hands if you quit making videos.
I don't really appreciate the "blood on my hands" comment, but I can safely say I'm not planning to stop making videos any time soon.
I'm almost done with the research/script-writing of my next video. Not sure how long recording and editing process will be, but I assure you this is on-par with my Bad Apple in SMB explanation video.
@@100thCoin I am glad you're trapped! Thanks. Have a blessed day.
@@100thCoinIm getting that urge. Its been a while. Keep me alive.
@@CovenantAgentLazarus My next video will be out some time next week!
Wow this is really cool
Great stuff :D
But now it can't be called shellcode.
Scorecode
amazing
This is so cool!!! I didn't know you could persist values in ram through levels like that lol
One question, in this game why are there always flashing pixels on the top left of the UI?
well… this is interesting.
WE'RE STILL WAITING ON MARIO 3 IN 0.0000005 SECONDS
Yeah- it's still gonna be a while. I've spent the past several months researching niche NES behavior, developing my most accurate emulator yet, and writing the script for that video, only to realize that the knowledge from the yet-to-be-made preceding video (mario 3 in 0.216 seconds, explained) is required.
Currently putting together 2 videos simultaneously, while still making finishing touches to the emulator I'm developing for the microsecond TAS. Apologies for the wait.
wow
did you record an interpolated video...? the video appears to be shaking in the Y axis and blurred a little on the Y axis. even the hex memory view, which is very wierd
Huh- I have no idea why it's doing that, but you're right. Weird.
I was practicing 7-7 pipe clip as small mario and instead i got a red pipe glitch. The moment mario touched the pipe he disappeared. For 2-3 frames it started outlining red above the pipe then shot me to the targeted pipe destination maintaining p speed. I believe it took at least 1 second off traditional pipe entry. I'm new to speedrun and it was practice so I wasn't recording. Is this possible every pipe? If so it could reduce at least the TAS time significantly. Regardless I love the code and would love an explanation.