Hey, are you available to be contacted anywhere? I'm currently working on a level editor for SMB3 All-Stars and your knowledge of the game would come in very handy when making patches to make it work better.
Hey, sorry for the late reply! I actually don't know much about the all stars version (or SNES assembly programming). I know there's a SMAS Disassembly on github by Maseya, but it's not incredibly well documented.
@@100thCoin I don't think there is a well-documented disassembly; that's what I am working on. The SNES version is a direct port, and the quirks and interesting behaviour that you might be aware of is what I'm after that are gonna hold for both the NES and SNES versions.
@@Selicre If the NES version's disassembly works for you, the one by Southbird is incredibly well documented. I've been using that for researching everything. They have comments pretty much everywhere.
The bob-omb's timer (in this case, T3) is decremented every frame while in State 2, and after the decrement if it's equal to zero, then the explosion is complete. Since we skip State 1 which sets the timer to 0x80, it begins with a value of zero which gets decremented to 255, which is not zero, so it doesn't stop exploding. This makes the explosion last for 255 frames instead of 127.
Nothing new has been discovered in a while, and I have other projects. Sorry for infrequent uploads. It's a combination of not having anything new to make a video about, and not having the time.
"In this example the Bob-Omb thinks it has killed 81 enemies." Poor Bob-Omb, such a guilt on it's soul and all for nothing
or _bloodlust_
Mitch was just asking about this in his vid yesterday, and I thought "this sounds like a job for 100th Coin" XD
Same here
Same
Hey, are you available to be contacted anywhere? I'm currently working on a level editor for SMB3 All-Stars and your knowledge of the game would come in very handy when making patches to make it work better.
Hey, sorry for the late reply! I actually don't know much about the all stars version (or SNES assembly programming). I know there's a SMAS Disassembly on github by Maseya, but it's not incredibly well documented.
@@100thCoin I don't think there is a well-documented disassembly; that's what I am working on. The SNES version is a direct port, and the quirks and interesting behaviour that you might be aware of is what I'm after that are gonna hold for both the NES and SNES versions.
@@Selicre If the NES version's disassembly works for you, the one by Southbird is incredibly well documented. I've been using that for researching everything. They have comments pretty much everywhere.
You are the wizard
Was this fixed in All stars or the GBA port? I've probably never seen this happen because of how rare bob-ombs are in SMB3. Really cool
Didn't know that! Interesting!
why does the explosion last longer than usual, is it just cause the timer isn't reset like the kill count
The bob-omb's timer (in this case, T3) is decremented every frame while in State 2, and after the decrement if it's equal to zero, then the explosion is complete. Since we skip State 1 which sets the timer to 0x80, it begins with a value of zero which gets decremented to 255, which is not zero, so it doesn't stop exploding. This makes the explosion last for 255 frames instead of 127.
What video editor do you use?
I use Adobe Premiere pro 2020
Come back!!!!!!
Nothing new has been discovered in a while, and I have other projects. Sorry for infrequent uploads. It's a combination of not having anything new to make a video about, and not having the time.