@@nekogirlsr Oh trust me, I've seen that video! I recreated that run a while back in an attempt to shave off a few CPU cycles (with no luck.) It's been a while though, and I've learned more about 6502. I might consider giving it another try. I've strayed away from the DPCM audio bug workaround in my videos, as the goal is to find a new RTA viable ACE, which that bug in particular will never be viable for a human to pull off.
woah this is so cool. Thanks for the great video. The sound effects at 9:15 are 9:35 can also be heard if you softlock in world -1 Famicom Mario Bros. I haven't checked the code but I imagine it has to do with the channel that's used when the sound effect is triggered. In -1, If you wrong warp with fire and kill Bowser, you have a high likelihood of soft locking just before the flag is spawned. If you shoot a fireball or swim exactly at the softlock, you'll trigger the sounds. HappyLee has a video with a good example of 9:15. I have one on my twitch page of 9:35... different games but they sure sound alike.
That's because the audio chip keeps going after the CPU halts! To make the bump sound effect, the audio chip can bend the pitch of the square wave, and it keeps getting pitch shifted because nothing can tell it to stop after the CPU halts. It's a pretty common effect in NES games, after all why not use the abilities of the sound chip? I imagine the same thing happens in your other example.
Yeah, I'm not sure why, but most sprites in the bumped block slots use the same color palette as the player. It certainly looks cool! That's also why the goal has a pink tone when held by the player.
I was going to ask what would happen if you collected the goal to clear the level, but on the way to the right, there was a pit and Mario died. but since it already showed Mario walking straight in mid-air, I think I know.
*U L T R A W I D E - O - V I S I O N* 14:02: Mario has ascended to godhood. 16:10: But our Princess is in another castle! Luckily, Mario can walk right through to it! This looks a LOT like a Super Mario World 1 hacking video. I wonder if it and SMB3 are actually two halves of the same game.
Does it desync somewhere or simply not run at all? It was make with Bizhawk 2.4.3 with the PRG_1 version of the game. Also, make sure you download the entire .bk2 file. They're technically just a .zip with a couple files in it, but you need the full .bk2. I just redownloaded the file and checked; The input file works fine on my end.
If it wakes up in the "drawing Fireworks" state, the screen becomes flooded with garbage tiles, and then the game crashes. If you're extremely lucky, this crash can be manipulated, and I explain in the description how that could even lead to an easier way to run the ACE, assuming you 're lucky enough. Returning to the map works as intended, but the most interesting ones were highlighted in the video.
It's unlikely. I mean, collecting coins in a PU would work, as that's the same deal as bumping a block out there. Other than that, most of the methods I've discovered involve taking a jump table out of bounds, and there aren't any jump tables that use the coin counter.
local plumber holds and kicks around the pure embodiment of nothingness and uses it to break the universe again
:o super cool, would be incredible if it's possible to get ACE in a world 1 level!
That's the dream, ha!
@@100thCoin I need to watch Storster's ACE CW (Credits Warp) video again, there was something about mashing inputs and CWing that way IIRC
@@100thCoin ruclips.net/video/n93kB70id6w/видео.html (If links are enabled)
@@nekogirlsr Oh trust me, I've seen that video! I recreated that run a while back in an attempt to shave off a few CPU cycles (with no luck.) It's been a while though, and I've learned more about 6502. I might consider giving it another try.
I've strayed away from the DPCM audio bug workaround in my videos, as the goal is to find a new RTA viable ACE, which that bug in particular will never be viable for a human to pull off.
@@100thCoin ahh so is this the inspiration for your DPCM runs? ;)
Using the goal to win the game is quite fitting.
My head went overflow when processing all that information
The universe of ACE methods that only barely don't work without bootstrapping grows by one...
5:49 That would've been a really cool feature
Amazing video man, as always! always looking forward to you finding new ways to break the game :D
-kab
What 100th coin sees: Performing ACE
What I see: B U T T O N M A S H
woah this is so cool. Thanks for the great video.
The sound effects at 9:15 are 9:35 can also be heard if you softlock in world -1 Famicom Mario Bros. I haven't checked the code but I imagine it has to do with the channel that's used when the sound effect is triggered. In -1, If you wrong warp with fire and kill Bowser, you have a high likelihood of soft locking just before the flag is spawned. If you shoot a fireball or swim exactly at the softlock, you'll trigger the sounds. HappyLee has a video with a good example of 9:15. I have one on my twitch page of 9:35... different games but they sure sound alike.
That's because the audio chip keeps going after the CPU halts! To make the bump sound effect, the audio chip can bend the pitch of the square wave, and it keeps getting pitch shifted because nothing can tell it to stop after the CPU halts. It's a pretty common effect in NES games, after all why not use the abilities of the sound chip? I imagine the same thing happens in your other example.
Interesting video! I like seeing what happens behind the scenes :)
This is really cool! You are very underrated, earned a sub!
That dark colored Koopa @ 10:00 mark looks rather nice.
Yeah, I'm not sure why, but most sprites in the bumped block slots use the same color palette as the player. It certainly looks cool! That's also why the goal has a pink tone when held by the player.
Amazing content has always. Great job
9:15 Ayo, mario maker sound effect?
Awesome stuff as usual, thanks for the cool video
I know no one cares but I am your 300th subscriber!
This is super neat! Great video :)
I was going to ask what would happen if you collected the goal to clear the level, but on the way to the right, there was a pit and Mario died. but since it already showed Mario walking straight in mid-air, I think I know.
7:38 the very brief stops to music
Fascinating stuff!
*U L T R A W I D E - O - V I S I O N*
14:02: Mario has ascended to godhood.
16:10: But our Princess is in another castle! Luckily, Mario can walk right through to it!
This looks a LOT like a Super Mario World 1 hacking video. I wonder if it and SMB3 are actually two halves of the same game.
Amazing!
The input file didn't work for me :(
Does it desync somewhere or simply not run at all? It was make with Bizhawk 2.4.3 with the PRG_1 version of the game.
Also, make sure you download the entire .bk2 file. They're technically just a .zip with a couple files in it, but you need the full .bk2. I just redownloaded the file and checked; The input file works fine on my end.
nice
What's going on with the red 100 that pops up at 11:37 and 13:16?
What occurs if the goal wakes up in one of the other goal states?
If it wakes up in the "drawing Fireworks" state, the screen becomes flooded with garbage tiles, and then the game crashes. If you're extremely lucky, this crash can be manipulated, and I explain in the description how that could even lead to an easier way to run the ACE, assuming you 're lucky enough.
Returning to the map works as intended, but the most interesting ones were highlighted in the video.
9:18 why does that sound happen durrong a crash???
9:38 or that one
So i found the SMB3's pannen? Ty youtube algorithm :o
Maybe take a look at the channel name, there might possibly be a way to run ACE with coins.
It's unlikely. I mean, collecting coins in a PU would work, as that's the same deal as bumping a block out there. Other than that, most of the methods I've discovered involve taking a jump table out of bounds, and there aren't any jump tables that use the coin counter.
@@100thCoin Ah ok
What means ACE?
ACE stands for Arbitrary Code Execution. In this instance, I'm writing code by carefully manipulating bytes in RAM and executing them as code.