@@NotThinkAnything2008 Sorry, I feel ashamed to say this, but my understanding of regular SMB is pretty weak. I have almost no knowledge of flying Cheep cheeps in particular. But this submission notes I'm quoting might be helpful to you: tasvideos.org/5862S "SMB's RNG is entirely frame-based, random events only depend on the number of (non-lag) frames that passed so far. The Cheep-Cheep frenzy starts and ends based on an invisible element that is loaded in at specific parts of the level. When Cheep-Cheeps spawn and their initial horizontal speed and relative position is random, but there are only 4 different combinations of speed and relative position possible while in motion. Additionally, new Cheep-Cheeps can only spawn on frames divisible by 8 relative to the start of the frenzy, so the ideal fish for the clip can't be controlled precisely. The fish used in this run is the latest you can spawn one before the frenzy ends, and a fish spawned 8 frames earlier wouldn't quite make it to a position to bounce off of. Some fish are left alive, to manipulate the RNG (whether or not a fish spawns depends on how many still live, and this can influence future fish), to get the fish for the floor clip."
I know a friend who decided to push the whole NES anti-cheat mechanism as a proof-of-concept that even if you modify a single byte throughout the game's data, the checksum would automatically detect it and renders a creepy sound with a black screen at the very beginning. Oh, you gotta figure out the checksum of the *second checksum* too thus making it recursive. I have no idea how he managed to code that thing.
Amazing TAS :)
Thanks for the comment!
@@tierTAS Hey chatterbox, can you explain for me how cheep cheep in 2-3 and 7-3 work and how to manipulate it?
@@NotThinkAnything2008 Sorry, I feel ashamed to say this, but my understanding of regular SMB is pretty weak. I have almost no knowledge of flying Cheep cheeps in particular. But this submission notes I'm quoting might be helpful to you: tasvideos.org/5862S
"SMB's RNG is entirely frame-based, random events only depend on the number of (non-lag) frames that passed so far. The Cheep-Cheep frenzy starts and ends based on an invisible element that is loaded in at specific parts of the level. When Cheep-Cheeps spawn and their initial horizontal speed and relative position is random, but there are only 4 different combinations of speed and relative position possible while in motion. Additionally, new Cheep-Cheeps can only spawn on frames divisible by 8 relative to the start of the frenzy, so the ideal fish for the clip can't be controlled precisely. The fish used in this run is the latest you can spawn one before the frenzy ends, and a fish spawned 8 frames earlier wouldn't quite make it to a position to bounce off of. Some fish are left alive, to manipulate the RNG (whether or not a fish spawns depends on how many still live, and this can influence future fish), to get the fish for the floor clip."
@@tierTAS Guess I have to make a new tool for this...
솔직히 이분은 영상 열심히 만드시는데 떡상 해야한다
ㅎㅎㅎ 격려의 댓글 감사합니다!!!!
I know a friend who decided to push the whole NES anti-cheat mechanism as a proof-of-concept that even if you modify a single byte throughout the game's data, the checksum would automatically detect it and renders a creepy sound with a black screen at the very beginning. Oh, you gotta figure out the checksum of the *second checksum* too thus making it recursive. I have no idea how he managed to code that thing.
Interesting. I didn't know about that and impressed his ideas and skill.