Earlier quoted context omitted.
The day people stop studying ancient religious texts is the day people stop studying Mario ROMs.
To confirm you mean that the codebase for Mario ROMs are indeed ancient religious texts.
Super Mario Bros warp zones were intended to work slightly differently [video]
71–80 of 108 posts
Re: Super Mario Bros warp zones were intended to work slightly differently [video]
#72Earlier quoted context omitted.
Surely if that was the only goal, it would be easier to have a debug menu come up when you enter a certain sequence of inputs? Among other things, getting to the warp zone still requires playing 1-1 and 1-2, and you can’t warp just anywhere. It could even only work for the P2 controller, or use inputs not normally possible like left + right simultaneously.
> use inputs not normally possible like left + right simultaneously. Are there NES games (or mods) that have different (useful) behavior when an emulator permits such inputs?
https://tasvideos.org/GameResources/NES/SuperMarioBros#Turni...
Re: Super Mario Bros warp zones were intended to work slightly differently [video]
#73I wonder if this kind of obsessive analysis of popular NES-era games will end in a couple decades, as the people who grew up in the console's heyday grow too old; or if they'll continue because interest in these particular games transcended a particular generation (and they're simple enough for people to really take them apart).
Archaeologists still study garbage heaps from tens of thousands of years ago to figure out things about past civilisations. So my guess is on no - people will study the digital garbage heaps of humanity as much as they study the... once-were- stinkier ones.
Super Mario Bros. isn't a garbage heap though, it's more like a statue or a mosaic.
I was thinking more like will it end up like a forgotten pop song from 1890 or something like a Tchaikovsky song that's still played and appreciated (and not reliant on nostalgia for continued attention).
I have nostalgia for Super Mario Bros., and that's why I pay attention to it. It's getting old enough where we might be able to perceive effects independent from nostalgia (though I think there may now be a phenomenon of "nostalgia for other people's nostalgia" that may still make accurate perception difficult).
Re: Super Mario Bros warp zones were intended to work slightly differently [video]
#74Earlier quoted context omitted.
> The memory location is corrupted because they set a boolean flag with an increment operation, which of course causes an overflow instead of setting a zero to a 1. Huh? No, the increment operation simply changes the warp zone control flag from 0 to 1. The valid values are normally 4, 5, and 6 (since they only use the low 2 bits to index into a table, and 0 is reserved for "no warp zone") -- so 1 is treated identical…
Perhaps they meant to increment another variable and typed the label or address wrong (labels back then were generally much more limited in length on the average development system, I bet that the actual name for the variable in question was nowhere near the length of WarpZoneCtrl, most likely it was limited to 6 or 8 characters). I don't know the low level logic of the engine enough to know if there is a different v…
BEQ PLTMRT ; Scrool stopping ?
; : yes !
LDA PLYPS1
AND Re: Super Mario Bros warp zones were intended to work slightly differently [video]
#75Earlier quoted context omitted.
The minus world is technically an out-of-bounds level. The game treats it at world 36-1 (since the digits are tile numbers 0-9, followed by the alphabet, then a space tile at $24 or 36). Since doing so reads a whole host of other data out-of-bounds as well, it ends up pointing at the level layout for 2-2, but without the data that properly sets the pipe destination, resulting in an infinitely-looping level. Other ver…
It’s pretty interesting how the game can continue to function in a level that isn’t supposed to exist. Metroid has similar areas I believe. It’s hard to imagine a modern game or any modern software handling a scenario like that without crashing.
Re: Super Mario Bros warp zones were intended to work slightly differently [video]
#76I was expecting typical youtube "you won't believe THIS!" but it was actually really informative, as someone without knowledge of how they stored levels in SMB1.
It feels to me that the voice is computer generated, but I can't be sure - if it is, text to speech has come a long, long way.
Very consistent tone and timing otherwise though, and it feels like the voice was overly compressed which gives a pretty robotic vibe. I watched a bit of some earlier videos which sound less robotic, but otherwise a very similar voice. I'd guess it's just more that the presenter has been recording a lot of videos and has gotten pretty mechanical after all of that.
Re: Super Mario Bros warp zones were intended to work slightly differently [video]
#77Earlier quoted context omitted.
Do you happen to know why the minus world is the way it is? Was it a level that was designed, or is it a level where it's rendering some random program or other data? I'd love to learn more about that part too.
The minus world is technically an out-of-bounds level. The game treats it at world 36-1 (since the digits are tile numbers 0-9, followed by the alphabet, then a space tile at $24 or 36). Since doing so reads a whole host of other data out-of-bounds as well, it ends up pointing at the level layout for 2-2, but without the data that properly sets the pipe destination, resulting in an infinitely-looping level. Other ver…
Re: Super Mario Bros warp zones were intended to work slightly differently [video]
#78Earlier quoted context omitted.
Thank you, I'm so tired of 15 minute videos for something that can explained in text and images that can be read in one minute.
Star Wars is set in a remote galaxy where a civil war is taking place. Rebels, led by Princess Leia, are fighting against a baddy called Darth Vader and his Imperial forces. Leia steals some Imperial blueprints for a deadly weapon called the Death Star but she is then captured by Imperial forces so... .. yes, text is great, but video can, too, be great, whether it's explaining something fictional or not. Different st…
Re: Super Mario Bros warp zones were intended to work slightly differently [video]
#79I was expecting typical youtube "you won't believe THIS!" but it was actually really informative, as someone without knowledge of how they stored levels in SMB1.
It feels to me that the voice is computer generated, but I can't be sure - if it is, text to speech has come a long, long way.
Re: Super Mario Bros warp zones were intended to work slightly differently [video]
#80Earlier quoted context omitted.
It’s pretty interesting how the game can continue to function in a level that isn’t supposed to exist. Metroid has similar areas I believe. It’s hard to imagine a modern game or any modern software handling a scenario like that without crashing.
I think it's a reflection of how incredibly simplistic these older systems and games really are. Modern games bear no resemblance to them as far as level design and asset storage go.
Just yesterday I was storing my color planes in three separate adjacent buffers for reasons, and if you looped the player off the bottom of the screen it came back up in a different color on the top. Now I need to figure out what to do with that…