Bad Apple but it's played inside Super Mario Bros
tasvideos.org
Bad Apple but it's played inside Super Mario Bros
1–10 of 46 posts
Re: Bad Apple but it's played inside Super Mario Bros
#2Is it mentioned anywhere how big the payload is? How many button presses? Are the audio samples "streamed" or does it all fit in NES RAM?
Re: Bad Apple but it's played inside Super Mario Bros
#3Super cool. Is it mentioned anywhere how big the payload is? How many button presses? Are the audio samples "streamed" or does it all fit in NES RAM?
Re: Bad Apple but it's played inside Super Mario Bros
#4Super cool. Is it mentioned anywhere how big the payload is? How many button presses? Are the audio samples "streamed" or does it all fit in NES RAM?
Re: Bad Apple but it's played inside Super Mario Bros
#5Super cool. Is it mentioned anywhere how big the payload is? How many button presses? Are the audio samples "streamed" or does it all fit in NES RAM?
The entire TAS file takes about 16 MB, far more than the 4 KB of RAM on the NES. During the audio + video playback, the TAS is streaming via the controller by making inputs roughly 500 times per frame (15 kHz).
Re: Bad Apple but it's played inside Super Mario Bros
#6Earlier quoted context omitted.
The entire TAS file takes about 16 MB, far more than the 4 KB of RAM on the NES. During the audio + video playback, the TAS is streaming via the controller by making inputs roughly 500 times per frame (15 kHz).
Indeed, if you want to see what is possible with only a Famicom (or NES) itself you can have a look at Little Limit's incredible Bad Apple "port" [1]. This recording is from an emulator [2], but I know from personal experience that it plays perfectly fine on my "New Famicom" (HVC-101). This is not to detract from how amazing the posted ACE is, but it is indeed different in terms of data limitations. [1]: https://litt…
Re: Bad Apple but it's played inside Super Mario Bros
#7Re: Bad Apple but it's played inside Super Mario Bros
#8can this be done on real hardware with a modified controller?
They use a modified ROM to set the memory state, but that could be done with SMB3 manually, apparently.
Re: Bad Apple but it's played inside Super Mario Bros
#9Super cool. Is it mentioned anywhere how big the payload is? How many button presses? Are the audio samples "streamed" or does it all fit in NES RAM?
I share the full assembly code in the tasvideos writeup: https://tasvideos.org/8991S#HereSTheAsmCode
To summarize what I put in the writeup, the 7-bit PCM audio was streamed in at approximately 25 Khz, (reading from the controller and writing to address $4011 every 71 CPU cycles.) while occasionally dipping to 9 Khz while streaming in the graphics data.
Re: Bad Apple but it's played inside Super Mario Bros
#10Earlier quoted context omitted.
The entire TAS file takes about 16 MB, far more than the 4 KB of RAM on the NES. During the audio + video playback, the TAS is streaming via the controller by making inputs roughly 500 times per frame (15 kHz).
Indeed, if you want to see what is possible with only a Famicom (or NES) itself you can have a look at Little Limit's incredible Bad Apple "port" [1]. This recording is from an emulator [2], but I know from personal experience that it plays perfectly fine on my "New Famicom" (HVC-101). This is not to detract from how amazing the posted ACE is, but it is indeed different in terms of data limitations. [1]: https://litt…
It's impressive what can be done if a lot of effort is put in.