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Main - Posts by LeviathanMist |
LeviathanMist |
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Red Paragoomba Level: 19 Posts: 41/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
My first recording is done. I apologize for the sound, my broadcasting/recording software had an update, which apparently can't handle Nestopia without causing sound skippage at parts. I'm gonna have to figure out another solution for that. This run was done in SMB1 Hard Mode, with warps (only warping to world 3 and 5). Observations: Bullet cannons seem to be very conservative. I only saw them shoot a few times in the entire game. I feel like they should be shooting more often, especially in hard mode. In the original SMB, they shot much more often. I like the Lakitu physics. They've established a notoriety rivaled by their SMB3 counterparts. Glitches/oddities: At 7-3 (starting around 22:13) - I die a few times while the wind is blowing. The wind pushes Mario's dead body to the right. Not really a glitch, but it looks funny. When you hit some mushroom blocks, instead of appearing to shift up, the block itself disappears for a fraction of a second. 22:38 is a good example. Seems to happen more often when wind is blowing. 34:13 I go down a pipe, and die. I'm near Bowser throwing hammers, so my guess is an invisible hammer caught me. Still, it appears there's nothing there, and the nearest hammer is a few full blocks away from me. Plus, I had already gone down the pipe, I should be immune to damage until the next screen. 35:53 I beat the game, but the ending theme doesn't play - nor does any music or sound effects. A suggestion: Lower the amount of points you get per life at the end of the game. I had so many lives that my score rolled over to 0. I'd say 20000 per life is a good number. Assuming the maximum lives you can hold is 127, that would give you an extra 2540000 points max. I understand if you don't wanna do this for the sake of purity, but there's also the score rollover issue to deal with - anyone beating the game with over 99 lives is guaranteed a score rollover under the current system. |
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Red Paragoomba Level: 19 Posts: 42/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
Posted by tankpig Well I had a silver arrow the other day, but then a huge skull demon showed up and I shot it in the eye. |
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Red Paragoomba Level: 19 Posts: 43/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
Posted by shanemPosted by LeviathanMist |
LeviathanMist |
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Red Paragoomba Level: 19 Posts: 44/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
Posted by sjdswanlundPosted by sjdswanlund I think you quoted the wrong person Anyway, Infidelity said there's one item to be found in each numbered dungeon. If you wanna know how to get into that seemingly inaccessible room, well, think Zelda 2nd quest |
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Red Paragoomba Level: 19 Posts: 45/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
Posted by sjdswanlund The compass just shows which room the triforce piece is in. Try pushing blocks around in the dungeon until you find one you can move |
LeviathanMist |
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Red Paragoomba Level: 19 Posts: 46/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
It could also be possible the ROM I used has the wrong checksum, as I don't know how or where to look at the checksum of a ROM. It was a 65500 byte file though, as mentioned in the thread.
Anyway, I'll test it when you release an update as well, I'll try different versions and see. |
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Red Paragoomba Level: 19 Posts: 47/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
Posted by shanemPosted by LeviathanMist Thank you. My ROM didn't have the proper checksum. I got one that does. I'm gonna do another run through tonight to check which things I listed are actual bugs and which were side-effects of having the wrong ROM. |
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Red Paragoomba Level: 19 Posts: 48/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
I was just about to edit my post. Here's my latest run through of the previous version, and my comments/suggestions for it:
I've done a no-warp run this time, this time using Nestopia's movie record feature. Much better quality, though I don't like the wait involved with encoding video. These were short, so it's okay. I split it into three parts. Part 1 - worlds 1-3 Small oddity I noticed: Bowser sometimes takes only 4 fireballs to kill instead of 5. I imagine this is because fireballs sometimes double-hit. You can see this happen at 3:02 in video 1. This was also present in the original game. Part 2 - worlds 4-6 1:41 in video 2, is that platform supposed to only be one? I always thought there were supposed to be 2 platforms going down. Part 3 - worlds 7-9 I did hear the ending theme in this one, so I think last time was a fluke caused by using an improper rom, or my recording device. At 6:49 in video 3 (8-1), bouncing koopas appear, and immediately commit suicide. Kind of defeats the purpose of having them if they're just gonna jump down the pit every time. This happened in my last playthrough as well. In stage 9-1, from about 17:00 to a little past 18:00, you can see me cheese my way through the stage by allowing the wind to push me through obstacles. This glitch was present in the original SMB2j, even on land. It's especially cheap underwater, since bloopers never swim low enough to hit you if you're on the ground. If you can't fix it, adding a hole immediately after each obstacle might discourage abuse of that glitch. One last suggestion - isn't there a way you can make use of the whole "times beaten" byte? I know plenty of people who have beaten SMB hundreds of times. It took me 40 minutes to beat this without warping and get a star. Someone like me can rack up 24 stars in a few days of playing. Might I suggest expanding it to a numeric counter after you beat it 24 times? Even a max of 99 or 127 would offer greater incentive to keep beating it, and take longer. I just hate to see a whole 90% of a byte's potential going to waste |
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Red Paragoomba Level: 19 Posts: 49/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
I have a suggestion for this hack - it might be too much work, but I at least want to throw it out there.
While playing, I've noticed there are only 3 or 4 things I ever spend my rupees on - and 90% of my rupees end up being spent on keys, since I have nothing else to spend them on. That's why I have 30+ keys by the end of the game that I don't need. Well here are a couple suggestions for better ways for players to spend unwanted rupees. Option 1: A fairy fountain like that in A Link to the Past. Spend 100 rupees and you will be able to add 4 to your arrow or bomb count. You could lower the default maximums to 30 arrows and 10 bombs for this (like in ALttP), and raise the maximum to something like 99. If all those rupees I spent on keys went to expanding my arrow/bomb reserve, I'd feel more like I was doing something useful with my rupees. Option 2: A slot randomizer. Spend 10, 50, or 250 rupees, and have a chance to get a rare item, some rupees back, or an empty chest. Here's a sample list of what could be the chance to win each prize: --10 rupees-- (available in the first town) 8/16: Empty chest 3/16: 4 arrows 3/16: Outworld map 1/16: Red lantern 1/16: Big Shield --50 rupees-- (hidden in the light world) 8/16: Empty chest 3/16: Big Shield 3/16: 50 rupees 1/16: Blue ring 1/16: Magical Boomerang --250 rupees-- (hidden in the dark world) 8/16: Heart Piece (becomes empty chest after you win this) 3/16: 50 rupees 3/16: A key 1/16: Red ring 1/16: Hover boots |
LeviathanMist |
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Red Paragoomba Level: 19 Posts: 50/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
Don't get me wrong, it's still an excellent hack. probably the best Legend of Zelda hack, and easily one of the best NES hacks I've ever played. I always have high aspirations for stuff like this |
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Red Paragoomba Level: 19 Posts: 51/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
I haven't gotten the chance to play 1.5, but I'll be working on that now.
Posted by kuja killer I'm not sure what he means by "jumping into the water" - there's no place to jump into the water. Unless he means dash-jumping off the ledge/cliff near the bottom, to jump over the land below and into the water. Even still, this won't help, not even in a TAS, because you need to have the ocarina to get into dungeons 4 and 7. You can't just skip the ocarina. |
LeviathanMist |
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Red Paragoomba Level: 19 Posts: 52/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
Posted by infidelity I sent you a message showing how to do this, and what you can do with the glitch. The key is to Up+A once you scroll off the bottom, and the game will warp you to the starting point of the dark world. I was able to grab a few heart pieces, and even get the hookshot, without having the Ocarina. That's about the extent of it though, you simply can't beat the game without the Ocarina. |
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Red Paragoomba Level: 19 Posts: 53/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
I did a Luigi game run of hard mode, but I didn't record it this time. I encountered only one major oddity that may be caused by the patch itself.
When I beat the game, it showed the ending text as normal, but as the background turned blue, I saw a flash of "THANK YOU LUIGI!" for a split second above all the text. It looks like text that would be there if beating a regular castle. I'm not sure if this was a subtle addition by the patch, something that was there in the original, or a mistake. Here's some glitches I encountered while playing the patch, which are present in the original game too: http://www.mariowiki.com/List_of_Super_Mario_Bros._glitches#Moonwalking_Through_Walls I was able to use the above glitch to get to the ceiling in 1-4, where it's impossible to complete the level and you have to let time run out. http://www.mariowiki.com/List_of_Super_Mario_Bros._glitches#Jumping_Damage_Glitch I encountered this glitch while simply running across the ceiling midway through 5-4. I got caught by a fire stick from the bottom of the screen, without even jumping. http://www.mariowiki.com/List_of_Super_Mario_Bros._glitches#Wall_Jump This one actually saved my life in 7-3, as I was about to fall into the hole, but managed to jump off the wall with the proper timing of the A button. And lastly, the cheesy way to beat 9-1 is still an issue, mainly because bloopers still won't hit you if you're small Mario. The background in 9-1 also looks kind of awkward, with randomly placed trees cut in half within holes. |
LeviathanMist |
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Red Paragoomba Level: 19 Posts: 54/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
I did another playthrough, but I didn't record it this time. I did record a quick play of the Game Clear file, to show what happens in the light world to some of the chests. Ready for this round of bugs and glitches? There aren't many left to squash; you've done a fine job.
1. The glitch we discussed earlier on how to get to the dark world without the ocarina. I'm just listing this for the sake of having it in the list. 2. Using the ocarina on ice. It can still be done if you mash the B button enough times, especially if you're standing still. I also discovered that the issue I had with Link getting stuck and unable to move, seems to occur when you hit the B button with the ocarina equipped, but fail to get it to play. This happens a lot on ice, where it's possible, but harder to get it to play. You'll also notice when this happens, all the enemies on the screen will appear to be stuck as well. This happened once to me while I wasn't on ice as well, though it's difficult to explain exactly what's going on. The following glitches are present in the video I sent to Infidelity in PM: 3. When you have over 50 keys, and you find a key in a chest, your key count drops back down to 50. You can see this happen at 2:21 in the video. Buying keys and finding them in dungeons allow you to get over 50. The maximum number you could get in the original game is 254 (FE in hex, with byte FF reserved for the master key) so I assume that's also the maximum in this hack. Note: This chest is one that I picked up in the game already, but Game Clear data made the contents of this chest reappear. These next glitches are due to oddities with a game clear file in the light world. 4. At 3:05, I grab a heart piece in a chest. I have every heart piece in the game already, and I already got this chest before I beat the game, so it shouldn't be available. 5. At 4:50, you can see the entrance to the light world skull dungeon open. 6. At 8:22, I find another heart piece chest I got already, the open chest seems to have been pushed off by a new, closed chest. When you grab this closed chest and get the heart piece, it disappears and reveals a cave, where you can go down and pick up yet another heart piece. This was a short video, but it shows some of the stuff that occurs in the light world with Game Clear data. None of this stuff happens in the dark world, it seems. There are more chests that "close themselves" that I didn't go find in the video. One thing that's not an issue that I thought was an issue was with that heart piece you can obtain in the light world. Your heart piece count doesn't reset to 0 anymore when you get the ocarina - that was probably a fluke caused by code that you fixed. |
LeviathanMist |
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Red Paragoomba Level: 19 Posts: 55/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
So are you not doing anything with the Game Clear glitches? |
LeviathanMist |
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Red Paragoomba Level: 19 Posts: 56/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
Posted by infidelity I've experienced the exact same issues in two playthroughs, one in 1.4 and one in 1.5. That 10-minute video I PM'd to you of the 1.5 game shows some of the most glaring issues, mostly involving heart pieces respawning. At the end of the video, I have gotten 24 heart pieces out of 20, and the save file has a glitched-out number. |
LeviathanMist |
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Red Paragoomba Level: 19 Posts: 57/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
Posted by infidelity So was this fix added to 2.0 with a reupload, or will it be available upon the next release? Also confirmed that the bomb counter is no longer working - I imagine this has something to do with the key counter fix. |
LeviathanMist |
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Red Paragoomba Level: 19 Posts: 58/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
Hey thanks! I'm expecting very few bugs in this release.
Also, thanks for making a .nsf file of the music! I noticed on the first post of this thread, that the Pendant of Quake isn't listed. |
LeviathanMist |
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Red Paragoomba Level: 19 Posts: 59/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
Finally got a chance to test 2.1, and I only got a minute in before I realized the bomb counter still isn't fixed. I'm still not gaining the bombs I pick up, which makes it futile to keep playing this version.
Also, I second RetroRain's SRAM idea, if that's possible. |
LeviathanMist |
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Red Paragoomba Level: 19 Posts: 60/64 EXP: 34614 Next: 1163 Since: 11-18-11 Last post: 3537 days Last view: 3016 days |
Posted by infidelity Come on though, it's so close to being bug-free! That's why we test things |
Main - Posts by LeviathanMist |
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