More Super Mario Bros. Mechanics Explained

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Retro Game Mechanics Explained

Retro Game Mechanics Explained

Жыл бұрын

If the game is limited to 3 objects per column, how can you get 5 sometimes? How does the 4-2 wrong warp work, and how do looping levels work? Is there anything different in the FDS release of SMB1? What about Super Mario All-Stars, and The Lost Levels? It's all explained right here.
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INLINE LINKS
See all levels being loaded: • Super Mario Bros. Leve...
Displaced Gamers video on the Minus World: • New Discovery for Minu...
Super Mario Bros. glitch level maps: rgmechex.com/tech/smb1levels/
SMB1 FDS glitch level maps: rgmechex.com/tech/smb1fdslevels/
SMBLL glitch level maps: rgmechex.com/tech/smb2jlevels/

Пікірлер: 215
@JouvaMoufette
@JouvaMoufette Жыл бұрын
2:10 I love that "you have to hope you run into a byte" was timed with Mario walking into the block
@AlexA-fp9xj
@AlexA-fp9xj Ай бұрын
2:15
@JouvaMoufette
@JouvaMoufette Ай бұрын
​@@AlexA-fp9xj I'm giving some lead-in time
@SuperSpy00bob
@SuperSpy00bob Жыл бұрын
"And oops the video turned out to be 25 minutes long" Joke's on you I'm into that shit.
@jansenart0
@jansenart0 Жыл бұрын
I'm old enough to remember Minus World being a rumor passed from kid to kid, like Lavender Town or specific cheat codes for SNES Mortal Kombat. Insane how it turned out to not be false.
@skmgeek
@skmgeek Жыл бұрын
Your visualisations really help me understand everything you explain! Keep up the great work!
@puppypuppybobbin
@puppypuppybobbin 9 ай бұрын
YES
@wernerderchamp
@wernerderchamp Жыл бұрын
Great content as always. As a programmer, it is really interesting how people worked with the very little hardware they had at this time. Nobody would make such a crazy level loading routine today, since its hard to find bugs.
@TheMoney9999
@TheMoney9999 Жыл бұрын
Question about Lost Levels: I know that some Hammer Bros in the game are coded to constantly chase you, a behavior that is otherwise triggered by waiting around on a screen they're on for too long. How is this handled?
@SomeGuy712x
@SomeGuy712x Жыл бұрын
I think it's simply that Hammer Bros. will always move towards you immediately if you're on world 7 or later. (Someone can correct me if I'm wrong, though.)
@sugar_700
@sugar_700 Жыл бұрын
When the world number is between 1-1 to 4-3 then the Hammer Bro will wait 128 frame rules (one frame rule is 21 frames) which is about 45 seconds. When the world number is between 4-4 to 6-4 or A-1 to D-4 then the Hammer Bros will wait 80 frame rules which is about 28 seconds. In Worlds 7 to 9 they won't wait at all. This works the same way in SMB1, except Hammer Bros always need to wait at least 80 frame rules as there is no special case for Worlds 7 to 9.
@SomeGuy712x
@SomeGuy712x Жыл бұрын
@@sugar_700 Oh, I didn't realize there were a couple different durations for the waiting periods for the Hammer Bros. that don't charge after you immediately. Interesting.
@MisterVercetti
@MisterVercetti Жыл бұрын
Since the height flag for the looping objects in World 8-4 is set to F0, it's clear what you need to do in order to bypass the level loop: hack Captain Falcon into the game and Falcon Punch your way past it.
@gameman250
@gameman250 Жыл бұрын
22:43 - Now this raises an interesting question; what if this checkpoint for 8-4 is triggered? Say you moved that checkpoint to be accessible to the player. What happens then?
@RGMechEx
@RGMechEx Жыл бұрын
All of the rooms in 8-4 (aside from the water room) are located in the same level, the only thing separating them being those loop objects. If you could pass the checkpoints, you would move to the next "room" without needing to go in the pipes. In fact, if you play a glitch level version of 8-4, none of the looping objects work at all (since you aren't in world 8), so you can get all the way to Bowser without going in a single pipe. (This also happens for 4-4 and 7-4.)
@someone1065_
@someone1065_ Жыл бұрын
I can for sure say this is one of the best channels about older games.
@SomeGuy712x
@SomeGuy712x Жыл бұрын
Oh, one thing I don't think you mentioned about the minus world (36-1) in the original game is that the midpoint for that level is actually set inside the first pit, so if you die after that point, you'll immediately fall into that pit and die again on your next life unless you're rapidly tapping the A button to swim out immediately. So, what is it that causes the midpoint of the minus world to be on a different screen from the normal 2-2/7-2?
@RGMechEx
@RGMechEx Жыл бұрын
There is another comment that explains it in more detail, but essentially there is another table in ROM that assigns 4 bits to each level: the 4-bit screen number to act as the midway point (a value of 0 basically means no checkpoint, like in castles). This table is indexed by the current world number and level, so a glitch world would end up with junk midway point value.
@SomeGuy712x
@SomeGuy712x Жыл бұрын
@@RGMechEx Ah, okay. Thanks.
@Lone2401_
@Lone2401_ Жыл бұрын
Seeing how different level loading is handled between SMB1 and Lost Levels makes me wonder how different it is in SMB special, and if things are handled differently between the PC-88 and Sharp X1 versions
@nickwallette6201
@nickwallette6201 Жыл бұрын
9-year-old me: "Why does the level look funny when you take this pipe?" Today me: "Well ... " * plays Displaced and GME videos * " ... so you see, it's just a matter of default values, pointers to wrong data arrays, and dummy objects that have some effect on stage transitions." 9-year-old me: " .... Wanna play Duck Hunt?"
@GENERIC_CHANNEL_HANDLE
@GENERIC_CHANNEL_HANDLE Жыл бұрын
Watched the whole video. Understood none of it. Absolutely worth it.
@ClassicTVMan1981X
@ClassicTVMan1981X Жыл бұрын
I have a future request for you regarding Super Mario Bros. 1: the scale lifts in World 4-3, why they go wrong and what to do to fix them. Thank you and I hope you had a happy New Year's weekend!
@jaygrum
@jaygrum Жыл бұрын
talented, brilliant, incredible, amazing, show stopping, spectacular, never the same, totally unique, completely not ever been done before, unafraid to reference or not reference
@IrisGalaxis
@IrisGalaxis Жыл бұрын
6:23 I have made a hack of SMB1 PAL and in 4-1 there is a mushroom platform stem that overwrites a tile. (Sadly I managed to miss this before releasing it). I wonder why that happened. Maybe the PAL version is different? Or is it because it's near the bottom of the screen. Who knows...
@the_neto06
@the_neto06 Жыл бұрын
he said "never overwrite _certain_ tiles", so i assume the tile you tried to place wasn't in that place. I'm guessing some of the tiles would be brick, question and leaf blocks (special platform top)
@IrisGalaxis
@IrisGalaxis Жыл бұрын
@@the_neto06 it was a mushroom platform leftmost tile
@the_neto06
@the_neto06 Жыл бұрын
@@IrisGalaxis huh... maybe the edges are not in the tile list. I'm sure after some digging you may be able to find the table with the non-removable tiles
@polyhex
@polyhex Жыл бұрын
The visualizations you've come up with for this are crazy. Keep it up!
@Pence128
@Pence128 Жыл бұрын
TIL SMB had "space" world 24 years before Super Mario Galaxy.
@foamingstuffye3951
@foamingstuffye3951 Жыл бұрын
Really love your videos, can't describe my excitement every time you upload a new one. So very happy this "footnote" became another video - I'm not embarrassed to say i savour your vids with several rewatches so this new video was such a lovely surprise! Thank you!
@whamer100
@whamer100 Жыл бұрын
you just singlehandedly answered so mamy questions ive had and didn't know i had in one video, thank you and happy new year!
@thecunninlynguist
@thecunninlynguist Жыл бұрын
I love deep dives...so no Oops 25min long videos for me. The longer the better!
@scarlas7071
@scarlas7071 Жыл бұрын
Great explanations! It's fascinating to see how this game works in detail! Something else I've been wondering about is lag frames. The game's rendering somehow appears to get messed up during those frames. Can you explain why that happens? I've also seen some interesting things about sprites failing to spawn. I know Kosmic made a video about flag despawning and it can also lead to springboards malfunctioning. If you're planning on making another SMB video, I'd love to hear more details about that as well.
@ipaqmaster
@ipaqmaster Жыл бұрын
Always love the level crash deep dives. HNY!
@zheil9152
@zheil9152 Жыл бұрын
Are you interested in ever working on cool glitches and mechanics in newer old games? One I’ve always found interesting is the Dorrie glitch in world 4 in NSMB
@IanZamojc
@IanZamojc Жыл бұрын
After seeing how these levels were packed/compressed I'm wonder what methods level designers used to make them. This is a pretty complicated process with some arbitrary restrictions; do we think there was any tooling that made the map design process easier at this point?
@granite_planet
@granite_planet Жыл бұрын
Was thinking the same - without specific tools for the job, level design must have been really frustrating and slow.
@cll1out
@cll1out Жыл бұрын
I could imagine that given computer coding at the time, their “tooling” for level design might have been paper forms where a designer would draw out one screen at a time, and another person in development would work out the hex code (probably recorded on the second half of the form) based on factors, positions, and a cheat sheet of basically all the same info about sprites and object that this creator covered across this series. They would enter in the codes via hex and test run the game, make tweaks, rinse and repeat until it’s perfect.
@IanZamojc
@IanZamojc Жыл бұрын
@@cll1out Quite possibly the case, but this would make iterating on a level design pretty difficult.
@vuurniacsquarewave5091
@vuurniacsquarewave5091 Жыл бұрын
@@cll1out I've seen a video where it was shown that the tiles were drawn this way using paper forms, so it is very likely that you're correct.
@granite_planet
@granite_planet Жыл бұрын
@@cll1out But I mean the hard part is _the designer_ having to keep in mind all the engine limitations and rules, otherwise the iterations take forever. So there must have been a tool (digital or not) that tells you whether the tiles you're drawing/inventing are possible to implement with the limited resources.
@randy_hato
@randy_hato 4 ай бұрын
i absolutely love these kinds of videos it not only increases my respect for the almighty makers of the OG mario and other old games it also sooths my "Listening to something while doing something else" need
@ronichoudhury
@ronichoudhury Жыл бұрын
Awesome work here. Please keep these coming!
@3rdalbum
@3rdalbum Жыл бұрын
What an epic series. Really amazing work on these Mario level format videos.
@YF501
@YF501 Жыл бұрын
Heck ya! All these makes me want to see a behind the scenes of some famous game genie codes like IKAAAE and PIGPOG. what makes those tick
@neputendo
@neputendo Жыл бұрын
Thank you for showing the Glitch Levels loading! That answers my question I had in your unlisted video
@donchaput8278
@donchaput8278 Жыл бұрын
Thanks for all the hard work on this! Really interesting
@sprx5506
@sprx5506 Жыл бұрын
all of ur videos have been awesome! I've been taught many things and as a brand new hobbysist developer it's helped me learn a thing or two about making games as a beginner with all these new concepts :D
@ClassicGameSessions
@ClassicGameSessions Жыл бұрын
This is one game I can play with my eyes closed almost, and it's fascinating to see the breakdown of its mechanics like this!
@lunalangton5776
@lunalangton5776 Жыл бұрын
Looking forward to the explanation on everything going wrong in Pokemon Scarlet/Violet Tera Raid battles in 30 years. Like, random thing, it seems there's something like a damage queue where occasionally your very first damage actually ends up stuck at the end, only applied at the end of battle. Also stuff like the Tera Pokemon doing damage with 0HP, killing player Pokemon, taking no further damage, yet thankfully still being able to be caught despite the time counter also falling to zero. Several things scream... race condition, but with queues, rather than multiprocessing. And, yes... in single-player. (I still love the game, but what the hell guys?)
@fatcerberus
@fatcerberus Жыл бұрын
Yeah, definitely sounds like a serious race condition. Work with async/await in JS enough and you figure out pretty quickly you don't actually need separate threads for those to happen.
@DouglasFish
@DouglasFish Жыл бұрын
I am beyond intrigued by how you are rendering these graphics/info
@Loonie-Toons
@Loonie-Toons 11 ай бұрын
An interesting fact involving area pointers and glitch levels. If the base level is force loaded in the world it originates from (for example, Underwater 1-1 in World 1), then area pointers from the base level will exist. In most cases they don't do anything. However with Underwater 1-2 loaded in World 1 specifically, the area pointers do lead to a new area (if the address is no longer frozen as the area ID for Underwater 1-2, otherwise the game just crashes). I have not tested every level, only just a few.
@Sw3d15h_F1s4
@Sw3d15h_F1s4 Жыл бұрын
me when retro game mechanics explained posts
@ethohalfslab
@ethohalfslab Жыл бұрын
This video is you when you see... this video?
@einootspork
@einootspork Жыл бұрын
@@ethohalfslab he merges with the video and becomes one with it
@Sw3d15h_F1s4
@Sw3d15h_F1s4 Жыл бұрын
@@einootspork accurate
@worth779
@worth779 Жыл бұрын
@@ethohalfslab Sorry if you weren't expecting an accurate logical response pal
@szaasowo
@szaasowo Ай бұрын
real
@AmyraCarter
@AmyraCarter 8 ай бұрын
Before Bowser's Endless Staircase, we had 'looping' maps that just warp the player back.
@Datastreamx
@Datastreamx Жыл бұрын
Absolutely insane quality of visualisations like wow
@LucaioSuper
@LucaioSuper Жыл бұрын
We need a part 5 with VS. Super Mario Bros., All Night Nippon: Super Mario Bros. and Super Mario Bros. Special.
@Jeansowaty
@Jeansowaty 9 ай бұрын
Vs. SMB and All Night Nippon are possible, Special is a totally different game. Instead, I propose exploring the European NES version, it has its own set of glitch levels. And there's a bunch of fanmade and bootleg ports.
@ijustquitmyjob
@ijustquitmyjob 2 ай бұрын
when i was playing special as a kid, i got to a minus world level after a underground level (i think it was after 1-2). it was underwater, and at the end of the level there was a pipe...with no entrance! so no way to finish the level.
@Gadzooki
@Gadzooki Жыл бұрын
Amazing as always. If I understand 25 percent I consider it a success 🙌
@55sombreroman
@55sombreroman Жыл бұрын
Best channel on KZbin back again.
@TheAznCoderPro
@TheAznCoderPro Жыл бұрын
I really love your work! Keep it up!
@RGMechEx
@RGMechEx Жыл бұрын
Thank you so much! I'll do my best!
@floppa_gamer1111
@floppa_gamer1111 Жыл бұрын
@@RGMechEx yt sadly takes one third of donos so you get 5.5 money
@floppa_gamer1111
@floppa_gamer1111 Жыл бұрын
@@RGMechEx theres a scam bot
@sladoid
@sladoid Жыл бұрын
Dude. God I needed this so bad. Thank you so much!!!!
@Krushak8888
@Krushak8888 Жыл бұрын
When you explained the level end data and roll over. Is that how those castle levels repeat when you don't go the correct path?
@Krushak8888
@Krushak8888 Жыл бұрын
I asked to soon about it lol
@ClassicTVMan1981X
@ClassicTVMan1981X 9 ай бұрын
Another request: the area change timer data. As originally coded, right after the offset for the initial value is loaded into Y (which corresponds to value $A0), a flag for the left page location is loaded into A. This was supposed to apply only to the pipe intro scene (Worlds 1-2, 2-2, 4-2 and 7-2), but due to the RAM address for the left page location, this check applies to the leftmost page for every area, which is why when you leave the first underground coin room (in Worlds 1-1, 2-1 and 7-1) there is a longer time delay before returning to the level proper. In Super Mario All-Stars, it was changed to the second value in the area change timer data table ($34), which fixes the time delay for leaving the first underground coin room, but it also shortens the time delay for the transition between the pipe intro scene and the level proper (Worlds 1-2, 2-2, 4-2 and 7-2).
@snoozbuster
@snoozbuster Жыл бұрын
That FDS minus world segment was very interesting. You’re telling me that the any% world record for FDS super Mario bros could be drastically lower than the original NES one? 👀
@MarioFanGamer659
@MarioFanGamer659 Жыл бұрын
A bit late and slightly off-topic but one thing what's IMO really interesting is that the SMAS remake has got a literal background detail with dynamic backgrounds for SMB1, SMBTLL and even SMB2. SMB3 is the only game with a static background for one reason or another (I put my money on space constraints since SMB3 uses a lot more memory for its levels compared to the other three games and not much space is left for the backgrounds).
@gabrote42
@gabrote42 Жыл бұрын
Great job! Loved it
@ecernosoft3096
@ecernosoft3096 Жыл бұрын
Me: *THERE'S MORE?!??!?!!?!?!?!?* Happy new year RGME!
@GXSCChater
@GXSCChater Жыл бұрын
Wonderful video, as writing my nrom engine pushing the nes to its limit, this gives me a lot of ideas, I decided to draw my levels in quarter pieces, and use chr data to generate everything else like tile attributes, sprite objects and collisions to save space, but the way super mario bros does now i wondering if I should do the same thing, ill try this in the next engine. I do love how the objects disappear when you don't take the right path, yes coding wise it may be ugly, but its great mysterious signal that shows the player they failed and something is wrong!
@renakunisaki
@renakunisaki Жыл бұрын
Downside is that it's harder to support scrolling backward. You might like the method that (I think) Super Mario Land uses: there are up to 256 premade tile-columns, and the level data is a list of column IDs.
@GXSCChater
@GXSCChater Жыл бұрын
@@renakunisaki your right! I'll stick with my peices, I had 2 way scrolling in mind the whole time. I have pre made columns that cover 25% of the screen.
@sugar_700
@sugar_700 Жыл бұрын
I was wondering why warps in World 9 of SMBLL work when the world number used by level transition object is 3 bits, and after checking the disassembly I noticed the regular check is skipped entirely for World 9 (this essentially means that if you are in glitch level within World 9 then all warp objects will work).
@guillem8913
@guillem8913 Жыл бұрын
I like your funny words, magic man
@Kawa-oneechan
@Kawa-oneechan Жыл бұрын
Happy new year!
@KrunchyTheClown78
@KrunchyTheClown78 11 ай бұрын
How much do you know about the Atari 7800? A video about that console is much needed by the retro community
@ClassicTVMan1981X
@ClassicTVMan1981X 9 ай бұрын
Right, like the NES it had a 6502-based CPU.
@maxevocal
@maxevocal Жыл бұрын
Im really excited when these hit the sub box! Woo!
@Transference90
@Transference90 Жыл бұрын
17:50 Nintendo being party poopers since 1986
@LordZordid
@LordZordid 9 ай бұрын
Games back then must have been a nightmare to port.
@jonathanirvings
@jonathanirvings Жыл бұрын
15:30 Is this the reason why there is a long black screen after finishing 4-4 in Lost Levels? Because the game needs to load the second file first?
@RGMechEx
@RGMechEx Жыл бұрын
Correct!
@NickoTHPS
@NickoTHPS Жыл бұрын
you deserve more subs
@CrisperPoet
@CrisperPoet Жыл бұрын
"Whoops, the video turned out to be 25 minutes long." (time spent editing notwithstanding) this is the opposite of a problem.
@Vextrove
@Vextrove Жыл бұрын
Awesome long video.
@dmboiler6333
@dmboiler6333 Жыл бұрын
This man should teach computer science
@koi_sakana
@koi_sakana Жыл бұрын
Hey, I have a question. I was looking into Donkey Kong’s and Mario Bros’s sprites and saw how they both had more than 3 colors each. While I do know that they aren’t NES hardware, I did think they would be similar since they came before the NES released. How long are the palette sizes for these old arcade games Nintendo made, and what limitations are there?
@koi_sakana
@koi_sakana Жыл бұрын
Btw, great vid!
@TS_Mind_Swept
@TS_Mind_Swept Жыл бұрын
As funky as all of this is, it's kind of neat how easy it is to abuse all of it to get unreasonably fast times; new games and new technology are neat and all, but they'll never be as fun to break as older games
@JoyRender
@JoyRender Жыл бұрын
What happens if you go into the 7-2 / 2-2 pipe in world 3?
@RGMechEx
@RGMechEx Жыл бұрын
Good question! It takes you to the ending of 1-1 just like it would in Worlds 2 and 7, nothing out of the ordinary.
@ClassicTVMan1981X
@ClassicTVMan1981X Жыл бұрын
@@RGMechEx Right, that pointer for World 3-2 was unnecessary; I suppose during the development of the game they were considering making 3-2 an underwater level as well, and forgot to remove it when they decided instead to make 7-2 the second underwater level. Lost Levels' 3-2 was an underwater stage, though.
@fatcerberus
@fatcerberus Жыл бұрын
"Too bad it's an autoscrolling level" ...I don't remember SMB1 having autoscrollers...
@RGMechEx
@RGMechEx Жыл бұрын
Should have said "autowalking" instead, but autoscrolling technically isn't wrong either (it acts like the pipe cutscene in 1-2).
@nate567987
@nate567987 11 ай бұрын
FYI nintendo was aware of the bug it was in mags Miyamoto had to put out a statement and everything. also that's why SMB2(LL) world 9 is sort of like the messed up levels it was a wink to this whole mess
@jumpman8282
@jumpman8282 6 ай бұрын
So when it comes to levels that loop, say 4-3 for example, would it be possible to make a jump right before the checkpoint loads and thus get the level to loop even though you took the correct path?
@LordMarcus
@LordMarcus 2 ай бұрын
12:50 Wait, SMB had auto-scroll levels? Was that an FDS-only thing??
@remedynoneofyourbusiness6
@remedynoneofyourbusiness6 Ай бұрын
Probably the pipe screens. Yk, like 1-2
@nathanericschwabenland88888
@nathanericschwabenland88888 Жыл бұрын
What type of nes games do you need besides tennis to glitch for all worlds of super Mario brothers one?
@TheeBuddylee
@TheeBuddylee Жыл бұрын
Fascinating
@user-on9kq9wg6z
@user-on9kq9wg6z Ай бұрын
we need to know how the stair 1up trick works
@JJ_TheGreat
@JJ_TheGreat 4 ай бұрын
17:49 Would it be possible to use Game Genie - or a hex editor to glitch it? Thanks!
@thetechsavvy0153
@thetechsavvy0153 Жыл бұрын
I just listen to this in the car as background noise
@aaendi6661
@aaendi6661 6 ай бұрын
Do you know how the arcade version of SMB stores it's levels? I'm guessing it uses one of Nintendo's MMC chips.
@EebstertheGreat
@EebstertheGreat Жыл бұрын
I've wanted to know for a long time but never had the resources to check for myself. The _only_ differences between the FDS and Famicom versions of SMB1 are in absolute addresses, right? It seems like there might at least be some differences during initialization, but maybe those don't matter after you start the game? And there are no differences whatsoever between the Famicom and NES NTSC versions? Like, not even one byte out of place? I assume there would be no reason to not keep reusing a single ROM. And also, there is no known way to exploit the differences in the absolute addresses between versions except by warping to glitched levels? If there were, that would presumably have at least the possibility of relevance to TASing.
@RGMechEx
@RGMechEx Жыл бұрын
I didn't have time to check out all the differences between the two releases, but I think there may be at least some minor adjustments (which may also just do with interfacing with the FDS). The start of the memory mapped region for cartridge ROM on the Famicom starts at $8000, and the start of the memory mapped region for program RAM on the FDS starts at $6000, a difference of $2000. If you look at the pointers for the level data, you'll notice that they differ by $1FF8 instead, just 8 bytes off. This leads me to believe that there is something actually different between the two releases (at least in the ROM before the level data) that accounts for this difference, but again, I haven't looked into it. And you are correct that the Japanese Famicom release and the North American NES release of Super Mario Bros. are identical.
@EebstertheGreat
@EebstertheGreat Жыл бұрын
@@RGMechEx That's interesting. I noticed something similar when I did a diff myself. I find it odd that I can't find any discussions of version differences here. Maybe if I investigate a little, I'll realize that they just don't matter at all, but there is definitely _some_ ROM change.
@8bitalex
@8bitalex Жыл бұрын
So then does TLL has two theoretical sets of glitch worlds because of the file difference, or is it only 1-4 that is changed to A-D?
@vinesthemonkey
@vinesthemonkey Жыл бұрын
the teal and aqua colors reminds me of windows 95
@floppy8568
@floppy8568 Жыл бұрын
17:50 true though
@General12th
@General12th Жыл бұрын
Hi Retro!
@saniel2748
@saniel2748 Жыл бұрын
I wish someone would be making same high quality videos but for modern games Cuz modern games are not less weird than retro ones
@RandomChayne
@RandomChayne Жыл бұрын
This is absolutely amazing. Here's a comment to appease the algorithm gods!
@sylvanhrowberry
@sylvanhrowberry Жыл бұрын
Question: on your website with all the maps of levels, every level with both invalid tile and sprite pointers' maps are just a ? block and a koopa. why?
@RGMechEx
@RGMechEx Жыл бұрын
Since I didn't emulate any RAM when creating the maps, the level data and sprite data is just interpreted as a bunch of zeros. Those are the objects and sprites that correspond to 00 00.
@sylvanhrowberry
@sylvanhrowberry Жыл бұрын
@@RGMechEx By the way, huge fan! I used to watch your videos as a kid and still do. Love learning about this kind of stuff!
@Alexs23743
@Alexs23743 Жыл бұрын
...So, how does World 2-Castle in New Super Mario Bros. Wii (a castle that clearly references World 4-4 and 7-4 of SMB1, and whose first Star Coin requires you to intentionally blow the sequence to obtain if you aren't in Propeller form) work, then? D:
@kain_is_cool
@kain_is_cool Жыл бұрын
i have no idea what this means or what is going on but it looks cool so i will just say i do know what it means
@ferrugemj18
@ferrugemj18 Жыл бұрын
I'd love a video on PS1 texture warping
@linkrulezall
@linkrulezall Жыл бұрын
The short version is basically that the PS1 has no built in floating point calculator so each vertex of every polygon will snap to the nearest available integer instead (basically the ps1 shaves off all the decimal points during the rendering process). I'd like to see how RGME represents it though!
@Roach1
@Roach1 5 ай бұрын
does this mean that the speedrun for SMB1 could be faster than ~5m on FDS since you could do 1-1, 1-2, 36-1, 36-2, 36-3, and 36-4? instead of the usual route of 1-1, 1-2, 4-1, 4-2, 8-1, 8-2, 8-3, 8-4?
@Titanic4
@Titanic4 Жыл бұрын
Regarding FDS version of 36-1, when you defeat Bowser with Fire Mario, the game seems to crash near the flagpole. Does that happen on real hardware? If so, what causes that crash to happen in the first place?
@RGMechEx
@RGMechEx Жыл бұрын
There is a Fireworks sprite in the glitch level's sprite data near the end of the level. Normally this sprite only spawns during the ending fanfare, so it has undefined behavior when it is included in the level data. It seems having Bowser in the level manipulates the enemies in such a way that all of the sprite slots are full at the end, so the Fireworks are skipped over and the game doesn't crash. Otherwise, they do load in and the game will likely crash (though not always!). You can also cause this to happen by dying half way through the level and starting at the midway point--the sprites don't line up properly and the Fireworks still spawn in.
@jansenart0
@jansenart0 Жыл бұрын
**nods** ahhhh, okay!
@TheAznCoderPro
@TheAznCoderPro Жыл бұрын
Just wondering is the next video going to be on the SNES APU?
@RGMechEx
@RGMechEx Жыл бұрын
If not the next video, the one after that for sure.
@nathanericschwabenland88888
@nathanericschwabenland88888 Жыл бұрын
What type of nes games do you need besides tennis to glitch for all worlds?
@nathanericschwabenland88888
@nathanericschwabenland88888 Жыл бұрын
I could already tell that there has to be a total of 255 worlds or not?
@nathanericschwabenland88888
@nathanericschwabenland88888 Жыл бұрын
Do a hot plate glitch with dragon quest three video explanation
@Eventlesstew
@Eventlesstew Жыл бұрын
20:33 Does the middle pipe take you to World 5 though? Just wondering.
@RGMechEx
@RGMechEx Жыл бұрын
In All-Stars the middle pipe will take you to World 3 like it normally would.
@Eventlesstew
@Eventlesstew Жыл бұрын
@@RGMechExhhh ok, I was wondering if Nintendo fixed it by changing the values of the left and right pipes in the World 4 warp zone that takes you to world 5, but I just realised that they were changed to be 1-1 lmao.
@Eventlesstew
@Eventlesstew Жыл бұрын
I wonder if through SMAS + SMW an Arbitrary Code Execution in Super Mario World could allow us to enter glitched worlds in SMB1 and potentially other glitched worlds in SMB2, 2J, SMB3 and SMW.
@Eventlesstew
@Eventlesstew Жыл бұрын
@@RGMechEx Good job on explaining literally everything about how SMB1 functions in your videos btw.
@Pokechu22
@Pokechu22 Жыл бұрын
Displaced Gamers has a followup video that talks about the changes in the code between versions (Talkin' Code Episode 5). They fixed it in a really jank way.
@Dorktoast
@Dorktoast Жыл бұрын
Can you link the unlisted video with the other levels?
@frognik79
@frognik79 Жыл бұрын
Might have missed it in the other videos but why does the end of a level not stop if you jump over the flag pole?
@RGMechEx
@RGMechEx Жыл бұрын
To put it plainly, there's just nothing to tell the game to stop scrolling. You were never intended to ever get over the flagpole so it wasn't ever an issue. In Lost Levels, some of the levels do have scroll stop objects after the flagpole, since there are green springs (and well, Luigi in general) that let you jump much higher and can easily get over the flag. Also like I mentioned, there were often sublevels located after the flagpole and they wanted to make sure you could never get to those from the main level like that.
@narayanbandodker5482
@narayanbandodker5482 Жыл бұрын
Question: what causes the invisible blocks to not have collision after a death in the level?
@saxor96
@saxor96 Жыл бұрын
That's just for the invisible 1-Up Mushrooms I think, and it's actually tied to coin collection in the third level of the previous world. There's a video from kosmic about them ("The Most Hidden Powerup in Super Mario Bros."). I guess the specific code for that block has the coin check flag. And loads it if the flag is set or not.
@JustWierzba
@JustWierzba 29 күн бұрын
Is there still a way to see these uploaded maps? Links in description don't work for me
@yablock7346
@yablock7346 Жыл бұрын
Explain how Game Genie code 'YEAAAA' corrupts the game and maybe include some other codes like 'PIGPOG' which spawns enemies
@c7wolfyy
@c7wolfyy Жыл бұрын
Interesting
@DriftWare
@DriftWare 8 күн бұрын
Can anyone point to something that explains Mario's swimming physics?
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