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DESTROYING Gravity in Super Mario World - Game Genie: Uncorked Episode 2 

Displaced Gamers
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Several Game Genie codes can alter jumping in Super Mario World, but HOW?
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#SNES #programming #marioworld

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31 май 2023

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Комментарии : 130   
@DisplacedGamers
@DisplacedGamers Год назад
The journey into 16-bit platforming illustrates that the application of gravity is similar to what we have seen in previous episodes in the Behind the Code series, but Super Mario World takes a different approach versus applying an 8-bit gravity constant directly to Y-Position. Thank you for submitting your Game Genie code requests for various Super Nintendo games. What game should we examine next?
@arciks11
@arciks11 Год назад
In TMNT 4 Turtles in Time, different kills against foot soldiers award different point values.
@GeekSHO
@GeekSHO Год назад
I'd love to see some digging into SNES Shadowrun damage calculations. They can get funky, even when not using cheats. For instance, there is a mini-boss later in the game that can be killed over and over (a Naga) so long as you do not pick up its item drop. This makes for an obvious grinding spot, but more strangely, sometimes the enemy dies in the first hit, so long as you draw your weapon and hit them very soon after entering the room. Almost as though the enemy health is added incrementally (like Earthbound).
@musickid43
@musickid43 Год назад
Battletoads double dragon on nes had the main menu flicker with the music when using the infinite lives code. I would like to know why.
@raafmaat
@raafmaat 7 месяцев назад
(Besides this, really love your content! been binging all the videos last couple of days!) slight little complaint: In your blue overlay box, please add zeroes in the fractions! now without the zeroes it just keeps flickering like crazy, giving me an headache loll 165.4375 165.445 165.54 165.6 165 could be: 165.4375 165.4450 165.5400 165.6000 165.0000 (i know writing it out like this seems useless, but i wanted to provide a visual aid of what is causing the flicker for anyone that didnt understand my complaint)
@mikevsamy
@mikevsamy Год назад
The gravity change when holding the jump button while falling is actually used by SMW speed runners to get more precision. They call it “regrabbing”. In some ROMhacks mastering it is necessary.
@nickwallette6201
@nickwallette6201 Год назад
This stuff gives me such a huge appreciation for the work that went into creating these games. I can't even imagine how long the devs spent tweaking these routines until they felt right. That most of us never thought about it -- _because_ it just felt right -- must be quite the compliment. However, I was a weird kid, and I _did_ think about these things. I would go over it in my head and try to imagine how you would walk a CPU through a convincing character movement, like jumping. I always assumed it was a list of manipulations based on a timer (after x frames, change the Y speed to b, etc...), but that seemed like a lot to keep track of. I always thought, nah, that must be wrong -- there's no way it would be that complex, while the game keeps doing everything else in the background. It turns out I was both right and wrong. The solution is actually easier, in this case, but other things did actually work like I imagined. And it WAS complex, and all happening at the same time. I'm not sure that will ever cease to be amazing.
@Lykrast
@Lykrast Год назад
That gravity manipulation explains how those more advanced jumps in the kaizo types of romhack work (like with regrabs and stuff) so that's neat!
@polariss0i
@polariss0i Год назад
In SMB1 I've used the code PPOTPO, it causes enemies to jump, and if you kick a turtle it will sit in place going back and forth, then eventually break. Breaking looks like the bottom sprite and top sprite are in different orientations and you end up with a split looking shell. Always wondered how this one works as the behavior is so odd.
@quarkbent9165
@quarkbent9165 Год назад
It's after midnight, I'm tired and unfocused, and I think I followed that properly in it's entirety. Well done.
@scruffydad9435
@scruffydad9435 Год назад
I've been waxing poetic about your videos to my wife all morning ("That's nice, dear"), so I'll say it to you too: I love how you break down the mechanics in all the games of my youth, then how you mess with them and provide game genie codes. You've greatly increased my appreciation of the NES and SNES.
@DisplacedGamers
@DisplacedGamers Год назад
Thank you so much!
@nathanisbored
@nathanisbored Год назад
its worth noting the value of 4 is actually already used when riding a winged yoshi, though only when falling, not when ascending since that just holds a fixed speed for a small time. the aerial acceleration subroutine has a few different systems in place for different mechanics, so its a bit all over the place, but all the vertically acceleration (gravity) constants are in a lookup table depending on the conditions at play.
@HorkSupreme
@HorkSupreme Год назад
Had that booklet when I was younger and it seems my older brothers found a modification of that mega jump code that as long as you hold the jump button it continues to do little jumps into the air, but it would go up then down a little and repeats. This code causes softlocks when beating a castle since Mario couldn't jump on the trigger.
@spaarm
@spaarm Год назад
Whenever you drop a SMW video it’s an immediate watch
@Tinneetus
@Tinneetus Год назад
Thanks! It's like Behind the code, but simpler. And still interesting.
@OptimusNiaa
@OptimusNiaa Год назад
Excellent as always. I never realized how SMW achieves variable jump height.
@zacknattack
@zacknattack Год назад
cave story also has a similar system to this, but with a slight difference: rather than simply decreasing gravity when jump is held, gravity is decreased if jump is held... *and* quote is moving upwards, so the downward part of the jump is always consistent, it's the upwards part that is controlled by holding/releasing jump
@nervaaugustus7089
@nervaaugustus7089 Год назад
Absolutely fascinating. I didn't even know that re-pressing the jump button would affect the gravity and alter the jump. Thank you for this insightful look into Super Mario World's code!
@PlasticCogLiquid
@PlasticCogLiquid Год назад
SMW has a perfect feeling jump too. It's fine tuned
@fbodirector7464
@fbodirector7464 Год назад
Finally get my Displaced Gamers fix. I was just at your channel yesterday wondering when your next video would come out.
@minirop
@minirop Год назад
Finally an answer "keeping the jump button press isn't a placebo"
@DisplacedGamers
@DisplacedGamers Год назад
I feel like it is a natural instinct for a gamer to mash the button and hold it in attempt to stay in the air for a longer period of time, and programming using the button pressed/not pressed to change physics is perfect.
@Xstioph
@Xstioph Год назад
At first I was like "whaaat" - but got to think.. And during the really long jumps, if you let go of the jump button while at peak height.. You'll simply drop into the pit. So people probably (very quickly) learn to hold the jump button for as long as possible. :D Very insightful video!
@TachiTekmo
@TachiTekmo 7 месяцев назад
This, among other things (like Mode 7), is why SMW was so revolutionary. With a 16-bit system, emulation of natural physics-albeit crudely-was calculated naturally, on the fly. So, a jump felt like how you, the player, felt a jump should behave. I clearly remember the first SNES I played, at 10 years old, and being blown away at the increased fidelity. And yes, SMW was my first SNES game!
@homerosz97
@homerosz97 Год назад
I really enjoy these new breakdowns! Keep em coming! I gotta wonder tho, what would happen if you increased the jump gravity to some super high number like 81? Would that immediately put Mario into the ground?
@VincentGuillotine
@VincentGuillotine Год назад
I wondered how games did the "hold jump to jump higher" mechanic. changing gravity itself is so simple
@VinsCool
@VinsCool Год назад
For such a simple physic engine, this game still feels nice to play and control, a thing too many platforming games fail to get right, especially on the bootleg side of things.
@LeinaDZiur
@LeinaDZiur Год назад
Hey, on the subject, did you know that on Megaman 3, if you hold right on the second controller you get mega jumps and immunity to dying on holes? Also, if you hold up or down (don't really remember) you can slow down and even stop some enemies. I assume those are debug commands that were left since that game is known to have been rushed through development. I don' know if you accept suggestions of subjects, but I would *love* to see you take a look at that! Thank you for your amazing content
@flameshana9
@flameshana9 Год назад
There's also ways to take damage while down in a hole and then jump back out. If your life is depleted while off screen you don't exit the level despite hearing the dying noise. To this day I haven't seen anyone else replicate it though. But I used to use it to make myself invincible in the levels where it worked.
@LeinaDZiur
@LeinaDZiur Год назад
@@flameshana9 Yeah I did that too! The music would stop and you wouldn't be able to shoot because you had no "ammo" for it, but you could still use boss weapons.
@RetroCheater81
@RetroCheater81 Год назад
I could have sworn I remember reading that the walls in Double Dragon Mission 4 weren't random it was based on how you killed the previous enemies, but I cant seem to find the breakdown of how it happens anymore. Matter of fact I think Double Dragon would be a good topic to cover in general. Besides the wall algorithm you can explain how the hidden enemy glitch works on Mission 2 etc.
@retrononomusic
@retrononomusic Год назад
Your videos make me happy, I can't explain why 🤗 Maybe it has to do with how mysterious video games seemed to be when I was a kid and now you are showing me how it looks behind the curtain
@awesomedata8973
@awesomedata8973 Год назад
Great video! -- Need more Behind the Code for this stuff! :D
@LeftClickShift
@LeftClickShift Год назад
It'd be amazing to see this topic returned to, perhaps a comparison of physics and variables for mario's runs and jumps from all of the 8 & 16 bit adventures? So SMB, SMB2, SM2USA, SMB3, and SMBWorld? I'd be curious to see what specifically contributes to the game feel, as well as have a comparison by the numbers. Regardless, thanks for the awesome video!
@djhaloeight
@djhaloeight Год назад
One of my favorite channels! Love your technical breakdowns that are easy enough to understand for non-programmers lol.
@chriskirby312
@chriskirby312 Год назад
So all those origional codes i created when i was 16 (my first job). Interesting to think back to those days!
@otakubullfrog1665
@otakubullfrog1665 Год назад
I imagine that setting the gravity to zero is similar to how the Game Genie code for Super Mario Bros. 1 that the manual refers to as "moon gravity" works.
@InsaneFirebat
@InsaneFirebat Год назад
We're almost behind the code.
@ClassicGameHacking
@ClassicGameHacking Год назад
Beautiful demonstration as always!
@AlchemicSoul
@AlchemicSoul 4 месяца назад
I still remember a week when my mom was out of work when I was growing up and I came home from school one day and she was cheating her way through all of the Mario World levels with a game genie, flying over them.
@kasquez
@kasquez Год назад
Could you do the same analysis but with Donkey Kong Country's jump and water mechanics? I've always thought DKC movement is so smooth and well done.
@kri249
@kri249 Год назад
Another great video. I'd love to see more snes games covered in future episodes. Particularly unique features with interesting code behind them.
@thecunninlynguist
@thecunninlynguist Год назад
Reminds me of the moonwalk gg code for mario 3
@Rathclav
@Rathclav Год назад
I remember those codes. It's always fun to see what more can be done then what they found.
@BasVoet
@BasVoet Год назад
Thanks, these videos are very interesting!
@TooLazyToFail
@TooLazyToFail Год назад
This was fun, thank you!
@LavaCreeperPeople
@LavaCreeperPeople Год назад
DESTROYING Gravity in Super Mario World - Game Genie: Uncorked Episode 2
@AlbySilly
@AlbySilly 11 месяцев назад
Time to find where the constant 80 is stored, so you can change the jump power instead of manipulating gravity
@sebc255
@sebc255 Год назад
I think this video helped me understand variable jumping height more than I could've imagined. Back when I was studying Game Design, I always wanted to implement this mechanic but could never figure out how; all I was taught for a basic jump was just to launch a character upwards at a set speed and let the other hidden preset values do the rest. Maybe gravity was the step I was missing all along and I never even considered it.
@mightyrobot42
@mightyrobot42 Год назад
There are a few ways of handling jump height. I had to look into it a while back for a game I'm working on and ended up implementing a system similar to this one, with the exception being that when the Y velocity turns positive the full gravity is always applied regardless of whether or not the jump button is pressed. This gravity-manipulation allows the player some control over jump height, but it's imprecise. The character will continue to ascend even after the jump button is released, albeit with gravity decelerating them at a faster rate. This works for Mario because your main concern with that game is landing on a precise position on the horizontal axis, but for something like Mega Man, where one of the main skills that the player needs to master is shooting at a precise vertical height, that wouldn't give the right amount of control. I haven't done a deep-dive into how Mega Man handles jumping, but just from playing the game it appears that gravity is applied at a constant rate as the character ascends as long as the jump button is held, but the vertical velocity is instantly reduced to zero when the button is released. Mega Man begins accelerating downwards at this point but since he's starting from zero there's a few frames where the downward velocity is minimal, giving the player a chance to fire a few shots. After some practice the player will get into a habit of jumping, releasing the jump button and immediately firing when they're in-line with their target, and then falling to the ground to repeat the cycle. And, of course, there are games where the jump height is fixed, even later into the 8- and 16-bit eras where controllable jump height had become common. There are obvious examples like Ghosts 'n Goblins and many of the Castlevania games where your entire jump path is fixed, but even games that allow you horizontal control while in the air will still sometimes restrict you to a specific jump height. Ninja Gaiden and Contra both worked this way.
@michaelturner2806
@michaelturner2806 Год назад
I didn't know codes were still scrambled in the SNES Game Genie, everything looks like hex codes. I remember reading the front of the Game Genie manual about altering codes, and it talked about increasing the first two characters to get a bigger number. Like if a code for starting with 30 lives was 1Exx-xxxx, you could usually use 32xx-xxxx to start with 50 lives, with 00 being the smallest and FF being the largest. I applied this logic to this jump code, and got an effect that made non-cape Mario float in and out of the top of the screen when holding the jump button.
@jondorthebrinkinator
@jondorthebrinkinator Год назад
Retro Game Mechanics Explained has a video that goes over the decoding for all the various Game Genies. The SNES and Genesis codes do use what look like hex values, but most of the bits are scrambled and I believe so are the mapping of 0-F to the raw binary values.
@igodreamer7096
@igodreamer7096 Год назад
Gravity in games. Take that "realism whines" HAHAHA
@DavidRomigJr
@DavidRomigJr Год назад
I think it would be more accurate to call the downward acceleration, well, acceleration than gravity since gravity is constant. Gravity then would conceptually be a constant 6 with upward acceleration caused be the force of Mario’s jump changing from 0 to -3 when the button is pressed. Of course the end code doesn’t concern itself with a superfluous addition but it makes the physics model more understandable.
@billybollockhead5628
@billybollockhead5628 8 месяцев назад
I *really* enjoyed this and found it super informative. I grew up with mario, and now I'm sat here with an emulator playing with game genie codes (knowing what the code does, and now - how to convert that into a game genie number). Any chance on a similar breakdown to the rest of the movement system? Walk/Run/etc? My coding skills suck, but I'm finding this genuinely fun to play about with now I know the Math (I can do maths). I've even drawn it all out on graph paper.. Gawd I'm an old nerd! :D Thank you! You've made an old nerd really happy tonight.. Made me feel like a "proper" hacker! lol.
@billybollockhead5628
@billybollockhead5628 8 месяцев назад
Heck, how much patreon dollars do i need to spend to make this happen :D
@dabradmp1
@dabradmp1 Год назад
Idea for a video. For the original red, blue, yellow pokemon games, would it be possible with a code to change the bike so it doesn't trigger the bike song. Like you get on the bike and it keep the town song instead
@renakunisaki
@renakunisaki Год назад
I'd like to see more screwing around with other related variables instead of just one. Let's see what happens when you change the initial velocity or the default gravity.
@masterinsan0
@masterinsan0 Год назад
I like this series a lot (and this channel for that matter) but I definitely enjoyed the previous episode of the series more. I personally enjoy the deeper dive and especially the "let's improve this code and make it better" part of the FF2 episode. Just my feedback, still enjoyed it though!
@DisplacedGamers
@DisplacedGamers Год назад
Hey, I appreciate the comment. A few things here on the GGU series - It is meant to be simpler, shorter, and easier to produce. When I put that code box in the FF2 episode, I didn't realize just how much time that was going to add to production. Admittedly, it was also a bit more time consuming as I also elected to show both revisions of code and their ROM locations. I like to use Behind the Code (and Talkin' Code if I ever revive that) to show any code and Game Genie Uncorked for explaining concepts/logic behind GG codes. I've received feedback from both sides ("More code!" "Less code!!"), and having separate series helps manage expectations. The programmer box at the bottom of the first episode was meant to appeal to the people that enjoy code without me needing to really reference it in narration. I may include it in future GGU episodes when possible - not ruling it out.
@masterinsan0
@masterinsan0 Год назад
@@DisplacedGamers That's totally fair - I think I've left comments on other episodes saying "gee I wish there was more content". As someone who is not a video producer, I take for granted just how much production time can go into a single episode, and I appreciate the desire to have a series with a (potentially) broader appeal and which takes less time to put together. Thanks for responding! (Also P.S. I loved Talkin' Code as well so of course I'm rooting for it to return 😄)
@ShadG
@ShadG Год назад
Heads up - the subtitles are borked on this one! Hope it's an easy fix! c:
@GEfromNJ
@GEfromNJ Год назад
Great video, and I love the on-screen display of values! One idea: Could you walk through how someone would even find the original gravity constants of 3 and 6? It might be fun to help others work on creating their own custom Game Genie codes or rom hacks
@DisplacedGamers
@DisplacedGamers Год назад
Thank you! So the original GG codes point to the place in the ROM where the default gravity for jump button held is stored. The codes change what that value is. You can add a breakpoint for when that value is loaded from the ROM and then follow the logic that uses it. You can then see what RAM value is referenced (ex: Mario’s Yposition) when applying that value/a product using that value. That’s likely a good amount of information to begin to comment on the assembly code inside the subroutines containing gravity logic. In short - use the Game Genie code as a starting point and then just keep checking what uses the value in order to understand the routines.
@GEfromNJ
@GEfromNJ Год назад
@@DisplacedGamers Thanks for the reply! I think my original question was poorly worded. For instance, there's a game I'm working on hacking (GI Joe The Fate of Atlantis) because I stink at it :) I was able to come up with codes for infinite ammo, but I'd like to try and do mega-jumps like in your video today. I'm curious what a general procedure would be to find these constants. For instance, is there some way in Mesen to take snapshots of memory and compare before/after? Do you have Mesen best practices for analyzing things? I love the videos!
@briankarcher8338
@briankarcher8338 Год назад
@@GEfromNJ Whatever gives you memory dumps and breakpoints. Watching what values change in memory in certain circumstances, in this case jumping, will point you in the right direction. From there you may be able to pick it out based on how the variable changes throughout the jump. Finding the "source" of the gravity variable may require a code walk - you probably need to do a breakpoint on when the speed/velocity changes and look up a line or two to see where the source of the gravity value is.
@briankarcher8338
@briankarcher8338 Год назад
It's far easier to watch memory dumps on the NES than newer consoles due to the limited amount of RAM.
@DisplacedGamers
@DisplacedGamers Год назад
@@GEfromNJ So I like to watch the RAM for NES games, find the player X/Y location by moving around and jumping. I set a breakpoint for something like the Y-Position, disable it, slow the game down, jump (either using the controller or the controller feature in the debug window), and then enable the breakpoint to see what is influencing the value of that variable in RAM. I continue to work backward from there depending on what I am trying to find.
@ValkyrieTiara
@ValkyrieTiara Год назад
Do water stages work by simply adjusting these values, or is there more to it than that? Similarly, I feel like if there was a game genie code that allowed you to change the B button gravity value to a negative you could use it to fly lol
@BohepansTheThird
@BohepansTheThird Год назад
If you're willing to accept NES codes as well - I've got one for SMB1, and SMB3. Seeing either or both get videos in the future would be great! SMB1 - "STAGEO" - I've used this for the basis of a challenge run on my channel (ages ago, wouldn't call them serious attempts or anything, but at least showing how nasty and rude the game can be with it on!) - it makes most (I don't recall for sure if it's *all* enemies, but I recall a majority of them being affected) enemies throw hammers as if they were advancing Hammer Bros. (And even prevents some enemies from being killed by means other than fireballs!) It also seems to prevent certain enemies from spawning. (Like Cheep-Cheeps - though perhaps they're not failing to spawn, they're spawning off camera or something, so far down that neither their bodies nor their hammers can be seen?) I would love to get a breakdown and explanation on this one, given it can make a great if silly and nasty challenge in SMB1, I find! SMB3 - "YPXXLVGE ; Mario (not Luigi) can re-use items again and again" Firstly, what makes the game 'forget' to delete an item from your inventory on use? Secondly, if it wouldn't be out of the scope of a video like this - someone might have already come up with such, but in case you'd be willing to take a crack at it yourself - could you make a Luigi equivalent of the code, given Galoob didn't do so themselves, for whatever reason? (Makes me wonder if they were just lazy - or if maybe there were some kind of technical issues with their attempts. But anyway.)
@RutabagaSwe
@RutabagaSwe Год назад
Cool, now i know how a regrab works 😊
@philipmurphy2
@philipmurphy2 Год назад
Great stuff my guy.
@damin9913
@damin9913 Год назад
I understand how to make game genie codes for the snes easily wish I had one so I can make a lot of codes
@strider_hiryu850
@strider_hiryu850 2 месяца назад
so you could apply a genie code of 6, keeping the Gravity Constant.... constant.
@juiceala
@juiceala Год назад
Hi, I really like your videos, I was wondering can you make a video about Adventure Island 3 and how game genie codes work to manipulate the number of dinosaur eggs you have? I’d like a game genie code to let me start the game with 99 eggs like a bootleg version I had as a kid it made the game 10 times better.
@nin10doadict
@nin10doadict Год назад
So that's how the game manages to give you control over your jump height by how long you hold the button.
@briankarcher8338
@briankarcher8338 Год назад
It's so simple in hindsight, right?
@kargaroc386
@kargaroc386 Год назад
holy crap someone called it fixed-point instead of just subpixels - they know what they're talking about!!!
@mathprodigy
@mathprodigy Год назад
I don't know if it was supposed to, but this escalated quickly for me lol good breakdown, so does this prove that Nintendo deserves all the praise for this title, because look at how the damn thing works and is programmed? We're talking 1990 and Nintendo out here making physics in 16 bits with 16ths of a pixel and stuff, no wonder this game just feels different and better than all the other contemporaries at the time.
@GameSack
@GameSack Год назад
I wish my SNES Game Genie worked with my one-chip SNES, but no.
@DisplacedGamers
@DisplacedGamers Год назад
That's so weird. That same SNES GG you have works on the earlier, non-1chip revisions, though?
@bencanfield
@bencanfield 4 месяца назад
Is the cape just a negative gravity? since when you press A or B it pushes you upwards?
@duckhive
@duckhive Год назад
best game
@ultraokletsgo
@ultraokletsgo Год назад
Good stuff my guy
@DisplacedGamers
@DisplacedGamers Год назад
Thanks!
@marissavaneck1358
@marissavaneck1358 Год назад
This might be a better place to ask this than on the FF2 vid...soooo, I have a weird question for you: the code DD32-6DAD produces more or less permanent invincibility in Super Mario World. As a little girl, I tried it with Yoshi's Island/Super Mario World 2 because like 7 year old me thought "they're both Mario games right?" The result I got from that was that the Star timer, which normally maxed out at 30, would constantly regenerate, and would count up until it capped at 99. The weird thing is, though, I can't get this to work on any emulators. Diving into the reason for this would probably involve figuring out what was sitting at xx32-6DAD in rev. 1.0 or 1.1 of YI right? I've been wondering about this for over a quarter of a century and nowhere has there been any explanation... What might be causing this? What is at the ROM address xx32-6DAD in Mario World that makes this work, and what in Yoshi's Island?
@SynaMax
@SynaMax Год назад
Really fascinating insight into the jumping mechanics for SMW! Does pressing down the B button change the gravity value just for Mario or does it affect everything else globally?
@DisplacedGamers
@DisplacedGamers Год назад
I assume it is just for Mario/Mario with Yoshi. That said, I suppose we could set a breakpoint for reading the jumping gravity data from the ROM *but* exclude the specific reference used for Mario jumping to see if it breaks somewhere else. Side note - STILL impressed with your Castlevania: SotN video. Holy cow.
@SynaMax
@SynaMax Год назад
@@DisplacedGamers Thank you so much! I'm currently working on my Sinistar video next; really excited to show off what I uncovered.
@CarbonRollerCaco
@CarbonRollerCaco Год назад
So Mario can sort of glide even without the cape. Sweet. But also not exactly the most intuitive thing in the world. Crash Bandicoot is notorious for doing something similar with its jumps but making it more expected from the player, causing a lot of its gaps to come off as much harder to jump than intended.
@RetroCheats
@RetroCheats Год назад
Can you change gravity for falling speed only.. or how about change each frame to have a different jump value then original.
@DisplacedGamers
@DisplacedGamers Год назад
You could change the value referenced for “no button pressed” falling if you wish. Change six to something else.
@hikuro14
@hikuro14 Год назад
Could you make a video explaining why in a lot of games when pressing up+down or left+right or any combination of those directions tends to cause glitchy side effects? It's the basis for lots of glitches in speedruns and I'm just curious as to why.
@omegarugal9283
@omegarugal9283 Год назад
it depends but an example would be that the game evaluates the input multiple times when you press one direction acceleration to a certain speed is applied but after that the games reads the other direction and the check that cancels the acceleration ia skipped and you end up accelerating uncontrolably
@DisplacedGamers
@DisplacedGamers Год назад
A lot of controller checks use binary arithmetic to filter out combinations of d-pad and/or button presses as part of their controller conditionals. The combinations tend to work under certain assumptions, and those assumptions are that Up+down and left+right are combinations that should never exist. Of course, even original controllers can have their d-pad plastic wear over a period of time and allow opposite directions to be pressed. Programming under those assumptions *does* make sense for several reasons - including saving ROM space as well as execution time thanks to neglecting the implementation of a base case (equivalent of "else" in a higher level language) in the controller code. This unfortunately means that various side effects occur as code execution will - in my own words - "pinball around" a little bit in a loose structure of logic for some amount of time during the frame or across multiple frames. This may result in game objects being in a broken state during and/or after the illegal input.
@siriokds
@siriokds Год назад
If the screen resolution height is 224 max, how's possible 352 as PosY? Is it calculated in interlaced/480 pixels mode? How about the velocity? The game does not apply the gravity due to ground collision or it applied and reset to zero after?
@DisplacedGamers
@DisplacedGamers Год назад
The Y-Position is relative to the level instead of the screen. For gravity/YSpeed application, the logic bumps the number up to the next integer value and then later compensates the value using another RAM value for head/feet position within a block.
@Tayra_Reberta
@Tayra_Reberta Год назад
I want to know why there's some version of Super Mario World and Super Mario All Stars where you can play as both Player 1 and Player 2 on one controller and there's a version where you can't? Is there a code that allows to see how many controllers is connected to the console?
@jonothanthrace1530
@jonothanthrace1530 Год назад
But how do these codes impact flight?
@RetroPlayer4000
@RetroPlayer4000 11 месяцев назад
So what your saying is that big Mario can only become little Mario because gravity has been programmed into the engine. Plus gravity/physics doesn't stop because Mario stops? Did I pass class coach?
@musickid43
@musickid43 Год назад
Here's an idea for a video. The infinite lives game genie cheat for battletoads double dragon made the screen flicker with the music. It also didnt work on one level. Can you explain why?
@Multienderguy37
@Multienderguy37 Год назад
I would like a video on Castlevania Dracula X. Richter’s walk speed is much slower than his jump speed and this ruins the feel of the game. It would be nice to fix it.
@DisplacedGamers
@DisplacedGamers Год назад
Oooh. Hmm. That does sound interesting.
@Mr.Beauregarde
@Mr.Beauregarde Год назад
Forest
@BradCorrupts
@BradCorrupts Год назад
*plays* *gets an entire wall of text* I think your captions are broken, my good sir.
@DisplacedGamers
@DisplacedGamers Год назад
Captions seem OK. Maybe clear your cache/cookies?
@BradCorrupts
@BradCorrupts Год назад
@@DisplacedGamers RU-vid had it set to something that looked to be invalid. Changing the setting helped, it seems.
@seanewing204
@seanewing204 9 месяцев назад
How did the Game Genie companies know what to alter and where? No way they had the source code to the games, and they didn't have modern emulators. Dev tools, maybe? Were they programmers themselves?
@LaatiMafia
@LaatiMafia Год назад
What happens if you set the jump gravity higher than the normal gravity is? Will you eventually go through floors or will it just do nothing?
@DisplacedGamers
@DisplacedGamers Год назад
The results are better than I could have possibly imagined. 222C-AF6F
@briankarcher8338
@briankarcher8338 Год назад
@@DisplacedGamers New video or are you just gonna tell us? Haha.
@DisplacedGamers
@DisplacedGamers Год назад
@@briankarcher8338 Maybe my first ever Short?
@renakunisaki
@renakunisaki Год назад
@@DisplacedGamers Sharts 🤮
@Sinn0100
@Sinn0100 11 месяцев назад
Wait a minute...so gravity is a 6 and neutral is 352 right? What happens if Mario starts at an elevated position, which happens on certain levels? I know the starting number will be lower as the higher Mario is the lower the number. Let's say he starts at 342 does this change the gravity?
@FauxFaFox
@FauxFaFox Год назад
Tack!
@DisplacedGamers
@DisplacedGamers Год назад
Thanks!
@craigmcconomy9346
@craigmcconomy9346 Год назад
I remember going to the magazine store and scouring the back of the new EGM each month for Street Fighter 2 GG codes.. would love to see you do some videos on those! Here's a video showing one of the codes I remember best - boss in the original SF2, in action: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-T2SbU_cPmYI.html
@HelpTheWretched
@HelpTheWretched Год назад
Me and a friend messed around with some SF2 Turbo GG codes and somehow got air combos and counters working. That was a fun one, smacking each other a dozen times before we hit the ground.
@TheRealBatabii
@TheRealBatabii Год назад
If you use a code to set jumping gravity to 6, will Mario even leave the ground?
@DisplacedGamers
@DisplacedGamers Год назад
D12C-AF6F = Gravity 6. Yes. He is still assigned an upward velocity. The gravity value of 6 causes it to "decay" quite fast, though.
@marissavaneck1358
@marissavaneck1358 Год назад
If you were to assign a value of 80 or more, though, THAT would prevent Mario from ever leaving the ground. He's given an initial Y-velocity of -80. No idea what that would be in GG values though, since the codes aren't actually hex...
@PigeonHoledByYT
@PigeonHoledByYT Год назад
Physics is like that ass, it just don't quit
@ZacharyVogt
@ZacharyVogt Год назад
Obligatory algorithm engagement comment.
@YEWCHENGYINMoe
@YEWCHENGYINMoe Год назад
11h ago
@JazzyKitsune
@JazzyKitsune 11 месяцев назад
i used DD2C-AF6F as a kid! i got pretty good at manipulating when to hold a to float up or float down like you described. it’s really cool to see exactly what the code does!
@Mutericator
@Mutericator Год назад
This may be a bit more complex than you'd prefer for this series, but there's an Ocarina of Time GameShark code that has some crazy effects that might be worth digging into. It's called "A Tornado Hit Hyrule": Version 1.0 80025454 0001 80025466 0001 80025459 0001 Version 1.1 80025614 0001 80025626 0001 80025619 0001
@GeekSHO
@GeekSHO Год назад
I created a code for Shadowrun for SNES by using SNES9x's cheat search tool. It changes the maximum damage you can do with your weapon to 40. The most powerful weapon in the game normally goes to 20, and going higher than 40 seems to cause errors, probably some kind of buffer overflow. It's a fun code, and sometimes enemies seem very resistant to it, even when they clearly should be dead. What's going on here? Here is the code for "40 Firepower." It only works once you have gotten at least the first weapon, but overrides the damage: 7E3C3428
@DisplacedGamers
@DisplacedGamers Год назад
You may want to check to see if the damage dealt is only part of the byte. It is possible some bits are used for other attributes. That said, the idea does sound rather stingy for a system with the SNES' amount of RAM. Not uncommon on the NES, though.
@GeekSHO
@GeekSHO Год назад
@@DisplacedGamers it does seem like an overly simple calculation, but it's the best I can figure. The different weapons seem to only change the maximum damage when it rolls RNG. Of course it averages out to way more damage, but is a bit unsatisfying. To check if it's only part of the byte, would I want to try messing with the address before or after it? I'm really unfamiliar with how the SNES hardware works, just the basics of the SNES9x cheat search tool.
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