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/vr/ - Retro Games


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File: 729 KB, 553x449, mario.png [View same] [iqdb] [saucenao] [google]
4629218 No.4629218 [Reply] [Original]

What's inside the door that Mario falls from? I always wondered about that as a kid.

>> No.4629224

>>4629218
Hell.

>> No.4629231

>>4629218
Did you not read the intro story on the title screen? If you didn't as a kid, did you never when you got older? Its literally the first sentence.

>> No.4629245
File: 10 KB, 196x250, 1486616905593.jpg [View same] [iqdb] [saucenao] [google]
4629245

ywn go back into the door no matter how many times you try

>> No.4629297
File: 135 KB, 788x1024, 1489524311670.jpg [View same] [iqdb] [saucenao] [google]
4629297

>finish the game
>go through the final door
>drop down to the first stage

Mario Bros 2 is an infinite loop.

>> No.4629545

>>4629231
I think he meant in the game's code, not in the game's story.

>> No.4629617

>>4629545

Now that sounds like an answerable question. Surely someone knows

(it probably just crashes the game or sends you back out the same door or some other unexciting thing like that though)

>> No.4629628

>>4629617
>tfw it actually sends you to a whole secret world that was programmed into it in case anyone ever managed to hack the game and go through the door

>> No.4629630

>>4629617
Why would it even be a functional door? You're not supposed to ever access it so it's probably just a graphic.

>> No.4629634
File: 2 KB, 553x449, compressed-29pb[1].png_wmwg.png [View same] [iqdb] [saucenao] [google]
4629634

>>4629218
Is a door to your room.

>> No.4629649

>>4629634
>muh mario 2 is sugoi psychedelic
>muh mario is totally tripping out on magic mushrooms!!1
babby’s first game analysis

>> No.4629651

>>4629630
because back in the day, it was easier to use an instance of an already working function (ie, the door) because the animation was already there, rather than creating a clone of the animation separate from the "door" function. but I'm willing to guess it either
1. loops back to itself
2. crashes the game

interesting question, though!

>> No.4629704

>>4629651
Considering the door isn't even animated, at least in the NES version, your entire argument is flawed. It could easily just be background tiles with no functionality whatsoever.

>> No.4629716

>>4629218
Mario 1

>> No.4629720
File: 44 KB, 869x445, allquestionswillbeanswered.png [View same] [iqdb] [saucenao] [google]
4629720

>>4629651
>1. loops back to itself
We have a winner! The door, if you could go through it, is set to dump you right back where the door is according to this level editor.

>> No.4629727
File: 542 KB, 1000x2100, 538.jpg [View same] [iqdb] [saucenao] [google]
4629727

>>4629720
thanks anon

>> No.4629732

>>4629720

But does it attach any ghosts or tulpas to you as you go through it? Those might not show up in the editor

>> No.4629747
File: 308 KB, 320x180, smb2.webm [View same] [iqdb] [saucenao] [google]
4629747

>>4629732
Wanna find out?

>> No.4630194

>>4629720
Thanks anon

>> No.4630216

>>4629747
Delete this.

>> No.4630220

>>4629747
What's the meaning of this!

>> No.4630298

>>4629634
Tell Mario to knock first then.

>> No.4630308

>>4629720
>>4629747
I'm happy someone took the time to do this. You're an asset to the board, Anon.

>> No.4630316

>>4629720
>>4629747
Thanks anon

>> No.4630502

>>4629720
Mario 2 level editing looks fun, how easy is the utility to pick up and use?

>> No.4630508
File: 3.72 MB, 581x327, butwhy.gif [View same] [iqdb] [saucenao] [google]
4630508

>>4629704

>> No.4630519

>>4629747
you just won the game m8

>> No.4630521

>>4630502
Mostly mouse-driven. You click on stuff, right click for options. Levels are made up of objects, which cover everything including the stuff you walk on, with the exception of the floor. Very cut-and-paste style editing. I haven't messed around with it too much, but it looks simple enough to use.

>> No.4630567

>>4629628
Which game does that? Pretty neat if true

>> No.4630779

Any other inaccessible areas in old games? I wouldn't mind digging around some more to find out what was hidden away.

>> No.4631029
File: 300 B, 30x28, 1509246054041.png [View same] [iqdb] [saucenao] [google]
4631029

>>4629747
how sweet of you anon!

>> No.4631301
File: 1.91 MB, 1920x800, (nods).webm [View same] [iqdb] [saucenao] [google]
4631301

>>4629720
>>4629747

Well done sir!

>> No.4631646
File: 12 KB, 500x616, timeforscience.png [View same] [iqdb] [saucenao] [google]
4631646

You're all very welcome, but we need to take it farther.

>> No.4631661
File: 497 KB, 256x224, smb2.webm [View same] [iqdb] [saucenao] [google]
4631661

>>4631646
Well this is interesting. It appears the game is hard-coded to prevent you from creating a sub-space door in the opening screens. I would need to dig deeper into SMB2 in order to figure out a way to force the game to allow it.

Does this mean sub-space areas are all hard-coded locations? Are the warp zones specific hacks that work outside of the level data? I wonder if data crystal has any info.

>> No.4631693
File: 1 KB, 256x224, shitjustgotweird.png [View same] [iqdb] [saucenao] [google]
4631693

>>4631661
Ok, I tried adding a door straight to Wart's room to see if I could make a door in there, and putting it in the opening area caused massive graphical and level glitches, leading to a vertical area with a few vines, and some glitches. I moved it to the main area for 1-1, and then it hung when I entered the door to 1-1. So I changed the first door in 1-1 to what I wanted. I ended up falling down the bottom part of the spike shaft from level 5-2, but with blue background. Pic related.

So I beat birdo and went through the bird. Instead of bonus round/level end, I fell through the ceiling of 5-3, and now the game says I'm in 1-F, and it's 5-3 with a blue background. I must continue.

>> No.4631701

>>4631693
You're doing god's work, anon. Keep it up.

>> No.4631837
File: 2.46 MB, 256x224, smb2fun.webm [View same] [iqdb] [saucenao] [google]
4631837

>>4631693
Ok, things got odder. I reset and went through as Luigi so I could see where the warp in 5-3/1-F would take me, and it dropped me off at 4-1 and the game continued as normal. So I reset and came back as the princess, and the vertical part of 5-3/1-F was glitched up a bit, with the walls and bottom floor completely missing. I could still make it to the top, and access the door to the next room though. So I opened the editor again and changed the next door I could to point to 7-2's boss room again. Results were webm related.

>> No.4631893

>>4631661
Xkeeper, the founder of tcrf is doing a complete disassembly of the game as we speak and according to his Twitter it's almost done o I guess there's that.

>> No.4631902

>>4629634
Seriously, this is the true answer. That door is your bedroom door, and your Nintendo is the key to unlocking the dream world on the other side. We are like the dreamer, who dreams and lives inside the dream. But who is the dreamer? Mario is the dreamer. You are Mario. The dream is the world, which you must conquer.

>> No.4631924

>>4631902
Eat shit.

>> No.4631936

>>4631902
Did someone ever manage to get to the door?

>> No.4631967
File: 63 KB, 1020x760, niggaisyoublind.jpg [View same] [iqdb] [saucenao] [google]
4631967

>>4631936
>>4629747
>>4631661

>> No.4633770

We need to go deeper anons.

>> No.4633810
File: 2.86 MB, 256x224, smb2.webm [View same] [iqdb] [saucenao] [google]
4633810

>>4633770
Just went deeper. Went back to the one with the single door edit to Warts room, and went past that one warped room from >>4631837 and here was the result.

It's a dead end once you reach Birdo at 5-3/1-F's end, since these walls prevent you from reaching the bird mouth that would take you to the boss. I have no idea why that happened, since I never edited anything outside of 1-1.

>> No.4633831

>>4633810
And this is the end of where this glitch goes. I tried to put a pidgit with carpet near the birdo so I could try going over the wall, and it broke the glitch at 1-E, putting me into bonus round/end of level after beating birdo. All that's left to do now is try other locations and see if I can get it to put me anywhere else interesting and glitched.

>> No.4633854
File: 1.34 MB, 256x224, smb2multimouse.webm [View same] [iqdb] [saucenao] [google]
4633854

>>4633831
So attempting to go anywhere to world 7 has the same results. I decided to try for world 2's boss room. It was different, I'll give it that.

>> No.4633863

>>4633854
Make the potion work.

>> No.4633879
File: 2.35 MB, 256x224, smb2firemouse.webm [View same] [iqdb] [saucenao] [google]
4633879

>>4633863
I'll gladly give it a go, once the disassembly is completed. Till then, no sense doing work someone else already is.

Tried going directly to 4-3's boss this time. Fryguy is an odd boss for the game, in that he was glitched and could cause a hardlock in the released game. I'm interested to see what happens this time. I came in with invincibilty from a star and 1-shot him, and he just flew upwards off the screen and nothing happened. I'm trying to fight him straight, but it's hard without a floor.

>> No.4633885
File: 2 KB, 256x224, Super Mario Bros. 2 (U) (PRG1) [!]-1.png [View same] [iqdb] [saucenao] [google]
4633885

Oh! Oh! You smart guys can tell me what's under these places!
Y'know, the jars you go down. They have crumbly blocks, but no bombs to blow them apart.

Please, I must know!

>> No.4633894
File: 394 KB, 256x224, smb2bomb.webm [View same] [iqdb] [saucenao] [google]
4633894

>>4633885
I must show you. As it turns out, it's just bombable bricks over a pit. If you could get through, you just fall to your death.

>> No.4633942

>>4633894
Huh... interesting I guess.

Maybe it was just easier to have the same room for almost all pots, and the ones that weren't important didn't bother to include a second room.

So the default was a crumbly floor that may or may not of came with a bomb.

>> No.4633953
File: 297 KB, 391x415, cell likie.png [View same] [iqdb] [saucenao] [google]
4633953

>>4629720
ITT: Questions get actual answers

>> No.4633972
File: 197 KB, 500x500, swish.gif [View same] [iqdb] [saucenao] [google]
4633972

Was anyone else expecting this thread to be this informative when you opened it?

>> No.4633980

>>4633942
It was mostly lazyness. Each vase room is unique, but copy-pasted. They used the same 2-3 templates throughout the game, but each room has it's own place in the rom. They could have done more with it, but didn't for whatever reason.

Does anyone have any other answers they want from some old game? I'll be more than happy to poke at them.

>> No.4634000

>>4633980
I'm genuinely curious about how Bubble Bobble NES is mapped out. Is it a loop? Is it just one long line?

>> No.4634019

>>4634000
It's data in a block. The current level is a variable stored in RAM at $0401, and when you finish a level it will increment, then push you through the level switch routine. There's also a RAM switch variable that determines if you are in a bonus round or not, and another RAM variable that will determine how many rounds you skip when you trigger it by grabbing an umbrella. I can't show you a picture, since the only decent tool only runs under Mac OSX.

>> No.4634024
File: 242 KB, 500x525, GON GET SOME LUVIN.gif [View same] [iqdb] [saucenao] [google]
4634024

>>4634019
Neat, that's one small thing off my mind.