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SMB, SMB3, SMW physics specifications, Could be useful for GM Mario engines
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 Post subject: SMB, SMB3, SMW physics specifications
PostPosted: Mon Mar 12, 2012 11:44 pm 
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Wow, it's been ages since I last posted here. So at any rate, this is coming from someone with zero coding experience, but I basically figured out what I think are the bulk of Mario's physics values used in SMB and SMB3 (and variants thereof, with few minor details changed here and there). I didn't do too much looking into enemies/platforms' physics, as the memory values they have aren't quite as precise. Nevertheless, I thought that these could be helpful in reverse-engineering SMB and SMB3's physics engines.

Super Mario Bros., 770 kB image
Super Mario Bros. 3, 300 kB image
Super Mario Advance 4 addenda for Luigi
Super Mario World, 230 kB image (NEW!)

I've done a bit of work recently on Super Mario World, but I'm pretty busy here at college, and figuring out slope physics values looks to be both painstaking and tedious, so I can't say I plan on finishing that anytime soon. If anyone has any questions regarding these guides, fire away.


Last edited by jdaster64 on Wed Mar 21, 2012 1:57 am, edited 1 time in total.
 
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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Tue Mar 13, 2012 12:12 am 
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Get a grep of that details!
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Very useful guide to prevent hello clones! Since I'm working on a smw engine, it would be great to finish the smw one!

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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Tue Mar 13, 2012 1:53 pm 
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Needs more Custom Title Request forum.
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Somehow, I think your guide is even more complex than TASVideos' guide.

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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Tue Mar 13, 2012 3:36 pm 
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Nice, but how is this graphics and audio?

 
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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Tue Mar 13, 2012 3:55 pm 
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Neat. This is nicely put together.

For anyone confused by the hex stuff, use Windows Calculator, and put it in scientific view. Just switch the mode thing back and forth from "Hex" to "Dec" to convert between the two.

Wiiboy4ever wrote:
Nice, but how is this graphics and audio?
well the guides themselves are graphics

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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Tue Mar 13, 2012 6:54 pm 
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Couldn't find a suitable place to put this otherwise, in short. If anyone wants to move it, do so by all means.

Also, SMW's physics are ludicrously more complicated (even in the simplified form I'd attempt to condense it to) than the original SMB or SMB3. For example, there are two varieties of slopes (icy and non) in four levels of steepness, each with their own top speeds and accelerations for walking up/down the slope with and without Y held, coming to a stop up/down the slope, and skidding up/down the slope with or without Y held. BLEAGH. And don't even get me started on cape physics. I personally think SMB3's engine is tighter and more versatile anyway.

 
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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Wed Mar 14, 2012 9:55 pm 
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I must say, these documentations are pretty reliable, but I believe that there is a need to expand on the SMB3 Documentation. There are two types of ice collisions in SMB3. One is seen (through Mario's skidding of course) in the ground tile that looks like an icy versions of the "Plains" (in SMB3 Workshop, the level offset with the colored blocks are dubbed the Plains offset) tiles in SMB3. The other is on ice blocks (not the ones buster beetles throw) and the collisions seen in the ice blocks is more slippery than the other. Have you seen sonicepoch's (aka southbird) dissassembly and documentation of the dissassembly on SMB3? It'll give more insight on this topic with Mario's physicis in SMB3.

http://sonicepoch.com/sm3mix/

Thats where the disassembly is located.

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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Thu Mar 15, 2012 2:46 am 
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Get a grep of that details!
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Looks confusing to me. :S

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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Thu Mar 15, 2012 1:28 pm 
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Needs more Custom Title Request forum.
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Actually, I think this could belong in Developer Discussion.

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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Thu Mar 15, 2012 4:56 pm 
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sspp03 wrote:
Disassembly yada yada

Wow, that's some nice work there. Unfortunately, it's all a bit over my head (and far more complicated than I'd like to try to explain it myself); could you point out where exactly the bit about the different ice collisions is?

Also, I don't know why it didn't occur to me to just make a custom level or two in SMW to test slope physics more easily. D'oh. Either way, I'm going to have to round off and approximate a lot; the way SMW's physics are calculated is really messy compared to SMB and SMB3 (especially SMB). For example, presumably Mario's maximum fall speed is supposed to be 64 spix/frame, but it adds whatever gravity is currently affecting Mario as well, so the max is conditional, being 67 spix/frame while holding A, and 70 when not.

EDIT: Thanks for the move, btw.

 
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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Thu Mar 15, 2012 7:13 pm 
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jdaster64 wrote:
sspp03 wrote:
Disassembly yada yada

Wow, that's some nice work there. Unfortunately, it's all a bit over my head (and far more complicated than I'd like to try to explain it myself); could you point out where exactly the bit about the different ice collisions is?

Also, I don't know why it didn't occur to me to just make a custom level or two in SMW to test slope physics more easily. D'oh. Either way, I'm going to have to round off and approximate a lot; the way SMW's physics are calculated is really messy compared to SMB and SMB3 (especially SMB). For example, presumably Mario's maximum fall speed is supposed to be 64 spix/frame, but it adds whatever gravity is currently affecting Mario as well, so the max is conditional, being 67 spix/frame while holding A, and 70 when not.

EDIT: Thanks for the move, btw.


Dont really know where is the collisions is there myself. Although Im trying to grasp it, the easy way out is to make a video to test and compare Mario's physics when it comes to the collisions in SMB3 and SMW. I know that holding down a certain button in SMW actually allows the player to run through 1-block holes as seen in one of the levels of this SMW hack that I playthroughed: http://www.youtube.com/watch?v=nUeoYVhDSdE

But I wonder too about the correlation between the gravity, frames, and speed.

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ATTENTION! I am in need of coders to help fix Mario's physics for Mysterious Islandz. The game as it stands, is quite glitchy. If you are good at GM8 and is capable of reading FDE Exi's code, PM me!

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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Thu Mar 15, 2012 7:17 pm 
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jdaster64 wrote:
each with their own top speeds and accelerations for walking up/down the slope with and without Y held, coming to a stop up/down the slope, and skidding up/down the slope with or without Y held.

Don't they use the Pythagorean Theory?

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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Fri Mar 16, 2012 10:53 am 
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sspp03 wrote:
Don't really know where is the collisions is there myself. Although Im trying to grasp it, the easy way out is to make a video to test and compare Mario's physics when it comes to the collisions in SMB3 and SMW.

Sorry, I meant just the different physics used. "Collisions" wasn't really the proper term, I suppose.

@DarkBlueYoshi - That's more or less how Y-Speed is calculated, but all of those other values don't seem to follow a set pattern.

EDIT: Well, finished what I believe are all of the SMW physics specifications; I'll try to organize them in as simple a manner as I can manage.

 
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 Post subject: Re: SMB and SMB3 physics specifications
PostPosted: Wed Mar 21, 2012 1:56 am 
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Double post because content.
SMW Physics! (230 kB, 700x3300px PNG)

Tried to make some sense of the cape flight, and I think I succeeded. Inevitably, I left something mucked up, though, so please don't hesitate to ask any questions about all this.

 
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 Post subject: Re: SMB, SMB3, SMW physics specifications
PostPosted: Wed Mar 21, 2012 3:27 am 
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Get a grep of that details!
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Thanks a ton!

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 Post subject: Re: SMB, SMB3, SMW physics specifications
PostPosted: Wed Mar 21, 2012 6:47 pm 
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Don't they use a formula for calculating the jumping force?

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 Post subject: Re: SMB, SMB3, SMW physics specifications
PostPosted: Wed Mar 21, 2012 10:10 pm 
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Almost certainly, but the values only change on multiples of 0080 X-velocity.

 
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