How Bad Apple was played inside Super Mario Bros.
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In this video, I break down the steps I took to create a TAS of Super Mario Bros. wherein I play the Bad Apple music video on screen. Here's the TASVideos submission for more information: https://tasvideos.org/8991S My game Fantastic Fist can be found here: https://store.steampowered.com/app/2119470/Fantastic_Fist/ If you want to follow my TAS tomfoolery, join my discord: https://discord.gg/SbhTn6nX35 All the background music used in this video (If it isn't coming out of the NES) is from my game's soundtrack. This video makes some assumptions on your 6502 Assembly programming knowledge. Many of the concepts used in this video would require an entire course on 6502 ASM, and I'd probably lose 90% of the audience halfway through explaining all that. Instead of explaining all that, I'll just assume my target audience is people who already have a decent idea of what's going on, and are willing to pause the video to read the comments on my ASM code if needed. (The ASM code can also be found in the TASVideos link) On top of explaining how the recent Bad Apple TAS was put together, I also show some ways to improve this TAS, such as playing colored videos. I don't usually make videos with commentary, so if you want to provide feedback in the comments, all is welcome! If the subtle music in the background is distracting, if I sound too monotonous, or if I completely forgot to explain something, I'll keep that in mind for future videos. Timestamps / chapters: 0:00 Introduction 0:16 Step 0 - Glossary: TAS 1:10 Step 0 - Glossary: ACE 2:03 Step 0 - ACE in Super Mario Bros. 6:14 Step 0 - Writing our own custom code 9:09 Step 1 - The Graphics: Convert the video into "Mario tiles" 11:47 Step 1 - The Graphics: How to draw to the NES background 14:29 Step 1 - The Graphics: Compress the data into "packets" 15:39 Step 1 - The Graphics: The limitations of VBlank 16:56 Step 1 - The Graphics: Create packets and convert into inputs 18:11 Step 2 - The Audio: How to play PCM audio on the NES 21:03 Step 2 - The Audio: Generate the inputs, and give it a listen 23:02 Step 2 - The Audio: Fixing the audio 24:27 Step 3 - Return to Stable Gameplay 25:34 Step 4 - Bonus Audio: Multiple interlace functions 26:06 Step 4 - Bonus Audio: 26.6Khz audio loop 26:38 Step 4 - Bonus Graphics: Larger resolution 27:07 Step 4 - Bonus Graphics: 60 Frames per second 27:21 Step 4 - Bonus Graphics: Color video: Intro 28:10 Step 4 - Bonus Graphics: Color video: Determine color palettes 29:12 Step 4 - DOOM 30:10 Conclusion
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