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Super Mario Advance 4 Lost E - Reader Level - Mad Dash

I have decided to create an unofficial remake of the "Bダッシュでかけぬけろ!"-"Mad Dash" level for Super Mario Advance 4,
This level was only available to people in Japan who brought a GBA into a store and scanned the store owned e-reader card, because of this, it is very rare.
This level is 16 screens long, full of enemies, and you only have 20 seconds to complete it.

I created the level from scratch using this YouTube video
and this image as a reference.

Mad Dash Version 1.0 can be obtained here. Only works with the (U) ROM version. This version is missing the ACE coins.

To use the file, open Visual Boy Advance,
Start SMA4, goto File -> Import -> Battery file...,
select the SAV file, Click "OK"
At the file select screen select "Level Card"
Have fun.

If you get "corrupt data" message make sure you have
"automatic" and "128K Flash" selected under
Options -> Emulator -> Save Type



Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
If the level isn't already available as a card, then what did Peardian use to make that map?
Peardian either has access to a SMA4 cart with the mad dash level or used the original video here to create the map.
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Wow, so nobody actually has an official card for this level?

No wonder I wasn't able to find it when I was downloading and scanning a bunch of ones myself a few years ago.

I am surprised the store-owned cards haven't been leaked though.
If you want a Mad Dash card binary, i can do that.
But i'll wait until you add the Ace Coins...

Anyway, looks neat.
My Website on Neocities
Here is a link to the level data for the Mad Dash Remake,
below is a deconstruction of the E-Level data.

//Objects
0x4E, 0x3C, 0x00, 0x05, //Ground
0x43, 0x3A, 0x07, 0x05, //Ground
0x42, 0x3B, 0x02, 0x03, //Bush
0x42, 0x3C, 0x10, 0x05, //Ground
0x42, 0x3C, 0x14, 0x05, //Ground
0x40, 0x3C, 0x18, 0x00, 0x1F, //Platform 1
0x00, 0x3D, 0x1B, 0x04, //Support
0x42, 0x39, 0x1D, 0x05, //Ground
0x00, 0x3D, 0x20, 0x04, //Support
0x42, 0x3B, 0x23, 0x03, //Bush
0x00, 0x3D, 0x25, 0x04, //Support
0x00, 0x3D, 0x2A, 0x04, //Support
0x00, 0x3D, 0x2F, 0x04, //Support
0x43, 0x3B, 0x30, 0x03, //Bush
0x00, 0x3D, 0x34, 0x04, //Support
0x42, 0x3A, 0x38, 0x71, 0x02, //3 Coins
0x40, 0x36, 0x40, 0x00, 0x40, //Platform 2
0x42, 0x35, 0x42, 0x03, //Bush
0x06, 0x37, 0x44, 0x04, //Support
0x42, 0x31, 0x47, 0x05, //Ground
0x06, 0x37, 0x49, 0x04, //Support
0x42, 0x32, 0x4D, 0x05, //Ground
0x06, 0x37, 0x4E, 0x04, //Support
0x42, 0x33, 0x53, 0x05, //Ground
0x06, 0x37, 0x53, 0x04, //Support
0x06, 0x37, 0x58, 0x04, //Support
0x42, 0x34, 0x59, 0x05, //Ground
0x06, 0x37, 0x5D, 0x04, //Support
0x40, 0x35, 0x5E, 0x03, //Bush
0x06, 0x37, 0x63, 0x04, //Support
0x06, 0x37, 0x68, 0x04, //Support
0x06, 0x37, 0x6D, 0x04, //Support
0x06, 0x37, 0x72, 0x04, //Support
0x06, 0x37, 0x77, 0x04, //Support
0x41, 0x35, 0x7A, 0x03, //Bush
0x06, 0x37, 0x7C, 0x04, //Support
0x42, 0x33, 0x82, 0x71, 0x02, //3 Coins
0x40, 0x31, 0x8C, 0x00, 0x1B, //Platform 3
0x41, 0x31, 0x8D, 0x03, //Bush
0x06, 0x32, 0x8F, 0x04, //Support
0x06, 0x32, 0x93, 0x04, //Support
0x06, 0x32, 0x97, 0x04, //Support
0x42, 0x31, 0x9A, 0x03, //Bush
0x06, 0x32, 0x9C, 0x04, //Support
0x06, 0x32, 0xA0, 0x04, //Support
0x06, 0x32, 0xA4, 0x04, //Support
0x42, 0x2E, 0xAA, 0x71, 0x03, //4 Coins
0x41, 0x2A, 0xAF, 0x71, 0x01, //2 Coins
0x40, 0x31, 0x8C, 0x00, 0x1B, //Platform 4
0x40, 0x33, 0xB7, 0x00, 0x04, //Platform 5
0x06, 0x34, 0xB8, 0x04, //Support
0x06, 0x34, 0xBA, 0x04, //Support
0x40, 0x34, 0xC2, 0x00, 0x12, //Platform 6
0x06, 0x35, 0xC3, 0x04, //Support
0x43, 0x33, 0xC6, 0x03, //Bush
0x06, 0x35, 0xC7, 0x04, //Support
0x06, 0x35, 0xCB, 0x04, //Support
0x06, 0x35, 0xCF, 0x04, //Support
0x41, 0x33, 0xD0, 0x03, //Bush
0x06, 0x35, 0xD3, 0x04, //Support
0x40, 0x35, 0xD7, 0x00, 0x02, //Platform 7
0x06, 0x36, 0xD8, 0x04, //Support
0x40, 0x36, 0xDC, 0x00, 0x02, //Platform 8
0x06, 0x37, 0xDD, 0x04, //Support
0x40, 0x38, 0xE1, 0x00, 0x02, //Platform 9
0x06, 0x39, 0xE2, 0x04, //Support
0x40, 0x3D, 0xE6, 0x00, 0x19, //Wooden Blocks
0x5D, 0x20, 0xEA, 0x78, //Backdrop
0x59, 0x3E, 0xE6, 0x12, 0x01, //Range to show item cards
0xFF, //Termination

//Sprites
0x00, //Required for alignment?
0x00, 0x6E, 0x16, 0x38, //Koopatroopa
0x00, 0x71, 0x1E, 0x37, //Spiny
0x00, 0x6E, 0x29, 0x38, //Koopatroopa
0x00, 0x6E, 0x2B, 0x38, //Koopatroopa
0x00, 0x6E, 0x2D, 0x38, //Koopatroopa
0x00, 0x6E, 0x2F, 0x38, //Koopatroopa
0x00, 0x6E, 0x31, 0x38, //Koopatroopa
0x00, 0x6E, 0x33, 0x38, //Koopatroopa
0x00, 0x6E, 0x35, 0x38, //Koopatroopa
0x00, 0x80, 0x3C, 0x35, //Paratroopa Green
0x00, 0x71, 0x48, 0x30, //Spiny
0x00, 0x71, 0x4E, 0x31, //Spiny
0x00, 0x71, 0x54, 0x32, //Spiny
0x00, 0x71, 0x5A, 0x33, //Spiny
0x00, 0x6C, 0x65, 0x35, //Koopatroopa Green
0x00, 0x80, 0x6B, 0x34, //Paratroopa Green
0x00, 0x71, 0x73, 0x35, //Spiny
0x00, 0x71, 0x74, 0x35, //Spiny
0x00, 0x80, 0x7B, 0x34, //Paratroopa Green
0x00, 0x6F, 0x85, 0x2E, //Paratroopa Red
0x00, 0x6F, 0x87, 0x2D, //Paratroopa Red
0x00, 0x6F, 0x89, 0x2C, //Paratroopa Red
0x00, 0x72, 0x94, 0x30, //Goomba
0x00, 0x80, 0x96, 0x2C, //Paratroopa Green
0x00, 0x72, 0xA0, 0x30, //Goomba
0x00, 0x80, 0xA2, 0x2C, //Paratroopa Green
0x00, 0x44, 0xBC, 0x33, //Falling Wooden Platform
0x00, 0x6F, 0xE3, 0x32, //Paratroopa Red
0x00, 0x41, 0xF8, 0x38, //End level Goal box
0x00, 0xFA, 0x5A, 0x32, 0x00, //Ace Coin 1 -Won't appear
0x00, 0xFA, 0x76, 0x34, 0x01, //Ace Coin 2 -Won't appear
0x00, 0xFA, 0x7C, 0x95, 0x02, //Ace Coin 3 -Won't appear
0x00, 0xFA, 0x8D, 0xBF, 0x03, //Ace Coin 4 -Won't appear
0x00, 0xFA, 0x9E, 0xE4, 0x04, //Ace Coin 5 -Won't appear
0xFF, //Termination

The ACE coins only appear if they are put before other sprites in the list, however the other sprites won't appear, I don't know if some extra alignment is required to get them to work right.
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
3 things I noticed for your ace coins:

1) They are after the goal panel. I find this usual prevents sprites from showing, so move them in front of that.

2) Not sure it this is required, but I usually place the Ace coins with the rest of the sprites in x-coordinate order, so move the ace coins to the appropriate area in the list, rather than all at the end.

3) The hex values for coins 3,4,5 seem to be messed up.

you have:

0x00, 0xFA, 0x5A, 0x32, 0x00, //Ace Coin 1 -Won't appear
0x00, 0xFA, 0x76, 0x34, 0x01, //Ace Coin 2 -Won't appear
0x00, 0xFA, 0x7C, 0x95, 0x02, //Ace Coin 3 -Won't appear
0x00, 0xFA, 0x8D, 0xBF, 0x03, //Ace Coin 4 -Won't appear
0x00, 0xFA, 0x9E, 0xE4, 0x04, //Ace Coin 5 -Won't appear

Try:

00 FA 5A 32 00 //Ace Coin 1
00 FA 76 34 01 //Ace coin 2
00 FA 96 2F 02 //Ace Coin 3
00 FA C0 33 03 //4
00 FA E6 34 04 //5

You might need to adjust the x and y a bit on them, but they are in the approximate right areas

Video here
Thanks captain Qball, that got it working.

Version 1.1 - Now has all 5 ace coins, some Koopatroopas fixed, the bushes on the 3rd platform were fixed.
MadDash1.1.SAV
MadDash1.1.LEVEL

I wonder, is there a setting that prevents the player from using powerups or always start the level with small mario.
In this youtube video here, the player had Raccoon Mario on the map, started the level as little mario,
after completing the level and returning to the map they reverted back to Raccoon Mario.
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
No such setting exists, in that video, they are using the replay function to show a previously saved run-through.
Originally posted by Pac
Wow, so nobody actually has an official card for this level?

No wonder I wasn't able to find it when I was downloading and scanning a bunch of ones myself a few years ago.

I am surprised the store-owned cards haven't been leaked though.


well Pac, someone did have possession of the rare Mad Dash level card mentioned in this forum several years ago. a guy named Importaku attempted to bid for the card at yahoo auctions but didn't get it. an anonymous bidder who outbid Importaku seems to have it.

nevertheless, I'll see if I can play the Mad Dash level using the files mentioned here in this thread.
Originally posted by erpster2

nevertheless, I'll see if I can play the Mad Dash level using the files mentioned here in this thread.


got a chance to play it. pretty tough level to beat and collecting all 5 ace coins. one small hesitation and your toast.

for a REAL (and perhaps impossible) challenge, try beating the Mad Dash level with Luigi who has low-gravity jumps and grabbing the 5 ace coins with him in that level.
I just made a frame-by-frame comparison between this recreation of Mad Dash and a video of the real level.

For reference, here's the real level:
http://www.youtube.com/watch?v=Vp8lTn0AX94

Here's a video of this recreation (v1.1):
http://www.viddler.com/v/a7f9cd22

I put the two videos side by side and matched up Mario's horizontal position so that the two videos would exactly correspond to each other.

While watching frame-by-frame, I noticed that while the majority of this recreation exactly matches the original, there are a few minor mistakes, and one major mistake.

Thanks to the hex deconstruction provided in a post above, I was able to fix most of these mistakes.

Download links:
Mad_Dash_v1.2.level
Mad_Dash_v1.2.sav

List of minor fixes:
*1st Paratroopa was moved down 1 tile.
*1st Spiny was moved down 1 tile.
*The next group of seven Paratroopas were all moved down and left 1 tile.
*The next right-moving Paratroopa was moved left 1 tile.
*After the four Spinies, the next Koopa was moved left 1 tile.
*The next right-moving Paratroopa was moved left 2 tiles.
*The next two Spinies were both moved right one tile.
*The next Paratroopa was changed to bouncing left instead of flying right.
*After the next Goomba, the next right-moving Paratroopa was moved right one tile.
These errors were all very minor, and did not really affect how the level needed to be played.

Major fix:
***The fourth A-Coin was moved down one tile. This makes it MUCH harder to get, as the real level shows. In this recreation, the A-coin can be obtained with almost no slowdown on the falling platform, because of its higher position. It should require a lot of slowdown on the falling platform, and a precise jump to get back up, costing at least 2 seconds, as the real level shows.

Persistent errors that I couldn't figure out how to fix:
**In the long jump before the second A-coin, the camera doesn't scroll up enough. No idea how to fix this.
**The first five Spinies appear to be 1 tile too far to the right, because in the real level Mario is shown barely able to pass under them whereas in the recreation he can pass under them easily. However, moving the Spinies left 1 tile to compensate causes them to fall too soon, and Mario collides with them. I've also tried moving the Spinies up/down one tile, and a bunch of other combinations. None of them seemed to exactly emulate the real level's effect. This makes the second A-coin a little easier to get, since the jump to reach it requires less precision.

I apologize if any of the above sounded condescending, but I just wanted this recreation to match the original level as closely as possible.
Just for reference, the OFFICIAL Mad Dash card file was uploaded to the internet: https://bit.ly/2SUigeA

This file can be used with No$GBA to load the level into Japanese versions of SMA4.


However, the English converted version of the card can be found here: https://bit.ly/2TXRmma

Enjoy!
Originally posted by Renegade X135
Just for reference, the OFFICIAL Mad Dash card file was uploaded to the internet: https://bit.ly/2SUigeA

This file can be used with No$GBA to load the level into Japanese versions of SMA4.


However, the English converted version of the card can be found here: https://bit.ly/2TXRmma

Enjoy!


great job Renegade X135.

though I will use purplebridge001's sma4savtool to insert & load the translated Mad Dash Card level rather than using No$GBA cuz it's much easier and I can play the level in VisualBoyAdvance-M (VBA-M)