TASVideos

Tool-assisted game movies
When human skills are just not enough

Submission #6072: Soig's DS New Super Mario Bros. "warpless" in 39:34.6

Console: Nintendo DS
Game name: New Super Mario Bros.
Game version: USA
ROM filename: 0434 New Super Mario Bros. (US).nds
Branch: warpless
Emulator: DeSmuME 0.9.9
Movie length: 39:34.6
FrameCount: 142063
Re-record count: 19283
Author's real name: 陈立杰
Author's nickname: Soig
Submitter: Soig
Submitted at: 2018-08-15 13:00:17
Text last edited at: 2018-08-29 10:08:24
Text last edited by: fsvgm777
Download: Download (27778 bytes)
Status: published
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Author's comments and explanations:

(Link to video)
You'll see different color in my video:) Please sit back and enjoy~ There is desync after 8-4...

在我的视频中你将会看到不一样的颜色︿( ̄︶ ̄)︿8-4之后出现了不同步的现象……

Hey everyone! This time, I improve Hartmann's nsmb warpless run. These improvements come from some more accurate controls, more sppedup keeping in shell by throwing a item. And I have to say, RNG is really hard to manipulate without wasting time.

Goal

  • warpless (Can't use cannon to skip world but allowed to use warps to skip some levels.)
  • takes damage to save time
  • uses death as a shortcut

About the movie

  • Emulator used: 0.9.9. Bus-level-timing is OFF.
  • Total improvement: 312 frames. ~5.215 seconds.
  • World-by-world savestates download: link

Tools used

NSMBe
address data size data type note
021B6AAD 1 byte signed x speed own
021B6A5D 1 byte signed x speed
021B6A5C 4 bytes fixed point x speed
021B6A61 1 byte signed y speed
021B6A60 4 bytes fixed point y speed
0208B70C 4 bytes fixed point x position
020CAEC0 4 bytes fixed point y position
020CA2EC 2 bytes unsigned x camera
02088A68 2 bytes unsigned RNG1
02088A6A 2 bytes unsigned RNG2

Stage comments

World 1

1-Tower: No improvement.
Though faster than previous run before the pipe connon. But lost times to wait the stone wall and avoid time 366. So I didn't win any frame...
1-5: 18 frames ahead.
Use one more speedup keeping by shell after throwing a item.
Map: 11 frames ahead.
1-castle: 1 frame ahead.
I wanted to use a space jump onto the stone wall. But it waste more frames... You can get it in compared video.
Total improvement: 30 frames.

World 2

2-2: 1 frame ahead.
1 more corner boosting used.
I've tested that it takes more time to slide by throwing a shell.
Map: 2 frames ahead.
2-3: No improvement.
Though I win 15 frames. But lost them to avoid timer 455.
2-A: 12 frames ahead.
Using sliding in shell with max speed bug instead of running. And a faster wallkick.
2-castle: 7 frames ahead.
1(1st view)+6(2nd view). Due to ONE more corner boosting and better speedup.
Total improvement: 22 frames.

World 3

3-A: 21 frames ahead.
Pressing L saves 1 frame in 1st view.
Better speedup at the beginning of the 2nd and 3rd view.

Map: 1 frame ahead.
3-2: 21 frames ahead.
Throwing a shell to get speed which is faster than 3.
3-C: No improment.
Get one more starcoin. It helps me to skip the 3rd one in 5-1. That allows Mario to keep in shell with higher speed in 5-1. (Mario can't get the 3rd starcoin in 5-1 with shell mode due to lower jump height.)
Total improvemnt: 43 frames.

World 5

This world is the hardest one to manipulate RNG. Because there are other things would affect it. And it is hard to manipulate the movement of both the red ? block and hammer brother, too. Also, it takes my most time to do the run of this world.

5-1: 46 frames ahead.
Throwing a shell to get a faster speed, beat timer 366. Sames as Hartmann-warps-run.
This new skill beats the frame war over these years, finally!

5-2: 3 frame lost.
It takes more time to get a good RNG by adding 3-empty-control frames at the last view.
Although I should have beat 1 frame at the first corner boosting with 3-speed-shell. But for 3 more double jump, I give it up.
5-Tower: 11 frames lost.
To get a good RNG.
5-B: 101 frames ahead.
Throwing a shell to get and keep a faster speed.
5-Castle: 58 frames ahead.
Better RNG to decrease the time of boss's movement.
Total improvement: 191 frames.

World 7

No improvement. I copied TASv2 & TASv3's data.

World 8

Most of the data is copied by TASv3's data.
8-3: 1 frame ahead.
Use one more corner boosting after out of the pipe. (It seems that the old one cost that frame to change RNG.)
8-castle: 1 frame lost.
System cost 1 more frame to load the stage.
8-5: 5 frames ahead.
Sliding on the platforms which could give Mario a faster speed. (Lost a frame to control RNG.)
Map: 1 frame lost.
Due to 1 more lag for unknown reasons.
8-Final: 22 frames ahead.
After the 2nd rotating switch, I falls quickly than previous run. Saves 10 frames.
Using space jump instead of step on Bowser Jr.. To avoid a speed down. saves 12 frames.

Total improvement: 26 frames.

All of above: 312 frames ahead.


这次我提升了Hartmann的新超级马里奥兄弟不跳关记录。这些提升来源于更精确的操作、更多的扔完道具后龟壳保持高速移动。并且不得不说,不浪费多余时间去控制RNG真的是太难了!

目标

  • 不跳关(禁止使用大炮跳世界;但是却允许用管子或者捷径跳过部分世界内关卡。)
  • 通过受伤节约时间
  • 利用死亡获得捷径

关于录像

  • 使用模拟器:0.9.9,Bus-level-timing关闭。
  • 总提升:312帧,约5.125秒。
  • 每个世界的存档下载:链接

使用工具

NSMBe
地址 数据大小 数据类型 释义
021B6AAD 1 字节 分正负 自身x速度
021B6A5D 1 字节 分正负 x速度
021B6A5C 4 字节 定点数 x速度
021B6A61 1 字节 分正负 y速度
021B6A60 4 字节 定点数 y速度
0208B70C 4 字节 定点数 x位置
020CAEC0 4 字节 定点数 y位置
020CA2EC 2 字节 无正负 屏幕x位置
02088A68 2 字节 无正负 随机数1
02088A6A 2 字节 无正负 随机数2

第1世界

1-塔: 无提升。
尽管我在管子大炮之前做到了一些提升,但为了等待石墙打开,浪费了一些时间;再后来为了避开366时间,又浪费了一些时间。然后,然后我一点时间都没省下来...我擦泪...
1-5::提升18帧。
多使用了一次扔龟壳获得高速移速的技巧。
地图:提升11帧。
1-堡:提升1帧。
我本来想用太空跳跳到石墙上,然后从上面走,以为能避免在下面走被挡住的时间。但是经过测试,那会花费更多时间,因为我需要等待石墙下降,并等待起跳的石墙上升。你可以在对比视频中观看。
总共提升30帧。

第2世界

2-2:提升1帧
多使用了一次斜角增益的技巧。
我已经试过扔龟壳获得高速移速的方案,但结果花费了更多时间。
地图:提升2帧。
2-3:无提升
尽管我超越了15帧,但为了避免455放炮,浪费了15帧。
2-A:提升12帧。
用满速龟壳滑行的bug代替跑,和更快的踢墙。
2-堡:提升7帧。
1(第1场景)+6(第2场景). 多使用了一次斜角增益和更好的加速。
总共提升22帧。

第3世界

3-A:提升21帧。
在第1场景按L键向左拉屏,使旋转台晚出现——马里奥初始位置更靠上,使得能够多在平台上滑行1帧,多获得1帧x增量,节约了1帧。
在第2和第3场景更快的加速。

地图:提升1帧。
3-2:提升21帧。
扔龟壳获得大于3的速度。
3-C:无提升。
多吃1个大金币。这使得我可以不得到5-1的第3个大金币,这样就允许马里奥能够在5-1维持龟壳状态高速运动。(因为龟壳状态够不到第3颗大金币。)
总共提升:43帧。

第5世界

这个世界是最难控制RNG的,因为有很多其它的因素会影响到RNG,并且同时操控红问号箱和锤子龟也很难,光5-1结束后让红问号箱移动到5-B就用了我3天的时间去调整录像,(还好录像能拼接,而且这个游戏不像魂斗罗地图随机性太强。)同时,这也是花费我最多时间做录像的世界。

5-1:提升46帧。
扔龟壳获得更快速度,打破366时间。与Hartmann的跳关记录相同。
这个新技巧打破了多年来的时间大战!

5-2:落后3帧。
为了得到1个好的RNG而花费更多时间,在最后1个场景的开头增加3个无操作空帧。
其实我本应该在这关赢得1帧的提升,在第1处的斜角增益用速度3的龟壳。但为了能多使用3次二段跳,我放弃了此方案。
5-塔:落后11帧。
为了获得1个好的RNG。
5-B:提升101帧。
扔龟壳以获得并维持更快的速度。
5-堡:提升58帧。
更好的RNG减少了boss移动花费的时间。
总共提升191帧。

第7世界

无提升。我用了TASv2和TASv3的操作数据。

第8世界

大部分数据都是使用了TASv3的操作数据。
8-3:提升1帧。
出水管后多使用了1次斜角增益。(上个记录似乎是为了改变RNG是牺牲了这1帧。)
8-堡:落后1帧。
系统加载关卡多用了1帧。
8-5:提升5帧。
在可以给马里奥加速的平台上滑行。(为了控制RNG,丢失了1帧。)
地图:落后1帧。
未知原因。
8-终:提升22帧。
在踩完第2个旋转机关后,我掉落得比上个记录更快,提升10帧。
在最终boss战,用太空跳代替以往传统的把库巴二世当垫脚石的方案,这样避免了一次减速,而且高度也更高,提升12帧。

总共提升26帧。

全部提升:312帧。


Masterjun: Judging.


Soig: New run improved 3+5=8 frames. Thanks to Hartmann's suggestion. And there is 5 fewer lag frames in world 8 for unknown reasons.

Masterjun: Replaced the submission file.


Masterjun: Great optimizations. Accepting as an improvement to the previous movie.

fsvgm777: Processing.


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