Posts for TASeditor

Editor, Experienced Forum User, Published Author, Skilled player (1507)
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I figured out two ways to prevent enemy spawns. First if there are to many enemies loaded on screen. Each enemy has a slot where they're loaded into. Four is the maximum, however sometimes it's less. The white rabbits in the second room of the first level only have three at screen. Unless I am missing something. Second if in the 4th slot is a enemy other enemies don't spawn, even all other slots are empty. This helped me to remove 3 enemies in the first room of level 1.
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The branch name needs to be clear, it should not allow any interpretation. For example the 11 exits of SMW doesn't tell which 11 exits, it just tells this run has 11 exits. This can lead to misinterpretation as seen here: #4252: Masterjun's SNES Super Mario World "11 exits" in 08:07.53. A lot of games just need a better branch name. The best solution would be forbidding some glitches. It automatically makes the branch name clear and doesn't allow any further interpretation.
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NES -> Emulation Speed
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I restarted the project, due to some possible improvements in earlier levels. I managed to save 27 frames in 1-1 over my previous WIP. User movie #14071456992484834
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Thanks for mentioning this. Do you reverse direction by hitting the wall with stored speed? I know one way to change the direction of movement by rolling into ball form one frame before you hit an enemy or a sloped ground. There's also a little trick which sets the speed pattern at a higher value than intended, by rolling into a ball while in midair at a specific frame you get a speed pattern of 4 instead of 3. But you have to change the form from time to time to maintain this speed, this creates some lag frames, but is still faster. The ball form usually creates less lag. It is also possible to prevent enemies form spawning.
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User movie #14008501992560107 Saved 5 frames? 2 from writing "shades" faster ( I hex edited it to write "s" "h" "ades", instead of "s" "h" "ad" "es"), 1 frame just be saved from a lag frame, the others should be too, but I'm not sure.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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The run should be improvable by 2 frames, but keyboard blocking doesn't allow it happening.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Are you still working on this? I picked it up and did world 1. About 8 seconds are saved over the nicovideo run, due to extreme lag reduction, better acceleration and some other small improvements. User movie #13895238175395664 ________________________________________________________________ Edit: Here's World 2, saved 35 seconds. Link to video
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Nice run. I voted yes. less annoying than mine
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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The thing you're looking for is called Debugger. Another choice would be the Trace logger.
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solarplex wrote:
I don't see the word savestate in his original post. Either way all above answers are correct in some way.
It doesn't mean he never asked for savestates, just because he didn't wrote it. If he would wrote something about savestates he'd already answered a part his question. Hex editing movie files together should be avoided whenever possible.
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A challenge would be SMB1 any% and warpless at the same time.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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If we had an infinite amount of TASers, each of them would create a random input file of the same game, one would succeed and make a huge improvement over the current record.
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1st april is not yet!
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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True, can you try this: [1947] NES Kirby's Adventure "game end glitch" by MUGG in 05:44.57 ---- Now to the TASing process of Kirby. I found out that preventing enemy spawns is possible. I found this in level 3-2 which decreased the amount of lag frames significantely. But I don't know the circumstances when this is possible and how to make it work. If somebody is willing to help me to find that out, I'd be thankful.
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Ilari wrote:
When trying to do the slot machines in Super Adventure Island 2, those seemed to avoid giving jackpot twice in row...
The possibility is lesser the more money will be won. This doesn't depend on the amount of jackpots.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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I request two bans.
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Using was0x strats I'm now 36.87 seconds ahead. I'll never touch World 2 again.
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mklip2001 wrote:
You don't actually use the hammer to take that second route to the hammer area. Correct me if I'm wrong, but you're saying that the second route is only worthwhile as long as you also visit the red bottle cave.
I used the hammer to get into the cave in the swamp where the red bottle is (Don't mix it up with the magic bottle). Then I used the hammer to break another rock next to the hammer cave.
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Derakon wrote:
Why don't you use the same path to get the Hammer as you do to teleport to Maze Island? They both take you to the end of Mount Doom, and it seems like the former path is faster than the latter one.
I need the hammer to break a block in front of the cave where the red bottle is, the red bottle then is used to get fairy spell.
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Post subject: encoded my run
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This run is 6.46 seconds faster than the current published run. I'll submit it tomorrow. User movie #13384430605983627 Link to video
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Editor, Experienced Forum User, Published Author, Skilled player (1507)
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Looking at your input-file, it seems you did the TAS with a keyboard, not with TAS-plugin. It also says 1357 rerecords. I think you can do it a lot better than that.
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