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New improvement found in 1-1!
Stomp the goomba after the koopa troopa to maintain superspeed longer, skipping the checkpoint. Getting the checkpoint in 1-2 instead to grow big. Redoing all the parts done so far.
Link to video
Joined: 6/5/2016
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This level has no pipes or anything. It's pure running, and every technique used is present in Soig's run. They're just used better. You're just looking for excuses.
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This submission is canceled due to flaws found in boosting techniques. Corresponding videos will be posted in the Project page of this game in the GameCube and Wii section. New movie will be submitted after optimizing.
Thank you for your support:)
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Okay, so I didn't find much to improve in your 1-2 run, but I was able to scrape 40 frames off your 1-3 movie. You missed a gigantic boost before the checkpoint. And a few smaller boosts. That's all. The difference is so obvious that I don't need to put them side by side.
Link to video
I have a feeling this time its going to take forever to finish this run.
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Spikestuff wrote:
Yeah... I can't do anything with this information when your dumping method is very inconsistent in playback Unknown.
You gain time by some dump issue, then lose time up ahead for the same dump issue.
Your transitions screens are too fast. So there's definitely something up with your settings on that front.
Okay, so you never actually dug into this hack. you press A rapidly (in this case, turbo) to skip a part of the opening cutscene.
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Soig wrote:
Just make a test for world 1-1. Game ended at time 603.
The video:
Link to video
About 7 frame save found in your 1-1 movie. You missed a 4 frames save by forgetting to boost from the pipe at the end, and you missed 1 frame on the pipe entrance. You also could have maintained the goomba boost before the checkpoint a bit longer, since I was able to touch the top of the ckecpoint flag and you only touched the middle, missing 1-2 frames.
Link to video
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Masterjun wrote:
Unknown394 wrote:
I don't even know 1.2 was released
Now I feel less updated.
Just checked. NrSMBW 1.2.0 was released in September 2016, at the start of the project. Newer Team is also working on NrSMB DS (I might do this one after release) and NrSMBU.
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Soig wrote:
I fall in a problem. I can't searched the RAM which I want in Newer 1.20. It's different from NSMBW. I tried big float engine & 4 bytes big, and 4 bytes and float. But all failed. If someone has found some of them? Such as speed and position.
Hummm...why not try 1.1, I don't even know 1.2 was released
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Location: United States
Spikestuff wrote:
Just to repeat.
You should really address this post:
Spikestuff wrote:
KirbyFan wrote:
I've been watching my dad TAS for a looooong time.
I'm not buying it.
Pics as proof required.
Specifically, get a piece of paper with the date (10/10/16) and take a picture with the two of you holding it.
If he had to tell me through SKYPE apparently he is not right next to me
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arandomgameTASer wrote:
Excuse me for being incredulous, but assuming this was your kid why the hell would you be answering his questions literally ten seconds apart from each other.
In fact, why would you be responding via FORUM POST anyway if you talk to each other every day?
It's obvious that you made a duplicate account, but as to why is the real mystery since you're not banned.
I was able to answer YOUR question ten seconds after YOU posted it........
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Posts: 97
Location: United States
FitterSpace wrote:
Unknown394 wrote:
About TASing on Dolphin:
I recently received a question asking why it took me so long to do the run. Okay, so Wii is a modern console and even though Dolphin is already very mature, it's still a lot harder to TAS on than FCEUX or Snes9x. The Wii takes up lots of CPU, GPU and RAM of the computer and sometimes desync without a reason (in single core). Also, Wii has A LOT BIGGER memory than the NES and GBA and stuff, so savestates are gigantic. Every time I load a state (one re-record), the screen blacks out for five secods and sometimes load the graphics incorretly, so I'll have to either reload or undo the savestate, so that's why I only had twelve thousand re-records in such a long movie and worktime.
And my computer is not bad. This is my hardware
Processor: Intel Core i7-6700HQ @2.60-3.30GHz
Graphics Card: NVIDIA GeForce GTX 960M
RAM: 8GB
This is most likely an issue with your own computer. My computer is not much better than yours but my savestates load almost instantly. The only time it goes to a black screen and hangs for a few seconds is when my computer was on for many hours before that. Sometimes Windows 10 does some crazy stuff with the RAM, which i had a lot of problems with. Check the Task Manager and click on performance. If your performance is fine, then it could be an issue with dolphin. I'd recommend posting in the Dolphin Development post in the Gamecube & Wii Games section about it. Maybe a Dolphin developer can help you out.
It's neither. It's with THIS GAME. I've tried the original NSMBW, MKWii and SMG and they all load instantly. Performance is usually 3.2GHz and RAM is usually 60%.
Joined: 6/5/2016
Posts: 97
Location: United States
About TASing on Dolphin:
I recently received a question asking why it took me so long to do the run. Okay, so Wii is a modern console and even though Dolphin is already very mature, it's still a lot harder to TAS on than FCEUX or Snes9x. The Wii takes up lots of CPU, GPU and RAM of the computer and sometimes desync without a reason (in single core). Also, Wii has A LOT BIGGER memory than the NES and GBA and stuff, so savestates are gigantic. Every time I load a state (one re-record), the screen blacks out for five secods and sometimes load the graphics incorretly, so I'll have to either reload or undo the savestate, so that's why I only had twelve thousand re-records in such a long movie and worktime.
And my computer is not bad. This is my hardware
Processor: Intel Core i7-6700HQ @2.60-3.30GHz
Graphics Card: NVIDIA GeForce GTX 960M
RAM: 8GB
Joined: 6/5/2016
Posts: 97
Location: United States
Kung Knut wrote:
I, too, thought this was a great hack when I played it about a year ago. I started on v1.0, but because of severe bugs I started over on 1.11, a much more polished version. The way I see it, 1.0 is more of a beta release, while 1.11 is the final product. Thus, I fully support using 1.11 for a TAS.
Also, great improvement! Yes vote.
FitterSpace wrote:
Just finished watching the run. I thought it was really entertaining. I think my favorite part was when you were bunny-hopping with the penguin suit. Funny stuff.
I think this run is a good improvement over your first submission. It's a yes vote from me.
Thanks guys:) I'm very glad to know you enjoyed my movie
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FitterSpace wrote:
Can someone explain what a Frame is compared to a VI? When i count frames in dolphin i always look at VI. I'm not sure what either one really means.
Okay, so you can think of VI as the actual frame, because there are sixty of them in every second, like all the other emulators. The "Dolphin Frame", or Dolphin's Input frame, is a bit confusing. It runs at 360FPS instead of 60FPS. My best guess is that Dolphin writes six inputs for each frame. It is not exactly a "frame".
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Alyosha wrote:
Nice improvement! This looks much smoother then the previous version (in the parts I watched marked as big improvement.) I still didn't see any corner boosting but admittedly it would only save a few frames over an 1.5 hour movie.
I'm also wonder about the big speed boost you can get while jumping off an enemy while going down hill (as in the published run), was there a reason it wasn't possible in 1-1?
Anyway it seems much better played then before voting yes.
Finally, what is a 'Dolphin Frame'?
Thank you. I tried the goomba boosting in the original NSMBW and it was so easy to perform that I could do it without TAS. It is probably because of the exact location of the goomba and the angle of the slope, and in NrSMBW the angle is either too steep or too little. I tried to do it and I got a little boost by stomping the goomba on the slope before the checkpoint, but that's about it. And you might have noticed that it's the only place this technique is used in Soig's run.
A "Dolphin Frame" is how many times Dolphin counts the input. I don't know why, but each game frame includes 6 Dolphin frames, so I'm guessing Dolphin writes six inputs every frame? But anyway, you can think of it as 360FPS.
By the way, isn't corner boosting a NSMBDS thing?
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xy2_ wrote:
Why still not use 1.0, by the way?
I thought about it, but later I decided that using 1.11 makes the audience feel updated. Plus, there are places in 1.11 that helps you progress faster than 1.0, like in 8-Tower 1, the exit was sealed by a wall that you have to break with a bom-omb which is removed in 1.11. Anyway, it makes the movie look like a finished product bu t not an outdated one.