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Hell yes, please finish this run!!!
And yes the milestyle jumps are annoying. Those are what killed my motivation when I tried to do this TAS. I hope you succeed where I failed miserably.
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Actually FCEUX has not surpassed it in accuracy (yet). But as far as rerecording & related tools, FCEUX is a no brainer. And for 99% of games, the accuracy difference isn't an issue.
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address 0016 has something to do with this. It is an 8 frame timer that runs most things about the game.
My guess is that it increases 1 per frame except every 8th frame as per that timer. I'm pretty sure it is more complex than that, but that timer definitely affects acceleration (which is really annoying for optimizing a TAS).
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TRT wrote:
I remember the agony that was 8-Tower. My result looked sloppy, unfortunately :(.
GOD, I hate that section.
5-2 has Mario not facing left all the way. Is that for luck manipulation?
Probably not, but it apparently doesn't lose time. I was going off frame count for level endings and I had no loss of time there.
2) 5-3 has Mario land on an upward slope. Does he lose speed for that one frame?
1 frame on an upward slope is going to be a cost of about 1-2 speed. 1 speed is 1/16 of a pixel, hardly enough to cost a frame anywhere.
3) How were you able to compare your run with mine effectively (since I remember my run desyncing quite often for many people)
I got your run to sync, though it was tricky in a few spots. Just had to match your firmware settings, use the right emulator version, and some other issues I think. But for the most part, I didn't have trouble.
Anyways, this certainly deserves to be published :P.
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Derakon wrote:
What was that weird delay right before the flag in 5-1 for?
To avoid a certain time on the timer that would cause fireworks. Some extra frames were also spent there for some map screen luck manipulation.
I assume that getting the top of the flagpole is slower than hitting it partway up
Anything under the flag itself is going to be equally as fast. So anything up to 1000 of a score.
and that spinning in the shell is slower than constantly jumping.
Spinning with the shell is 44 speed. Constantly jumping is 48.
That latter would also explain why you lose the blue shell -- so you can run on the moving platforms in the castle.
Among other reasons, yes. I lose it in that level because that is another level where I must wait for the timer. And the timer runs while taking damage. Thus most of the time loss is negated. The benefits of regular mario aren't just for moving platforms. It is for corner and super-corner boosting, and sliding as well.
I also assume that getting Tiny Mario and his improved walljumping into the penultimate level is impossible, or at least not helpful. Is it not possible to get him to the checkpoint, die, and then come back at the checkpoint with the wandering platform ready?
Unfortunately mini-mario is no match for that level. Even getting to the check point isn't possible IIRC. I think TRT even tested this and found it would be significantly slower anyway. I'll be honest though, I didn't look into this concept with much depth.
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Cabbagefat wrote:
Great run, but you missed something that could've increased the time by quite a bit. The bull hat is obtainable by getting an onion if your already big, so the first few levels could've been run faster (the 2nd set of blocks you come across in the 1st level has an onion in it I believe). The specific Bull Hat upgrade is mainly for when your small.
Seems you are right. I just improved level 1 bv 415 frames, so this is quite a significant improvement to be made. I guess I am working on a v2 now.
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You beat me to it! This was a lot more intense than I expected. I was thinking there would need to be a lot of strategy and planning for this. Instead you just machine-gun punch your opponents to death, I didn't expect that :o
Yes vote.
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I agree it shouldn't be used for temporary movies. Also, such usages are rather rare from what I've seen. Typically we have one quality encode per submission/publication.
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The way this was implemented was surprisingly easy actually. Paul had a working model in 1 day, followed by some basic bug fixes and hookups. I would predict that a "jin" emulator could be contructed off any mednafen core item in a similar manner (which makes me want to see mednafen expand its platform capabilities!)
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Derakon wrote:
Mitjitsu: a TAS of Panic Bomber could be interesting. It's sort of a combative Columns (where making combos sends junk to your opponent's screen).
The only VB games I've played are Wario Land, Panic Bomber, and whatever the tennis game was called, so I can't comment on the others.
I think Teleboxer has potential, and perhaps Jack Bros. And a "All treasures" run of Wario might be worth seeing. And Baxter might want to mess around with the Tetris game ;)
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VBjin is an emulator for windows that uses the accurate Virtual Boy emulation core from Mednafen and gives it the native Win32 interface and features of PCEjin.
Like PCEjin & mednafen it uses the .mc2 file format.
Any coding help is greatly appreciated. If interested, I can be PMed on the forums.
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We now have Virtual Boy rerecording via VBjin! It is approved for site submission.
This was done via porting the VB core from mednafen into the PCEjin emulator. Thanks big time to paul_t who did the dirty work for this.
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Kumquat, you have convinced me that there is a lot more depth going on here than I originally gave it credit for. Not just the luck manipulation, but the process of solving it as well.
I approve of this acceptance.