Joined: 6/20/2012
Posts: 27
Aglar wrote:
Actually, TASes being submitted to this site must start from power on, so the whole setup process must be a part of the movie. Also, skipping levels like this can only be used in the warped run since if you skip levels in the warpless run, it's not warpless anymore.
Oh, okay, that's no problem! :) I just want to see how fast a TAS could be from when you pressed continue, the stuff before could be funny for the viewers as well!;) Ah, I thought warp mean ingame warps, now I got you!^^ Then what would it be called? Low%?
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
Aglar wrote:
Svenne wrote:
This trick allows you to gain loads of time in a Any% or Warpless TAS! Continue was used because you wanna have the first charactor selection screen, and as Aglar said, you can do this without a continue but that means you have to go to 1-2, kill birdo, warp back to 1-1 and warp your way to 1-3 without ever stepping into that level, that was what Andrew did. I think our way is gonna make a more awesome TAS, You are done with world 1 in like 40 seconds, lol!
Actually, TASes being submitted to this site must start from power on, so the whole setup process must be a part of the movie. Also, skipping levels like this can only be used in the warped run since if you skip levels in the warpless run, it's not warpless anymore.
Warpless does not necessarily mean 'All levels', confer to Super Mario Bros. 3 for that. I'd love to see the trick in action, so we could diverge the categories: A warpless run that uses this glitch and an "all levels" run that doesn't.
Joined: 6/20/2012
Posts: 27
scrimpeh wrote:
Warpless does not necesarily mean 'All levels', confer to Super Mario Bros. 3 for that. I'd love to see the trick in action, so we could diverge the categories: A warpless run that uses this glitch and an "all levels" run that doesn't.
Haha, actually, that would mean my way of doing this game could be 3 categories. Because thanks to Arva, we can decide which levels we wanna warp to, atleast on World 1! So, if I were to warp from 1-1 to 1-2 and do the rest of the game, would that be all levels? Or do you have to kill ever boss on every level to get that? But sure, I am all for doing this! You TAS:ers decide the best way to use this trick and we get this show on the road!;) I'm really new to this, but I guess whoever wanna do this should contact me and we take it from there? But my trick can be used for more then one TAS!^^
Expert player (3646)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Svenne wrote:
So, if I were to warp from 1-1 to 1-2 and do the rest of the game, would that be all levels?
IMO, in an "all level run" the numbers above the characters heads in the ending sequence should add up to 20 - which will only be the case if you exit each level the intended way. Before such things are of interest of being discussed, though, it should be confirmed that some instance of this glitch actually saves time - I haven't seen anyone yet.
feos wrote:
Only Aglar can improve this now.
Joined: 6/20/2012
Posts: 27
Well, if you start the count from when you press continue, which I want, you would gain loads of time! Everything before would only be to show how to set-up the trick!;) So that everyone and his mother could do this, which is what I want in the end! More interest in SMB2!
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
You can categorise it as "no potions", if you want to use warps but not intended warps. The setup time would probably count against the timing at TASVideos, though. Otherwise, it would be a newgame+, and TASVideos usually (although not always) frowns on that. Does it save time even if you take the time for the setup into account? Over the whole game, it might.
Joined: 6/20/2012
Posts: 27
ais523 wrote:
You can categorise it as "no potions", if you want to use warps but not intended warps. The setup time would probably count against the timing at TASVideos, though. Otherwise, it would be a newgame+, and TASVideos usually (although not always) frowns on that. Does it save time even if you take the time for the setup into account? Over the whole game, it might.
Okay, disregarding the set-up, it would been without a doubt lots of time gained, with the set-up, I really don't know!^^ We haven't been doing research on setting up the actual trick, but from the start of the continue and forward! :) And, the point we use as a warp is not linked like other onces, so you can decide where you wanna go. Other places where you do the trick are fixed or linked with eachother in some fashion, you do the trick and you always end up at the same spot, it can be forward och backward on that actual level or even throw you back a level:P
Expert player (3646)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Svenne wrote:
Okay, disregarding the set-up, it would been without a doubt lots of time gained, with the set-up, I really don't know!^^ We haven't been doing research on setting up the actual trick, but from the start of the continue and forward! :) And, that point we use as a warp is not linked like other onces, where you do the trick and you always come to the same spot, if it is forward or backward in the game but this one is not fixed so you can decide where you wanna go!
I'd advice you to discuss this further with andrewg. He tested this particular glitch way more than me, for pretty much all areas in the game.
feos wrote:
Only Aglar can improve this now.
Joined: 6/20/2012
Posts: 27
Believe me, we talk alot to eachother!=) But this was my idea for a TAS, it might be something I have to do outside of TASvideos, if my idea can't be done here. I really don't care if it's slower then the previous one, in my view, all that is relevant is what comes after the continue! And as you can see for yourself, it's entertaining as hell! ;)
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
Svenne wrote:
Believe me, we talk alot to eachother!=) But this was my idea for a TAS, it might be something I have to do outside of TASvideos, if my idea can't be done here. I really don't care if it's slower then the previous one, in my view, all that is relevant is what comes after the continue! And as you can see for yourself, it's entertaining as hell! ;)
Feel free to do a demonstration or playaround. I'd love to see what comes out of it.
Expert player (3646)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Yeah, if you want to make a submit-able run using this glitch, a playaround is probably the way to go. Here's another trick found during the making of our TAS that could be added to such a run:) Link to video
feos wrote:
Only Aglar can improve this now.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I feel like we should try and figure out how to make enemies "frozen" in the left and right sides and use it to our advantage. You know how enemies just randomly die sometimes? For example, take level 1-2. I swear it should be possible to throw an object off the left side on the first screen and when we get to where birdo is in the second screen, he will get hit immediately from this object we threw previously. This could have potential somehow. I'd just like to see if we could use this glitch with any real practical use. If I understood how it worked, I would be more interested in seeing if it could save time anywhere in the TASes. EDIT: I hadn't seen the discussion here. So when Aglar and TASed Mario 2 previously, we found that you can warp from 1-1 to 1-2, and 1-1 to 1-3 and skip Mouser as well. So, with us doing the warpless TAS, I decided to see whether this "level skipping" warp could technically save time, even if it no longer constituted as a true "warpless" run. It did not save time, by about 3 seconds (I think it ended up being more as we found that we could kill mouser with a sniffit though). I tried a variety of possibilities, but I figured it was not worth my time after a while. I tried a few different things: 1) 1-1, get to birdo using the vines, then backtrack to the 1st vine in the game to get to 1-2, get to birdo in 1-2 and use the player 2 suicide code to get a game over. Proceed to warp from 1-1 to 1-3 to skip Mouser 2) 1-1, beat 1-1 the normal way. 1-2, get to birdo, do suicide code for game over, warp from 1st vine in 1-1 after continue 3) 1-1, get to birdo using the vines, then backtrack to the 1st vine in the game to get to 1-2, in the process get cherries to have a star to kill birdo when you warp to 1-2, in 1-2 kill birdo with a star after the carpet glitch, mouser won't be there (I don't think) What I didn't test: 1) complete 1-1 normally, get to birdo in 1-2, backtrack to the cave in 1-2 and warp to 1-3 (I think this works) 2) warp to 1-2 from 1-1, get to birdo in 1-2, backtrack to the cave in 1-2 and warp to 1-3. There may be other methods, I can't remember whether all of these would work so that mouser didn't appear. I really am not sure what works to be completely honest. The warps were very confusing Basically, I did rough draft runs of every situation I could think of and nothing saved time. That's not to say it can't save time, I just didn't put enough effort in (and didn't care enough) to find out. PS: Dying takes too long in this game. If you could make resets work to keep the "flags" of getting to a farther spot in the game, that would be the coolest thing. That's something else I hand't really tried.
Super Mario Bros. console speedrunner - Andrew Gardikis
YoungJ1997lol
He/Him
Player (9)
Joined: 7/4/2011
Posts: 550
Location: U.S.A.
i was pointing this at Svenne, but the topic was moved. Hey, welcome to TASvideos. My best suggestion is that you read all the other glitches at SMB2 rescources page. The last time someone TASed SMB2, if i can remember, it took them 6 months or so. Also, don't just do the full run now. Put some WIPs into it, or Work-In-Progresses, then edit those and add the WIPs when you're finished with your run. Good luck! BTW,
So yea, how's it going? Currently TASing: Nothing
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
If this glitch allows you to enter a bird head and skip a boss, could it be exploited to skip the fight against wart?
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Nach wrote:
If this glitch allows you to enter a bird head and skip a boss, could it be exploited to skip the fight against wart?
Unfortunately, no. When you continue, you continue from the world where you died. Currently, the only possibilities for use of this are in levels 1-1 and 3-1. If it were possible to game over in world 7 and then continue in world 1, this would likely work (though, idk if the birdhead has some weird properties). It is possible to skip 1-3's Mouser and 3-3's Mouser, but each requires a game over and both cannot save time as far as I'm aware. As far as I'm aware, if you got 3 game overs and then selected "retry" I don't think this glitch would work, but I haven't investigated thoroughly. I'm sure that getting 3 game overs is slower (even if it skipped Wart's fight), but it would be kind of interesting to see if that worked out regardless.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 6/20/2012
Posts: 27
Yeah, the reset-button is to powerful in this game for any serious sequence-breaks. So you can't warp to Wart. The game remember the last stage you were if you use a continue. If the reset-button was as faulty as the continue-button and kept the info, you could "perhaps" warp to him or the last stage! But no dice on that so far!^^ I'm all for a playaround, sign me up!;) Also, you only have to die on the stage you wanna warp to in a continue, but it's in the execution of the trick that is the most important thing, you need to do it in the middle of the wine, if you do it to the left, you will end up inside the house at 1-1, and not go to 1-2 or 1-3 which is the way you want! (Pro-tip from Arva) This is what happens when you do the same exact thing and get different results, so you understand the next step!^^ Also no dice on the use 3 continue and the retry thing, that's what I have been looking at for some time...
Post subject: Death by ???
Joined: 6/20/2012
Posts: 27
TAS:ers, I need you help! This happened to me during the ESA Charity marathon: http://sv.twitch.tv/ludendi/b/329357607 And no, no second controller was plugged in, Aglar or anyone, give me an answer plz! Would be greatful!
Post subject: Re: Death by ???
YoungJ1997lol
He/Him
Player (9)
Joined: 7/4/2011
Posts: 550
Location: U.S.A.
Svenne wrote:
TAS:ers, I need you help! This happened to me during the ESA Charity marathon: http://sv.twitch.tv/ludendi/b/329357607 And no, no second controller was plugged in, Aglar or anyone, give me an answer plz! Would be greatful!
Dafuq? That's something new.
So yea, how's it going? Currently TASing: Nothing
Post subject: Re: Death by ???
Active player (328)
Joined: 2/23/2005
Posts: 786
Svenne wrote:
TAS:ers, I need you help! This happened to me during the ESA Charity marathon: http://sv.twitch.tv/ludendi/b/329357607 And no, no second controller was plugged in, Aglar or anyone, give me an answer plz! Would be greatful!
wut. I believe that this is not the suicide code, because even that causes the death animation (falling off the bottom of the screen). Here, your hearts turned white and then it jumped right to the level card screen. Maybe it might have something to do with that autorocket thing spawning a fireball at the same time you let go of the shyguy?
Post subject: Re: Death by ???
AnS
Emulator Coder, Experienced player (728)
Joined: 2/23/2006
Posts: 682
Svenne wrote:
TAS:ers, I need you help! This happened to me during the ESA Charity marathon: http://sv.twitch.tv/ludendi/b/329357607 And no, no second controller was plugged in, Aglar or anyone, give me an answer plz! Would be greatful!
Too bad you couldn't record an FM2 with the bug, it would be trivial to dissect it in FCEUX.
Joined: 6/20/2012
Posts: 27
The thing is I played/TAS:ed this game like hell lots of time this year. This never happened once. it happened live ofc... Atleast Andrew got his Wart-glitch figured out, I'm clueless here...
Joined: 6/20/2012
Posts: 27
Expert player (3646)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
At least got something out of a small test. You need this emulator to play it (0.98.28 to be sure). At frame 4336, Toad's status address at $C7 changes to $7 (the death flag) but changes back to $2 (normal status) the next frame - it's still enough to kill you though. Normally when you die, $C7 stays at $7 all the way through the death animation, then is set to $2 making you restart from the beginning of the room. So the reason for why the death animation doesn't happen is that $C7 is set to $2 the frame after the death flag is set which immediately restarts the level. But why the death happens I have no idea, I'm not a hacker. If someone with more knowledge than me in this area could analyse the input file we might be getting somewhere. It's at least not related to whether you throw the enemy or not.
feos wrote:
Only Aglar can improve this now.
cak
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
Just hopped in to say thanks for the link to the old FCEU versions. I've been looking for those for awhile now.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
AnS
Emulator Coder, Experienced player (728)
Joined: 2/23/2006
Posts: 682
Aglar wrote:
If someone with more knowledge than me in this area could analyse the input file we might be getting somewhere.
Can you record it for FCEUX (preferably the 2.1.6, but 2.1.4a should sync too)? The FCEU-RR doesn't have sufficient debugging tools.