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There is an idea that needs no fireflower when one gets a cape feather: here is a demo. I simply combined a passing-through-corner glitch with a passing-through-floor glitch. I did no optimization, though.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
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NxCy wrote:
Maybe he meant Flower Fear (I think that's its name), which is this game's equivalent, whose secret exit can be found by going on a platform hidden underneath the floor near the first door. Right? :S
That's it, thx.
[00:31:12] <stickie> by the way, thanks for the sig sixofour [00:31:23] <sixofour> dejavu [00:31:25] <sixofour> what sig? [00:31:55] <stickie> you will just have to find out *insert mystical music*
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New WIP. http://dehacked.2y.net/microstorage.php/info/1194029985/andymac%2BSolonTSRPR-WIP3.smv Slightly more than 2000 frames ahead of my test run; gained an additional 8 frames in Mole Ruins 2 from better hopping glitch optimization. Not quite as fast as andymac's was before I did my splicing with the TAS Movie Editor, but still pretty good. @Mister: Great trick, and I bet that would be faster than what I did in the test run, but I'm not confident I could pull that off. Would you mind optimizing it for us? If you don't, I'll go back and redo Koopa Lake 1 without getting the Flower.
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http://dehacked.2y.net/microstorage.php/info/396762092/andymac%2BSolonTSRPR-WIP3a.smv Koopa Lake 1 sans fireflower. About 150 more frames faster. I'm going to be visiting family this week, so I probably won't be doing any more work on this until I'm back on Friday or Saturday.
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Are you guys using 1.5 of this hack? Because the demos Solon made don't work. Though, I am using the latest zsnes build, could that be it also?
[00:31:12] <stickie> by the way, thanks for the sig sixofour [00:31:23] <sixofour> dejavu [00:31:25] <sixofour> what sig? [00:31:55] <stickie> you will just have to find out *insert mystical music*
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I'm using SNES9X v1.43+ v13. ZSNES doesn't have Memory Watch, and it also has desync problems. The only TAS tool ZSNES has that SNES9X doesn't is the Rewind button.
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Well, I used a perfect dump of the game and the ips patch failed, everything else was correct too. I don't know, i'll wait for an avi....these problems always occur with emu movies, hence why I don't watch them ever.
[00:31:12] <stickie> by the way, thanks for the sig sixofour [00:31:23] <sixofour> dejavu [00:31:25] <sixofour> what sig? [00:31:55] <stickie> you will just have to find out *insert mystical music*
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You often need to expand the rom.
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I'm back, but I've got a list of things that could be improved from my section of the run: Mole ruins 1 1. use 6/5 *** 2. change camera to enable use of red koopa shell jump 3. use shell in hand to elevate the wall with triangle thingy OR 2. kick shell upwards, and then use it to jump off of, removing the need for the red koopa shell. 3. walljump up the area with the triangle thing. *** 4. use 6/5 5. use 6/5 (I have to say it three times because I could have saved time three times) mole ruins 2. 1. get the fireflower, and then set some plants on fire. 2. use the gold shell to get the fireflower and kill the plant without stopping 3. use the green shell to jump off and skip the part around frame 5600. 4. aquire yet another shell to kill the rest of the enemies. 5. use 6/6/6/5 rotation instead of 8/5 (shun me, I used 8/5 in some places) to keep speed at a maximum when traveling through places with low clearance (2 units) 6.??? 7. Profit!!! Well, I think we can all learn from this: get it right first time
Measure once. Cut twice.
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eternaljwh wrote:
You often need to expand the rom.
TSRPR does not require the ROM to be expanded. @sixofour: Did you make sure to apply the patch to a headered ROM? @andymac: I'm likely not gonna be doing any TASing until the weekend (aside from maybe trying to get Mister's Lakeside Castle trick to work) so if you feel like redoing, knock yourself out.
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Solon wrote:
@Mister: Great trick, and I bet that would be faster than what I did in the test run, but I'm not confident I could pull that off. Would you mind optimizing it for us? If you don't, I'll go back and redo Koopa Lake 1 without getting the Flower.
Of course not. But I think you should redo from Mole Ruins #1. I bet your last wip can be beaten by about half a minute. Some hints in addition to andymac's plan: At Mole Ruins #1
  • Use hopping glitch after the fourth dragon coin.
At Mole Ruins #2
  • Use the yellow shell from the start to where a chuck appears. Releasing a shell with "down" pressed is useful when one wants to kill enemies by the shell with it kept alive.
  • One can use hopping glitch after where two green koopas appear (between the second and the third dragon coins). This is a little hard to do, but can be done.
At Koopa Lake #1
  • In the first map, use a shell-jumping to shorten the time for which you wait on the lift. For this, the use of 6/5 may be needed from the start.
  • In the second map, one can use a shell-jumping to enter the pipe without waiting for the lift to reach the pipe. This will shave off a large amount of frames.
Good luck with the run! :)
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
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Can someone explain how shell-jumping works? I haven't been able to do it yet. Or if it's just like P-Switch jumping, I'll go study that some more.
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get 6/5 jump near the top, let go of the shell while your speed is 47 the shell goes a little bit faster than the speed you released it at get up to speed 49* you will catch up with the shell and kick it it is now a flying enemy missle, so you can jump off it jump off it. *you can also do this and keep 6/5 if you need it, instead of getting speed 49, just continue 6/5. you will still catch up with the shell and kick it. and jump off it.
Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign aqfaq Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign
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In koopa lake 1, you don't need the lift, you can get to the very end, right from the start, but getting into the pipe is going to be problematic. I had to use the shell I was holding to jump to one of the platforms. I'm going to just have to wait for the lift. I mole ruins 2, in my defense, I had started another wip, before solon redid it, where I get the fire flower, using the yellow shell and then flame the rest of the enemies. I used the hopping glitch past the two green koopas, but I had to stop after the yellow pipe, because I couldn't kill the vine thing and still keep moving. No matter what, though I will have to get rid of the yellow shell, because I will be jumping off it, and I will have to acquire another shell somewhere down the line which means the continuous use of 6/5 until another shell appears. also: another improvement may be to go completely over mole ruins 1, and not have to slow down for anything. However, considering the height of the structure, continuous wall jumping for that long would probably be a hindrance and not an improvement. Mister's first point is pretty much a a given. Also is there any reason that you can't spinjump through the stairs in the first castle, and then use a "go through walls" glitch to get to the area with the cape in it quicker? Or is that a retarded suggestion.
Measure once. Cut twice.
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Solon wrote:
Can someone explain how shell-jumping works? I haven't been able to do it yet. Or if it's just like P-Switch jumping, I'll go study that some more.
There is another type of shelll-jumping other than jimsfriend explained. When jumping to the right, press "left" one frame and then recover the speed soon, and release "right". Then mario ends up to face left. Throw the shell to the right, so that you can get a shell-jumping. This type of shell-jumping has the advantage of reaching higher places and of being doable even with 37 hopping glitch (though some speeds would be lost while shell-jumping).
andymac wrote:
Also is there any reason that you can't spinjump through the stairs in the first castle, and then use a "go through walls" glitch to get to the area with the cape in it quicker? Or is that a retarded suggestion.
Roughly because mario is going to the right and the wall has too many "units" to pass through. The glitch is a strong glitch but a very restricted one (especially when mario is not caped). Anyway, I'll post a demo after I'm back home.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
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andymac wrote:
also: another improvement may be to go completely over mole ruins 1, and not have to slow down for anything. However, considering the height of the structure, continuous wall jumping for that long would probably be a hindrance and not an improvement.
That's not too bad of an idea; the problem is that it wouldn't really be entertaining, and optimizing the hopping glitch above the top of the level would (IMO) be a pain in the ass, unless there's some sort of camera hack like there is for the Sonic games.
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Here is a demo: http://dehacked.2y.net/microstorage.php/info/1301708557/tsrpr_mr_demo.smv
Solon wrote:
andymac wrote:
also: another improvement may be to go completely over mole ruins 1, and not have to slow down for anything. However, considering the height of the structure, continuous wall jumping for that long would probably be a hindrance and not an improvement.
That's not too bad of an idea; the problem is that it wouldn't really be entertaining, and optimizing the hopping glitch above the top of the level would (IMO) be a pain in the ass, unless there's some sort of camera hack like there is for the Sonic games.
I just tested that idea in Mole Ruins #1 and it is 28 frames faster than my demo. But it is eventually a little slower because one cannot get the midway gate and hence one needs to get a mushroom. It is easy to use hopping glitch out of camera if you watch the memory addresses of x speed (7E007B (1-byte)) and y position (7E0096 (2-byte)). Or use alternate autofire of A and B, which I don't recommend, though.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
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just turbo a/b, would be the easiest way. When I do the hopping glitch, I watch my memory, so when the speed drops, you jump one frame earlier. that's 1 rerecord per jump.
Measure once. Cut twice.
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Very nice demo, Mister. If I head home tonight instead of tomorrow morning, I'll use your demo and start working on Green Hill Zone, unless you'd like that level, andymac.
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This hack looks pretty good. Thanks for the excellent demo Mister!
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Go ahead, solon, I'm going to be working on a different TASing project for a couple of days. EDIT: BTW, if you can't get s9xwatch to work, and can get MHS to work, here are the addresses you need to watch link: http://cid-de1e7fef4aaf7e0d.skydrive.live.com/self.aspx/.Public/smw.lssave To get these addresses, I simply added C80048 to the addresses of all the values in the s9xwatch config file. All of them seem to work except for y subpixel, which sporadically jumps around.
Measure once. Cut twice.
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Okay, the Witch Hunt Translation Project™ just finished translating the fourth episode of the Umineko no Naku Koro ni visual/sound novel, so reading that is gonna take up most of my free time for about a week. I'll still work on this, but not as much until I'm done with Umineko EP4.
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Okay, got Green Hill Zone and Flowerless Fort done. http://dehacked.2y.net/microstorage.php/info/1683487778/solon%2C%20mister%2C%20andymac-TSRPR-WIP.smv Haven't done time comparisons yet, but I'm fairly sure some time was saved. Mister, could you give Flowerless Fort a try? I think some time could be saved by flying under the walls to the right of the starting point, but I couldn't manage to get Mario down there while still flying.
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In mole ruins 2 you might be able to gain a frame by boosting on the last hammer bros platform. kl1 on the moving platform part with the black moles, when you have to wait for it to catch up, did you try spin jumping off that mole and then landing on the one with the coin blocks hfiguw.? ghz1 don't jump so high at the beginning, get 51 speed sooner. while jumping, release --> to keep your speed at 49 until you start flying. then grab that koopa shell so you can throw it at the key block and the key will be open before you get there. flowerless fort............ that flight is a really easy thing to do. DOTDOTDOT.
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BigBoct
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I'll redo GHZ with your suggestions in mind. As for Flowerless Fort, getting flight in the narrow part didn't occur to me. Now that I know you can do that, it shouldn't be too hard to replicate it.
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