Post subject: Re: How to calculate mario's speed? (SMW)
Joined: 12/17/2009
Posts: 6
Location: Hungary
niamek wrote:
3: How to do the 1/1 swimming?
Maybe it's a bit too late, but as far I know (I never tried it, Waynebird22 from YouTube told me), you have to use Frame Advance. You watch the speed meter (using the SNES9x Memory watch address 7E007B), and every frames of speed 15 and 17 while swimming you press left and right (at the same time). Hopefully this helps.
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
pw4 lots of time saved for sdw120. (no yoshi)
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Joined: 11/1/2009
Posts: 10
I'm trying to do a Super Demo World any% TAS, but for some reason I'm a few frames slower than the current TAS before the first level even starts. I'm using Snes9x 1.51+v6. Is there any difference between Snes9x 1.51 and 1.43 that I should know of? I heard 1.43 has less lag than 1.51, but I'm not sure about that.
Player (224)
Joined: 10/17/2005
Posts: 399
Adetque wrote:
I'm trying to do a Super Demo World any% TAS, but for some reason I'm a few frames slower than the current TAS before the first level even starts. I'm using Snes9x 1.51+v6. Is there any difference between Snes9x 1.51 and 1.43 that I should know of? I heard 1.43 has less lag than 1.51, but I'm not sure about that.
Yeah, there are differences. You could try TASing the start with 1.43 to see if it's that, or if you're just doing something wrong.
<adelikat> I've been quoted with worse
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Also, something about pressing A/start/whatever at the first possible frame actually being one(?) frame slower due to lag. or something.
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Tompa
Any
Editor, Expert player (2214)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
At the start of the first level in Super Demo World, you are 14 frames slower in version 1.51. 1.43 doesn't emulate the speed correctly in all cases, that has (as far as I know) been fixed with 1.51.
Joined: 11/1/2009
Posts: 10
Tompa wrote:
At the start of the first level in Super Demo World, you are 14 frames slower in version 1.51. 1.43 doesn't emulate the speed correctly in all cases, that has (as far as I know) been fixed with 1.51.
Thanks. I'll use 1.43 then. EDIT: Never mind I fail at frame perfecting stuff.
Joined: 1/10/2010
Posts: 3
I need a bit of help, not matter what I try I cannot get to the gap in Morton's Castle above the springboard and drybones before it closes. Anyone got any hints or help?
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
This isn't GameFAQs anyway this video may help: http://www.youtube.com/watch?v=sAF8HuYd9CY
i imgur com/QiCaaH8 png
Joined: 1/10/2010
Posts: 3
arflech wrote:
This isn't GameFAQs anyway this video may help: http://www.youtube.com/watch?v=sAF8HuYd9CY
I didn't say it fucking was did I? Nevermind anyways.
Player (117)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
I think what he was trying to say, was, that a question like this would be better in the off topic section rather than in this thread. We try to keep threads here about TASing the game, not the game in general. You're new here, and didn't know, which is okay. If you would like more help on it, go to the off topic section and create a new topic. That would give you all the help you would like.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Joined: 11/1/2009
Posts: 10
I've been looking for this for hours but haven't been able to find anything, even by reading through the RAM Map on SMWCentral. What are the hex offsets for the X Pixel, Y Pixel, X Subpixel, and Y Subpixel for the sprite Mario is carrying? Thanks in advance.
Joined: 8/1/2004
Posts: 178
arflech wrote:
I found the real problem: My right speaker is very weak:(
I went through all of Live A Live without understanding that something like that was the source of my sound problem -- namely, using an L/R male wire: with one of the prongs being black, instead of white -- since I assumed it would act as a white, considering it was paired with a red. (Worst technical flub of my entire life; 'cuz I'm not exactly dumb when it comes to much more complex fixes. ...Tho, apparently I am, when it comes to posting... on-topic messages.) But anyway, moral: mono sound is of Satan.
<^>v AB X LR s
Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
Hello, I registered here because I encountered a new(?) glitch. In this video, Yoshi eats a shell and at the end of the level, when I spit it out, it becomes a key that cannot be moved. I'm guessing this is because of too many sprites. If anyone feels like researching this further, or could explain to me why this happens please do so. http://www.youtube.com/watch?v=1MoSf56FyBk
Retired smw-96, smw any%
Editor, Skilled player (1438)
Joined: 3/31/2010
Posts: 2107
Hello there. Now a few questions come to my head. Does this only work with the special world koopas or with the normal ones as well? Does this work with all Yoshis? Does this work with all Koopas Does this only work with caped Mario? And, most importantly, are there any applications for this glitch?
Player (36)
Joined: 9/11/2004
Posts: 2630
scrimpeh wrote:
Hello there. Now a few questions come to my head. Does this only work with the special world koopas or with the normal ones as well? Does this work with all Yoshis? Does this work with all Koopas Does this only work with caped Mario? And, most importantly, are there any applications for this glitch?
If it can be reproduced on the Cheese Bridge level it removes the requirement to ditch your Yoshi.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 6/1/2006
Posts: 64
Reminds me of a glitch I encountered a long time ago, where Yoshi swallowed the bar at the end of Star World 5. (He swallowed a shell at the end of the level, while his mouth was over the bar, and the bar vanished, keeping me from completing the stage.)
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
>>Now a few questions come to my head. What's that noise? Oh, it's the same sound you get when yoshi tries to eat a keyhole, yeah? So, can I put a key in this noisemaker?
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Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
jimsfriend wrote:
>>Now a few questions come to my head. What's that noise? Oh, it's the same sound you get when yoshi tries to eat a keyhole, yeah? So, can I put a key in this noisemaker?
No, it doesn't act as a keyhole, unfortunately.
scrimpeh wrote:
Does this only work with the special world koopas or with the normal ones as well? Does this work with all Yoshis? Does this work with all Koopas Does this only work with caped Mario? And, most importantly, are there any applications for this glitch?
I can't think of any real application for this glitch, which is a shame. The sprite that the shell becomes just seems to be a null sprite. It seems like the glitch could be taken further which is why I posted it. Nevertheless, I did find out the following: It works with all koopas and all yoshis. It works for all forms of mario.
Retired smw-96, smw any%
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
bahamete wrote:
Hello, I registered here because I encountered a new(?) glitch. In this video, Yoshi eats a shell and at the end of the level, when I spit it out, it becomes a key that cannot be moved. I'm guessing this is because of too many sprites. If anyone feels like researching this further, or could explain to me why this happens please do so. http://www.youtube.com/watch?v=1MoSf56FyBk
This glitch is now well analyzed and utilized by ISM. You would see it in some levels of his 96-exit run. But he restarted the whole of his run a few weeks ago because he had succeeded in making this glitch available. Anyway, you can get other samples from here. By the way, I've been completely away from tasing for two months and I don't plan to go back to my projects unless I lose my motivation for the game I'm now playing. I'm sorry to leave unfinished works.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
Mister wrote:
This glitch is now well analyzed and utilized by ISM. You would see it in some levels of his 96-exit run. But he restarted the whole of his run a few weeks ago because he had succeeded in making this glitch available. Anyway, you can get other samples from here. By the way, I've been completely away from tasing for two months and I don't plan to go back to my projects unless I lose my motivation for the game I'm now playing. I'm sorry to leave unfinished works.
Oh, so this glitch has been known for a while. Does he happen to have a WIP of his run? I'd love to see it utilized. And does this mean there could be an improvement to the current any%? It's sad to see you leave TASing, Mr. Your VIP TAS's were godly :O
Retired smw-96, smw any%
Joined: 5/25/2010
Posts: 30
Location: California
According to the tricks guide, the variable for the p-meter is stored at 0x7E13E4. However, 0x7E134 does not appear in the list of memory addresses. I'm using Snes9x 1.51, by the way. Am I doing something wrong? Thanks.
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
Mister wrote:
By the way, I've been completely away from tasing for two months and I don't plan to go back to my projects unless I lose my motivation for the game I'm now playing. I'm sorry to leave unfinished works.
Keep TASing man! You're the SMW master.
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Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Does anyone knows how to jump through a ceiling with two keys?
Measure once. Cut twice.
Post subject: Re: another sdw idea
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Mister wrote:
psw: Use two keys to boost through a ceiling, which is around 800 frames slower than the above yoshi boost. Thanks to jimsfriend for giving me a hint! ;)
throw two keys up one at a time. jump up and land on the first key while crouched. then when the 2nd key becomes 'hard' you will boost up on it, slightly pushed into the ceiling. key jump. or something like that.
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