Experienced player (616)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Yeah, I saw that video, and I wanted to know specifics, because I wanted to know if it's possible to do it with a p switch and a key.
Measure once. Cut twice.
Joined: 1/17/2006
Posts: 775
Location: Deign
it should be possible. the p switch will be used up, though. it should even be possible with two switches.
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Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
I tested the jump-through-ceiling glitch in various situations. 1. P-switch and key: http://dehacked.2y.net/microstorage.php/info/1843727047/smw-keyswitch01.smv This is similar to the case of two keys. 2. P-switch and key: http://dehacked.2y.net/microstorage.php/info/425037270/smw-keyswitch02.smv First kick up a key, then a p-switch. In this case we need modification because we can't land on a p-switch before we kick it up. 3. two P-switches: http://dehacked.2y.net/microstorage.php/info/1434026584/smw-2switches.smv ("sample 3" in correct) Similar to the above case. The height of the ceiling of each sample is 5 squares. I couldn't jump through a ceiling of height 4 squares though I didn't make many trials. I have no idea so far whether I can get it or not. If it's possible, it needs careful subpixel control, I guess.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced player (616)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Actually this helps a lot, I was trying with a ceiling only four blocks high, so this might explain why I wasn't able to do it. EDIT: I tried with a ceiling 5 blocks high and I found it easy to accomplish.
Measure once. Cut twice.
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
Nice to see you here again, Mister. You're a great SMW TASer.
Post subject: Re: can't view 0x7E13E4 on Snes9x
Joined: 5/25/2010
Posts: 30
Location: California
ixfd64 wrote:
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.
It now works for me. Odd.
Joined: 5/25/2010
Posts: 30
Location: California
The "tricks" page says that releasing → when Mario is in mid-air will make him travel at his current until he reaches the ground. However, when I release → at the desired speed, it will change two more times before being locked in. For example, Mario's sprinting speed oscillates in a cycle of 48-47-48-47-49. However, if I release → at 49, Mario speed will change two more times, stopping at 47. Am I doing something wrong?
Editor, Skilled player (1402)
Joined: 3/31/2010
Posts: 2081
It's caused by input delay I think. Simply enough, just release → two frames earlier and you should be good.
BigBoct
He/Him
Editor
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Mario's speed will stop oscillating once a direction has been released for 2 frames. If using an older version of SNES9X and gocha's SNES9X Memory Viewer, it will only take 1 frame.
Previous Name: boct1584
Joined: 5/25/2010
Posts: 30
Location: California
Thanks for the information. I was afraid that I had a bad ROM, LOL.
Post subject: Super Mario World Tricks
Joined: 4/9/2010
Posts: 15
Location: Virginia
I saw the article called SuperMarioWorldTricks, and I thought it was really useful, but it leaves out a few things. Here's the original article: http://www.tasvideos.org/SuperMarioWorldTricks.html Speed falling while flying backwards When your flying and your using the speed glitch to maintain 51 subpixels, you cannot press forward or you will loose speed. This is bad because you may have to fall quickly or you might hit a wall, miss a block, ect. So use the turn around while flying glitch, and when your turned around, press ← and → at the same time and you will fall quickly, but loose no speed. To use that fall to gain hight, turn around while falling again, and then press ← (or → depending on which direction your moving) for 11 frames, and you'll keep your speed of 51. Fly While Moving backwards When you are moving backwards and flying, you can actually still catch air. If you are catching air normally, and not using the glitch, press the opposite run button (either X or Y). Now if Mario is facing an angle lower that 180 degrees, simply press the direction you wish to move for 9 frames, then press the opposite run button (Either X or Y) and you'll catch air. If you want to use the air catching glitch, press the direction you moving for 1 frame, let go for 3, press it for another 1 frame, and then press the opposite run button (again, either X or Y) Mid-air shell jump First off, you cannot be using the hopping glitch while doing this. You also cannot be moving upwards, or downwards too fast. When you gain sprinting speed, jump into the air for however many frames. When you are at a good angle, press ← for one frame, → for 7 frames, then throw the shell. If done right you will land on the shell while its moving in midair Key jumping (improved) In the original article, it says that key jumping can only be done near a wall. Untrue. It's actually very easy to do without a wall. While you are still moving upwards, but slowing down, let go of the key. Now move yourself towards the key and just land on it, jump off of it and grab the key, and repeat. This is a very common technique, and I'm surprised that it wasn't listed before. Staying on ceilings with yoshi If you find a ceiling while on yoshi, you can stay on that ceiling as long as you want. 2-4 frames before hitting the ceiling, press A for one frame, let go for one frame, and repeat. You can move around while doing this, but very slowly Jumping through sprite platforms with springboard First off, sprite platforms include turn block moving bridges, grey falling platforms, timed lifts, ect. Immobile sprite blocks include light switches, message blocks, and the unused sprites, invisible used block. To go through these platforms, just throw the springboard up in the air so that it will land on the sprite, and make it land on you. This will make Mario jump off of the springboard, but fall right through the platforms. You'll know it is a sprite block if it is either moving, or you can throw items through it. Spring board Y axis speed abuse I'm not talking about portable springboards, I'm talking about the green platforms you find in the first level of the special world. If you jump a few frames below a green spring board, it will pull you upwards. This can save very few frames. Invincible Goomba If you normally throw a goomba at an enemy, it kills itself. If you throw it 3-4 frames before hitting the enemy, it will kill the enemy, but stay alive. This does not work on enemies that die in a poof of smoke
Post subject: lag is annoying
Active player (497)
Joined: 11/19/2007
Posts: 128
jimsfriend wrote:
here is my wip. it doesn't get very far :P
I made a test run of the first two levels in Super Demo World not too long ago and ran into some problems regarding fadeout lag. smv Comparing to jimsfriend's WIP, I was 3 pixels faster at the end of level 1 (goal tape went poof 2 frames sooner), but for whatever reason this didn't save any frames on entering level 2. At the end of level 2, I was 5 pixels faster (goal tape goes poof 2 frames sooner again), but I ended up starting level 3 10 frames later! I know lag is caused by your score and coin count and stuff, but I actually had 1290 fewer points. Is there anything one can do to reduce or control this lag in any way?
Experienced player (616)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
get 1290 more points?
Measure once. Cut twice.
Joined: 1/17/2006
Posts: 775
Location: Deign
It isn't 'more points = more lag' it's more high numbers in your score = more lag. Zeros and ones are good. That coin you got which makes your score end in 10 is probably a bad thing, unless you can get 4 more coins in which case it makes it a good thing for mi3 iirc. I was unable to find a way to hit 4 more coin boxes by the end of mi3 without slowing down. The memory address for score is given in supermarioworldtricks.html, change your score to 0 to see what optimal fadeout lag should be. Then pick some scores and test them for fadeout to see how close you can get to that optimal lag count. 60100 has less high numbers than your 58810. So you get much more lag. In general, in sdw, castle type levels (at least the boss exit) will always give you the same number of fadeout frames no matter your score. At least from what I tested. Not sure if that's also true when taking secret exits at castles.
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Experienced player (616)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I thought I should post this here: http://dehacked.2y.net/microstorage.php/info/631616846/SuperDemoWorld.smv This is a SDW 100% WIP. It is 8 seconds faster than ISM's WIP. If there is anyone who wants to see a completed version of this run, I'll finish it. Even though the SDW 100% does not concern itself with exit lag, the improvements that NxCy posted constitute valid in game improvements. I don't plan to edit these improvements in, but I do find this a little demotivating.
Measure once. Cut twice.
Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Hey guys, I'm happy to hear you're working on sdw runs! By the way, I returned to my vip3 run project a few weeks ago.
andymac wrote:
I thought I should post this here: http://dehacked.2y.net/microstorage.php/info/631616846/SuperDemoWorld.smv This is a SDW 100% WIP. It is 8 seconds faster than ISM's WIP. If there is anyone who wants to see a completed version of this run, I'll finish it. Even though the SDW 100% does not concern itself with exit lag, the improvements that NxCy posted constitute valid in game improvements. I don't plan to edit these improvements in, but I do find this a little demotivating.
I heard from ISM that his wip still had improvable places other than jimsfriend's improvement. IIRC, his suggestion is like this. #1 Misty Castle: Use higher air-catch to go into the upper narrow route in the second room. Optimized the pipe entrance to get map transition sooner. Optimized the cape timer 7E14A5 to fall down sooner near the door of the third room. Desert World 2b: jimsfrend's strategy looks faster than yours. Keyhole: release and regrab the key near the keyhole, which shaves off a frame or two. I wonder if I drop other points... Anyway, good luck on your runs!
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Joined: 6/4/2006
Posts: 267
Location: CO
Nice work andymac that looks sweet. I really think you should finish the run. Speaking of finishing things, I forgot skamastaG and I had made an improvement to the SMW Small Only run. Here is a WIP of it that gets up to VD3: http://dehacked.2y.net/microstorage.php/info/221490374/small-vd3done.smv This was made like 2 years ago and I dont think either of us have any intention of finishing it. Don't remember how much faster it is than the original but I know its a lot. If anyone else wants to finish this that would honestly be awesome and I would encourage you to do so (ISM? Mister??). There is the potential for a lot more time savings. Also here's two demos courtesy of Mister that show some further improvements: http://dehacked.2y.net/microstorage.php/info/1862859395/small-ds2-demo.smv http://dehacked.2y.net/microstorage.php/info/1184581186/small-fgh-demo.smv
Joined: 1/17/2006
Posts: 775
Location: Deign
andymac wrote:
Actually this helps a lot, I was trying with a ceiling only four blocks high, so this might explain why I wasn't able to do it. EDIT: I tried with a ceiling 5 blocks high and I found it easy to accomplish.
Sounds like you're talking about boosting through ceiling on dpb. Can't you do this from the chain, rather than the hallway? Also, score affects all lag, not just fadeout lag. I think. Good luck with the run, it's always exciting to see some work on sdw.
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Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
Nice list :) There are other things that need to be included, such as fly through corner bug, splitting a yoshi coin by block duplication, sprite overload using berries to move goal posts or change sprites, amongst others.
Retired smw-96, smw any%
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
I actually got the small run up to CI3b(only about 20 levels are left). http://dehacked.2y.net/microstorage.php/info/837410913/small%20ci3a.smv It's over a minute faster already and there should be some improvements still, especially ci3b. i just lost motivation. If anyone wants me to finish, or wants to help me finish, or wants to finish it on their own. Please let me know! EDIT: Does anyone know if small mario can get pushed through a ceiling using two keys?
Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
Very impressive run, the improvements are great :) I was thinking while watching it, in VD1, could you split the yoshi coin to get a key/wings/balloon block, and then obtain a balloon to use the left+right trick to fly through the wall with the pipe? I would think it would be faster than going through the pipe.
Retired smw-96, smw any%
Joined: 5/12/2009
Posts: 748
Location: Brazil
Wow, man!!! This is a very cool run! I still have a lot to watch and i'm loving it! It was very entertaining what you did in that level after you completed the star world. You duplicated the Coin Blocks and kept running away from the mushrooms on the ground and jumping with the key, i laughed so hard! XD... And when you had to do that level again it was still entertaining, i loved when you slided below the Shell. Thanks por posting it. Edit: Finished watching the run and it's really awesome! Btw, why you stopped in the last level you did to make lives? Is 99 lives a goal in this run? I'd like to see this run finished, but unfortunatelly i don't have any TAS skills. ='(
Active player (353)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
bahamete wrote:
Very impressive run, the improvements are great :) I was thinking while watching it, in VD1, could you split the yoshi coin to get a key/wings/balloon block, and then obtain a balloon to use the left+right trick to fly through the wall with the pipe? I would think it would be faster than going through the pipe.
wouldn't that break the small-only limitation? edit: oh nvm... balloon is already used ;) btw really impressive watch so far :D
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Joined: 2/19/2010
Posts: 248
Amazing run so far! I especially like the Morton's castle ascent and Donut Plains 2b dragon coin key abuse.
Eye Of The Beholder wrote:
Edit: Finished watching the run and it's really awesome! Btw, why you stopped in the last level you did to make lives? Is 99 lives a goal in this run?
In that level (chocolate island 2) the exit pipe from that area changes destination depending on the time. He has to kill time until the timer shows 249 or he'll end up at the secret exit, not the normal exit.
Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
skamastaG: I'd love to see this run finished of course. I just tested your question but it would seem impossible even with three keys or more. bahamete: the dragon coin glitch in vd1 gives a key so we can't get a p-balloon unfortunately.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"