Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
http://dehacked.2y.net/microstorage.php/info/1426312840/gs_tas2.fcm Guess what's dooooooone! If there's no notable improvements to be made, then I'm submitting this baby tomorrow. :D Final (?) Frame Count: 14,999 frames. Yes, I'm not kidding you. 14,999 frames. Well under my projected 25,000 frame guess.
Joined: 1/11/2009
Posts: 44
Rick wrote:
http://dehacked.2y.net/microstorage.php/info/1426312840/gs_tas2.fcm Guess what's dooooooone! If there's no notable improvements to be made, then I'm submitting this baby tomorrow. :D Final (?) Frame Count: 14,999 frames. Yes, I'm not kidding you. 14,999 frames. Well under my projected 25,000 frame guess.
Absolutely awesome. I wasn't expecting you to finish so soon, but I guess there wasn't that much left to do. I think I found a tiny improvement (5 frames). When you're fighting the final boss, it's a tiny bit faster to double-hit it the first three times, then turn around, hit it with the towel, and change to the Embalming Fluid in mid-hit, like so: http://dehacked.2y.net/microstorage.php/info/1920613148/gsaltfight.fcm Otherwise, I didn't notice any optimisable areas, though andrewg's a lot better at finding those than I am. Unfortunately, zipping through stairs seems to be impossible, but reducing a game that normally takes at least half an hour (if you already know exactly what you're doing) to nearly four minutes is more than awesome enough. With the game so broken, this has to be on the fast track to publication.
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Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
Thanks! Supper also found another time saver. I take off the spring shoes and I can actually jump farther, so I saved a whole bunch of frames on that as well. Between everything else, I saved 37 frames, for a grand total of... *Drum roll* 14,972 frames! No WIP posted. No, guys. This is the final version. Wait and find it in the submission queue now!
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
So Rick and I are working a bit to improve this. I was just curious if this could be optimized more so I decided to help out with it. Any additional help would be greatly appreciated... you around Supper? ;) If anyone else is interested in helping out, feel free to. I'd like all the help we can get. :)
Super Mario Bros. console speedrunner - Andrew Gardikis
Editor, Active player (429)
Joined: 9/29/2008
Posts: 706
Location: Canada
If you guys don't mind, i'll try to find some stuff.
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Kyman wrote:
If you guys don't mind, i'll try to find some stuff.
I've just been going crazy trying to optimize this... just cuz. I found 5 more frames in the room with the weightlifting eyeball as well.
Super Mario Bros. console speedrunner - Andrew Gardikis
NitroGenesis
He/Him
Editor, Experienced player (551)
Joined: 12/24/2009
Posts: 1873
Random mashing and a bit of Memory Watch made me discover this: At the logo with the robot head, press B, Up, B, B, Left on the D-Pad, and then Select. Debug menu!
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Going to room 49 in the debug is kinda funny. If you go through the door, watch where it sends you. It's like an additional "warp zone" in the game. I'm going to explore this some more.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 1/11/2009
Posts: 44
Oh, cool. I didn't think the game would have anything like this. Thanks! Actually, rooms 46-49 all seem to behave similarly. They all use "classroom" music instead of "hallway" music, and all of their exits either lead to the top of room 14 or Warp Zone. Perhaps these were rooms that were scrapped at some early point? Most of the options are pretty obvious, but "Panel" seems to affect the x-position at which you arrive in the room. Each additional increment of the counter sends you another screen length to the right, and going too high causes you to immediately go out-of-bounds and get sent to Warp Zone. Room 90, panel 0 is a nice deathtrap. 128 is also funny, warping you into the bricks directly underneath the final boss. I wonder what 207, "Secret," is for? It just makes the screen flash black for a few frames.
NitroGenesis
He/Him
Editor, Experienced player (551)
Joined: 12/24/2009
Posts: 1873
207 is the debug menu's board. :P
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
NitroGenesis wrote:
Random mashing and a bit of Memory Watch made me discover this: At the logo with the robot head, press B, Up, B, B, Left on the D-Pad, and then Select. Debug menu!
I actually found that out from the developer himself last year, but he swore me to secrecy. Even now, I don't dare post it because he never gave me the final approval. :x