Joined: 11/20/2010
Posts: 4
Location: Chile
Mister wrote:
TheFlameBoy wrote:
Before anything else: Hi everyone, this is my first post! Well, I tried to use Mister's One-sided Wall-jump and it worked good. But why I couldn't catch the wall again? I did exactly the same as the previous wall-jumps. Here is a Video: (video) Also, thanks Mister!.
Well, an input sequence after the first jump depends on the amount of subpixels (7E13DA) at a frame you catch the wall: if it's 0x00 (when the wall is on your right), that sequence works fine, and it depends also on your initial x speed: it must be (-)2, so you have to modify your speed and (sub-)position to apply it with no change. If you can't modify your subposition well enough for some reason (you are in a narrow space for example), try to control the subpixel as 0x10 or 0x30 and change the sequence into -21 -23 -24 -24 -26 -26 -21, or -21 -23 -24 -26 -26 -26 -21 respectively. That may work.
Okay, thanks!
Experienced player (622)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I thought I might post my SDW WIPs regularly in the topic so that people can proof watch them for errors: http://dehacked.2y.net/microstorage.php/info/973108558/SDW.smv
Measure once. Cut twice.
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
dw2b: you can't immediately fall through the brick to the keyhole from the left side without a swoop? Hit the ceiling then dive to the right into the block. When you jump to take off, put all/much of your movement toward the left so you get as much space as possible to get the right speed and position combo while diving without overshooting the corner. dpb: On your way to the fireflowerblocks+pswitch block, did you try letting the screen scroll up sooner, then when you are much closer, cape spin -> switch to fireflower and bust the blocks -> switch to cape (still your original spin is spinning)? Save 2 powerup changes that way. On the way back to the pipe did you try 1) diving through the blocks over the lava pit to get the leftward boost of being in a wall 2) falling through the corner right before the pipe to run through the floor for a few frames?
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
Experienced player (622)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
DW2B: you can go through the first block, but not the second. I tried this when I first did this level. You can only go through two blocks if you are going to the left. DP: doesn't work, you need to have hit the block on the same frame you get the powerup. The only way to do that with a fireflower is from the bottom. I tested the positions needed for all of the blocks over the lava pit. Only a few were worth it. Also, because running, even inside blocks loses speed, it's not worth it to go through the blocks next to the pipe.
Measure once. Cut twice.
Joined: 9/20/2010
Posts: 80
hey guys, i was reading ism and mister's write up about their smw any% and the said something about how glitching through the corner of certain blocks can sometimes save a frame... how does this work exactly? can someone please explain how, and like on what blocks?
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Experienced player (622)
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Posts: 650
Location: a little city in the middle of nowhere
It can save time on any block, as long as you have the right positioning. If you are going to the right, which is the standard way of travelling, if you do a corner clip or get far enough into a block, you will be ejected to the right by 1 pixel every frame. however, you can't jump trough 2 blocks while going to the right, and you also can't touch the ground. If you do, you will start going to the left. A lot of blocks aren't worth it, because you have to slow down too much to clip the block in the first place. Also, a thing to note is that while inside the block, if you are flying, it's worth slowing down just a little bit. (try pressing > or <> for 5 frames or a combination). This will lose 10 subpixels, but you will gain 16 because you will be inside the block for another frame. Also, this provides an oppurtunity to position yourself for the next corner clip in the level. If you are going to the left, you can clip through a long flat peice of ground because mario is ejected to the left when his feet are on the floor. as long as marios head doesn't go inside a wall, you are fine. Also, similarly related, if you do a duck jump when flying and you hit a ceiling, sometimes mario's head is far enough into the ceiling, you will get a boost.
Measure once. Cut twice.
Joined: 9/20/2010
Posts: 80
ah, thank you, and how exactly does that duck jump boost work? never heard of that... also, how do corner boosts work?
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Experienced player (622)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Duck jumping boosting is easy. Get a cape. Get a full p meter. Duck jump and hit a ceiling. sometimes it stops you dead, but sometimes it will give you a boost. If it doesn't work first try, it's not worth doing. Corner boosting, I'm not so sure about. In water it's easy. Just swim upwards really really fast near a corner. on land, you just have to jump up really fast. You have to be precise though, because you're travelling faster. That's about as much as I know. You might want to ask mister or someone knowledgable.
Measure once. Cut twice.
Joined: 9/20/2010
Posts: 80
hey guys, thought i should post this here: http://dehacked.2y.net/microstorage.php/info/1645805500/Super%20Puzzle%20World%203%20V1.6%20World%202.smv its the wip to world 2 of spw3. im going to compile them into one smv at the end. so what do you guys think? thanks mister for helping me find the breaks and thanks fethy for helping with optimizing it. the one thing im still not sure about is what is the fastest way to key jump... :/ thanks guys!
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Former player
Joined: 11/3/2010
Posts: 17
nice run, but i think the last break in the second level can be done faster.
Super Mario World
Joined: 9/20/2010
Posts: 80
Dawn wrote:
nice run, but i think the last break in the second level can be done faster.
ya, i know, i just got lazy because im probably gonna do the key jumping part again since i still don know how to optimize it, and thats why i wanted help :P
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Masterjun
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Joined: 10/12/2010
Posts: 1185
Location: Germany
For the "SPW3 TASer": In the Lvl "Trapped" (if you dont find a faster way) you can break it a bit: Link to video
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Joined: 9/20/2010
Posts: 80
xD i had already been planning on that :P
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Former player
Joined: 11/3/2010
Posts: 17
Can someone explain me, how to minimize the lag after finishing a level or enter a door/pipe?
Super Mario World
Player (36)
Joined: 9/11/2004
Posts: 2630
It seems to have something to do with your score. Try to keep the numerical values of your score all as close to 0 as possible. 40000 = good 39890 = bad source: http://tasvideos.org/forum/viewtopic.php?p=237968#237968
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 6/27/2010
Posts: 14
Well there's a lot of stuff going on... There is indeed the score : The more digits below 4 the better it is. If there are still some stuff to happen after your complete a level, like generators (for eeries, bullet bill, and so on...), clapping chucks, up and down lava,... avoid duck jumping, or facing left, because the game will have to make Mario stand, face right... while the rest is happening and will cause more lag. Also sometimes, passing the goal bar a few frames later cause enough less lag to make it worth it but I only noticed that once and it was a slippery level with generator so not sure if it has something to do with that. For the pipe thing, Mister explain it pretty well somewhere (probably in this thread), you'll have to search for it, but basically, iirc the lag depends on how far you're stuck into the pipe before entering it. The more pixels you are into the pipe the less lag you have. EDIT : here it is : [Quote=Mister]I forgot to note pipe entrance information in smw any% run's text, and I'd share it here. When you enter a pipe from the left, you can stick yourself into the pipe before entering it. If you can get yourself stuck in the pipe by n pixels, you'll get map transition 2n frames faster than usual. Then by what pixels can you stick yourself into a pipe (or wall, etc)? Saying from the conclusion, you can get 3 pixels with speed 51 or 49, and 2 pixels with speed 37 or 33 (in water level, with item). But you must be landing on the ground 1 frame before you enter the pipe, so you end up losing your speed and the pixels by which you can stick yourself into the pipe before entering it are: * 3 pixels with speed 51 * 2 pixels with speed 49 or 37 * 1 pixel with speed 31-33 (in water level, with item) Here are samples with speed 51: http://dehacked.2y.net/microstorage.php/info/1994256128/smw-pipe1.smv http://dehacked.2y.net/microstorage.php/info/286646643/smw-pipe2.smv The trick is used in the former but not in the latter. In pipe1, I sacrificed 1 frame to stick mario into the pipe by 3 pixels (instead of 2 pixels), and got 1 frame as a result. This technique should be used in YI4 of any% run, but a corner-boost at the first block made us end up being stuck into the pipe by three pixels so we didn't have to do the trick. I think this is why I dropped this infomation in the text of the current any% run. :p [/quote]
Masterjun
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Joined: 10/12/2010
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Location: Germany
is nothing better than 0 eg 400 and 4000 what have less lag?
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Joined: 6/27/2010
Posts: 14
Masterjun wrote:
is nothing better than 0 eg 400 and 4000 what have less lag?
I just made some tests and result with the same amount of lag for 400, 4 000, 40 000 and 400 000. The number of digits doesn't seem to matter. Only their value does.
Joined: 9/20/2010
Posts: 80
hmmm ending lag is strange... this game never stops amazing me... anyways, does anyone know how the log smashers in the castles work? in the glitchfest bahamete and i made the log smashers appeared in a pattern that let me fly through them. however, we made some hex edits to shorten the vid a bit, and now we cant get the pattern again... bahamete tried entering on like 8 different frames and it had no difference. we are thinking it may have to do with an rng, but we are not certain. does someone here happen to know?
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Fethy wrote:
Masterjun wrote:
is nothing better than 0 eg 400 and 4000 what have less lag?
I just made some tests and result with the same amount of lag for 400, 4 000, 40 000 and 400 000. The number of digits doesn't seem to matter. Only their value does.
IIRC, the number of digits does matter in much more laggy situations, although there rarely appear any difference in usual situations. But I think you don't have to care about it because it's almost impossible to manage the number of digits. Lag description can also be found at #2494: ISM & Mister's SNES Super Mario World in 10:22.17. For the pipe thing, that trick actually doesn't shave off lag frames, but just shortens mario's entrance motion. It's impossible to reduce lag frames during pipe/door transitions as far as I know.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Masterjun
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Mister, in your beaten any% of SMW, how do you pressed buttons like 0, 1 or 2? Picture: http://img696.imageshack.us/img696/3904/snes9xbuttonspressed.png
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Masterjun wrote:
Mister, in your beaten any% of SMW, how do you pressed buttons like 0, 1 or 2? Picture: http://img696.imageshack.us/img696/3904/snes9xbuttonspressed.png
You can't press any of them on snes9x. I used TAS Movie Editor to hex those inputs into the movie.
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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Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
in the SMV format, there are 4 reserved bits for every frame of input. So 1 bit for every button (12) plus four makes an even 16, or two bytes per frame, which is easy for the emulator to handle. The buttons "0", "1" and "2" don't actually exist. They are simply placeholders in the SMV file, and in any unmodified movie, they should never be pressed. The only way to press these buttons is to either modify the emulator, or modify the file. Just to note, there is no "reset" button. Reset is given by FF FF (i.e, all buttons pressed, and all four reserved buttons pressed as well.)
  01 00 (reserved)
  02 00 (reserved)
  04 00 (reserved)
  08 00 (reserved)
  10 00 R
  20 00 L
  40 00 X
  80 00 A
  00 01 Right
  00 02 Left
  00 04 Down
  00 08 Up
  00 10 Start
  00 20 Select
  00 40 Y
  00 80 B
Measure once. Cut twice.
Masterjun
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Location: Germany
Do the coins affect the lag? and if it's so, is it the same as with the score?
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Joined: 5/15/2007
Posts: 3929
Location: Germany
#2494: ISM & Mister's SNES Super Mario World in 10:22.16 submission text: How to reduce lag We have to reconsider lag occurrence, and the current description of lag seems to be neigher sufficient nor essential. Anyway, I'm going to write down what we know about lag, although we are still away from complete understanding. First of all, there is no doubt that lag (both in-level and fedeout) depends on any processings such as sprites' actions, moving layers, fadeout, etc. So if we want to reduce lag, we have to manipulate any of them. But we historically know lag should depend also on score. Why? The game must do sorta many processings around scores; the score is kept in memory addresses as a hexadecimal value, while the score drawn on the screen is decimal, so the game converts a hexadecimal score into a decimal score every frame. I think this conversion makes dozens of processings and thus a large score amounts to increase lag. For the same reason, mario's lives and coins could also increase lag. In order to manipulate lag, it seems enough to hold down the sum of the digits of the score, and the second digits of coins and lives (or also their first digits, but I'm not sure). Because heavy control of scores, lives and coins often keeps smw runs away from being entertaining, it should be traded off for entertainment. The smw any% run is not the case, though.