dnnzao
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Former player
Joined: 11/5/2010
Posts: 90
Location: Toronto, ON
this sure is a huge time for the world of TASing, this glitch will break FOR SURE every run ever done before. But like MUGG sayd, I like when a TAS is entertaining, and fun to watch, using glitchs that makes the run intersting is really amazing, and makes a good thing to watch...I reather see the 100% TAS of Fabian then see 30 minutes of a guy braking the hole game using a glitch like this. PS: I totally not saying that this is stupid or the guys working on this and discovered this are as well, pelo contrario, this is a huge discover, and totally goes on the porpouse of TASing, I really think you guys...how do I say....merecem...thumbs up ^^
sorry my bad english... - Finished projects: Super Demo World any% - SMW Hack - Dropped projecs: Super Demo World All Exits - SMW Hack Super Mario World All Exits
Patashu
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Joined: 10/2/2005
Posts: 4045
MUGG wrote:
I would be very interested to see a run using this glitch, but I think a run using that glitch should obsolete previously published runs. If some people fear a new run will take away entertainment, then what about Mario Land 2? The any% 21 minute TAS which I considered the most entertaining gameboy TAS on the site was obsoleted by the glitched 2 minute TAS which even had the wrong and monotone BGM in the credits. Either we are strict with obsoleting previous runs or we revert those past decisions, I'm fine either way but please don't make exceptions (such as introducing a seperate glitch category for SMW).
But the 100% TAS is still up for Mario Land 2, which shows off all content of the game without skipping glitches. In this case it's being proposed that this will replace 100%, not any%.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
MUGG wrote:
what about Mario Land 2
I think your comparison is flawed. The any% 21 minute SML TAS uses the same trick as the two minute SML TAS except that it only uses it to clear levels. It probably isn't possible for a run to exist that "uses a game-breaking glitch to clear certain levels, but does not use the same glitch to clear the game." There is most likely room on the site for an any% run not using the glitch. If you made an optimized any% run that didn't use the pause glitch, I would vote yes. (I'm not sure if the halfway point glitch should be legal or not.) I think the judge made the correct decision with the movie based on the nature of the glitch. Chrono Trigger on the other hand was somewhat wrongfully obsoleted. The previous run was extremely outdated by inichi's no save-glitch test run. If inichi had submitted his test run, I would've voted for it to take over the any% category and have the glitched category separate. I think if someone submitted an optimized no save-glitch run today it would be published separately though. I don't see any urgent need to repeal this decision though. I don't think Super Mario World 100% will suffer the same fate. I think that the new run will either be published in its own category or not published at all.
Former player
Joined: 6/15/2005
Posts: 1711
From what I understand from the youtube vids and explanations, I can't imagine a run like this would obsolete a real 96 exit run, because of how horribly boring it would be. I imagine most of the casual viewers would agree, and if anything, this would be published in a new category. Looking forward to rehashing that discussion again when this is submitted :) In any case, predicting the future is hard as it turns out, so let's wait until the run is submitted. I'm looking forward to seeing it.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 10/12/2010
Posts: 28
Location: Michigan
Kirkq wrote:
MUGG wrote:
what about Mario Land 2
I think that the new run will either be published in its own category or not published at all.
It's own category? There's already like 5 different SMW runs on this site, if you include SDW/VIPs or other hack TASes of the nature.
Super Mario World
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
WillDaBeast wrote:
Kirkq wrote:
MUGG wrote:
what about Mario Land 2
I think that the new run will either be published in its own category or not published at all.
It's own category? There's already like 5 different SMW runs on this site, if you include SDW/VIPs or other hack TASes of the nature.
Yes? Are you afraid that we will run out of categories? They aren't a limited resource. This would be significantly different from any of the existing SMW runs, and I think a new category is the obviously correct way of handling it.
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
amaurea wrote:
WillDaBeast wrote:
Kirkq wrote:
MUGG wrote:
what about Mario Land 2
I think that the new run will either be published in its own category or not published at all.
It's own category? There's already like 5 different SMW runs on this site, if you include SDW/VIPs or other hack TASes of the nature.
Yes? Are you afraid that we will run out of categories? They aren't a limited resource.
TASvideos has a categoryphobia and a subjective-entertainment complex. Don't try to reason with it.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Joined: 5/2/2009
Posts: 656
True wrote:
amaurea wrote:
WillDaBeast wrote:
Kirkq wrote:
MUGG wrote:
what about Mario Land 2
I think that the new run will either be published in its own category or not published at all.
It's own category? There's already like 5 different SMW runs on this site, if you include SDW/VIPs or other hack TASes of the nature.
Yes? Are you afraid that we will run out of categories? They aren't a limited resource.
TASvideos has a categoryphobia and a subjective-entertainment complex. Don't try to reason with it.
I guess when the movie finds its way to workbench should be a good as good time as any to reason about it. I still believe this categoryphobia is unbelievable silly
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Joined: 12/29/2007
Posts: 489
How does power-up incrementation work? I searched through a bunch of the previous pages to try to find if someone had explained it and couldn't find anything. What I know is that power-up #0 is small, #1 is big, #2 is caped, #3 is fiery, and everything beyond that causes glitched palettes. #4 appears to make a star show up at the gate when holding an item, and #106 causes the keyhole/goal glitch shown just previously. But I can't find how the glitch actually works.
Active player (451)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
Zowayix wrote:
How does power-up incrementation work? I searched through a bunch of the previous pages to try to find if someone had explained it and couldn't find anything. What I know is that power-up #0 is small, #1 is big, #2 is caped, #3 is fiery, and everything beyond that causes glitched palettes. #4 appears to make a star show up at the gate when holding an item, and #106 causes the keyhole/goal glitch shown just previously. But I can't find how the glitch actually works.
Basically, the glitch is about crashing the game. By releasing a null sprite while on a revolving sprite like the platform (one that moves based on Mario), the game will encounter an error and crash. If done at certain points in the level, this crash will read a specific set of data and increase $19, among other values. Since you're not supposed to get $19 above #$03, the game will check the wrong data values when an item is collected (due to the way their routines are coded). Since most of the data they read are not in the regular range of actions, they'll often cause crashes, or errors like the keyhole. The randomness of these values has not been determined yet, but I'm currently looking through all.log to see if I can figure out what we're getting. Hopefully I explained that well enough, I'm not the best at explaining. ^^; Basically, this just means the keyhole and all that are a result of crashing the game. We literally broke the game with powerup incrumenting. Also, hi, its me.
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
Player (25)
Joined: 9/20/2010
Posts: 80
you can also go here: http://tasvideos.org/forum/viewtopic.php?t=1571&postdays=0&postorder=asc&start=1500 that page has mister's description about it.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Active player (451)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
As much as I kind of hate to say it, Mister's explanation is a bit wrong. ^^; Also, I did a little bit more research on the glitch. While he has most of it right, he's wrong about the error in the stack. The game doesn't crash because of "an unexpected program", but because the stack overflows. Since sprite IDs as high as #255 were not made to exist, the stack fills up with all those empty values (which there are only 245 of). To quote the SMWC:
BIG FAT NOTE: Keep the push/pull in balance. Otherwise the stack will overflow, causing the game to crash eventually.
Since the stack is never meant to overflow, and has no codes related directly to the stack, the game crash does in fact end up randomized, based on how many values are in the stack and what they are set to. When the stack contains certain values, however, results such as the powerup incrumentation glitch will occur. In short summary, the reason the PI glitch happens is because the stack overloads, and while the crashes the stack causes are randomized, certain values will always produce similar results. Now to figure out what values do what and how to control the results of collecting powerups afterwards.
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
Experienced player (642)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Just to let anyone who wants to know, I'm probably not going to continue SDW 100% because I've stopped TASing for the most part. http://code.google.com/p/andymac-tas/source/detail?r=70
Measure once. Cut twice.
Active player (264)
Joined: 4/15/2010
Posts: 198
Location: England
andymac wrote:
Just to let anyone who wants to know, I'm probably not going to continue SDW 100% because I've stopped TASing for the most part. http://code.google.com/p/andymac-tas/source/detail?r=70
It is a shame to see you go. Watching the runs progress has been exciting. With your permission, I would love to carry on your work. I've always wanted to do SDW 120-exit (for joint authorship, of course). Please PM me. :)
Retired smw-96, smw any%
Active player (451)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
Oh, also, forgot to ask. Is it okay to post progress on Super Mario World ROM hacks in this thread, or is there a seperate place to post for hacks?
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
Joined: 10/12/2010
Posts: 28
Location: Michigan
kaizoman666 wrote:
Oh, also, forgot to ask. Is it okay to post progress on Super Mario World ROM hacks in this thread, or is there a seperate place to post for hacks?
I think it's alright, considering TFB posts his SPW3 videos on here. There's a few forums for hacks that are dead (along with only being like, 2 pages at most) so, take your pick.
Super Mario World
BigBoct
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Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Some of the hacks have their own threads. Check and see first.
Previous Name: boct1584
Experienced player (642)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Okay, I updated my SDW WIP, since the one I posted a little while ago was out of date. http://code.google.com/p/andymac-tas/source/detail?r=88
Measure once. Cut twice.
dnnzao
He/Him
Former player
Joined: 11/5/2010
Posts: 90
Location: Toronto, ON
what is the site to upload SMV files again?!
sorry my bad english... - Finished projects: Super Demo World any% - SMW Hack - Dropped projecs: Super Demo World All Exits - SMW Hack Super Mario World All Exits
Joined: 10/12/2010
Posts: 28
Location: Michigan
dnnzao wrote:
what is the site to upload SMV files again?!
http://dehacked.2y.net/microstorage.php/ Site seems to be down at the moment for some reason.
Super Mario World
dnnzao
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Former player
Joined: 11/5/2010
Posts: 90
Location: Toronto, ON
oh I see, thats why then
sorry my bad english... - Finished projects: Super Demo World any% - SMW Hack - Dropped projecs: Super Demo World All Exits - SMW Hack Super Mario World All Exits
Active player (451)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
So, I'm working on a TAS of a hack called Super Mario's Puzzle Project 4 (here's some of the progress so far), but I seem to have hit a brick in the road. Basically, at one point, a break I'm trying to perform requires jumping through corner in a two tile space. This is a picture of the spot (I'm trying to get to the P-switch door). Now, I need to know whether its possible to corner clip into there to get to the door. I did manage to corner clip once, but died because I was ducking. Is it possible to get in there without dying?
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
Masterjun
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Joined: 10/12/2010
Posts: 1185
Location: Germany
kaizoman666 wrote:
Is it possible to get in there without dying?
i dont know if this helps but... Link to video PS: i edited the level a bit, so i can check
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
kaizoman666 wrote:
Now, I need to know whether its possible to corner clip into there to get to the door. I did manage to corner clip once, but died because I was ducking. Is it possible to get in there without dying?
Just stop ducking after clipping the corner so you can survive.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Active player (451)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
Mister wrote:
Just stop ducking after clipping the corner so you can survive.
Well, I thought about that, but Mario gets sucked into the ground without landing for a single frame (in other words, he can't stop ducking). Also, Masterjun, that doesn't really help considering the situation I have is completely different. ^^;
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects