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Player (138)
Joined: 8/27/2004
Posts: 165
Would a low% run be interesting?
Former player
Joined: 10/19/2004
Posts: 142
A minimal run in and of itself would be approximately 1 hour and 40 minutes, and since many levels are nearly twice as long to complete with 100 pts and the extras (most notably the autoscrolling extra in world 1) would inevitably put it well over 2 hours, which is the movie time limit. The best bet would be to either split into 2 files (preferably world 1 to 3 and world 4 to 6) or wait and anticipate a possible limitless recording feature in later releases. A 100% would be much more interesting, but I hope I can entertain with what I've got going so far.
Player (36)
Joined: 9/11/2004
Posts: 2631
v1.43 final no longer has the time constriants iirc.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 10/19/2004
Posts: 142
the final was desyncing on me when I attempted the new run, so I rolled back to the WIP which has not gone out on me once so better safe than sorry I guess
Player (36)
Joined: 9/11/2004
Posts: 2631
Did you try the Zelda fix version?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
I think this is hinting that a desync bug was introduced between 1.43 WIP and 1.43 Final, in which case I highly doubt the Zelda fix would help. My guess is that the 1.43 Final contains a bug that causes occasional desyncs regardless of the game. (This might explain why even Zelda 3 sometimes still desyncs with the zelda fix... maybe I should try a WIP-based version of Snes9x with zeldafix/no time limit/etc. in it?)
Former player
Joined: 10/19/2004
Posts: 142
I've finished World 2.
Former player
Joined: 10/19/2004
Posts: 142
World 3 complete...two full minutes faster! Much of the saved time is contributed to the cumulative frames saved from faster egg making and better egg strategy, using eggs where it would save more time and making them where it doesn't lose it.
Former player
Joined: 3/8/2004
Posts: 1107
Since the movie is kind of long, as you finish each world, can you upload a save state at the beginning of the world so we can quickly start watching from where we were up to? Edit: On second thought, ignore that comment, I just checked the zip file and it looks like that's what you did.
Joined: 2/16/2005
Posts: 462
I am desynching on the first world auto-scroller. What settings should I use in the playback? Thanks. -Ast
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Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
You need to use the right ROM: it's the 1.0 (US) version, not the 1.1 version.
Joined: 2/16/2005
Posts: 462
nitsuja wrote:
You need to use the right ROM: it's the 1.0 (US) version, not the 1.1 version.
Thx for the heads up.
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Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
The movie looks awesome so far, I love how you use the enemies to jump over obstacles and skip parts of the levels. Nothing to complain about so far, I hope you're going to submit this when it's finished.
Post subject: Useful tip
Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
You can skip the training stage ("Welcome to Yoshi's Island") by pressing Start + Select. That will save you several seconds.
Post subject: Re: Useful tip
Former player
Joined: 10/19/2004
Posts: 142
GeminiSaint wrote:
You can skip the training stage ("Welcome to Yoshi's Island") by pressing Start + Select. That will save you several seconds.
haha too early in the game so late in the run no go buddy
Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
I know. I wish I could have tell you that earlier.
Former player
Joined: 3/8/2004
Posts: 1107
Shouldn't you be able to hex edit it? I thought this game didn't have randomness, or if it does have a little like SMW then maybe you can add a few frames of delay to fix it like Viper did.
Former player
Joined: 10/19/2004
Posts: 142
Michael Fried wrote:
Shouldn't you be able to hex edit it? I thought this game didn't have randomness, or if it does have a little like SMW then maybe you can add a few frames of delay to fix it like Viper did.
oh dear god this game is agonizingly random from the position of the enemies to their color to the graphical patterns of the flowers on the ground to the color the platforms and so much more even implementing a little hex editing will not guarantee full synchronization for more than a single level (I have never successfully hexed more than one entire level before) in fact, back when I had just finished world 3, at the end of 3-7 I had to hex-fix synchronize the timing of the fish with a jump (this was unnoticed until AFTER I completed 3-8) and it miraculously worked and played back perfectly all the way through 3-8, until the entrance to 4-1, where the A button was pressed a frame too early on the world map...all with the exact same frame count as the unedited version so you see, timing is not the only factor of randomness in YI what's even more discouraging for me to fix this is the fact that I make two eggs with the enemies in the training level...which is also a strong determinant of randomness, not to mention the rest of the run (based on my arbitrary, yet very definite egg strategy) I lose ~8 seconds because of this, but... ...save 50 more in World 4!
Former player
Joined: 10/19/2004
Posts: 142
I'm starting a new run, not merely because I wasn't aware I was able to skip the entire intro level but that I've found out how to accelerate much faster at the beginning of each level/level area. This, and only this, is the reason I am starting from scratch...and maybe one or two other things. I tried hex editing, adding and removing frames to fix the randomness. It's hopeless...if anything is even a pixel off it desyncs. If anyone has ANY suggestions regarding shortcuts or otherwise...please...I implore you...let me catch wind of it before I'm 2/3 finished and with just nearly enough time and stamina to do one more level until I take a week long break from this very familiar game. I'm not sure I'll be posting updates for the new time attack, because I wouldn't want anyone chiming in just as I'm about to finish the 3rd world or whatever to reveal an embarrasingly obvious shortcut in the starting levels that would have saved me several seconds. Not to say I don't appreciate the tips and time-savers people have already given me...but at the rate I'm thinking of doing this it looks to me like we're never going to see a complete YI run, let alone 100%. At least not from me.
Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
From an esthetic standpoint, I'd say... please don't turn Yoshi into a hopping machine. It gets a bit annoying after a while IMHO. I noticed that sometimes you could have entered some doors earlier if you hadn't jumped unnecesarily just before getting in. Unless, of course, the continuous jumping and hopping is a time-saver. In that case, don't pay attention to what I've just said. Anyway, good luck!! :)
Former player
Joined: 10/19/2004
Posts: 142
Jumping is vital if you're traveling up/down slopes or inclines, because being even a frame off could slow you down if you don't time a perfect jump off of one. To make eggs or spit enemies, it needs to be done in the air at full acceleration with plenty of falling space. Also, the new acceleration trick I noted for the start of new levels/areas requires jumping. I'll try jumping less on long recumbent paths if it makes everyone happier, or maybe at least big long jumps instead of doing so many little hops. I only noticed one or two instances where I lost maybe 2 frames because of the doors (e.g 3-4 I think), but I guarantee every other time was to the frame, even if there was jumping in. I'll be sure to make everything timed to the frame this time. It should be done by the end of the year.
Former player
Joined: 10/19/2004
Posts: 142
getting tired of seeing rock bottom scores on the tally sheet so here we go only the first level and it took all of my energy and patience to grab every item in the most efficient way possible...now I realize how all of that practice with the any% run has paid off! don't imagine I'll be finishing THIS one anytime soon that's for sure no siree bob
Joined: 4/23/2004
Posts: 150
If you're planning on a 100% run with the Extra levels included, there is reportedly a trick to disable the auto-scrolling in Extra 1: Poochy Ain't Stupid. Use the bats (I think they're named Fangs) to get up to the top of the left-hand wall at the start. This would somehow disable auto-scrolling in the level. This is another trick I've only heard about but never tested, so there might be something else to it. (It's been a while..) I've seen it mentioned ´by several players, so I think it works in one way or another. Andreas
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Wow, that was awesome! A 100% run has so much more happening at every turn it's going to be one hectic run. I'm sure you won't be sorry you did it when it's finished. What do you plan to do with Extra 6? Is it not going to be in the movie?
Joined: 4/2/2005
Posts: 27
Location: Phoenix, AZ
Wow thats quite a task to take on... but it looks great. It will definitely be more entertaining with a 100% run.
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