Masterjun
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Site Developer, Skilled player (1988)
Joined: 10/12/2010
Posts: 1185
Location: Germany
Yes, we are going to post a link to all the videos here once they are done. (HYPE)
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
TheKDX7
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Player (118)
Joined: 7/9/2011
Posts: 393
Location: Switzerland
Masterjun wrote:
Yes, we are going to post a link to all the videos here once they are done. (HYPE)
The guys I wish good luck to you for this project and I hope that certain TASer as ISM, Mister, gbreeze, Amaraticando, Regnum0nline, FinalBoss726, Willdabeast and many others can help you and bring you quite their experiences!
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
My turn: Link to video Movie file. For some reason, the userfiles storage (for WIPs) can't accept anchored lsnes movies.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Loved this playaround, Amaraticando! You got me laughing almost the whole movie, mainly when Mario was riding an invisible yoshi and then when he was riding chuck. And I loved the end! Funny that when somebody is doing something good and does something great in the end of it, in english we would say "you brought it to a perfect end", but in portuguese we would say something like "you ended it with a golden key" which actually fits better in this case.
Joined: 1/13/2013
Posts: 8
Location: Tokyo, Japan
Hi, I also uploaded a movie for the festival: Link to video This is my first work on upload, so please watch it with warm eyes! I'm glad to have such opportunity as a participant of the festival:) Thanks, planners. Please enjoy!
Active player (426)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
Link to video Here's mine, as well. It's nice to get a full run done for once. (smv for snes9x 1.51)
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
negative_seven
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Active player (429)
Joined: 11/25/2012
Posts: 103
Location: Europe
I'll join the party as well. Link to video
Joined: 5/9/2005
Posts: 752
These are all fantastic.
Eszik
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Joined: 2/9/2014
Posts: 163
http://www.twitch.tv/authorblues/c/6454659 All right, new RTA "no credit warp" WR in 9:30. It uses a new strat involving getting Big Boo in the inventory and beating him instead of Bowser. Now that isn't cloud, so no ACE... so new 11-exit TAS hype?
I problably made mistakes, sorry for my bad English, I'm French :v
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Eszik wrote:
http://www.twitch.tv/authorblues/c/6454659 All right, new RTA "no credit warp" WR in 9:30. It uses a new strat involving getting Big Boo in the inventory and beating him instead of Bowser. Now that isn't cloud, so no ACE... so new 11-exit TAS hype?
Doesn't that PI setup involve ACE possibility? Remember the first credits warp, which was done on the rotating platform.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Joined: 12/29/2007
Posts: 489
O_o Will this game ever stop being more broken? Like the Gen I Pokemon games, probably not. Edit: The player in the video says that the item swap is nearly impossible to pull off in the Japanese version of SMW. Anyone know why? God damn it I didn't see this until April 2nd.
Amaraticando
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Joined: 1/10/2012
Posts: 673
Location: Brazil
I thought Kaizoman666's run was a prank for April fool's day... And I still do. What about this whole reddit post?
Thus, short of obtaining arbitrary code execution, it is impossible to get the Big Boo Boss, any Koopa Kid, or Peach into the item box, under any circumstances, ever.
negative_seven
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Joined: 11/25/2012
Posts: 103
Location: Europe
Amaraticando wrote:
I thought Kaizoman666's run was a prank for April fool's day... And I still do. What about this whole reddit post?
Thus, short of obtaining arbitrary code execution, it is impossible to get the Big Boo Boss, any Koopa Kid, or Peach into the item box, under any circumstances, ever.
In the list he provided, he did not include PI4, so I'm genuinely curious now...
Amaraticando
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Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
The Twitch Page wrote:
Date Recorded Apr 2, 2015
So... well... who could regard it as April Fool's? :(
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
GoddessMaria
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Joined: 5/29/2009
Posts: 518
Location: Hell...
It'd depend on location and time of initial recording. Either way, April Fools is boring.
Current projects: failing at life
Editor, Player (175)
Joined: 4/7/2015
Posts: 331
Location: Porto Alegre, RS, Brazil
I didn't sign for kaizoman666's freerun festival, but later I decided to play Donut Plains 4, to learn glitches and make them fun to watch: Link to video Also, I didn't realize TehSeven did a DP4 freerun too, but since we did different things one video completes the other and vice-versa, making this level pretty well explored.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Joined: 8/1/2004
Posts: 178
Taken from the new SMW submission and putting it here to avoid clogging it up there:
gbreeze wrote:
Eszik wrote:
Even though I love this run and voted yes, I still hope someone will eventually put the time and effort needed into an optimized run using cloud. Nonetheless, congrats to all the TASers on improving this run, and hopefully we'll see a console verification of this run for the first time :D
The cloud strategy is really only useful for real time speedrunning; for TASing it's arbitrary since "eating" a chuck can get you to the credits instead. Yes vote!
I'm ignorant, and maybe the quoted post is as well, so; do RTA'ers actually use the cloud? I'm not up to date. If they do, that's weird, because it's been shown on YouTube that ACE's "getting to the credits" is possible in real-time play. Wouldn't that disallow the cloud for RTA?
<^>v AB X LR s
Amaraticando
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Joined: 1/10/2012
Posts: 673
Location: Brazil
Oddity wrote:
do RTA'ers actually use the cloud? I'm not up to date. If they do, that's weird, because it's been shown on YouTube that ACE's "getting to the credits" is possible in real-time play. Wouldn't that disallow the cloud for RTA?
Yes, they use. http://deanyd.net/smw/index.php?title=Leaderboards#11_Exit But there's no rule preventing them from getting the cloud. There're a bunch of categories that are not allowed here too.
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Location: Porto Alegre, RS, Brazil
Credits Warp refers to category 0 Exit or 3 Exit (VoB Warp), few people have tried and even fewer were able to do this (only 8 people are shown in the Leaderboards); Getting cloud is part of the current strat for the 11 Exit; So, since these are different categories, one does not exclude the other.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Joined: 12/29/2007
Posts: 489
Basically in a sense, some of the RTA categories can be defined as: - beat the game as fast as possible (cloud -> credits warp) - defeat Bowser as fast as possible (cloud -> 3 exit) - clear the 11 standard defined exits of a "warps" run as fast as possible (cloud -> 11 exit, usually called "any%") - beat the game as fast as possible without executing any arbitrary code (orb glitch) The middle two categories are fine for RTA but are nonsensical or too arbitrary for TAS. A "defeat Bowser as fast as possible" run would just run controller code to do something like spawn Bowser in his last phase as quickly as possible, while a "clear 11 exits" TAS run has already been demonstrated rather brilliantly by Masterjun.
Amaraticando
It/Its
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Joined: 1/10/2012
Posts: 673
Location: Brazil
I wrote a new post with samples of the brown platform glitch. So far, I've got the following effects: Turning Yoshi into other sprites Banzai Bill Dry Bones Reflecting stream of Boo Buddies Feather [1, 2] Reznor (not useful to beat the level, because he's not at slot 7 and Yoshi vanished) Wooden spike pointing up Other effects Spawning a feather (without losing Yoshi) Teleporting up Teleporting elsewhere Turning YI3 into an aquatic level Maybe, every sprite can appear, like the orb, the goal tape or a koopa kid. I just wonder whether this is/can be ACE or not...
Player (122)
Joined: 1/22/2012
Posts: 45
I already posted this in the Super Mario Advance 2 forum, but I'll post it here too. This is a canceled work in progress of a 100% TAS of SMA2, getting all the dragon coins. I was around six seconds or so ahead of ISM when I quit at Lemmy's Castle. If anyone is currently working on it, this could serve as a comparison. WIP
Editor, Player (175)
Joined: 4/7/2015
Posts: 331
Location: Porto Alegre, RS, Brazil
I made a script. Well, not entire, I edited gocha's lua script for Snes9x, inspired by Amaraticando's script for BizHawk/lsnes, since I needed more info. You can find it (and other things when ready) here. Comparison:                             New                                                            Old Major changes: - Labeled main info, to make it easier for the user to see what is what, and changed its position; - Added Blocked Status, as I find pretty helpful (totaly inspire by Amaraticando's); - Added RNG value, you never know when you will need; - Added sprite type in the sprite table next to the ID, useful too; - Setted Yoshi's info colour fixed to green; - Improved PowerUp cheat: now you can explore all the PIs (0-255) using up/down+select (hold for increment/decrement quickly), so you can easily play with them without having to change the memory value; - Added a vector + grid that indicates Mario's speed, but it's not really finished. The main thing is ok, you can use in 3 different sizes (big may pollute the screen), but I tried to make a clickable menu to change the size or turn off and this is the part that is not finished. Not so useful, but yet cool, and served to learn more Lua. You can enable it by changing the script in the Options section; - Changed sprite ID symbol (that # looks like an H...). Please, if you have any question or suggestion about it, talk to me. Any improvement is welcome.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
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Joined: 4/7/2015
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Location: Porto Alegre, RS, Brazil
Snes9x lua script update v0.2.0 - Added Item Box cheat:   - You can change the item by pressing up/down+L (hold to change quickly);   - Made all 255 sprites available, so some of them may glitch the game or even crash;   - Enabled by default, you can disable it by changing the script in the Options section (line 42); - Added item box value above it; - Added sprite number contained in the item box below it; - Made Powerup cheat optional, you can disable it by changing the script in the Options section (line 41); - Minor change on Yoshi display, to minimize screen pollution.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter

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