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Joined: 6/6/2005
Posts: 124
Yeah, I PMed Bisqwit.
Bisqwit wrote:
Yes, SDW and SDW-CONT have a special permission.
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
http://tasvideos.org/Rules.html#hacked_and_homebrew_games_are_not_allowed_
This rule can be bent by special permission ― you must ask a permission beforehand before going to make a movie of a patched game.
Super Demo World: TLC fits this category, has been given the approval. It's fair game now.
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Understood. I just wanted to make sure I got it right, and not jumping to conclusions like I did the other day in the IRC channel. Speaking of which, I still cannot access this site from home. :/
Joined: 6/6/2005
Posts: 124
Of course, that doesn't stop this game from being much harder (in my opinion) to run than the original SMW - difficult to optimize the extensive sub-running parts at beginnings of first two levels especially (it's like they designed it to be speedrun-unfriendly) as well as the difficulty in obtaining cape on level 4.
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
Truncated wrote:
Understood. I just wanted to make sure I got it right, and not jumping to conclusions like I did the other day in the IRC channel. Speaking of which, I still cannot access this site from home. :/
See if you have entries to this site in your hosts file. I had the same problem.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Bladegash wrote:
See if you have entries to this site in your hosts file. I had the same problem.
In reference, see this thread.
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
That might just be it. I had completely forgotten. I'll check when I get back home. Thread hijack over. Commence movie recording at once.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
GWing_02 wrote:
I did a semi-serious TAS of this game during my C++ class over the course of a few days
In class you should be learning not playing games, and this is a programming class and no less than C++, what were you thinking? Then again in one of my recent C++ classes, I saw a student playing Super Bomberman 2 in Snes9x and it was a funny moment...
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 6/6/2005
Posts: 124
I already knew C++, and in fact I actually became kind of a Teaching Assistant for the teacher because there were too many students for him to handle... people would start asking me questions as well as (and more than) him, because I would solve their problems faster and I didn't smell bad. ;)
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Anyone working on this? I watched (I think it was) Viper's run on this and the game seemed awesome! I'd love to see a TAS on this.
/Walker Boh
Joined: 6/6/2005
Posts: 124
I'll get back to work on it... eventually. Still only 4 out of 11 exits complete. It's a complex game to speedrun because it doesn't give you many good places to pick up speed (or a cape).
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I have been working on this run for a few days. I had a pretty good WIP but a bad hex-editing experience has set me back a day's work. Hopefully I can recoup losses by tomorrow afternoon. Also, I think that on the hex-edit page, it should be noted that loading a savestate you saved with a hex-edited run will reload that entire run, even if you overwrite your hex-edited run with a backup of your original. Stupid me. Back to the run. It is turning out better than I could have ever expected, or at least it was until tonight's incident. I had just finished Crystal Star Road, but now I am back to Misty Star Road. Ugh. ANYWAY I just had a question about the title of this forum - "11 exits"? 1) Misty Island 1 2) Misty Island 2 3) Misty Island 3 4) Misty Island 4 5) Iggy's Castle (secret exit) 6) Misty Star Road 7) Desert Star Road 8) Water Star Road 9) Crystal Star Road 10) Sky Star Road 11) Ice Star Road 12) Pipe Star Road 13) Bowser's Star Road 14) Back Door Star Road (secret exit) 15) Bowser's Back Door Am I missing something?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 7/29/2005
Posts: 459
Location: Brazil
i cant see gwing's wip run.. because his sdw:tlc crc is different from mine ;-; it desyncs.. different from gorling.. gorling crc rom from movie matched to mine.. what version of smw did u patched, gwing? i.i
<small>My big signature was cleared by admin; i should read <a href="http://tasvideos.org/ForumRules.html">forum rules</a>. But... who does?</small>
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
There's two versions of SDWTLC that I'm aware of. One of you may have an older version with some random bug that I forgot what it was..
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
hmm, I suggest before you put more work into this, you better wait for flagitious new SMW11 run. He sent me his WIP some months ago (just before releasing his other run), and it displayed a new sensational bug (well actually I find it quite ugly, but it's very time-saving). But I promised not to give this WIP away, so I'm still waiting for him to publish a new run... has anybody had contact with him in the last time?
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
No, but now I must bug him to see it also...
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I have caught up from yesterday, and finished Ice Star World.
Viper7 wrote:
...a new sensational bug (well actually I find it quite ugly, but it's very time-saving)
Interesting. Is it comparable to the wall-push-through glitches of the Mega Man series? I'm still going to finish this run, but thanks for the heads up. I often enjoy the runs that aren't super-glitchy, if the game is entertaining in its own right - and this game definitely is. Anyone have an answer to the 11 / 15 exit question?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
well maybe "ugly" is the wrong word to describe it :P it's hardly visible if you watch the end-product... but it's absolutely impossible to recreate in real-time, and I don't really like this idea. but I don't want to reveal it, flagitious found it out so he should also present it :) I guess the answer for the 11/15 question is quite trivial: Gorling accidentally called it an 11-level-run, because the shortcut version of Super Mario World only needed 11 levels :P
Player (206)
Joined: 5/29/2004
Posts: 5712
Is it an alternating movement thing like in Metroid 3 and Legend o' Zelda 3?
put yourself in my rocketpack if that poochie is one outrageous dude
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
VIPer7 wrote:
well maybe "ugly" is the wrong word to describe it :P it's hardly visible if you watch the end-product... but it's absolutely impossible to recreate in real-time, and I don't really like this idea.
Hmm. Hopefully the new run is submitted soon, I'm curious :) Do you know or could you estimate around how much time it would save in SMW11?
VIPer7 wrote:
but I don't want to reveal it, flagitious found it out so he should also present it :)
Definitely. Respect for being cool to him like that.
VIPer7 wrote:
I guess the answer for the 11/15 question is quite trivial: Gorling accidentally called it an 11-level-run, because the shortcut version of Super Mario World only needed 11 levels :P
Thanks. I figured as such, but I'd hate to do the wrong path optimized the fastest! I'm finishing Pipe Star World currently. I hope to have this run finished by the weekend.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
yes it is a different movement - I don't know the Metroid or Zelda movies so I can't comment on that, sorry :P after the first three levels the glitched run was ~ 80 frames faster than the normal run, so it's up to you to guess how much shorter the final video will be (Although I don't know if the trick only applies to running or also to flying)
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
He's quite active on the GameFAQs Link to the Past SNES board if someone wishes to summon him. <_<
Joined: 4/30/2005
Posts: 199
Could this method be used to improve SMW, the real 11-exit run?
Player (36)
Joined: 9/11/2004
Posts: 2631
Read a bit closer, he (flag) *is* improving the 11-exit SMW run. The SDW:TLC run is being worked on by jxq.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 4/30/2005
Posts: 199
I'm deeply sorry, please forgive me!
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