Could somebody make an AVI or MKV or another video file of that. Every time I've tried to use the emulator to play it it desynches somewhere. I've tried multiple rom versions, patch versions, and emulator versions, and every combination of each. I'd be very appreciative if somebody would do that.
a .avi would prolly be quite big. i suggest that you get the proper emulator and get it to work, especially if your isp has some bandwithrestrictions or whatnot
Yes, I've tried all the things I could find, continuing a search for the problem wouldn't help. I don't know what's wrong, movies on emulators always desynche for me, for every console and emulator. It's really a pain because I can't watch WIPs.
The AVI's just been published, so you probably won't need to fiddle with ROMs and emulators anymore to watch it. :) Of course, at 373 MB, it's rather big, but it's definitely worth it.
I'm not sure how quickly I'll get to it, but I'm going to compile a list here of improvements for the SDW-15 run, mostly from strategies learned during the 120 run.
Misty Isle 1 - Jumping glitch saves 33 frames.
Misty Isle 2 - Jumping glitch after shell bounce saves 15 frames.
Misty Isle 3 - Jumping glitch saves some frames - uncertain about the exact number because the 120-exit run got the fire flower where the 15-exit run will not need to. Probably around 30 frames.
Misty Isle 4
#1 Misty Castle - It's possible to gain flying speed in the passage to the pipe, so this is even an improvement over the 120-exit run. Probably another 30 frames.
Misty Star World - Level can be done on a completely different path, taking the top route with the turtles to get extra lives. This way, powers will be switched one less time as well, so a bit of time will be saved, but the beginning of the level will be more entertaining to watch. I'd really like to do a combo of the best parts of the two runs from the 120-exit run (and spell out my name hehe).
Desert Star World
Water Star World
Crystal Star World - There's a tiny bit of lag that could be worked on.
Sky Star World - Sticking to the ceiling instead of slowing down flight for a frame or two will save a couple frames.
Ice Star World
Pipe Star World - Getting the key was improved in the 120-exit run, although there was more lag in that run, so it's tough to tell how many frames are saved. I'd say 15-20.
Bowser Star World - With no vine to use, this won't be as fast as the 120-exit run. However, flying much lower after the raft is possible, so getting a dragon coin and bopping one or two goombas can be added. I'll also see if I can slide-kill a Blargg and not lose my running speed.
Backdoor Star World - The end was improved slightly, saving about 5 frames.
Bowser's Back Door - Around two seconds were saved here from flying much earlier in the level. Additional time was saved during the Bowser battle.
This adds up to just under 5 seconds (0.42%) of improvement.
I don't want anyone to think I'm trying to monopolize this run; anyone else who wants to TAS this, please feel free. I don't mind having my runs obsoleted :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
I was just about to write an email to you about this, but now that you listed everything here I'll do the same.
The two additional timesavers I've thought of is to bring a shell in Pipe Star World to throw on the key block, and to duckfly from the raft in Bowser's Star World.
Also, when spinflying up to the improvable passage in Misty Castle, did you improve the flying in your latest version? It was improvable by a few frames, and I can't remember if this was discovered before or after you submitted this. I'm guessing before, but just making sure.
Edit: Oh and I forgot, I just timed my Bowser battle to compare to yours and the SMW ones, and the 120 exit is 61 frames faster, so it'll probably be closer to 6 seconds. Yay for improvements!
Duckfly = good idea. The shell I don't think will work, because bringing it through that pipe will just kill the pirahna plant inside the top of it, losing the shell. If there's a way to get a shell up there, then I would think it saves time, but who knows with lag.
In the 15-exit run, yes the flying up toward that passage was improved by I think 6 frames or so. In the 120-exit run, I fly up there, land, and then use the jumping glitch, but only at full running speed, not full flying speed, so that's where the new improvement comes in.
Sweet! I'm going to have to watch the end of our run closely to find out how you improved that.
I have no idea what TAS to do next. I have a few that I think would be fun to do, but I'd hate to get into to one only to realize that I don't want to finish it.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Ah, the piranha plants. Takes you back to Crystal Cavern 1, doesn't it? :)
Yes, those 6 frames were what I was thinking of, good.
Unfortunately, when comparing our Bowser battle to VIPer7's and flagitious, it's 16 frames slower. I timed from entering the boss door to the last hit on Bowser, so I guess a reasonable explantion would be that for some reason SDW lags 16 frames more. Otherwise they must've hit the first and third koopa earlier, but I can't figure out how. Oh well.
About your next TAS, I liked the thought of a warpless SMB3 run if you're still considering that. Otherwise just let me know which you are thinking about and I'll help you decide/decide for you :)
Wow, CC1. That just seems like so long ago...
I wonder if Bowser has a slight randomness to when he stops and throws the Mechkoopas? I guess before I do another Bowser battle I'll have to study them all to try and figure out what's causing the delay.
For my next TAS...well, check this new topic I created.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
New thought about Pipe Star World. If you brought two shells up there, would both shells be lost to the piranha? It seems to me that a double grab should be possible without a huge time loss, but then again maybe not. Might be something to consider, at least.