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In short, the wait time before the level is not a constant number of frames, but rounded towards the next frame number multiple of 21.
If you complete the level 3 frames faster, the wait will be 3 frames longer unless you also broke the next 21-frame boundary.
However, this doesn't change the fact that bumping against the pipe like that looks stupid.
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The problem with this is that it's cheating. Because dashing (B button) is stopped, it may actually result in slower completion than if that trick wasn't used.
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Particularly, I disliked how the 1-1 underground pipe entry was slower than in Mana.'s movie and how the author chose the easier path in 8-1 instead of trying to jump under the coins that hover over the pits.
Also, I wonder why Genisto didn't jump backwards towards the hovering pipe in 8-4. I recall Michael Fried saying it would be faster.
However, I must raise a hat for the excellent total time and creativity.
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As for the entertainment value of this movie (regarding coins and such), I don't think we should go too mechanical about it.
This movie aims for fast time and it gets it.
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That true, but English variable width font routine requires filling into the same 8x8 tiles multiple times, whereas the Japanese version only requires writing to them only once.
It also requires more math to calculate the shifting and to do the shifting to get the letters into correct positions in the tiles.
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Because this game was never imported to USA.
There are only fan translations, and as a policy, I don't allow them.
Also, the Japanese version might be a little faster due to simpler text display routine :)
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I hope you realize that Mana's movie, if it will be handled, is the 5:01.27 long version mentioned earlier in this thread. You're competing against that, not the one with a long intro screen wait.
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Just open the project file and then select Compile from some menu.
I don't know better - it's been 9 years since I last used Visual C++ of some form.
This is the code you need to change. Function FreezeBlock in snapshot.cpp:
int UnfreezeBlock (STREAM stream, char *name, uint8 *block, int size)
{
char buffer [20];
int len = 0;
int rem = 0;
int rew_len;
buffer[11] = 0;
if (READ_STREAM (buffer, 11, stream) != 11
|| strncmp (buffer, name, 3) != 0
|| buffer [3] != ':')
{
err:
REVERT_STREAM(stream, FIND_STREAM(stream)-11, 0);
return (WRONG_FORMAT);
}
if(buffer[4] == '-')
{
len = (((unsigned char)buffer[6]) << 24)
| (((unsigned char)buffer[7]) << 16)
| (((unsigned char)buffer[8]) << 8)
| (((unsigned char)buffer[9]) << 0);
}
else
{
len = atoi(buffer+4);
}
if(len <= 0) goto err;
if (len > size)
{
rem = len - size;
len = size;
}
if ((rew_len=READ_STREAM (block, len, stream)) != len)
{
REVERT_STREAM(stream, FIND_STREAM(stream)-11-rew_len, 0);
return (WRONG_FORMAT);
}
if (rem)
{
char *junk = new char [rem];
READ_STREAM (junk, rem, stream);
delete [] junk;
}
return (SUCCESS);
}
After this change, 2 hours is not a limit anymore. The limit is now 4931 hours for 1-controller movies and 994 hours for 5-controller movies.
This patch is only needed for savestate handling; not for movie watching.
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And people would of course have to use the Japanese version, because our rules rule out fan translations.
Japanese text displays a little faster than English text and as that, it's not that important anymore if nobody can read it - most audience couldn't understand it anyway.
Also, the game is much better enjoyed by playing it (the audience of the movie is those who have already played it), so anyone who watches the movie without having played the game before is just shooting oneself in a leg.
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Indeed - this movie could otherwise be accepted as a successor for Frenom's movie, but if someone beats Teriyakama's video and the difference is less than a minute, it's would be too difficult to tell which one is faster.
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xebra wrote:
Obviously you can reach the vine in 4-2 without slowing down, as Michael Fried does, yet he (must?) backtrack to take the pipe up the vine instead of climbing.
The idea of this glitch is to get Mario ahead of the normal screen scrolling position.
Michael Fried did this by using the wrapping glitch (move from screen left side to right side by using the vine as a tool).
Mana. did this when he entered the brick wall - during the first ~16 pixels of movement, the screen did not scroll. Apparently this was enough.
The same thing happened in 1-2, but there the effect was against him - it would have been beneficial to have the screen scroll ahead of Mario, because that's what triggers the warp zone texts.