Posts for Bobmario511


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Experienced Forum User, Published Author, Experienced player (576)
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Well that was insane!
Experienced Forum User, Published Author, Experienced player (576)
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Was literally about to post that lol. Not sure what is faster over his last run, but it looks sick.
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Finally finished the first lap. Three to go! http://tasvideos.org/userfiles/info/18989538561483995 give the the video a little to process... Link to video First I went back and looked at how 3-2 could be improved. Groundpounding down to the spring proved slower because of the waiting frames when you first start groundpounding plus the fact that you have to jump to cancel the pound animation, loosing a spring cycle. Throwing an egg at the second heart saved 45 frames and optimizing the ball skip in the last area and other small things saved 220 more frames. As for 6-1, the level was pretty straight forward. I found a small but neat trick that lets Yoshi maintain his speed after landing on one of those weird rotating brown things (these usually reset your speed to 0) by licking right before landing which saved time. White Yoshi's extra flutter and larger egg explosions were helpful as well.
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5-2 done http://tasvideos.org/userfiles/info/18747866625860619 Link to video So here's what Ive learned about Yoshi's swimming physics. His average swim speed is 4, then drops a little below 4 while Yoshi is preparing for another swimming stroke, then goes back to 4. There is a way to highly accelerate this speed in any direction. In the example of if you are heading to the right, if you hold either right and up or right and down on a certain frame during the stroke, Yoshi's speed will accelerate to around 5.45 (if down is pressed) or around 5.40 (if up is pressed). This speed is kept for a few frames, then it starts dropping a little below this value, and if you press the diagonal direction again on the correct frame, your speed will go back to 5.45. If you are going up and down its the same with holding a diagonal direction, but whichever you choose will get you a speed of about 5.65. This trick doesn't seem to apply for swimming diagonally from what I've observed. Also in the first above ground area, a tongue jump off the ground just barely falls short, but by boosting off the miss warp it's possible to make it. Time to look at 3-2 again :)
Experienced Forum User, Published Author, Experienced player (576)
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Nice catch, getting the second heart and the egg jump were the parts I was unsure of. Looking back I could easily save an egg while opening the entrance to the racing game with no time loss (or maybe a frame or 2) which would be more than offset by constantly having max speed on the leaf. And that jump from the higher tower off to the right looks a lot cleaner than that egg jump mess I attempted. I'll look at that groundpound idea, you would certainly fall faster (speed 8 versus 4.5 max), but not being able to start licking during that time might be bad. Well see... I'm almost finished with 5-2, so once I am I will go back and implement these changes which shouldn't be too hard since this game is fairy hex friendly (especially around loading zones and resets).
Experienced Forum User, Published Author, Experienced player (576)
Joined: 2/23/2008
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Experienced Forum User, Published Author, Experienced player (576)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Andd 3-2 done.. http://tasvideos.org/userfiles/info/18388968832674620 Link to video This level looks cool, but it was honestly a pain. Didn't like messing with the springs, gliding leaves, or the balls in the last area (they screw with Yoshi's speed). Going to be working on 4-4 next, that level has always interested me. Also, Dansalvato, for future reference, what input do you use for "egg-jumping" and endless fluttering over large gaps? I've just had to guess so far based off your run. Also, any ideas off the top of your head would the Black/White Yoshi's faster super happy flutter speed could come in handy? Thanks! Edit: Awesomeness, White Yoshi only takes 10 frames longer to select compared to Green Yoshi. I Think we have a winner. Edit again: I can tolerate it, but this graphics glitch is just weird: I'm using Glide64mk2 (the settings can be found in the .BK2), does anyone know how to fix this?
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And.... BAM, 2-1 completed... http://tasvideos.org/userfiles/info/18273620655725673 Link to video 1 thing I noticed when fighting the 3 headed bone dragons is that they have several starting positions that seem to be based off some RNG. Delaying frames didn't help change this, but I found that by not eating one super happy fruit that I didn't actually need that I could get better manipulation. I'm torn on what to do for all the future levels. I'd prefer to alternate off between using the black and white Yoshis because they are awesome, but it takes the black Yoshi 65 frames longer to start up a stage.... I doubt that whatever extra abilities the special Yoshis have would save all this time loss. Do people think I should use the "super yoshis" as a speed/entertainment tradeoff thing?
Experienced Forum User, Published Author, Experienced player (576)
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Haven't watched the completed run through yet, but I've seen all the wips. It's been fun following them, and I've really enjoyed seeing all this clever routing and glitchy platforming. Agent 9's sections were also all crazy with his spastic movement. Huge yes vote, and star worthy imo. Congratz Nitrofski on finishing this beast of a project!
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Link to video Looks like it's almost done!
Experienced Forum User, Published Author, Experienced player (576)
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Found a possible bug regarding resets in Mupen64plus. When I reset the game on a specific frame, it causes Bizhawk to lock up and crash. Here is the example (Yoshi's Story, just after around frame 8301) I'm guessing this is the frame sram is updated because if you reset the frame prior, save data is not kept, and if you reset one frame later, the save data is there. Not a big deal really, but just thought I'd mention it.
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Nahoc wrote:
tl;dr which version do you think should be faster? I guess (J) since the melon animation seems quite long.
Oddly enough, the melon animation only costs 4 frames. But yeah, the (J) version is what I'm going with. Using a sliding ground-pound on the first half of the first level already saved a nice 17 frames (in addition to 2 frames being saved because of better loading time) and can be used a few more times in the second half I believe. Depending on motivation/school work I might post an updated 1-1 tonight or tomorrow. Edit: Well then... overlooked something huge: "Another addition is a save feature in the Story Mode, which lets you pick up the game where you left it off." I've confirmed this is true, so no cutscene skips meaning the (J) version is a no go!
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Here are the differences between versions I have found so far: (J) vs (U) -slide ground-pound: ground pound trick where if you ground-pound on the last frame of yoshi's eating animation(while he's in the air or sliding), it counts as a dustless ground-pound (because you have to wait for the last frame to do this trick, it only saves time if you can eat something well before the ground-pound spot). -first level loads 2 frames faster. -If yoshi's tongue is out when he lands he cant jump, speed is lost. -sliding: if landing while swallowing, yoshi's speed is held constant which can make optimizing some things a lot easier. -The trick where you eat something, do a dust ground pound, and jump out of the dust early is not possible. -No melon animation after collecting all the melons in a stage. -Some coins and fruit are changed.
Experienced Forum User, Published Author, Experienced player (576)
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dansalvato wrote:
You'll notice at 1:03 that he manages to dustless melon #19, whereas in your 1-1, Yoshi suffers from the ground pound endlag. It might be pixel-perfect to pull it off like he did (no flip and no lag), so it could be worth messing with the leading jump to see if you can replicate it.
Nice catch, I forgot about that weird trick. When I did a run of this level a year or so ago I attempted to pull this off even being pixel perfect, but couldn't get it. Looking into it now, it's a glitch on the (J) alone. While Yoshi is swallowing an enemy, he can groundpound even if he's on the ground already. Normally, nothing happens when you do this, but if you wait til the correct frame (right when he finishes swallowing about, the melon trigger can still be hit and the groundpound is skipped. I haven't messed around a lot with the (J) version yet, but I'll do some testing on other things. Think it's worth switching over to (J) for this run if there are version only glitches? Edit: Yeah, it's a one frame trick. Another difference I've noticed is that unlike the (U) version, if Yoshi's tongue is out when he lands on the ground, he cant jump until it is done licking. Kind of inconvenient, but I don't know if it would cost time places.
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Cheers for mentioning that, I was not aware of a few of the techniques he used. Anyway I've been doing a good amount of research on Yoshi's speed physics and have found quite a number of small ways to increase his speed compared to the any% run and other 100% stages I've done. I'll start a game resources page at some point for all this... Anyway, 1-1 completed: http://tasvideos.org/userfiles/info/17368902368221148 Link to video
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I always knew those gold teeth had magic powers. Well done, yes vote!
Experienced Forum User, Published Author, Experienced player (576)
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Well, with Bizhawk emulating this game great, I have once again considered taking up a 100% run defined as "all melons, all hearts, all yoshis." Something like that should be quite different than the any% run and would show off a lot of the game. I'm currently researching memory addresses, and here is a list of what I have found so far:
0C988C: xspeed 1-2 #1
0C9898: xspeed 1-2 #2
0C9610: xspeed 1-1 #1
0C961C: xspeed 1-1 #2
0F83F8: x coord
0FFB48: y coord, behaves strange
0F895C: number of coins collected
I have yet to find a y speed, but could probably manage with the coord. If anyone is aware of other memory addresses for this game it would be a great help if you could provide them.
Experienced Forum User, Published Author, Experienced player (576)
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Oh wow... after following the R/B thread, I honestly did not expect this route. Well done actually defeating the league at record speed. It's a shame poison sting is needed for the ghosts, but what can you do? Big yes vote!!!
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Agreed, 20 seconds spent for 5 minutes of creativity (instead of nothing) is worth it.
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So many epic moments in this run! Loved how you just starting warping places and even made item balls turn into pokemon. Also loved just how glitchy things started getting after entering Diglett cave for the first time. And that's just naming a few things. Easy yes vote!
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Oh wow, looks great! Looking forward to more.
Experienced Forum User, Published Author, Experienced player (576)
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Tompa wrote:
How many different glitch worlds did you test? I would imagine there is one with both the Ocarina and the boss entrance in one.
I checked a good number of chests in different underworlds but never found the ocarina. In the underworld I did go to I was unable to find any glitched tiles that would take link to the underworld with the boss room in it. One question I have is about the timing of this run; the timing on this run should be something like 5:37.533, but is instead longer. Is this correct or a site glitch or something?
Experienced Forum User, Published Author, Experienced player (576)
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Well, I decided to grind out a WIP for this new route to see how fast it could be. With decent optimization, I ended up being 12 frames....slower than the currently published run. With that said, there are more than likely improvements through out this run and would like to know if anyone notices anything that could be improved. I would like to see this run be faster than the current run, it doesn't have that ugly game over message and gives more of a glitched feel imo. VBM file (23.6) Link to video
Experienced Forum User, Published Author, Experienced player (576)
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Link to video Hmm... assuming this is the quickest way to get the ocarina (with 8 enemies killed), it looks like from quick testing that I would be around a thousand frames slower than the current run when both runs go to kill the two enemies for the warp. Time would additionally be lost during the Ganon fight since no shovel means no cancelling the spin attack. Using the death glitch to kill the final form seems like it would save around a thousand frames, so it would come close...
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Patashu wrote:
Have you ever gotten the game to outright crash (music stops playing, screen stops updating, etc. or game reboots)?
It is possible from that location depending on if you choose yes or no. Yes seems to soft lock it like the video shows while no crashes the game. I remember it even crashed vba when I was messing around with it on there a while back. On a completely different topic, I haven't been keeping up with the new finds and tricks for LADX so I was wondering how the "skip Dethl by freezing a bat in place during Ganon" trick works? I'm curious if it would work for the glitched any% run for LADX. It would save quite a bit of time if so, and we probably wouldn't even visit the shop. This would be a run I'd love to work on if it is indeed possible!
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