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I'm just not sure if 'pacifist' is a good branch for SMW... not killing anything might reduce the entertaining value of the movie. But you should not give up!
SMW has a lot of known tricks, and some of them are really easy to pull of, like the hopping glitch. Check out the SMW resources page http://tasvideos.org/GameResources/SNES/SuperMarioWorld.html.
And I also have a lot of trouble with bizhawk, and prefer to use lsnes. Get a lua script, the resources page links to them, and they are very helpful in learning tricks and how the game works. Good luck in your next try!
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Great TAS! Something that should be noted: this run originally was meant to be done in Lsnes, which is a much more accurate emulator. However, it's compatible with this hack, that's why it had to be done in Snes9x.
Yes vote to this!
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Using this cheat said by kaizoman, or PI, there're 2 other exits you can get - the secret exit of Chocolate Ghost House, and the secret exit of Back Door. So that adds up to 102, or A2 exits. Plus the 3 exits from the 256 exit glitch, it's A5 exits. Is there any other exit known to be achievable?
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A slightly different strategy, which will be described in the submission text, allowed us to save another frame. I've uploaded the movie to the userfiles, here is the link: http://tasvideos.org/userfiles/info/24824444132533782
Mothrayas, could you replace the movie by the new one, please?
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I found another 1-frame improvement in the beginning (around the frame 3000), but it seems if you save this frame a certain black screen transition will be 1 frame longer, and I don't know how to fix that.
I'll tell you if I find more improvements.
EDIT: Well, I'd like to put here the file of the improvement, but Bizhawk just disappeared with it (and I did save it before closing Bizhawk). I'm terrible to learn to use new emulators, where should Bizhawk saved movies go?
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BadPotato wrote:
-Aims for fastest time
-Abuses programming errors
-Uses death to save time
To be honest, I don't see the point of the "Aims for fastest time" objective, since this run doesn't abuse of the "running arbitrary code" exploit.
I'll like to see this whole branch getting deprecated or adding the objective "use arbitrary route" objective. After all, why does this run isn't using "arbitrary code" to write the "item skip" permanently in the item slot to skip each stage?
Sorry, but this run doesn't make any sense to me, since this clearly doesn't aims for fastest time.
There's already a run that uses arbitrary code, which is this one http://tasvideos.org/2604M.html
A warps run that uses arbitrary code wouldn't make much sense. I wonder how long we will have to link this run http://tasvideos.org/4252S.html.
And if you are wondering, putting the orb in the item box the way they did in this video does not count as ''arbitrary code''.
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Patashu wrote:
Zowayix wrote:
Patashu wrote:
Zowayix wrote:
So (in theory) the 11-exit RTA with ACE (what used to be called "any%" before the realtime credits glitch method discovery) is defunct?
We've discussed this a lot before. Getting the cloud in your inventory isn't ACE, no data gets executed as code.
If it wasn't, then why is no one submitting an SMW 11 exits run with the cloud to improve Bowser?
Simply, because every TASer who could submit a high enough quality run does not want to make a TAS of this category.
I doubt a cloud run would be accepted, since, as Amaraticando said, open bus does get executed to resume gameplay after Yoshi swallows a Chargin' chuck and Mario is small. This discussion has been repeated a lot: if you execute open bus to get a cloud, why don't you execute it to get the credits?
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Mister wrote:
The run itself looks made well but rather boring. I guess the main part of this run is the stun glitch part, which looks very nice, but the preceding part is the classic left-to-right type. So I wonder if there's a better game where we can perform stun glitches without a long boring part (I don't think having only stun glitch is so attractive that it can get viewers' interest, though).
What I couldn't read from description is:
Is it really faster to enter the pipe at 1-1?
Do we really need a shell at 8-1 and 8-2? Can we dodge plants as you did in 4-1?
Why did you release the shell in the watery area of 8-4?
Is it impossible to avoid 6/5 at 9-4?
I believe you could go with better entertainment choice. Especially at 9-3. Flying outside of the screen is the worst choice in my opinion.
That's all. I wish they were explained in your description. Comparison with a seven-year-old run which has no documentation is by no means helpful.
If I remember correctly, entering in the pipe in 1-1 saved really few frames, but it was still faster. And at least in 8-1 I can remember getting the shell was faster than avoiding the plants. Igor probably will have better answers to those questions, thought.
And this hack edited how caped Mario works: When pressing A or B, Mario's vertical speed is even lower, and it lasts longer, making it impossible to avoid the blocks where the 'Balls in chains' were in. That's why he 6/5 in the castle.
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I think I should mention here that stunning a Para-Bomb also spawns a Reznor. But I don't think it can be useful in the 96-exit, since Yoshi spawns in slot 7 in every level that has a Para-Bomb. You can enter in a pipe to change Yoshi's slot, but that may take too long.
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Do you think it's viable to, instead of using a green shell to do the goal-swap in YI2, eat 10 berries and do the swap with the Mushroom? You don't have to 6/5 until the green shell, so I think it wouldn't be much slower.
Because then, it won't be needed to get a Mushroom in YI4 to do the stun glitch, and then stunning the fish may be faster than beating the level normally.
Also, the same glitch could be done in YI3, in the lava room.
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Akisto wrote:
also another thing, as you can get orb as a powerup is there a way to manipulate so that you could get yoshi as a powerup?(this used ot have some fun in castles with yoshi)
Yes, but it's harder and trickier than putting the orb in the item box. You have to do the Power Increment (or PI) glitch - a glitch that increases Mario's power-up number. Number 0 is small Mario, number 1 is big Mario, 2 is cape Mario and 3 is fire Mario. 4 to 255 are glitched Marios.
When you get power-up 38, it's easy to get an Yoshi in your item box. Just collect an 1-up and you'll have him there.
To do the PI glitch, you have to spit out a null sprite of Yoshi's mouth on very specific pixels of those yellow platforms you find in YI3. Or you can just cheat: put the address 7E0019 in the RAM Watch in your emulator, and just edit it to 38.
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bahamete wrote:
It's such a shame - one of the most common items in the game, the P-Switch, will spawn a horizontal fish when stunned. However, I don't think there's a way to set the stun timer of the fish without it being in water. I'd love for someone to prove me wrong as I'm somewhat of a fish out of water when it comes to this bug hueheueHEUEEHEUeheue
(Edit: Just noticed BrunoVisnadi already mentioned this in his post but I'm keeping it here for the joke)
But really, is there some way to force the stun timer of some sprite?
We could theoretically break any level that contains a P-Switch, then...
The horizontal fish is one of the easiest sprites to get from stunning other sprites. Besides the P-Switch, you can get a horizontal fish from stunning Mushrooms, Sumo Brother's lightning, Urchins, Lakitus, Directional Coins and Vines; as you can see on this video: http://www.youtube.com/watch?v=GIA0xg0ZWuo
So there're probably a lot of levels that can be broken with this glitch.
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I'm with a problem... I've already downloaded gd.dll but the comparison video lua script still doesn't work... Is there anything else that I have to do?
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Stunning a fish that moves horizontaly (the same you get from a P-Switch) creates a weird sprite that can be useful is some TASes. The sprite is invisible and it only is useful if it goes into slot 7. After spawning it, the level will finish after you do some actions that are different in each level.
In Yoshi's Island 4, for example, the level will finish after you spit out Yoshi's tongue or after a Spike Ball be spawned in slots 6 or 4.
In Donut Secret 1, the level will finish if a Rip Van Fish wakes up and doesn't dispawns or dies in 500 frames.
Right before the level finishes, every sprite that is in slots 0-9 disappears. But if Mario is riding Yoshi and he disappears, you keep with him in the overworld.
Some examples of this glitch:
YI4: https://www.youtube.com/watch?v=L2OkElK0FTU
DS1: https://www.youtube.com/watch?v=2tdhossZ5qI
Edit: This sprite isn't invisible, it was just of-screen.
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Nach wrote:
I have to vote no because this video is in-optimal. It was cute putting in a Snake and Pong game, but why play them? It just wastes time that could've been better spent jumping directly to the end on the menu. If we say that Pong and Snake are trade-offs for entertainment, why are they played so poorly? At the very least, in Snake, the randomness should've been manipulated, and the game played till the snake filled up the entire screen.
This TAS doesn't aim for fastest speed, the only objective is the entertainment, so I guess that jumping directly to the end would be a bad thing, because he wouldn't show the games he created.