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Here is WIP 2, completing world 1. I have discovered that this game has walljumps in a similar style to many old games, but not so widely applicable as many of the walls are not made up of individual blocks. I think the only other things to mention is that finishing a level on the ground allows you to jump on the first frame of the next level, made great use of in The Darkroom and Bossy, and when in the ball transformation, holding B after rolling off a ledge will suspend you in midair for a short time. This allowed me to get underneath the pesky aeroplane enemy at the end of Drum Solo. I have encoded it on youtube, since the embed in the userfile seems to be failing for me.
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eien86 wrote:
this -13f movie
This new wrong warp is very nice! I tried jumping from the pipe itself but there are a couple of clever ideas I didn't have to make it faster than what I found previously. Excellent work! Out of interest, did you rerun the bot on 8-2/8-3 with the new RNG values from the improved 4-2? Is this something that would potentially be worth doing if not? I don't really know how the bot works in practice but I wanted to point it out in case.
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eien86 wrote:
May I add you as co-author and request a judge to replace the movie file?
Yes, that's fine! I'm wondering whether it may be worth doing a deeper search on (say) 8-2 and 8-3 with the different rng seeds, if that would make sense to do with how your run was created - of course, I am not familiar with the specifics :)
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Here is an 11f improvement. I saved 2 frames in 4-2, but these gave different rng in 8-2. It was very painful to find an 8-2 that lost at most 2 frames to the submission's because the game seemed to decide that this rng is laggy, even when killing some of the enemies. I saved a lag frame in 8-3 and a few minor improvements in 8-4, plus fixing what was a somewhat embarrassing omission from my first version. If I recall correctly, we *did* try this wrong warp back in 2014, but either we couldn't didn't make it work or we ended up running into a firebar in the water room after it. Anyway, it's fixed now.
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The game often decides where to warp the player on entering a transition based on how far the screen is scrolled, rather than the actual pipe/vine/whatever used to transition areas. This is what leads to the minus world (entering 1-2 warp pipes without having the screen sufficiently scrolled), and is used in the usual warps run in 4-2 (by getting ahead of the screen to use a later warp pipe to a further underground area, instead of climbing the vine), and in 8-4 to turn back and enter the swimming room via the closer pipe instead of continuing ahead to the 'intended' one. The run looked optimised from a first watch. That being said, since wrong warps are only used twice, and in minor ways, I am unconvinced that this goal has a significant amount to offer beyond a normal warps run.
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2f in 8-1, 1f in 8-3. Also made 1-1, 1-2 more entertaining. This was the aim for 8-1 but it ended up also saving time. I messed around with 8-2 but didn't find any timesave, so this is probably the final improvement from me.
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2 more frames in the overground of 4-2. Had to resync the 8-3 hammer bros. and 8-4 swimming level again - I feel like this will likely be the case for any improvements before them. EDIT: 1 more frame in 8-3.
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No but seriously, great work finding strategies for all three.
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Exonym wrote:
Well while playing the game just now in real time I discovered something kinda interesting. You can clip through any floor with the balloon simply by firing it's projectiles just as you're about to land on the ground. This works with solid blocks as well as semisolids. Now I have only seen the game ever try to push you left out of solid blocks so I'm not sure anywhere it will be useful but definitely something to keep in mind
Very nice find! I managed to clip into the platform with the hammer blocks using this, so we can get rid of the balloon much earlier. Looks to save around a second.
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Darkman425 wrote:
This means both potential to make the dead end stages faster by getting the collectables then dying rather than finishing the stages, and the possible problem of routing out where to get extra lives to burn to end stages faster. I haven't seen this mentioned here so I don't know if that was common knowledge or not.
I think was done in the one RTA run I managed to find (which was submitted on speedrun.com iirc)
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Just found out that this game already has a thread, so I figured I may as well post my WIP here for the sake of keeping things in one place: WIP 1 (Level 1-1) Exonym, I tried playing your WIP on snes9x 1.52 but with default settings it desynced on the second jump. Do you (or anyone else) have some advice for settings? The other thing of note is that it's possible to skip the first hammer in 1-1 without clipping in, simply by picking up the balloon from further on (the hitbox behind jelly is quite large when attacking, for some reason). The clip itself might be useful in other places, and it possibly allows less of the slow balloon movement in that particular spot too - will test.
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Very enjoyable run, excellent work
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Truncated, Negative Seven and I are forming a team again for our 3rd (ish) DTC. If anyone wants to join us, get in contact.
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A post to say that negative seven and I are teaming up again. This is an unofficial post at the moment because not enough team members, feel free to ask us (dm or whatever) if you want to join a team with us. ¯\_(ツ)_/¯
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Warp wrote:
So, two questions: 1) When one is integrating something like sin(x)cos(x) dx, how and why does one come up with one of the above answers, and not the others? (It has been so long since I did any integration in high school that I don't even remember how you integrate sin(x)cos(x) dx.) 2) Small challenge: For which values of C1, C2 and C3 does it hold that sin2(x) / 2 + C1 = -cos2(x) / 2 + C2 = -cos(2x) / 4 + C3
1) For a, let u = sin(x), then du = cos(x)dx, and so the integral of sin(x)cos(x)dx = the integral of u du, which is u2/2+C, or sin2(x)/2+C. For b, let u = cos(x), then du = -sin(x)dx, and so the integral of sin(x)cos(x)dx = the integral of -u du, which is -u2/2+C, or -cos2(x)/2+C. For c, sin(2x) = 2sin(x)cos(x), so the integral of sin(x)cos(x)dx is the integral of sin(2x)/2 dx. Then let u = 2x, so du = 2dx, meaning the integral of sin(x)cos(x)dx is 1/4 of the integral of sin(u)du, so the integral of sin(x)cos(x)dx is -cos(u)/4+C, or cos(2x)/4+C. 2) It is shown in part 1 that there are constants C1, C2 and C3 such that sin2(x) / 2 + C1 = -cos2(x) / 2 + C2 = -cos(2x) / 4 + C3, as they are all antiderivatives of the same function. Therefore, substituting in any value for x will work. I choose x=0 because I feel like it. This gives C1 = -1/2+C2 = -1/4+C3. Therefore, sin2(x) / 2 + C1 = -cos2(x) / 2 + C2 = -cos(2x) / 4 + C3 for any C1, C2, C3 such that C2 = C1+1/2 and C3 = C1+1/4.
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mklip2001 wrote:
Do you not have to defeat Durant? (It looks like you just jump over him, hit the end of the stage, and end the run.)
The developers tried to stop you being able to jump over Durant - if you just try to jump over him normally he kicks you back. There are 2 ways to jump over him - jump over while he's shooting, as it cannot be interrupted so you aren't kicked back, or jump over him as you hit him with misdirected knockback.
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GamingAori wrote:
oh okay :/ so the third overworld don't load with out the second key?
Nope.
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GamingAori wrote:
hey, maybe is a new strat for 0 star for skipping the first and second bowser: https://youtu.be/UCJSheWdalg?t=15s
You can't open that door, even from the back, without the key.
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lxx4xNx6xxl wrote:
I have another thought I guess I should say. Mario takes damage when he gets ported up so maybe it has something to do with the game thinking hes falling. I hope you guys can recreate it because I'm really excited to know the reason behind it and if it will have implications for future TAS'. I also want someone to win $1000.
He takes 2 damage when he hits the ground, which is fairly standard for the amount of distance fallen after the warp. I don't think this really has much to do with the warp.
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Nisto wrote:
GoombaHeart wrote:
Edit: Do you think a Mupen inaccuracy effecting the glitch?
I've been wondering the same. Also, does anyone know if DOTA_Teabag was playing it on an emulator or on console in that Twitch video? If the latter, is it possible he unintentionally did a cartridge tilt glitch or something maybe? And what version of the game was he playing on? 1.0 or 1.1 (aka Revision A, Shindou Edition)? I've been trying to reproduce every frame the way he played it from the start of the course until the glitch occurs on Mupen, and I'd say it looks nearly identical at this point, and I've been at it for more than a total of 3 hours myself now without any success. Obviously I'm not the only one trying to reproduce it either, so... I don't know... if he did play it on console, I'm really starting to think at the very least it's not reproducible on Mupen.
Dota was playing on a Japanese console. Accidental tilting is very unlikely considering there were no other glitches throughout the run, so unless the cartridge tilted and then untilted again quickly, it wasn't tilting. Also, current "glitches" known to be due to tilting are all graphical, and none involve random warping either, so it's highly unlikely to be tilting.
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Signed or unsigned isn't a specific property of a byte or any , it's an interpretation. Unsigned -1 is 2^32-1, and stored as that. The bits of signed -1 are the same as the bits of signed 2^31+1, assuming it uses the normal two's complement metthod (http://en.wikipedia.org/wiki/Two%27s_complement). It doesn't make a difference if Cheat Engine is interpreting everything as signed or unsigned, and because it isn't really possible (as far as I know) to tell what a program is interpreting a specific byte as from outside the program (I'm not sure about this, I think it's right, but please correct me if it isn't) it can't just use the program interpretation. So if you're looking for a value you know should be negative, and Cheat Engine is interpreting everything as unsigned, search for greater than or equal to 2^31+1 (2147483649). If Cheat Engine is interpreting everything as signed, search for less than 0.
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NordicAnomaly wrote:
"How many digits does the number 200^2010 have?" At this point I hadn't been introduced to logarithms, so it should be possible to solve without them.
When we're trying to find the number of decimal digits b^a has, unless b = 10^c, the closest we can get are approximations like the one Masterjun gave. Of course, that's excluding calculating 200^2010 and counting the digits. This is because to find the number of digits, we essentially need to find the log. The way to do this is log(b)*a, since now we have (10^]log(b))^a as a representation of b^a. One of the simpler rules of exponents is that (d^e)^f = d^(e*f). Since we're finding a logarithm in base 10, d = 10. We now need to represent b as (10^e). This is 10^log(b), by definition of logarithms. So now (10^log(b))^c = 10^(log(b)*c). From this, round down and add 1. It's not possible to do unless you can calculate logarithms to a reasonable degree of accuracy. This is (for everyone, I'd assume) only possible if b is already a power of 10. So no, it isn't possible to solve without logarithms unless you're a computer or b is a power of 10.
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I don't see what this run has over https://www.youtube.com/watch?v=y8GTpJsKY3I since it is over 50 seconds faster, or the currently published SMB1 romhack.
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Masterjun wrote:
I know a lot of people which think that the people that use Internet Explorer only use it, because they don't know better (which is usually the case).
Anything before IE11 and I completely agree. IE11 is (supposedly) more optimised than Chrome. Although to be honest, there isn't really a browser that isn't inefficient and/or bloated.
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Mr. Pwnage wrote:
The fact that it mentions saving frames in quantities like 2 and 8 seems to indicate that the NES frame rule doesn't apply here, so in this version you're limited to motions that are in fact frame-perfect, while in NES you can get away with movement that looks cooler but takes a few frames longer, as long as it's not so much longer that you get pushed down beyond the next frame rule. That sounds like a fairly big constraint.
The only frame rule in the any% route is the transition to the warpzone area in 4-2. As to why they chose there of all places, who knows?
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