I assumed you were talking about the balloon not appearing (the one that changing the first level gets it so that it doesn't happen), the climbing inside the wall is because you grabbed onto it at the bottom of the screen (I think)
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
The main addresses I used are speeds during the TASing.
I've found other, such as position, timer counter(useless), potion counter, picture counter(useless).
The explanation behind this sentence:I went "too fast" during the first moving platform and that all change the rest of the first level.
It's because when you jump at this platform, you are at a X position. Because of your speed, you can jump at that X position. But If I do it in my movie, because of my higher speed, the X position where I can jump is Y which is more on the left than you. If I wait ONE frame, I simply can't jump since I'd move to X+1 position, which makes me fall of the platform.
You intend to improve it? Or to continue testing?^^
I intended to put them in the submission, but I didn't since I don't know how to makes tables...
I'm going to try and improve it as much as possible but I'm a bit stuck in level 3 at the moment.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
I jumped off the rope on the first frame that allowed me to land on the top platform.
EDIT: It's fine. Can I just ask, which RAM addresses do you have?
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
Now that I retry it, It seems that this jump wasn't properly tried when I did the movie in the start. It's a stupid mistake to make indeed. I've tried the lastest frame possible to jump, not all.
Well, I'll improve at least this oversight, give me a second.
EDIT: Currently verifying it syncs.
EDIT: Here it is: User movie #18627730843176147
But hey, it's the same time than before.
As you can see, The legendary mudkip, I now jump over the 2nd platform.
Concerning the balloon of the rope section, if you can manage to pass it without waiting, awesome, that would save me some future headache and if you explain what you did, I can try and edit that part now... While I'm bored of my school duties. :P
It had the same time at the end of level 2 for a reason I don't know. I checked in my movie and it does keep the 56 frames in mine. I wasn't talking about the balloon on the rope about the balloon that was holding me up. I didn't manage to get past that one without stopping, however it is the next balloon in the level, when jumping onto the last platform that has a flame on it.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
I found the run entertaining in general, although I thought that more entertainment could be added in thelevels where you do nothing but shoot nothing. However, I also feel that the run is very suboptimal. I did a quick TAS of the first level and managed to beat it by 56 frames. Voted no for the levels where you do nothing but shoot nothing and lack of optimization.
I'm skeptical about the improvement you claim concerning the first level.
The first jump should be not improvable.
Then comes the rope part. If you jump down, not only you're slowed down considerably(passing the rope reset your speed), but you're going to be waiting for the platform. Trying to jump from the first platform directly to the next floor is impossible unless you wait a whole cycle of the platform. The jumps after the platforms are frame perfect and should not be improvable.
Unless you specifically describe how you made the improvements, I'll don't believe you.
I'm confused, why I can't skip the second platform in my run and you could without that much waiting if any?
By playing around with different jumping times. It took ~40 rerecords at most.
EDIT: I'll post a WIP up to level 3 if I can get past a balloon in a better way than I am at the moment. It's the one that disappears for some reason as a blue bottle when it loads in your run, for some reason.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
I found the run entertaining in general, although I thought that more entertainment could be added in thelevels where you do nothing but shoot nothing. However, I also feel that the run is very suboptimal. I did a quick TAS of the first level and managed to beat it by 56 frames. Voted no for the levels where you do nothing but shoot nothing and lack of optimization.
I'm skeptical about the improvement you claim concerning the first level.
The first jump should be not improvable.
Then comes the rope part. If you jump down, not only you're slowed down considerably(passing the rope reset your speed), but you're going to be waiting for the platform. Trying to jump from the first platform directly to the next floor is impossible unless you wait a whole cycle of the platform. The jumps after the platforms are frame perfect and should not be improvable.
Unless you specifically describe how you made the improvements, I'll don't believe you.
I found the run entertaining in general, although I thought that more entertainment could be added in thelevels where you do nothing but shoot nothing. However, I also feel that the run is very suboptimal. I did a quick TAS of the first level and managed to beat it by 56 frames. Voted no for the levels where you do nothing but shoot nothing and lack of optimization.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
So uh...
I've been TASing a lot of romhacks of this game recently, and in some of them the bowser fights are a lot more constricted *cough* after world 8 *cough*.
So does anyone know what manipulates bowser's pattern/position?
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
The text thing about Italian vs. Japanese is correct, but the game speed is not. Despite updating 0.03 frames extra per second, stelzig proved that the versions run at the same speed.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
I've been trying to clip into the wall like in 1-2 in the current TAS, and I just haven't been able to make it into the wall. What things (speed, height, Y speed, subpixel etc.) are needed to make it to the 3 pixels in mark?
Also, although I can't think of any places in this game where it exists (besides in romhacks), does it still work on a wall that is 1 block wide, (and many blocks tall)?
I can't think of any reasons that it shouldn't, but just wanted to ask just in case it was known.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
The processor executes commands from the ROM. ACE is not when you make the ROM send something from it when it wouldn't normally at that point. ACE is when you make the processor execute your OWN commands that you wrote yourself.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
Dyshonest, by your definition of ACE, any single glitch is arbitrary code execution and memory corruption. For example, take the walljump in SMB. In order for it to happen, the Y speed has to be 0. But hang on, aren't you in the air? Is that not the memory not being what it's supposed to be? MEMORY CORRUPTION. The jump code is executed in the air, ARBITRARY CODE EXECUTION.
By your definition of ACE and memory corruption, every glitch is ACE and MC.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
Link to video
I didn't realise TehSeven had posted his Speed Expiation movie here, but since he has, I'll post mine as well. 0.52 seconds faster than TehSeven's movie.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010