Posts for Huffers

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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
KennyMan666 wrote:
Who said that ninjas don't moonwalk? Noone? Good. Only stage 1-1 to 1-4, and not optimized anywhere. Not even the stupidity is really optimized. Played in 50% or 25% speed or something like that.
I love the concept of optimized stupidity :)
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Post subject: Re: WIP10 - Mario Circuit 3 is done
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Saturn wrote:
But MC3 was very very nice! Only thing I wonder, why did you hit some walls more times in some laps, and in other ones managed to avoid them in that place? I think this explains why your lap times at the end show a almost 1 sec difference between the laps during the 2nd till the last one. Wasn't there a way to improve the slower ones? Other than that, good luck for Star Cup! Can't wait to see BC3 and MC4! :-)
I needed to hit walls as thats the only way of delaying myself when I'm in a long-boost without "killing" the long boost completely - and I needed to delay myself to get the mushrooms, remember theres a one in a million chance of getting 5 mushrooms in a row like that. On the last lap I didn't need to get another mushroom, so I didn't hit many walls - on that lap I only hit the ones I needed to get round the tight corners.
A Runnelid wrote:
MC4 would consist of repeated wall bouncing around the finish line like in DP1.
Yep, sorry but I'm going for the fastest way, even if it's less entertaining on some levels. Koopa Beach 1 is taking a while as I'm experimenting with a couple of different routes/strategies as well as different characters.
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Post subject: Re: Combined SMV?
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
erokky wrote:
DeHackEd wrote:
So far, so good. Did you manage to get them hexed into a single SMV?
I was under the impression that he used your save-statify thingy.
Got it in one :)
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
comicalflop wrote:
Bowser was a bit of a surprise. As with any "non entertaining stages", the other courses more than make up for it. Donut Plains was great. I wonder if a feather strat could shorten it at all?
No feathers on Donut Plains :P
DeHackEd wrote:
So far, so good. Did you manage to get them hexed into a single SMV?
I've got them as a single SMV, though with Comicalflop as the author still. I'm still scared to try hex-editing it to make it say me.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
erokky wrote:
Aww man, I would've loved to see that Bowser stage raced properly :(.
It just wasn't faster :( If it makes you feel any better, I can promise you Bowser Castle 3 will use an entertaining route.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Wow. That spaceship link is stunning
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Post subject: WIP10 - Mario Circuit 3 is done
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Mario Circuit 3 is done! time: 63.06 (the non-TAS record = 76.69) I am now 50% of the way through the game. Here is WIP 9+10.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
comicalflop wrote:
"SRM" is the SRAM file. There probably should only be one in your save directory, namely the one I linked way back at the start of the WIPs, the one that has 150cc unlocked.
Oh yeah, I forgot about them. I'd of thought you don't need one at all - it should be included in the SMV file, shouldn't it?
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
AngerFist wrote:
I have the latest snes9x, I use Super Mario Kart (U) [!].smc, I havent messed around with the savestates or anything in the configuration section and no Im not drunk.
I've no idea either, Angerfist :( The ROM should have crc32: CD80DB86 Anyway, I've just done Bowser Castle 2 (time: 46.57 seconds), but I can't upload it at the moment because DeHackEd's microstorage seems to be down. It's another 'silly' track... but Mario Circuit 3 should be more entertaining. Edit: Angerfist - are you downloading the WIP properly? For DeHackEd's microstorage links you have to click the link first, then save the link on that page - you can't just save the link I posted or you'll get the html page (but called WIP8.smv). This fooled me at first. Edit2: the ROM should be a SMC, the movie a SMV. I don't know what a "SRM file" is.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Saturn wrote:
And respect on finding so many tricks and shortcuts by yourself, Huffers. Hopefully you can find even more of them while progressing with this TAS.
I think I'd seen the "mushroom -> hop -> bounce on water -> over wall" trick in a video almost a year ago... I should have put it on the SMK Physics page, but I forgot :P
comicalflop wrote:
My guess is that the shortcut removed any possibilities for long boosts?
Yep, but I got three mini-boosts each lap.
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Post subject: WIP8 - Donut Plains 2 in 48.83
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Donut Plains 2 is done. Time: 48.83 Non-TAS record: 70.66
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Post subject: Re: WIP 7 - Ghost Valley 2 is done
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Saturn wrote:
Holy Shit, this is just incredible!!! Huffers, did you discover all this insane shortcuts by yourself, or are all of them already known by some SMK WR players? I have seen some of them (like the one in BC1, but what you showed in GV1, CI1 and this GV2 is something I have never seen before. Thats why I wonder.
I had seen videos of most of the tricks/shortcuts before, but these are the one's I hadn't: * Getting a long boost on MC1 by hitting a pipe instead of the wall * Using the 'circles' trick on DP1 (I'd only seen it done on Koopa Beach 2) * Using a long boost on GV1 * Doing the lap skip trick as Bowser on MC2 (I only knew it was possible as Toad) * Starting a long boost by hitting a "zip arrow" during another long boost * The way I skipped the last lap of GV2 without a boost
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Post subject: WIP 7 - Ghost Valley 2 is done
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Bah, the editor got rid of the reset event so I went back to the old SMV. Anyway, WIP7 is done. Ghost Valley 2 time = 29.49 non-tas record = 45.30.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Maximus wrote:
comicalflop wrote:
I think at this point it'd be best to not include my name in the movie file title. and I'll ask Maximus if the author info in the movie file itself can be changed.
Author/Description info is editable now in the editor (assuming this is what you were talking about). Just SaveAs and away you go :)
praetorian>mono tas-movie-editor.exe ** ERROR **: file domain.c: line 663 (mono_init_internal): assertion failed: (mono_defaults.monotype_class != 0) aborting... Abort Sounds a cool program, but for portability it would have been better to write it in win32 rather than CLI. I'll run it when I next reboot into windows. Edit: Comicalflop did it for me
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
wow, I wish this had been around when I wrote my bot for snes9x (Super Mario Kart). This would have been so much easier. Swig is a pretty cool tool (I used it in college to talk to C with Python - to get around python's Global Interpreter Lock for high perforance computing).
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Kles wrote:
Tragedy wrote:
Whaaaat o_o I could've sworn Toad and Koopa were the fastest. Apparently I got SMK back in the days before I read the manuals (...yeah, I did, I started reading manuals after I got Final Fantasy 8). Am I confusing acceleration with top speed?
Yes. They accelerate the fastest but have the slowest top speed.
No, princess and yoshi accelerate considerably faster. Toad and Koopa accelerate roughly the same as Mario and Luigi. I drew a graph of it with Gnuplot, but I can't be arsed to redraw it now :P
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
A Runnelid wrote:
http://www.youtube.com/watch?v=kvR9op73NlE This MC3 match race video shows Luigi Infinite Boosting throughout a lap. Andreas
Nice find, but that couldn't be in 150cc mode... I tried doing that corner exactly like that, as Koopa, with 3 coins and with 0 coins, many times. And I'm pretty sure it's not possible in 150cc mode (you're too fast). Edit: They were playing in "match race" mode
Super Mario Kart Instruction Booklet wrote:
Races other than the MARIO KART GP always use the 100cc machines.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
comicalflop wrote:
Do any of the flower cup courses suffer from switching away from Bowser?
MC3 probably does, as might GV2, the rest are certainly better as Koopa,
comicalflop wrote:
I'll have to look at the wip. I don't know if you're using the exact same reset patch that I'm using, but it might be helpful for me to check if the entire .smv works for me (the patch that I used for DKC2 enabled everyone to see it. I just want to confirm that we won't have Linux only viewers get to see the whole product.)
Sure, here's the whole thing.
Saturn wrote:
Not at all! I very much prefer to see such, simply mind blowing, laps you just showed in this WIP. This is not Super Mario Kart anymore, this is Super Crazy Kart man! You impress more and more with each WIP Huffers, thank you for that!
I can't take the credit for the route in the last WIP - I'd seen it before in a japanese TAS of that track (not in GP mode, though). I'm going to try improving it, but I probably won't make another WIP until Saturday.
A Runnelid wrote:
Toad / Koopa do not have the slowest top speed. Yoshi / Princess do.
Are you sure? According to SprintGod Princess is 16 units faster than Koopa.
A Runnelid wrote:
I'm not sure Koopa can take the circular Ghost Valley 2 SC with a Mushroom, or the long finish line SC in Bowser Castle 2. Otherwise, I think it might be a good choice, since it makes for easier and possibly tighter cornering abilities in MC3, if you are planning on using infinite boosting. Andreas
I think I saw a video of the Ghost Valley 2 SC being done with Toad. I am planning on using infini-boosts for MC3, but even Koopa with 0 coins has to lose the infini-boost at the hairpin half way round - that turn just can't be done by anyone without 'killing' the infini-boost :(
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Phallosvogel wrote:
why do you switch drivers during the run o_O
because it only costs about four frames to switch at this point. To be honest, I'm not sure who's better for the Flower Cup; Koopa or Princess.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
DK64_MASTER wrote:
Sorry, I meant 2 seconds longer. It was late last night :(.
No problem. Anyway, Choco Lake 1 is done. Time = 28.28, Non-TAS record = 41.71 I've cut this WIP so it starts from a savestate (for ease of viewing), but the actual run requires the version of snes9x modified to record/play resets. I'm sure you'll all be disappointed to hear that I couldn't get the "driving in little circles" glitch to work on this track :'(
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
DK64_MASTER wrote:
Hmm, looking back at that bc1 wip, and applying my 2 second shorter idea which I suggested beforehand... Why not do that same thing for all laps? Is lakitu way too slow to put you back on track? Or you could do it on the last 4 laps, and do the first lap like normal? Maybe I overestimate the time it takes for lakitu to put you back on track?
Racing to the item boxes and back with a mushroom and feather does one lap, and is slightly slower than just doing that lap the normal way (with the feather shortcut). Where did you get '2 second shorter' from?
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
fantastic :)
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Post subject: Recording a reset event, with snes9x v10?
Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
I'm using snes9x 1.43w-improvement-v10 (like v9 but fixed for linux/wine) I'd like to be able to record a "reset" event for my super mario kart movie.. I've heard from comicalflop that nitsuja made a patch for v9 to do this, but is there a version for v10? Would it be a major hassle to make?
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Huffers wrote:
Time = 41.96, non-tas record = 58.58. I'm going to try doing Spekkio's trick to skip lap 3 and 5 now, to see if thats faster.
New time: 40.40 file available on DeHackEd's storage.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Mario Circuit 2 is done. Here is WIP #5. Time = 41.96, non-tas record = 58.58. I'm going to try doing Spekkio's trick to skip lap 3 and 5 now, to see if thats faster.
do not forget to *ENJOY THE SAUCE*
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