Posts for JSmith


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Joined: 8/1/2006
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That isn't the proper opening to the Toccata; compare it to the version in Dark Castle.
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jlun2 wrote:
Curious how this is still slower than the non ACE route. :P
This gets the 'best ending' while the non ACE route doesn't. They aren't directly comparable.
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ais523 wrote:
Hurtling on Fire would require a source of levitation (which we can't have earlier because it would prevent us autopicking up the Amulet as part of the fast Amulet transport glitch), and would run into polyform trouble (air elementals can't kick).
Tried to find a way around this. Use sink to pick up amulet -> No sinks can generate in a usable spot? Use an involuntary dismount to pick up despite levitating -> would work except spoteffects explicitly skips that step while dismounting. Use a flying mount to suppress own intrinsic levitation -> I think this works?
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The alternate Quest exit requires 1 fewer player action at the expense of 2 extra monster actions. It saves time if we can take 2 player actions that save an action later. We have one of those, ringing the Bell. I was intending to use the other to set up a 5 action turn instead of directly saving an action. On further review, it seems to be impossible.
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Farmove storage looks like another candidate action to take during the alternate (i.e. normal) Quest exit if we find a way to do it cleanly; I think it cashes in exactly on time to get an extra action before the book reading finishes. (EDIT: actually, Gallop action storage in general.)
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Can you store multiple hurtle cancels at once with different items, use one on Air and the other on Water, and avoid the messier enexto setup that way? (Edit): and/or Fire?
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Back to this plan:
JSmith wrote:
It would be useful in this sequence: 1) Get Eye, Bell; lvlport to Quest 1 on Monster action 2) Ring bell; leave Quest on Monster action 3) "oLS on player action to compensate for "oLS-cancel of one of the previous actions; lvlport to Valley on Monster action.
Instead of putting on the "oLS on action 3, we can use it to store a hurtle cancel. We're then free to use action 8 to put on an "oLS.
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ais523 wrote:
Neither of those is possible as a monster action; the whole reason we can't do fast amulet transport directly from the sanctum is that there's no way to leave it on a monster turn, and reaching Earth requires either use of the stairs or a c!oGL, it can't be done via levporting (or we'd just go there directly). (Also, exiting the sanctum as a monster action wouldn't help because changing level on a monster action prevents anything further being accomplished on that action.)
Exiting sanctum as a monster action means we go (set up hurtle cancel, get amulet, leave sanctum) -> (equip "oLS, monster levport to exit), replacing 8 and 9 with alternate versions that also equip an "oLS.
EDIT: (editing your posts so much makes them very hard to respond to because they keep changing while I'm trying to reply to them) Setting up a hurtle cancel only costs one action, so there's no point in sacrificing an action just to be able to skip that part of things; you only break even.
Sorry. I'll cut down on the edits.
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In the general vicinity of 9, we have a level change out of the the Sanctum, a levelport a level change into Earth. If we can enter Earth (or exit Sanctum) as a monster action, we have an opportunity to put on another "oLS. The gallop is only +1 action. If storing a hurtle-cancel saves an action we can consider not galloping.
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I think we might be able to "oLS cancel action 4 and replace the "oLS during action 9.
ais523 wrote:
Also, I'm not 100% convinced that it's possible to leave Quest Home on a monster action
You leave Quest Home using the normal entrance portal.
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Does the alignment gain need to happen on a player turn or could it happen before the player's first action of the turn?
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The real value of both early Bell ringing and "oLS-cancels are that they let you change level and effectively move a monster action immediately after it from elsewhere. e.g. Action 1: gain alignment; get accepted to Quest; "oLS cancel levport to Quest goal level Action 1b: Put on "oLS; get bell on monster action.
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It would be useful in this sequence: 1) Get Eye, Bell; lvlport to Quest 1 on Monster action 2) Ring bell; leave Quest on Monster action 3) "oLS on player action to compensate for "oLS-cancel of one of the previous actions; lvlport to Valley on Monster action. I suppose you could pick up the Eye and Bell on the monster action after putting one on, though.
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Can you ring the bell on a previous action and make it to the vibrating square in time to skip that action during the invocation? Or does the bell need to be rung on the vibrating square?
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It looks like the two throws you use have different animation lengths and you mostly use the longer one. Does that matter for real-time?
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I hit 245 on Sisyphus. The particle swarm optimizer used my starting point to hit 247. eNqzv/CuTGuxmYoDBwMY2L/er20QfVjM/v+uiw8FGYPsn0u4/N0+jcN+50wQmGX/+sMytQ33CxzY7lXsl3O5b/8qZ9nWpdI69hfXXVptnfHK/niGRCfbLj77L0umvFl3e6H9o/e+fz1+utp/7CozTmOUsH/i+6v3jbSV/ZPAG0+jeKuAVjI7iPslqvW0XrR/Lv/cUTkqDCjG7sB3qz7OcGKV/ZMND3iVhH7+BwIHUa8lx9R8gu2/XbSyYD29DSwm/DaQa4edgv3z579m5U5eBBKz/xd3ninXJtr+bZrjwUblU2B1TBUn+m6dOG//IYOXja9yBVhM6JtG2DdnPfuHk16GsiVeAtrL6sD0I5A38GCm/cfK2x+P2c1nONV7lyFM8hLDU4GXDIGS6xneib9k6JVMYVjp85phvslXhgU80Qw3l11nOLXyGMP/bS8YPm0/zfC77hPD9V2XGP5v/QzyHwBp/asK
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Thank you, SilentSlayers.
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I know it's possible to turn forwards hyperspeed into backwards hyperspeed with a C^ bounce, but is there an easy way to turn forwards hyperspeed into backwards hyperspeed?
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TASeditor wrote:
So the question is can the best analog stick position actually calcualted without brute-forcing?
You can search only the area near the angle; use the loop you had, at the minimum distance, until you cross the angle, then follow the crossover line outwards: Assume the angle is up and to the right; if not, rotate it start with x, y, bestX and bestY at 0 and bestAngle at 180 degrees. loop until x>maxCoordinate or y>maxCoordinate { if currentAngle(x,y) > searchAngle: x++ else: y++ if distance(x,y) > minDistance, and currentAngle is closer than bestAngle to searchAngle, set a new bestX, bestY and bestAngle. } output bestX, bestY, searchAngle
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What did this hack do to the shinespark physics?
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TAS of the year.
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Snark's video digest by star: Chip off Whomp's Block: Used a misalignment(?) between two falling grey blocks to cut a corner. This allows Mario to take a slightly wider turn before the jump for more horizontal speed during it. To the Top of the Fortress: Same as Chip off Whomp's Block. Top O' the Town: Unknown (lag reduction?) Shocking Arrow Lifts: Replaced the first jump-kick and double jump with a long jump against the fence and a second one onto the fence. This trick lands on the fence sooner. Vanish Cap red coins: Sliding right away rather than wall-kicking reaches the first red coin sooner but appears to lose some of that before the second; however, it also allows grabbing the second red coin at a better angle to clear the extra life platform, which itself allows approaching the third red coin from a better angle to preserve speed for the jump from the fourth coin onto the wall. A glitched wall kick at the first elevator saves a bit of time, and Mario still has the vanish cap effect to pass through the wall around the star rather than going all the way over it. Every single time saver except the glitched wall kick was dependent on the approach to the first two red coins. In the Deep Freeze: The initial dive recover came off a downward slope, letting Mario maintain a bit of extra horizontal speed. But it didn't save time. Behind Chain Chomp's Gate: I couldn't tell exactly what happened, but the frames were saved at some point during the dive up the slope. Shoot to the Island in the Sky: As with the previous star, I couldn't tell what the improvement was. Slip Slidin' Away: The time saved is due to a major route change, which should be obvious from watching the video. Cruiser Crossing the Rainbow: The first jump is delayed to get a better angle on the wall kick. The wall kick is also lower. This allows an earlier jump to Lakitu with more horizontal speed. Swingin' in the Breeze: The time is saved on the first wall kick, but I can't tell how. Coins Amassed in a Maze: The time is again saved around the first wall kick, but I can't tell how. BitFS red coins: All time was saved during the final BLJ's route change. Bowser 2: Used BLJ momentum to carry Bowser closer to the bomb during the grab animation. Blast Away the Wall: Major route change; a tree jump let Mario take a more direct route to the star, and a triple jump with a glitched wall kick gave the height necessary to snag it.
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Here's an unassisted score run, by andrewg, which you are 6k points behind by the end of 1-2. The first mistake I noticed, ~20 seconds in, was killing the second goomba in the group with a stomp instead of saving it to hit with a shell later, which would gain 7800 points at the cost of about 3 seconds.
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Moon tier is for TASes that met some minimum entertainment standard, while also completing their goal in-game. Vault tier is for the fastest available any% and 100% TASes. Therefore, a movie that is both entertaining and fastest in its category should be considered to be both in Moons and the Vault. If a faster movie shows up that's less entertaining, it might be obsoleted as a Vault run but remain published in Moons in a non-vault category (e.g. No game end glitch).
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That honeycomb grab was a very nice use of an air backflip. --- IIRC one of the slopes around the edge of the purple jinjo pit allows an egg dive, which would save some time.
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