Posts for JXQ


JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
This game seems like it could be done much faster (I admit I haven't played it though). But there are several tricks you don't use throughout the game, as if you discovered them midway through and just kept your current progress anyway. It is better to examine a game beforehand to find these glitches so that you could use them all from the start instead of having to start the run over, which is better still than submitting a run that picks the trick up midway through. Examples of this I saw were jumping over the barrels at the end of the first world, killing enemies in your way (instead of walking around them diagonally), and diagonal jumping. I vote no because the author discovered time-saving methods and didn't fully implement them. However, overall the run had entertainment potential to it and I would most likely vote yes on an improvement that used these tricks throughout.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Fabianx's worked for me - my AVICodec detector says it uses "XVID Mpeg-4". His slowed the run down to three frames per second and just showed the fall down to the green koopa. That may not be the best example to follow though, because from that position, jumping at full power was too much, so I had to time that as well. Moving to the right a bit more before veering left into the Koopa would have fixed this most likely.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
OE, thank you! My page is up, the music page is here: http://www.skuzz.com/jxq/music.html (thanks to Skuzz for the hosting) Quick notes: I tried to select a diverse group of songs, so hopefully everyone has a good chance of liking at least one song if they feel like listening. Assume EXPLICIT LYRICS on all songs. I think they all swear somewhere at least once. Hmm...and if you find the song title "You's A Hoe" offensive, then you probably shouldn't listen to that song, as it will offend you much more than the title. (However, the beat is off the hook so you may want to listen anyway) Hope you all like what you hear! If anyone has any comments about anything, feel free to post / ask questions or PM me if you want (I feel like I have unintentionally hijacked this thread...sorry!)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Speaking of number of forum members, I'm curious if people get deleted after inactivity or for other reasons. That number seems to decrease every once in a while (example: I swear it was 1007 or so today, and now it's 1001).
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Depending on how much data was lost, it may be fixable. Loading a run changes the number of frames immediately, but not the content of those frames. You can try using a hex-editor to change the number of frames to what your run used to be. Then play the run, and load one of your backup savestates that is currently giving you the "unable to load" error. As long as your number of frames is larger than whatever frame that savestate was on, it should be able to load the run. If you need help, let me know. Just don't erase anything yet.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Wow, thanks guys! I'm working on a page now that will have music to download and my TASs as well. Should be up in a couple days, I'll put the link here then.
atro city wrote:
Damn Calc II at 8 in the morning...
I have felt this pain. Your fellow soldiers are cheering for you!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
This site is less than two years old? That surprises me somehow.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Fabian wrote:
I will of course be looking out for you in the singles charts and when you become famous brag endlessely that "I knew him before the fame!". Oh yeah.
LOL Don't hold your breath on this :) Once I find some place to host more files, I'll link to a few more songs I've done if you're interested (or anyone else, for that matter).
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
schneelocke wrote:
So it really works both ways
Yeah I admit that I wasn't thinking of this at the time, but you are right. (Sorry for being a typical American :\ ) To me, NTSC seems more desireable to TAS simply because 60fps is more to work with than 50, so more can be done on the frame-by-frame level. (Of course, I'm from the US, so it's what I'm used to as well) However, there are some situations such as Rygar or Super Metroid where it's exploitable in the opposite direction, so I guess it's tough to say which is "better", but I'm using (JU) for my 100% run.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Personally I don't think I'm "ninja" material (and according to that goofy dance of a definition, I'm definitely not). But as OmnipotentEntity said, "It's just a title." In the end it doesn't mean a whole lot, and I can still do just as much to add to the site regardless of what it says right above my avatar. I still like doing what I do here.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
moozooh wrote:
You can skip Torizo only because the door opens and closes after a fixed number of frames disregarding the version. It also means that you cannot fire and then do a horizontal superjump to a next room in some places only because the door won't have enough time to open when you arrive there.
I think you are confusing the wait time before the bomb room door closes with the amount of time it takes doors to close in general. I doubt this is changed, or it would severely affect gameplay between the versions. To me, runs of this game are so amazing to watch because of how great the movements look when done so precisely. Take away 16% of that preciseness and I would think it just wouldn't look as cool throughout. Not skipping the boss fight is about 24 seconds longer. I don't think this amount of time would be completely lost (especially in an any%), but to me, glitches that rely on the fact that European games operate at a different framerate are as dumb as using a ROM that is hacked to make that door stay open longer. Why? Because when someone sees that and says "how did they do that?" you can reply with "they used a different version of the game", and suddenly, all the coolness evaporates.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Fabian wrote:
Wow I'd never have guessed you were a rapper! Explain something to me who knows exactly nothing about this and don't fully understand: Is it you who have made this song? The lyrics? The music?
Sorry, the terms I used above probably aren't understood by those who aren't in music (whoopsie!). I made the music with a beat sequencing program that lets me take samples of instruments and put together my own score to them. For instance, I have some sample piano keys in C note, and strings, different drums, etc. I wrote the lyrics of the first two verses and the hook (chorus) of this song, and that is me speaking those parts. I recorded them with my computer and microphone. Even though you figured it out, a rite of passage is like a personal journey that someone takes before moving to a later part of their life.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Before I got into making runs, I went to school a lot. I have a degree in Computer Science and another in Mathematics. My other main hobby is making music - producting instrumentals, writing lyrics, recording vocals and mastering/engineering songs. If you enjoy hip-hop (or hate it and wish it was about something less mindless), here is a sample track: JXQ (featuring Flawless) - As I Write I'm the first guy rapping in the song. I should really work more on music, but I find myself wanting to play games more as of recent.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
FODA wrote:
What's the difference in finding a few glitches and finding a lot of glitches can you define a line between "nobody ever thought of that" and "nobody could do that" when talking about glitches?
I think this is an excellent point. Who's to say which glitches take more skill to uncover? Not to take anything away from FinalFighter, as he definitely has "broken every damn Mega Man game into pieces", but that's where all his efforts have been concentrated. To a huge fan of the Mega Man series, this is indeed a big deal. To others who aren't, it could seem like other contributors, glitch-finders, etc. are not recognized in the same way. All I can say is that just about every time I have a WIP in the forums, Nitsuja has had excellent constructive criticism, and I think there are many others here who can say the same. He studies the way games work and has contributed positively to this site in numerous ways. However, it seems that because it's not Mega Man, it's not as applaudable. That's ridiculous.
Bisqwit wrote:
The ninja rank doesn't come from accomplishing something that nobody accomplished before. It comes from accomplishing something that nobody even dreamed of, creating something novel, new.
Well at least that's not vague. :\ I always thought that a ninja could be defined as a top contributor of the quality of the site, regardless of how they do so. Thus, Nitsuja is a ninja to me. Thanks for contributing!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
nitsuja wrote:
My nick has nothing to do with ninjas or ninjitsu, btw.
Then my guess is that we share the same first name (not sure how I didn't notice that before, I guess it just seemed like a type of ninja-word).
Dromiceius wrote:
What does a ninja actually do, though? I mean, other than to flip out and kill people?
LOL - Don't forget being awesome. I always thought that the ninja rank here meant you consistently delivered good runs. But now that I think about it, I don't know for sure.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Nitsuja for Ninja!!
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I figured this would be the best place to post this. I'm not exactly sure how the ranks work around here, but I would like to nominate Nitsuja for the category of Ninja (or in this case, Ninja/Coder). First of all, check the runs he's done here. (Add to that Sonic Advance 2 and Snake Rattle n Roll 2-player, in the queue currently.) The only run he's done that's been obsoleted was MMX3, indicating his runs are of high quality. All his runs have been published (or canceled, improved, and published, except for the SNES SMB3 glitch demo), indicating they are of high entertainment value as well. Also, his name is very ninja-like. :) (Not to mention his numerous improvements to every emulator we all use here.) So, hats off to you man. You've brought a lot to this site.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
You could draw a 3-way train wreck about this thread. Graveworm & moozooh are talking about improving the any% run. Saturn is doing the RBO-suitless run (but also commented on the any%). I am doing 100%, but haven't really talked about it much yet.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
jimsfriend wrote:
Sounds harder.
Turns out it's not possible.
Do you know how big of a frame window I have to fall after the green turtle falls?
2 frames. Both times I had veer to the right slightly after starting to fall, and then back to the left so that I had enough left momentum to make the jump. I also did not hold jump while falling until just before hitting the turtle, but then I was able to hold left and jump for the entire jump until making the platform. If you are doing the trick and you bop the turtle too far to the left (on his back), the jump is still makeable, but you must release jump at the right time (I'm pretty sure this was a 1 frame window, so practicing the other way is probably more worth your time). Either way, having this difficult of a trick at the end of a run is going to be quite an accomplishment to see pulled off.
The current route is YI, DP1 secret exit, DS1, DGH, DP3, DP4, Castle 2, VD1 secret exit, VS1 secret exit, SW2 through to Bowser. SW1 is not in the run, that is why it is allowed on SDA as a different category because it uses a different route and strategies.
Wow this suddenly became even more impressive of an idea. VD1 and VS1 small? This is nuts!
If you like and no one objects I can show you what I believe to be the fastest route through all these levels.
That's cool with me, I'm interested to see if you have any easier ways for the Vanilla levels.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
From what I remembered, I thought you needed to collect more pellets than you did to complete levels. Are there any differences over that concept in general from 1-player to 2-player? The run is pretty good, so I vote yes. However, I also I don't think this should obsolete a 1-player run. This would have been voted on last night, but my internet connection is about as stable as (some hilarious comparison). I hate Charter.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
creaothceann wrote:
Graveworm wrote:
creothceann wrote:
The blocks that vanish (when you walk over them) re-appear during the pause, IIRC. This is probably the only exception though.
No, this is not true.
Yep, sorry. :/ Could've sworn it was.
It sounded familiar when you said it; I think that happens in Metroid Zero Mission.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
The easiest way to compare two movies is to have a few designated spots for both runs, and compare which frame each run arrives at that spot. (The period key is the default frame counter button)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
m.r.bob wrote:
Why isn't there a list of helpful tips like this? This kind of stuff could really help me out.
While not everything about the game is documented, there are two good places to start: First the site's SMW tricks page: http://tasvideos.org/SuperMarioWorldTricks.html Secondly, The SDW-120 submission by Fabian & I. It contains explanations of many tricks not yet put on the SMW tricks page. http://tasvideos.org/880S.html As you run the game more, other details will become noticed. Honestly I can't list everything I've learned about the game because some details are so mundane that they are almost never applicable and so I don't remember all of them.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
Here's what I think of this run: It's somewhat fast (however long), and the game is colorful with an amusing character. If the music was good, it would remind me of a Sonic game (just not as fast). But for the run being an hour, there isn't an hour worth of action. Why? Because there are all sorts of stupid cutscenes that programmers put into games now to make them feel like they have some sort of plot. All said and done, I think fans of the game will definitely enjoy this run. Non-fans watching may get tired of the cutscenes, but it does contain some action and is well-played, so I vote yes.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
(I can't find the non-intro hacked rom, else I'd have watched this by now) I'm honestly surprised this hasn't been looked at much. The game itself is a treat for the eyes; very colorful. Wario's got a huge variety of moves, many of which involve hard-to-control speed. Once I can watch this movie, I'll vote on it.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
jimsfriend wrote:
DP1 shouldn't be so bad, just SW4 is a killer. It always was no matter what the route.
I'm wondering if it's possible to, after bouncing off the green turtle, kicking the red shell left in mid-air to hit the key-block, have it bounce back, and be able to land on it instead of having to make that almost impossible jump directly from green shell to platform. I'll try that out sometime soon. Although you've practiced this game a lot, something you may not know about it (that I learned from emulated play) is that if you hold the jump button when falling, your falling speed is slightly slower than if you weren't holding jump. So if you are having trouble timing the SW4 fall, try holding jump more or less than usual after falling. VD1 worse than DP1 - which exit on VD1? If it's the secret exit without the Red Switch Palace, I can see that being pretty tough / impossible. What was your old route? And one more question....what do you plan on doing for Star World 1 if you are small (and can't spin-jump through the blocks)?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)