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I don't want to stop others from working on it as well, though.
Graveworm has been giving me an immense amount of help in this department. I don't know how to contact MF, but I would have a couple questions for him if I could about his run. Current progress on the route can be found here (or in my signature for the time being).
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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Saturn, I read that you use an SNES controller for TASing in the forum discussing it.
I would suggest using a Playstation controller instead. I found that you can permanently assign turbo L & turbo R to joypad buttons - I mapped turbo L to L2 and turbo R to R2 (and still have regular L and R assigned to L1 and R1). Just go to Input -> Joypad Configuration, then click on "Joypad #1" and select "Joypad #1 Turbo" to assign those two buttons. This way you won't have to turn the turbo functions on and off.
Hopefully you would be able to find a PS <-> USB adapter relatively easy; in the US they are available at most electronic stores for around $10.
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What if you put on the frame counter and pause the emulator just as a note starts, then write down the frame it's paused at? This is tedious but doable. I've never tried doing music-dancing amidst a bunch of other actions; I would imagine it's tough.
LOL
When I ran Sonic, I listened to it in headphones while playing, and I often had to stop because I got a headache from the noise. I think the Genesis has some sound filter problems.
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The down and dirty way to do it no matter what would be to write down the frames that the notes change, and use frame advance. That would be very tedious, though.
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I'm following this topic with interest as well, for similar reasons (Super Metroid). Until then, I can't find a place to download SNES9x-v6, just so I can mess around and try to learn Metroid better. Could someone point me to v6?
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Music-dancing I usually do in real-time or slightly slowed (75%). It helps that in FCEU, the music slows the pitch down (like in VBA), so it still sounds somewhat natural. I don't think Gens does this, though.
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PRG0 desyncs directly after 7-2 - instead of entering the pipe on the map, it switches to the menu and goes offtrack from there. So if that's what happened, PRG1 is probably the solution.
Thanks!
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It may be possible, but I tried quite a few ideas but couldn't get anything faster than what is there. What "route" were you using? I tried to stay above water as much as possible.
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FODA is right, the hammer brother I need is five "spaces" away at the beginning, meaning that a hammer brother only moves one space per turn unless they land on a level, then they move again, so after completing three levels, I need two deaths. I tested this against completing 2-3 (so the hammer brother could move between there and the desert), but this was faster.
In 4-4, you'll notice that after I get hit, my horizontal speed quickens dramatically, since I still have a full P-meter. Raccoon Mario gets pretty slow the longer he stays in the air, but Super Mario does not. I grab the flower in 4-4 because it speeds up the Boom-Boom fight and the fight on the airship with the koopa kid. I'd do this even if I didn't take a hit in 4-4, because I used a P-wing there and that lost my firepower.
Same as 4-4, I didn't have firepower, I used a P-Wing in 5-1 to save much more time than firepower would have in 5-F. Getting hit in 5-2 allowed me to run up to super speed even though there were enemies in the way, and even if there was room to run, raccoon Mario can't jump when super-speeding without starting flight, and that slows him down.
This is the worst-looking level as far as grabbing the card goes, and it indeed was for hammer brother manipulation. Remember, there are two hammer brothers on the ground who's movements I must minimize as well. Although I wait about 15 frames to get the card, it saves over 40 frames in one extra movement.
Same thing, to get speed and regular Mario can jump with super speed without losing it by flying.
FODA is right again, some airships have a higher ground, allowing me to jump higher to the wand. I fly to the wand in World 6 only because there isn't a good spot to get firepower in that World after 6-5.
Thanks for watching so closely, hopefully that cleared up your concerns.
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Wow, thanks everyone! In my haste to submit this before I went to work today, I forgot to include my thanks in the submission. It's now updated, sorry about that!
Angerfist, thanks man, you have always been very encouraging! I am also excited for Super Metroid, although I have some more homework to do on it before I'm ready.
Bablo, ninja material? Personally I think I need to get a few more runs under my belt at least, but that's encouraging! Thanks :)
DK64, your comment gave me a good LOL, as always, hehe..
Nitsuja, there used to be a link in the description of Tokushin's movie to an fmv file of a run that had the same goals as this run, or very similar, so I thought it would obsolete that one, but I just checked and I don't see the link there anymore. (I believe it was 55 minutes long, if I remember correctly)
If not mine, then Vatchern's upcoming all-levels run will obsolete it. I'm looking forward to that run; although all levels are played, there still will be some optimization such as when to use stars and P-Wings collected from the hammer brother battles, and perhaps even visiting a mushroom house if the situation is right.
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I tried converting to fmv with nesmock but fmv doesn't seem to distinguish between reset and power-on, so I don't know how to do this. Stupid compressed FCM.
Thanks Hanzou, if you could fix the author info, etc. that would be greatly appreciated. I played the run through and it didn't desync.
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I'm not sure if this is where I should post this, but I'm getting an error when submitting: "FCM error: Movie does not begin with a reset".
My run
When this run is loaded in the emulator, it says that it is recorded from reset. What am I doing wrong? Perhaps this is related to incompatibilities with the new emulator version and the submission coding?
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World 8 complete. Included save file starts at World 8.
The reason I haven't submitted it is because there's a problem in my Bowser battle. World 8 in general was a huge pain; I'm basically ending up with a sub-par copy of Genisto's run.
I'm wondering if anyone knows how Genisto's Bowser battle has Bowser do five little hops before his big jump, because I'm getting only four no matter what I've tried. This is why Bowser jumps before I have a chance to kill him. I'm only 11 frames slower on the kill, but since Bowser is so high in the air, he takes longer to fall as well, so I'm 52 frames behind in total.
If I can't figure it out, then I'll end up submitting this run, as it does look pretty cool, and it's still reasonably quick.
Edit: Figured it out, I think.
Edit again: Definitely figured it out. I'll be submitting the run shortly.
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I'm doing so; I had 2 clouds left. If I only had one cloud, though, it would save more time to use it on 7-4 than 8-F. Of the skippable levels after getting the last cloud in World 6, besides 7-4, 8-F was the longest.
And 8-2's shortcut is not shorter, just easier.
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World 7 complete
This will be the last posted WIP, as World 8 is all that's left, and we've all seen Genisto destroy it. The only difference is that I have a cloud in the inventory to use on 8-F.
I've played the first tank level, and it's pretty disappointing how few 1-ups I got (since I have firepower instead of raccoon), but at least it will be a little break from the norm, I suppose. Hoping to have this done within a couple days.
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It's a little tough to focus on because of all the movement on screen, but at the same time, it makes the run entertaining. Overall I thought this run was wicked cool. Yes vote!
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