Posts for JXQ


JXQ
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Joined: 5/6/2005
Posts: 3132
Bankrupt. The Revolution was also supposed to support selected downloaded games for NES, SNES, and N64. All I want to know is how in the flying 747 fuck do they plan on doing that with this down-syndromed excuse of a controller?
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JXQ
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P-switch saved around 30 frames. On the other method, I had to slide for a few frames before hitting the first pokey, and it slowed me down some. By hopping off the P-switch, I jump immediately and can clear the first pokey with maximum speed still.
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JXQ
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Very interesting! Also demonstrates a new problem that may occur in certain levels with the scrolling if this trick is used - however pausing just one extra frame on the ground can correct that, although I'm not sure if the speed is at all affected (I'm guessing it is a bit). Now it's just a pain cuz both running and flying have some frame-testing needed to find the fastest speed!
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JXQ
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LOL How many posts does it take to get voting rights these days anyway?
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JXQ
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Awesome P&key grab! You are definitely right when you say that it's tricky. New run is here. Hex edit worked, so Desert World 4 P-switch hop and Desert Pyramid new keyjump is included. Also was able to fly carrying key in room 8, and fly carrying both in room 9. Not sure if this is the fastest possible way to get the P&key, but it's just your idea optimized a little, to avoid the wall-hit. As far as the pyramid key-jumping goes in room 6, I entered the pipe the original way because entering a pipe while ducking forces Mario to travel up an extra block (so that his head hits the bottom of the pipe), and so it saved a few frames. And sorry that the beginning of Desert World 4 kind of sucks. Getting the P-switch just screwed me up trying to follow the same path that you did. One other thing: if you were wanting to get 50 stars at some point (like VIPer did at one of the ghost houses in his SMW run), then Desert World 2 is the place to do it probably, as I tested it and it only costs two frames to do. I could try to hex this in if you feel it's important, but I'll leave it up to you, just let me know. I also bet the game will seem a lot easier to time attack for a while after this pyramid level is done!
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JXQ
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I love the new Ninja Gaiden style wall-climbing. I must say I'm very impressed that you pump these runs out so fast, especially being a game as complex as Sonic.
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JXQ
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You aren't 113 frames slower, you're 45 frames faster. I "caught up" by 11 frames during the keyjump part. From what I can tell, the difference in our keyjumping was that I let go of B and Y when I kicked the key until I pressed them both again to re-jump, where you held B again earlier. I think you did this because you released the key a little higher to the peak of your jump than I did, so just falling from that point would not have worked. So, my advice would be to release the key a little earlier than you are (maybe 10 frames-ish) and then you can fall down to it instead of floating down to it. It may also be possible to do faster than I did in my run - at the time I was just geeked I got it to work. I have another small run I made where keyjumping will be useful much later, I'll post it here, maybe it will help. It isn't really optimized at all, I just thought it was neat to try. The best "rate" I've gotten on this or the pyramid movie was 16 frames between the first animation of the kick (the white sun-burst thing) and the first frame holding the key again, and I seem to hold the key after jumping for 18 or 19 frames. Also, from a common point on the downward dive to the key, Fabian's run gains 22 frames, so hitting the platform is faster than avoiding it (or at least, the way I avoided it). The rest was gained (I'm guessing) by hitting the P-switch at the better spot, and flying down as early as possible.
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JXQ
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LOL! But what about the GBA games?
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JXQ
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I agree with that argument - most hacks are not worth the time it takes to delete them. However, I think that hacks of quality should at least be looked at for consideration, such as how this one was.
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JXQ
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Phil wrote:
An auto-scrolling level that lasts 5 minutes is somewhat exaggerated. And like nitsuja said the FPS is pretty low at some places which isn't good. This what I called bugs. Btw, my definition of word "bug" is something that is illogical and should not happen.
Oh come on, you are just reaching for anything you can hold now. An autoscrolling level is a bug? Give me a break. The SMB3 run has four autoscrolling levels, are those bugs too? A level that large was never thought of being put in SMW - but that's the point. This game pushes the Mario engine to new boundaries that are exciting for those who thought SMW was too easy or too bland. If this hack had just made another set of levels that were similar to the levels in Super Mario World, it wouldn't be the unique hack that it is, and I'm sure you'd say then that it wasn't original enough to be published here. And if you think that lag is a bug that should stop a movie from being on the site, then we have a lot of deleting to do.
Phil wrote:
I could tell times in AVI where I have noticed some things that are illogical if you really insist.
Sure, I'll insist. I'm wondering why you specifically hate this game and run, because it seems to me that your attitude is a completely blind one against all hacked games without considering each case, and now that you've been called out, you are just trying to make it look like you are more informed about the game than you actually are.
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JXQ
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nitsuja wrote:
Well, I sort of meant, if someone hates the fact that it's a hack soooo much that it actually makes it less entertaining for them to watch, then technically it's accurate for that person to vote no as a representation of their personal opinion.
I see your point. I would just think that anyone who hates the hack enough to not like any movie of it wouldn't bother watching a movie of it in the first place. If I hate a game so much that even a perfectly played movie still wouldn't interest me, I consider myself biased, and don't vote.
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JXQ
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nitsuja wrote:
If someone thinks a run shouldn't be published, then they have every right to vote no, even if "because it's a hack" is their only reason.
I disagree here, because we are supposed to vote by the guidelines, which give this game special exception. Whether each individual agrees with that exception or not, it's still there.
Phil wrote:
I could write a novel that explains why SDW isn't good to be timeattacked but I won't. I will just loose my time. It's you who timeattacked this game and don't know what are those bugs .......... Strange.
Yeah, real strange. It's as if the bugs you are referring to don't exist, which was my point in the first place. Thanks for not answering my questions. Again. I'm done with our discussion, because I'm basically just talking to myself.
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JXQ
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Super Demo World (without TLC) was just a predecessor to SDW:TLC with only three new levels, no map changes, and tests with the new kind of blocks. I just say SDW because I don't even consider the other one a real game. Phil, you didn't answer my question. If you don't know of any glitches in this game then it's idiotic of you to bring up how there are more in this game than the original Super Mario World. There's no need to bash this game and/or run just because it's a hack and you don't agree with TASs of hacks, which you've given no real reason for. Have you even played this game? If anyone has an intelligent, logical thought process behind why they don't agree with this movie being published, I'd love to hear your point of view. But if you don't like hacks simply because you just don't, and you think your vote should determine how everything goes around here, then quit wasting your time and my time posting here. As I said in my submission, "If you don't agree with a hacked game being submitted, then don't watch the run." If this run gets under your skin so much, go watch the SNES Vegas Stakes video, and then come back and tell me it is more deserving of a published TAS on this site than Super Demo World.
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JXQ
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First of all, awesome progress. I'm very impressed with your precision, especially the improvements in the pyramid. And also jumping off the key when first grabbing it was a nice idea and looks cool, even if it didn't work out all the way. Watching your run, I think there is one other trick you might not know - hopping to keep your speed. When you stop flying by letting go of Y or by sliding into the ground (I haven't tested diving), you can time your jumps perfectly (meaning jump on the first available frame) and keep the same speed you would have kept had you been flying. The disadvantage to this is that you cannot press <- or -> because it will "reset" your speed back to walking speed. In my 15-exit run, I use it in most of Crystal Star World, which is why the screen does not follow me up at first - jumps on the first frame don't "count" as far as scrolling goes. I end up waiting an extra frame to let the screen catch up to me so I can clear the highest pillars. This was faster than landing and running back up to flying speed because my jumps are already at that same speed, without the slowdown of trying to re-reach that speed by running. That technique on your run gives this very minor improvement, at the end of Desert World 4, using this technique, and also the fact that you can slide into pokeys to kill them. I reach the goal two frames earlier, which I didn't even think was worth posting until I saw that it gained six more frames from the strange fadeout randomness. I also hexed your pyramid run thus far back into this run (which took a two frame delay to make it sync), so altogether this is six frames ahead. The other thing I thought of was for a few levels down the road - Water World 1 really doesn't have much in the way of picking stuff up, so I thought "well maybe going back to the mushroom house and getting another shell to carry through the water would speed up things overall". The problem is that to walk back to the mushroom house from that area means you have to walk all the way around back to Desert World 2, because you can't walk from the pyramid to the house until you walk from the house to the pyramid. So, I give you this other run, which hexed in an extra move on the map when you were at the mushroom house to make that option available, if it ends up being faster. Feel free to use either of these runs if you like. My guess would be that the fastest option for the next few levels is the following: Yellow Switch Palace Desert Pyramid #2 Castle (secret) Desert Secret (for another shell) #2 Castle And then use the shell in Water World 1 (most of which you can swim under). It may even be worth it to get yet another shell to use again for the second exit to Water World 1 later on. The rest of the water levels either have stuff to carry, don't consist of all water, or auto-scroll (wheeee). So, none of this is tested, but I'm just bringing it to the table as a possibility. Also the frame counts on the runs I have here are not exact - I just hexed in a larger number so the movie would still play through. That will fix itself automatically next time you work on the run, though.
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JXQ
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Not gonna lie...had to look up "facetious". But seriously, if enough people here are worried that this site will be somehow spoiled by letting a TAS of a hack be published, discussion like this is good to find out what the future of a site like this should be. I'm sure you all know my position :P EDIT: Oh, Fa-CEE-shus!! Never saw it spelled before. I bet I seem pretty stupid by this point!
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JXQ
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Bag of Magic Food wrote:
Well... They should be games from THE ERA!
Wow.
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JXQ
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To Bag of Magic Food: I'm having trouble seeing your point of view because all you are saying is that it is a problem because it is a problem. Hacked games are bad to TAS because they are hacked games. This circular reasoning isn't helping me understand where you're coming from. Could you explain more how you feel? I'm interested. To Phil: Sorry you think the movie is too boring, but some movies were published that I think are boring. Not one of us alone has the authority to say which movies deserved to be published. And I'm not sure what you mean by "lot of people love it, then it is accepted but still don't agree." Who do you mean doesn't agree with what? And what bugs are in SDW that aren't in SMW?
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JXQ
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Dan_ wrote:
I think Super Mario Bros. 2 (USA) deserves the title of "most famous hack," IMO.
This brings up an interesting point: the only difference between SMB2 USA's hack from Doki Doki Panic and SDW's hack from SMW is that SMB2's programmers were licensed and paid to do it, and SDW's programmers did it out of hobby. The end product is still of high quality (although personally I've never been a fan of SMB2 (USA) myself, but that's another topic). Also, TASing this game doesn't break the rules :P
Rules wrote:
Currently these games have special permissions: Super Demo World - The Legend Continues version 1.10
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JXQ
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Wow. Give this a star.
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JXQ
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Just tested, and I lose a total of 7 frames in that pyramid run I did from flying. If you'd like to hex-edit it, it's fine with me, although it's definitely improvable even more than flying. Room 5 - It may be faster to land on the ground and run some instead of floating all the way to the pipe, I'm not sure. Room 6 - Probably is faster to kick the P-switch left immediately after coming out of the pipe, and landing on it there, so that you can dive all the way down the long shaft. Also, in my run, for some reason, I made it a priority to not set off the raising platform (probably thought I was going to need it on the way back, heh). Anyway, it's probably faster to land on it and run off of it at the first frame to have some forward momentum. Room 7 - Flying seemed fastest to me at the time, so I didn't even test kicking the key, using the chain to jump, and then keyjumping up to the pipe. It also may be possible to kick and re-grab items during flight in some spots (Rooms 3 & 8).
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JXQ
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It's a question that is quite divided around here. I always thought that if more hacked ROMs were of enough quality to be allowed and it caused enough of a problem, they could have their own section on the website so that people understood clearly that they were a hack, and people who didn't agree with TASs of hacked games could take comfort in the fact that they aren't on the same page as the "real" games are. I personally like this game better than Super Mario World - I would go as far to say that it's one of my favorite SNES games. It's as if all the potential Super Mario World had was finally used here. But that's just me.
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JXQ
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Kles wrote:
While we're at it, I'd like to see a Sonic 2 Long Version run.
What is a Sonic 2 Long Version run?
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JXQ
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Flying is goofy in this game. It's usually possible to dive without losing speed, however. I understand that flying over a level can get old. The glitch with the screen not following Mario up after his initial ascent doesn't help to make things more interesting. Have you seen VIper7's walkthrough movie? It shows off the levels quite well, and it's here. Also everyone, progress on Fabian's all-exits run is going well, although it's still in early stages. He's got a WIP posted at the Super Demo World forum. And the flying is handled well, as in it's not just sailing over every level. This makes levels like Salty Isle a pain, since the screen won't follow you up for certain parts, but the run will be more entertaining as a result, I think.
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JXQ
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I think that's what he's doing. I asked about the pyramid because with a shell in reserve this early for Castle #2, you can't use firepower in the pyramid, and it's still up in the air if it's faster to use firepower or not (unless Fabian has done some testing). I also remember that you cannot walk left from the pyramid to the mushroom house until you walk from the mushroom house to the pyramid first, so I thought I'd drop that knowledge in case you were planning on using a route that needed it. EDIT: I forgot to mention earlier - it's possible to gain air faster if you don't have much space below you. Normally it takes 11 frames of holding backwards to catch air, but you can also catch it in 6 frames by pressing backwards every other frame three times. Could help in small passages. Hmm, maybe this should be added to the SMW tricks page...
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JXQ
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I have to go under the pipes, and then the screen will not follow me back up as I try to get over the mountain of lava. Unfortunately, Mario can only go so far above the screen before he hits a limit, and this limit isn't high enough to pass the lava. This is a bummer, because this smv is pretty impressive looking until that point. If it's ever discovered that it's somehow possible to pass this, another 15-20 seconds would be saved. It was discussed a bit in the SDW forum, but none of the ideas worked. EDIT: In other news, I noticed the subtitles of the published AVI have the time and rerecords of my first canceled run. Not a big deal, but I thought it was worth pointing out.
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