Posts for KnucklesMaster368


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Hi all, KnucklesMaster here. After having VS. SMB pretty much done, I decided to go and work on this. In order to show the limits of this game, I will list the time of seconds left at the end of each level in the WR, or the best that I have seen (easy any%). Shell Shock: 5:34 (26 game seconds) Pier Pressure: 7:20 (40 game seconds) Off da Wall: 7:10 (50 game seconds) Wading Around: 7:41 (19 game seconds) Toying Around: 7:19 (41 game seconds) Radical Rails: 5:44 (16 game seconds) Wound Up: 7:25 (35 game seconds) Loco Motive: 7:22 (38 game seconds) Back to the Wall: 7:13 (47 game seconds) Dock and Roll: 7:22 (38 game seconds) Surf Patrol: 5:30 (30 game seconds) These IL times need to be beat or tied in order to even have a submitted TAS. I'll do a completed TAS, upload it to userfiles and go from there.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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So, I have gone thru all improvements in 8-4 that I have found, which is ~12 frames. However if any of these 12 frames are saved, the Bowser at the end will be slow, and we waste ~1 second. The last completed TAS is from me on 7/7/17, completed in 10:10.003. I was thinking to submit it, but since two other people helped work on it, I was thinking that we could all contribute to the submission text. I haven't seen a userfile of this game since the 15th, and I was wondering if anyone has improvements to the 10:10.003 TAS.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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nvm.... I got it. Just need to speed it up. no way to speed it up. Here's the userfile. I have the goals we need to get in this game in the userfile description. If you don't know where the fireflower grabs are, click the links for the level map. 6-3 map 6-4 map Oh, and please reupload to userfiles/WIP's when finished with 6-3 or whatever level you want to stop at when done.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: Fire Flower strats
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If we are going to do FF strats at some point, there are only three feasible possibilities: 1. 4-1 and 6-3, although this might be a lost cause if we can't go thru the wall to get WWarp 2. 4-1 and 6-2, but those problems are listed above. 3. 6-2 and 6-3. The mushroom in 6-2 is in a similar structure to a grab in 4-2 of Lost Levels. This might work. The only question here is if it is faster or not. It is most definitely faster if we can kill the Bowsers with three fireballs, which can be done. Then we have to keep it thru 6-4 and 7-2, which isn't at all easy or obvious in RTA. I'll do some testing this afternoon (GMT-4).
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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So, I redid my TAS for extra entertainment. I'm more of a Vault tier guy, but I think I'm doing well. So, I copied room 1, the wall jump room, the turnaround room, and 1/2 of the water room from v7. Room 1: 1 frame to save Wall Jump Room: 1 frame to save Turnaround Room: 1-5 frames to save (although I'm not sure about that) Water Room: Saved a frame here, but still 2-3 more to save. (can't do that, get bad Bowser) 8-4 is giving me so much rage. Someone else can save the time and resync it. Here's the userfile/WIP.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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FCEUX has TASeditor, and I have never been exposed to TAStudio. Even then, I find them situational. I usually use a USB controller to record inputs on my TASes, but here are times I've used TASeditor: 1. When I want to copy a level, input for input over from a previous TAS. When I did this, it took 2 hours. 2. For even more precise input control to find the earliest/latest possible moment to do something. I just find TASeditor too slow to work on, and I can't work at the speed I can with just my trusty USB controller with 5 savestate slots. I've used both situations in the upcoming VS SMB TAS. (Also, someone needs to make FCEUX auto-upscale on Linux. It won't scale more than 3x, which is still too small for my laptop's screen)
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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Progress (total improvement): 7-2: -12f 7-3: -14f 7-4: -14f 8-1: -14f 8-2: -35f Now we are sub-10:10! Great job everyone! 8-3: -35f 8-4 Room 1: -35f 8-4 Walljump Room: -35f whoever can do this w/o a slowdown will save a frame here 8-4 Fish Room: -35f we have 1 frame to save here. maxOnScreenX=59, where I got a 58 last time. 8-4 Water Room: -33f got at least 2 frames to save here. 8-4 Boss Room: -34f at input end; -33f at axe Total Time: 10:10.003 GRRRR! Not quite there! Oh, and userfile
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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I'm done with the TAS: Improvements over v5.1: 1-1: 58 frames 1-2: 9 frames 4-2: 206 frames 7-2: -1 frame (lost a frame) 8-2 should have been 20-21 frames, but no, it's even. 8-4 room 2: 5 frames. 8-4 room 3: 3 frames. 8-4 last room: 2 frames. Compared to s5564 (aka v3): 1-1: +14 frames (+14f) <----?!?!?! Well, I guess that's the slower timer. Rip. 1-2: -6 frames (+8f) 4-1: Even (+8f) 4-2: -188 frames (-180f) 6-1: -21 frames (-201f) 6-2: -21 frames (-222f) 6-3: Even (-222f) <----Wow! Expected another 21 frames here, but no! 6-4: +12 frames (-210f) <-----hmmm..... 7-1: -21 frames (-231f) 7-2: +22 frames (-209f) <-----Either we have some work to do here, or the firework here crosses a framerule, which means we have work to do here. 7-3: Even. (-209f) <----Interesting 7-4: +12 frames (-197f) <------From this, and 6-4, I can safely deduce that there are no framerules in any castle. This is a very groundbreaking discovery. 8-1: Even. (-197f) <------ WHAT?!?! 8-2: -21 frames (-218f) <-----probably the BBG. 8-3: +22 frames (-196f) <------WHAT?!?! 8-4 Room 1: -1 frame (-197f) 8-4 Room 2: -9 frames (-206f) 8-4 Room 3: -10 frames (-216f) <-----Wow, didn't know I saved that much. 8-4 Room 4: -7 frames (-223f) 8-4 Final Room: -39 frames (-262f) <------Better Bowser. What improvements can be made? Aside from FF strats: 4-2 has 5 frames to save. I know this because I got a better time by 5 frames before dhxo uploaded his fm2. 6-1 then has 10 frames to save. That stems off this result. 6-3(?!?!) 1 framerule 7-1 BBG here would save a framerule. 7-2 Somebody, please get a 272, it'd save a framerule! 7-4 probably has something. 8-2 better BBG would save a framerule. 8-3(?!?!) has 1 framerule. 8-4 maybe a frame or two in the first room, and that's it. Also, userfile (I'm on GMT -4)
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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dhxo wrote:
In my opinion, in 1-2 and 4-1. I don't know any of the shroomspots in world 6, so...there are maps of each level on the internet, there you could search for good places.
1-2 is pretty good, but then we'd lose pipe clip. 4-1 is a viable power up place. 6-1 and 6-2 have mushrooms in odd places. 6-3 has a viable mushroom that wouldn't lose too many framerules. 6-4 is another good one, except for the fact that there are three firebars out to get you. This leaves these possibilities: 1-2 and 4-1 (not recommended) 4-1 start and end (pretty good but hard for FF) 4-1 and 6-3 (probably the best) 4-1 and 6-4 (just... no) 6-3 and 6-4 (interesting) I'd probably go for 4-1 and 6-3, or 6-3 and 6-4. 1-2 and 4-1 would be nice if we could TAS a pipe clip as Super Mario. Anyway... I just finished 7-2 in your TAS. We are currently 272 frames ahead of v5.1. Breakdown of levels: (any level not mentioned is even with v5.1) 1-1 -58f (-58f) (better start and also 364) 1-2 -9f (-67f) (better entry into warpzone) 4-2 -206f (-273f) (WWarp, though I got 5 frames faster than this, and then another 10 in 6-1, it was thrown away in 6-2 and 6-3) 7-2 +1f (-272f) (Idk why, 1 frame short of 272?) Here's the userfile of what I have so far. Also, it seems to be that L+R underwater speeds you up by the subpixels, because I saw no difference in speed or acceleration in 7-2. Odd, I thought it sped Mario up.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: Old PPU vs. New PPU
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What is the difference between old and new PPU? I thought it was the framerate, but that would cause desyncs, which isn't happening.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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Thanks for the fm2. I'm also experimenting with Fire Flower (FF) strats. It's just where would be the fastest levels to power up.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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dhxo and I are working on a TAS for VS Super Mario Bros. I'm going for all FPG's (except for 1-1, because of 3 fireworks [timer runs quicker]), and I've been told that it's the x-subpixel that needs to be manipulated for FPG(Flag Pole Glitch). If it's always the same x-subpixel, what x-sub will always give FPG's?
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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I just figured out how to toggle the DIP switches. 1. Set switch 6 on FCEUX to a hotkey. 2. Toggle it before frame 30 after power-on. 3. Use reset hotkey. 4. Congrats!! Freeplay and faster timer! well... only outside of TASes. Time to monkey around some more. The power of messing around. I'm so frustrated. You can't trigger DIP switches in TASes. The biggest revolution to this TAS won't work in a TAS.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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dhxo wrote:
Wrong warp is theoretically possible with OnScreen X 212, but I went further right because it is hard to get a standstill on the pipe. EDIT: Another 11 frames saved in 4-2 by a better pipe entrance, my movie is now 273 frames faster than v5 by KM368.
Do you have the fm2 of that? I'd like to see it.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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dhxo wrote:
I saved another 195 frames in 4-2, even though it is very unoptimized, that means 262 frames saved in total over v5 by Knucklesmaster368. you can find it here.
did you do wrong warp? Awesome! 4-2 up until the part with the pipe is optimized. I can't trigger it further left. I'll use TAS editor to go from 6-1 on in the TAS. I'll be away from an internet connection for ~5 hours. Also, we have FPG in 6-2. Currently at the end of 7-1
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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I decided to start with yours again, dhxo. Start: 24 frames saved -24f 1-1: 34 frames saved -58f 1-2: 9 frames axed off -67f 4-1: Broke even -67f 4-2: 26 frames saved -93f 6-1: Broke even -93f 6-2: Lost an FPG. Expected to lose 2 framerules, but a quicker backwards acceleration saved a framerule. So, I only lost 21 frames. -72f 6-3: Broke even -72f 6-4: Broke even -72f 7-1: Broke even -72f 7-2: I hope other TASers know the feeling when you're one frame short, and you can't get better than that. Broke even -72f 7-3: Broke even -72f 7-4: Broke even -72f 8-1: Broke even -72f 8-2: BBG masterrace! Saved a framerule, 21 frames. -93f 8-3: Broke even -93f 8-4: Broke even in room 1. 3 frames saved in room 2. Another 3 frames saved in room 3. -99f Is saving two framerules in 1-1 worth it, if we have to lose one in 6-2? Yes, because you're saving a framerule. Here's the userfile.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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Which version did you improve? V4 or V5.1? I'm starting at 6-3 to rid 1 firework times. 6-2 I couldn't get rid of. You saved 2 framerules by getting a 364 in 1-1, and 1 in 1-2 from a 336. 9 to 11 other frames were saved in the coin insertion. In my TAS, I accidentally inserted a coin twice. Here, I'll help you out with FPG, unless you got a 363 with it. EDIT: it does. Good job, these timesaves beat submission 5564. Also, I'll continue to work on mine from 6-3. I know there's a framerule to dig up in World 6, still. 6-1 is probably ruled out, 6-2 definitely is, now for 6-3. Can't improve 6-3. I'm going to up my game. Back to 1-1. I'll see if I can get a 364. Also, I'm not sure, but it looks like 4-1 FPG is tough, but I got it. Make sure to look up 1715M for 4-2. It might be the only way we can get that far right.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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I think it'll take a while, but we could do a flagpole glitch with the koopa at the end of 8-2. That'd save a framerule. So, 4:56.96 or around there is the limit, but that's just my thought.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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The TAS has been improved!: 4-2 stuff wouldn't work. I should say, I don't know how to do it. 6-4 I saved a framerule, but cut 2 timeunits. I could waste 19 frames, and save a frame. I'm keeping the fastest IL time. 7-1 I managed to save a framerule. I don't know how. 7-2 I almost got a 272, which would have saved a framerule. I was: 1 frame off. I know that this level has a high framerule leniency. 7-3 I found a way to do backwards acceleration one frame faster. Not that it saved anything in this level 7-4 I saved a framerule. It was probably on the first section of the maze, and the backwards jump on bowser probably helped a little By this point, I was ahead of my goal time 8-2 I saved a framerule. I got faster movement over the tall pipe. But, because of a passive Bullet Bill cycle, no BBG. 8-3 I cut a timeunit (now a 232), but no framerules saved. 8-4 19 frames were saved Wow!! Also, input ends on frame 36,975. This means we are 19 frames short of s5564. Axe is touched on frame 36,992, which is where I took the time savings from. Final time (in FCEUX): 10:15.24 Time saved: 101 frames or 1.681 seconds Go here to see the userfile. Comment below the userfile to tell me what you think. A framerule in this game can be 19, 20, or 21 frames. The first two levels were 20 frame framerules, while the last two were 21 frame framerules. Framerules exist in every level, except for 8-4, just like in Super Mario Bros, and Super Mario Bros 2(J). 1, 2J, and VS are all the same internally, they just have slightly different levels. Improvements left: 1-1, 1-2, 4-2, 6-2, 6-3, 8-2, 8-4 1-1 has 2 framerules 1-2 has 1 framerule 4-2 has 1 framerule to save, and may have one or two more 6-2 and 6-3 might have a framerule to save. (This is where I'll start improving) 8-2 still has BBG left, which saves 1 framerule 8-4 might still save a couple frames left. Lowest hypothesized time: 10:12.394
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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Just a quick question:
dhxo wrote:
Does pressing l+r really speed you up underwater? At how many subpixels per frame do you travel?
This came from the VS. Super Mario Bros. thread, which is currently being optimized with a target submission date of 9/1/17 (at least that's my target) I know it definitely does, but how much faster does Mario go?
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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EDIT: I gave your question to the SMB thread so I can give a definite answer. There are improvements in levels (from what I can deduce): 1-1(though I mention why I don't do that), 4-2(from looking @ an old Michael Fried TAS), 6-4, 8-2 (better pipe and also BBG), and 8-4 in room 3. 1-1 may be the big project for improving, but I won't lose two FPG's to it. 4-2 I'm unsure how to get that far right. Vine TP flat-out won't work. We could try getting further right with the current WWarp strat used in the TAS. 6-4 is probably where I would start redoing it. Either here, or 4-2. 8-2 might come up with results like 7-1. It might look cool, but it might be slower. Also, we have that tall pipe near the Bullet Bills. I suspect there's a framerule to dig up there. 8-4 I see turnaround frames being the issue. It's ~.1 seconds, but every frame counts here. I might just copy HappyLee's TAS for it. I'll copy my TAS file and do some playing around in 4-2. Who knows, I might just be able to glitch thru the wall, like I did with the pipe in 1-2. If results come up negative, I'll start at 6-4. Goal amount of time to save: 45 frames (.75 seconds) This is 1 framerule from 6-4, and 1 from 8-2, and also 3 frames in 8-4. Goal time after this: 10:16.45 Fun fact: This week is the longest continuous time that I have used Windows 10 since the start of April 2017. I use Fedora 25 (Linux distro) in everyday life. I would use it to TAS, but the window for FCEUX is way too small to do practically anything on.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: How to create a poll on a thread?
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If it's possible, how would I go about creating a poll on a forum thread?
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: TAS uploaded to YouTube
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Link to video Here's the YouTube video. Commentary is finished! On the YouTube video, just click Captions, and English. I will also allow others to contribute translations of it in other languages. It's also on the userfile page, too. What do you think? Comment on the user file page
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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Levels that still have improvements: 1-1, 6-2, 6-4, 7-2, 8-2 italics mean that the level can be improved, but not without other FPG's being affected strikethru means that I thought there was an improvement, but it turned out that there wasn't. This leaves 6-4 and 7-2 8-2 to feasibly improve, as well as any "stupid frames" in 8-4, which there are ~5-7 of. 1-1 has 1 framerule to improve. (verified) 6-4 has 1-2 framerules to improve. 7-2 ,if it does have an improvement, has 1 framerule to improve. 8-2 has 1-3 framerules to improve. Total improvements over my userfile TAS: 3-6 framerules and 5-7 frames, or approximately 1.132 seconds (68 frames) - 2.213 seconds (133 frames) This means that the final, optimized time will be: 10:14.987 to 10:16.069
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD