Apparently, doing the exact same inputs thru a level on two TASes doesn't give you the same subpixel.
Here look at this
I just wasted two hours of my life. Looks like I'm giving up 6-2 FPG.
What does everyone think of v4 (really v5) of this TAS?
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
s5564 is the submitted, but cancelled TAS uploaded Monday. It was done on the a1 ROM of the game, which has now been found as a faulty ROM due to the DIP 7 programming inside.
I think that the work that I have done for this game will mean that this game, after 11 years of initially being suggested by bahamut, will finally have a movie.
Levels that still have improvements: 1-1, 6-2, 6-4, 7-2
I feel that I know a lot more about SMB and its group now than I did when I started TASing this on 8-4
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
It sounds silly, but it does.
In 6-2 on my original TAS, it was a 319, now it's a 331. Disregarding the firework, the tallyup of the score at the end of the level takes 12 frames longer. So, instead of the FPG saving time, it makes no difference because it crosses a frame rule.
The countdown at the end of each level ticks one time unit per frame until it reaches 0.
FPG saves 21 frames, at least in most cases. Keep this in mind for later.
Let's take the example of 6-3. Its time was a 231 in s5564, now it's a 241. That's +10 frames, from the countdown. This crosses a frame rule boundary, and so +10 becomes +21, but then we do FPG, so it becomes +0.
Or 7-3. It was a 201 in s5564, now it's a 215. With FPG, it should save a frame rule, (firework and fpg) but it breaks even.
These framerules muddled up 6-4 causing me to lose 1-2 framerules because of a bad bowser.
I might redo from 6-2 on, as I saw that the 331 was causing me to lose a frame rule due to the firework and timer. In this case, it might be better to slow down before the stairs, idk.
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
Like most stuff I do, it works ONCE, and then fails to work again. I got it somehow to work by setting it on before 1-1 started, but after select was pressed to start the game.
Now I can't get it.
But, my reTAS is complete, but slower by 140 frames due to the timer and 1-1.
But that's a direct comparison, it is actually faster if s5564 was on the good rom.
It'll be uploaded to userfiles, YouTube, and then posted here to see what you all think.
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
Should I even compare my old submission to the new TAS?
Current Progress: Going into 8-4 with flag glitches in 4-1, 6-1, 6-2, 6-3, 7-1(no bbg), 7-2(?), 7-3, 8-1, 8-2(no bbg), 8-3
I've compared it in 7-1, Bullet Bill Glitch is slower by 3 framerules over a standard FPG
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
That sucks...
My TAS is currently at the start of 8-2. Right now my TAS is a solid 21 frames behind my cancelled submission. This is because on the good ROM the time, without slowing down, is a 363, so I had to waste time draining it to 362. (It is 3 frames short of a 364)
Current Levels that have a variant of FPG in the reTAS: 4-1, 6-1, 6-2, 6-3, 7-1, 7-3, 8-1
1-1 would cause a 363, just like we don't do FPG in the TAS of normal SMB in 8-3
Unfortunately, no WWarp in 4-2. Couldn't trigger it, because Vine TP, the only surefire way to test if it works, won't work.
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
It looks to be that it is neither faster nor slower. So I could do either one.
FPG looks cooler, and defines SMB TASes, so I'm going to do FPG in these cases.
Also, is it possible to change a DIP switch during a TAS, or no?
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
Could a TAS set DIP switch 7 before starting it up in the future, if possible, or is that not allowed?
Also, this makes the dump bad. (VS Super Mario Bros (VS) [b4])
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
I have a YouTube video of this, but it has a few caveats:
1. It was before the file replace, meaning it is 10:14.42, not 10:14.92
2. It was a direct recrod from OBS, meaning it looks not too great.
But it has some pluses:
1. It was recorded on the day it was originally finished (2/12/17)
2. It has IL commentary done by me on closed captions. It however, is mostly for non-speedrunners and non-TASers.
Should I edit the post to add it?
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
There is a grand total of 1 difference between "VS Super Mario Bros (VS)" and "VS Super Mario Bros (VS) [a1]", and that difference is:
The timer runs slightly faster in the a1 version.
Here are a few examples:
1-1: (VS) 363, (VS a1) 357
1-2: (VS) 335, (VS a1) 324
4-2: (VS) 348, (VS a1) 340
Keeping this activated the a1 version probably IS a good rom dump, with dipswitch 7 (the one controlling timer speed) activated.
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
Quick Question
For the warps category in this game, is a fire flower faster?
In other words, is getting a fire flower for three Bowsers worth it? I initially thought so, but then I saw that not getting it in my second TAS was faster.
Bowser Count and FF chart
1 Don't Get Fire Flower
6-8 Get Fire Flower
2-5 Unknown
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
Thanks. Now seeing this, it should have been in userfiles, but it seems foolish for me to say now that the TAS you are judging should be rejected. I'll let you decide.
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
I have been given several notices that my method for flagpole glitch is slow/RTA/not perfect.
The problem is, when I look up how to do this trick the TAS way, it seems to be confusing. What should I look for when performing it, and what inputs are required and when? This is for future reference, as Mario is at the stairs on 4-1 in my reTAS
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
In other words, likely means the file is an exact copy of the original, with no bit errors in it.
Could a TAS, made for one good rom dump, desync on another good rom dump?
If not, then my [a1] TAS should be rejected because of a bad dump.
If so, then this TAS is still in play.
Regardless, I am creating a new TAS with the verified ROM dump. Currently at: 6-3
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
Question about ROM dumps
What makes a ROM dump good?
It was a question that I was going to ask on my Super Mario Advance 4 TAS, which got rejected before I could ask it.
What qualifies a ROM to be "good"?
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
I'd just like to mention that this is my first serious TAS submitted here.
On the topic of "VS Super Mario Bros (VS) [!].nes", I have found no such thing. Can someone tell me why alternate dumps are/could be bad?
I'm checking to see if it works with "VS Super Mario Bros (VS).nes".
I'll come back afterwards.
EDIT: It does not. But, it has a faster timer, too, but not as fast. On the [a1] dump, my 1-1 time is a 357. On the normal dump, it is a 363. But it is as fast as a 370/369 on an original game. I have heard that the dipswitches do something about this.
The desync is caused by the timer. At 1-1 it ends with a time of 363, which is causing 3 fireworks.
This is from the thread on the game:
Switches 1/2/3 control pricing:
000 (0) - 1 credit per coin
001 (1) - 1/2 credit per coin
010 (2) - 1/3 credits per coin
011 (3) - 2 credits per coin
100 (4) - 3 credits per coin
101 (5) - 4 credits per coin
110 (6) - 5 credits per coin
111 (7) - Free Play
Switch 4 controls the number of lives you start with:
0 - 3 lives
1 - 2 lives
Switches 5/6 control how often you get an extra life:
00 (0) - 100 coins
01 (1) - 150 coins
10 (2) - 200 coins
11 (3) - 250 coins
Switch 7 controls the timer speed:
0 - Slow
1 - Fast
Switch 8 controls how many lives you get when you continue:
0 - 4 lives
1 - 3 lives
Could someone experiment with this? It doesn't work on the a1.
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
On the first ROM I found, md5sum B4E90B95A3E18F2BD79BBECF5009A28B, you desync at the beginning of 1-2. This might be a dealbreaker; I don't remember what the site rules are on using alternate dumps.
Anyway, watching now.
Wait, a desync?
I didn't get that.
Though I can't get what the md5 sum of my rom is. Are you sure you have an [a1]?
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
The Movie Rules page says "Use a good ROM dump if available." Going just by that, then, I'd say that if "VS Super Mario Bros (VS) [!].nes" exists, then the submission will have to be redone on that ROM.
Tangentially, I'm kinda unclear on how alternate dumps become a thing in the first place.
I have not been able to find such ROM with an [!]. I've heard that other versions exist, but have been unable to find anything other than an a1 version.
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD