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Warp wrote:
GuidMorrow wrote:
Dodongo dislikes missing sounds at the end of the movie!
I thought it was the smoke. (And isn't this the wrong game anyways?)
It's a secret to everybody.
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I really like the glitching in this movie, even if I haven't played the game. I hope there will be a comparison video..
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Haha, I don't even know why I didn't consider the SGB version anymore. I'll be testing.. Might also do some address searching because I love to do it lately. Edit: VBA-24-m and Gambatte seem to emulate OoB areas the same, which is good! Made a lua script for the SGB version. (Posted it on pastebin because the forum glitched it up) http://pastebin.com/9BSHp87M TASed the 1st level here. Maybe I should have waited with it until you are done testing, but whatever.^^ The SGB version lends itself to glitching much better than the GBC version where I couldn't find any goals at all and had major troubles navigating through the glitch area.
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http://pastebin.com/7HbWsS6X Simple lua script I made for some Youtube user. Shows position and speed.
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So I watched the Mario version and this side by side. The runs were pretty much identical apart from... ...5-1 where Mario uses a walljump to climb the wall and Luigi bounces off of an enemy without a walljump. The difference is hardly noticeable. ...5-4 where you need to slow down in front of a fire pillar, due to Luigi's slower speed I assume? It seems like you could have built up speed better after letting the fire bar pass... Maybe you could have entered a corner to get more to the right side of the screen in order to avoid the fire bar? ...6-4 where you wait for the fire bar to pass to go the lower route (Mario run goes upper route). I found out by testing that you can simply jump through the fire bar with proper positioning and it may be applicable with Mario as well, see here. In the same level you slow down needlessly when entering a corner (Mario run shoots both piranhas, your run slows down because you only shot one piranha). ...7-4, where the Mario run jumps after entering the wall in the beginning, whereas your run keeps running inside the wall (which appears to be faster for Luigi). ...8-2 where you grab the vine faster than the Mario run due to bouncing off higher of an enemy. ...9-1, where the Mario run and your run enter the pipe in the beginning differently. The way you enter the pipe can be improved as I found out by testing. ...C-4, same thing like 7-4. In short, your run is quite good but there are some parts that can be improved on. And putting the speed-related stuff aside, I think your run is too identical with the currently published Mario run. The parts that are not identical are rare, and hardly noticeable, and Luigi's extra jumping height only pays off in one or two places, otherwise it seems more like a hindrance than an advantage to him.
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That's why I'm giving advice to you so you can improve.
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Well, I guess count me in. But I might not be able to participate for similar reasons that were already stated.
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Notes: - I think the Super Mario All-stars + SMW ROM is prefered. At least everybody else has been using it. - You did not use the acceleration trick at the start of the level (it is present in SMB1/2j, I don't know about lost levels but it's probably present there too. Also note that I don't know about the differences between Mario and Luigi when it comes to game physics and being able to enter walls etc.). You may want to check the SMV of the published run. - The way you grabbed the Mushroom in 1-1 looked inoptimal. Again, check the published run. Also note that the SMB2j version would use a trick to enter the floor and use a flagpole glitch (with Mario walking against pole). SMB2j and lost levels being different in some ways is what warrants SMB2j warpless having an own run, in my opinion, but then again I have no idea how warpless works in that game, I never played it. - You did not use the normal Flag pole glitch (if at all possible with Luigi). Check the published run. - Grabbing the Fire flower and navigating through the level in 1-2 looked inoptimal (setting up the flower, and bumping into pipes...). - In 1-3, the published run avoids landing on a platform that moves the opposite way, though I don't know if avoiding it does save time (by 21frame-rule). - Also, in 1-3 is where the published run gets the Fire flower. You should get it here too. - In 1-4 you slowed down before one fire bar which seems like it can be avoided. The set of walls near the end can also be handled better, see the published run. Why the need to bump into a platform? - In 2-1, you bumped into the stairs. - In 2-2, you slow down to hit a block and proceed across the midair pipe. The published run however jumps below the pipe and does a walljump. - In 2-4, You did not go through the first wall like the published run does. Also, you slowed down at Bowser again.
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Why should there be an ":" in the Pokemon game names? Gamefaqs doesn't have it.
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School is starting for me soon and I have tons of stuff to do by then. I may check out the game myself when it gets announced, just for the fun, instead of being "forced" to run a whole game.
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I played through this game after watching klmz' TAS. It's a pretty interesting game concept, but gets boring due to the backtracking, food/water problems, etc. Well, I'd definitely like to see an ED 8 run which would show off more from the game than the current TAS. Also, I'm curious if there may be more useful effects of the OoB trick. EDIT: Seems like when using the OoB trick on a northern passage and then editing the y-cam address 2 lower after restarting the game, part of the Oob room (which is actually the other half of the current room) becomes visible. I might make more tests later.. EDIT: When moving OoB like I suggested, the parts of the OoB room that are offscreen get re-rendered and impassable. This probably also occurs when no memory addresses are edited (I get stuck after moving around for a while). This might be abusable in some ways, to reach places early for example, if the re-rendered parts turn from wall to walkable places. It's just theory..
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Anything published at SDA isn't assured to be a WR. It is only a collection of quick playthroughs of games. Megaman 2 in 28:07 RTA
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Nice to see you improving this further.
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A rare occasion I see myself agreeing with Warp. Quite a slippery slope. How does one define when to reset? Since you already know the password before hand, any time you state will seem incredibly arbitrary, which is something we try to avoid here; may as well just use it to skip straight to the end.
Everyone keeps saying the superhuman player already knows all the passwords. But what if he doesn't? He plays the game for the first time, and sees the password, then decides to reset the game on the next frame (after he saw the pw). That's how I'd imagine the superhuman player. Personally, I'm not in favor of handling passwords like this, I was just wondering what everyone would think about it. I think it should not be used since the score and life count are erased. A TAS is usually about starting an adventure (by beating level by level) and then beating a final boss and seeing the credits. But erasing the score and life count and segmenting levels like this kind of kills the "adventure feeling".
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In Daffy Duck: Fowl Play, whenever you complete a level a long sequence is played and the password is shown on the screen during that sequence. Is it allowed to reset the game and enter the password after having it be on the screen for 1 frame? It would save 400 frames per level. Related video: http://www.youtube.com/watch?v=u16jM5VndGA
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http://pastebin.com/ev32dJGe Lua script I wrote.
The jump counter resets after a short time, so to get the 8th high-jump, the 7 preliminary jumps need to be done quickly enough.
The final jump has to be done within ~12 frames after landing. It doesn't matter how much time the previous jumps take.
To change enemy randomness, delay frames can be used in the bonus game, overworld or before entering the next screen and. Also, using the dynamite at different times affects the RNG, so the possibilities for manipulation are endless and very few frames were wasted here to achieve good enemy randomness.
I studied into this and address d211 which controls Daffy's sprite behavior does affect enemy spawning places. This means you can end a previous room at the same frame but in a different way (by jumping, or left-right walking) and get different luck in the next room. Not true. Freezing d211 does change luck for some reason, but you can't use this knowledge to your benefit. Apparently you can manipulate luck for the next room by delaying in the previous room, and in the room before the previous room, or delay in both previous rooms etc. That's kind of annoying, reminds me of the bonus game in Super Mario Land.
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Enemy behavior depends solely on address C169. It runs even during lag frames which means that you can manipulate luck by pausing and by creating lag. Maybe I'm going to work on this game soon.
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http://tasvideos.org/1688M.html The correct name is "Super Mario Land 3: Wario Land".
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So, you literally stated on Youtube that you had only submitted this to prove to someone that this was done without cheating. I wonder why you didn't do that when I asked for your Earthbound TAS? This is just signifying to me that you are indeed faking your runs while still occasionally making real runs, and as long as you don't prove otherwise you will continue to be a dirty little faker in my eyes.
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http://code.google.com/p/snes9x-rr/downloads/list Did you get snes9x-1.43-rerecording-v17-win32.zip ? If no, download the proper version. If yes, consider using 1.51 v6.
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Ja willkommen, hier bei WUSFilme.de führen wir Spiele in einem Nachbilder Einzelbild für Einzelbild aus und verwenden Speicherstände, um Fehler ungeschehen zu machen und den Spielfluss zu verbessern.
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