Posts for Mister


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Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
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Location: Japan, Sapporo
The half of World 7 is finished. http://dehacked.2y.net/microstorage.php/info/1771485979/SMW_TSRP2_Mister_W7h.smv The more I progress, the tougher levels I encounter. Wolrd 7 has a lot of very long levels, and the problem is how I keep myself entertaining. Although I am disappoined that I had to fly underneath in some levels, I am proud to show a couple of attractive strategies. World 7 Rhino-Oil There are a key block and a yoshi in the level, so we can expect the wing exit shortcut. The way to the key block looks very long, but taking the wing exit is faster than the normal exit by twenty seconds or so. There are two kinds of portable items (enemies) in the level, and a goomba has the advantage over a shell in both destroying red blocks and hitting the yoshi block. The duplication part is a little technical. The yoshi wing flies into the wall and gets a large height soon. Thus we have to wait a little for it to come down so that we can catch it. Once the tongue starts shortening, it is never stopped by getting a power-up, and moreover, we can enter the wing exit even while the power-up motion. This saves like 20 frames in this situation. Area 16B There were two plans to exit this level; the one that was not adopted in the movie is to take the route connected by three pipes, which turned out to be slower by about 35 frames. Unfortunately, the other one is to fly underneath throughout the level and it should be less entertaining. Reality Base There is nothing special, and it looks rather bad although it took me much time to finish this level. It is faster to have the take-off meter left before moving on to the third room, where we have no space to get p-run. Gravity Control You can see the yellow horizontal layer in the third room. Mario is pushed down there, but its force is weaker on either side of the layer, that is, near the pipes. Perpetual air catch is powerful enough to go across it. It turned out to be slower to regain P-meter before the door entry so as to start flying soon in the goal map. Also, 37-hopping results no gain nor loss in the last map, compared to running. Hot Ghost Cave It's the turn of invisible yoshi again. The same trick was already used in Bombs and Bullets, but there is a small difference this time. The height of invisible yoshi is too high for mario to go back into the level, and so, without any consideration, he would get caught and slain in the wall. We could put invisible yoshi lower enough, but it would cost some time. The idea is to combine downward zipping, and I managed to make the loss as small as possible. In regaining P-meter, I got a boost from the floor, which is rare to be seen because we usually go only right in SMW. I also succeeded in smoothing the sequence of two downward zipping. I love that part. It must look so great, mustn't it? In a word, everything went in my favor.
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Thanks for your feedback. The wip will be often updated unless I leave the project again. https://code.google.com/p/mister-tas/source/browse/trunk/Projects/SMWTSRP2/smwtsrp2-tas-mister.smv
boct1584 wrote:
Do you plan to submit when it's done? You have WIPs dating pretty far back, so I'm fairly sure you can prove that you started this project before SNES9X v1.43 was disallowed.
I was planning to submit it and have already asked for a continuance. Now I fear, if anything, that I can't finish this project owing to my lack of motivation. ------ Link fixed.
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Post subject: World 6 WIP
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I've just finished World 6, and here is the latest wip. http://dehacked.2y.net/microstorage.php/info/661971305/SMW_TSRP2_Mister_W6.smv World 6 Venom Cave Thanks for ISM's investigation on the p-switch strategy at the very beginning. Freezing the camera enables us to press a blue p-switch before it despawns into lava. It indeed despawns once (as you can see, for example, via SMWUtils), and respawns before mario gets to the right of the screen. Everything went much better than in my first plan. Sprite spawn rule is very strange. Ruined Ruins I realized in this level that torpedo's rightward speed is twice as fast as its leftward speed. We might have been to keep p-meter in the autoscrolling map to start flying immediately in the next map, so we could have lost some frames. However it would be much boring to keep on p-jumping in such a place, and I decided to make an effort toward entertainment. I didn't even examine whether that p-meter strategy would work or not. Bombs and Bullets While we are riding on an invisible yoshi, dismounting it forces us to warp to its y-position. This is one of well-known tricks, but it rarely saves time because there are few levels in which a yoshi block that can be duplicated is placed at a desired position. Recently a more advanced version of this trick is used in Vanilla Dome 3 of smw 96-exits, or in the first level of our Kaizo 3 run. So well, this trick enables us to return to the inside of the level, which put the corner-clip strategy to practical use. It saved much time at the expense of entertainment. Banzai Corridor The skip strategy at the very beginning is used again and again in this run so it doesn't surprises you any longer I guess. We had to scroll the camera because of the wooden stakes' bad timing. This level is the fourth one which has an autoscrolling part in the run. Autoscrollers always kill my motivation, and this level got me to leave this project four times. I'm very very happy to have finished the level in the end. Temple of Fire The sixth castle is well-fortified against TASers. Each room is to tough to optimize. There are a few plans to get P-run in the first map, and it seems like the most standard way is efficient. It is a little tricky to get P-run around the second door, and we are required to keep flight from the second map to the fourth because of its bad structure. The use of -1 trick at the beginning of the fifth map would activate the first bat earlier, so I had to avoid it. Ceiling-boosting two times barely saves a frame on that floor. The boss fight is quite a bit restrictive, and I tried to be as active as possible. The defeated boo falls down much slow under water, and scrolling above makes it despawn a little earlier (only 5 frames or something). The amount of scroll in the movie is sufficient. I usually streamed my TAS'ing on Twitch. A lot of people have supported me while I was working on this painful world. I'm extremely thankful to them. I couldn't have finished it had it not been for their showing interest. I hope it will make your day. Thanks! --- 居ないとは思いますが転載は禁止です。
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I'm not going to interfere in competition, but I have to mention obvious (possible) improvements which have been well-established in the SNES runs, before it enters a rather meaningless frame war. If anyone is working on an improvement, then I'm very sorry to make this post; the following ideas are all well-known and provide nothing new. Also, because I watched your run via the nico encode, I can't check the exact input, and the following could contain some errors. Thank you for your understanding.
  1. C1. My point might not have understood. The method in the submitted run looks better than before, but spinjumping with small mario is still useful in this situation so as to control your height. That's demonstrated in this movie. You'll possibly go further before catching the fence.
  2. C1, Iggy's room. I'm wondering if it is useful to keep pressing the jump key at the very beginning of the Iggy fight. It makes your falling speed mild so you lose less speed on the ground. I'm not sure if you've already checked it. It's mentioned just in case.
  3. DS1. Are you sure if there's no loss when entering the first pipe? I mean, there could be loss of a frame if you are just keeping 1/1. Details are explained in this movie. Roughly, you have only to stop 1/1 just before the first pipe entry.
  4. DSH. In fact, we can slide through the stairs as in the SNES run. That's performed in the same movie in a highly optimized form. Just copying inputs from that run will not work. You must try hard to pull it off, or learn more about qualification. It is possible, being verified by ISM. Cf. Post #300412.
  5. DSH. In the second room, you can turn around at grabbing the p-switch, just as done in the recent runs, e.g. 1944M.
  6. Bowser. Did you really make sure whether being caped would be faster or not? It's not so easy to compare two ways without examining.
  7. Though I didn't mention any other standard optimization tricks such as cornerboost and cornerclip, there should be a lot of points at which they are useful to save time. It's rather within a frame war area in my opinion.
Wow, what a huge list... There are a lot to work on. Good luck, and thanks again. Oh I was about to forget to vote. No vote from me.
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Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
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Location: Japan, Sapporo
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Experienced Forum User, Published Author, Player (172)
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Mister wrote:
1. Could you explain why did you avoid the strategies which had been used in the snes run? Namely, (a) the bowser fight, (b) the sw3 strat, (c) the passing-through-stair trick in dsh, and (d) jumping at the very beginning of the second room in ds1.
I just noticed you'd missed (d). That would enable you to take off slightly farther from the question block, and you would lose less amount of speed. Good luck!
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gbreeze wrote:
DSH: I'm confused.. I did clip through the stairs. If you're talking about why it is slower, than it's because you need to have 51 speed in order to clip the stairs. The qualifications are tighter in SMA2, whereas in the snes version it is extremely easy.
What I wanted to ask is whether the "sliding-through-stairs" trick is possible in sma2, which is exactly what was used in the most recent dsh strategy. It's essentially the same as the flying-trough one but has much tighter qualification. You may have to examine it after simulating what movement is ideal.
gbreeze wrote:
2. I'm confused by what you mean, but I feel like that part is improvable as well. I may experiment with jumping off the p-switch and spinjumping off the podoboo.
In the sixth jump, you're too far from the ceiling, which means that you grabbed the fence a little earlier. To prevent that, you could have simply jumped higher, but you must have stopped from doing so by the enemy above. My point is to spinjump there instead so as to manage a jump with small initial y-velocity. In that case, you will have to be small mario.
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I don't know much about the smw/sma2 difference, but I have a few questions. 1. Could you explain why did you avoid the strategies which had been used in the snes run? Namely, (a) the bowser fight, (b) the sw3 strat, (c) the passing-through-stair trick in dsh, and (d) jumping at the very beginning of the second room in ds1. I can find no reason why they are impossible or slower. 2. In c1, it looks like mario jumps lower than he can at the place where, in smw, we usually use the p-switch to avoid the lava pool. I can guess it's because you took care on the koopa above; then why don't you use spinjump instead? 3. fd. In room 2, wouldn't it be faster to take damage to get p-run? 4. sw4. Why did you slow down when grabbing a shell? 5. sw1. ISM pointed out that it's possible to perform a smashola-like downward zipping. You can stop spinjumping by catching the wall.
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Eating a pitching chuck with super mario will make you caped as well. I don't have any sample video but I'm sure someone will provide one. :p
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Post subject: Re: Gulitched explanation LangJPN
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AmaizumiUni wrote:
町の1マス北でステータス画面を開いて閉じる必要がある(開く位置は固定で$7af0に0x00を書き込む必要がある) ピアノの右側を弾く必要がある($0073 0x9c $0072 0xb2 戦闘時に$74f3,$74f2に記載される) ポーション1 めぐすり2 どくけし2 かわのたて20 ダガー20 ロングソード1を購入 かわのたて20 ダガー20 めぐすり2 どくけし2 空欄 ロングソード1 ポーション1と並べ替える (ほかのアイテムも追加購入しアイテム欄を埋めるとGlitche結果が変わるため現状ではこれがBetter) 2人目の両手にかわのたてを装備させる アイテム欄の5番目にナイフが入る 町の中でバトルを発生させる(セーブできないMAPでないとNG) 1人目が敵にナイフを使用(アイテム欄の5 7~32空欄) 2人目がダガーとかわのたてを交互に装備しアイテム欄を埋めていく かわのたて6 ダガー7になるとアイテム欄が32個となるので行動キャンセル 1人目に戻り使ったナイフがアイテム欄に戻ろうとするが一杯のためオーバーフローし1人目のジョブ番号を書き換える($6100 0x1e) これによりコマンド欄がglitcheするので2度キャンセルする 4番目のコマンドが戦闘終了なので選択(movie end) 一人目のジョブ番号が書き換えられたときほかのアドレスも広範囲で書き換えられ 結果的にEndingをCallしクリアとなる
Quick translation: 1. Open and close the status screen at the place one-step north of the town in the overworld. 2. Play the piano at the right. 3. Buy Potion (1), Eye Drops (2), Antidote (2), Leather Shield (20), Dagger (20), Longsword (1). 4. Set the items in the inventory in the order of: Leather Shield (20), Dagger (20), Eye Drops (2), Antidote (2), Empty, Longsword (1), Potion (1). 5. Have the second character equipped with a Leather Shield on each hand; a knife then falls into the fifth slot of the inventory. 6. Make a battle in the village (it's necessary to do it in the map where we can't save, such as towns or dungeons). 7. The first character uses a knife in the inventory. 8. The second character puts on/off Daggers and Leather Shields iteratively to fill the inventory with those. 9. After filling the inventory, cancel all the characters' commands. 10. The knife which the first character used tries to go back to the inventory, which is already full, so it goes into the "33rd slot", which indeed is meant to be the first character's job. 11. Now the first character's job is glitched. Cancel commands twice to select the second command of the first character, which makes the end of battle. 12. Can call the ending for some reason, possibly because the memory addresses are widely rewritten when the job is glitched. The details are still unknown, however.
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I found it nice to see another old Nintendo game beaten in the very first level. The music fits in the ending screen much better than in MUGG's run. Although this is still improvable apparently as far as I've read through the comments above, it is surprising enough to make a yes vote.
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Thanks, RGamma! But it seems like the link has <br /> in its url for some reason, doesn't it? Edit: it's probably because there's a line break within the url tags I guess.
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You may want to watch this run. I wonder why no one has posted it here yet... Link to video Author: Yuzuhara_3 Length: 11:12.02 Frames: 40321 Re-record Count: 145562 Sorry, I couldn't find its movie file.
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Great work. This run also succeeded in making me get lsnes ;)
Patashu wrote:
Is anyone uploading this to nicovideo? I really want to see what the comments will be like ^^
A nicovideo upload is now under preparation. It will be coming soon. EDIT: Sorry, I WAS getting ready for a nico encode but I gave it up because of strange lsnes avi dumping. Somebody else apparently uploaded feos' encode to nico, I don't know
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Post subject: Tips for uploads to nicovideo
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I found Spikestuff uploaded some movies to Nicovideo, and some nicovideo users regarded them as just a redistribution but not as TASVideos' official upload. That's probably because some movies on the site have already been uploaded by their authors, and other ones by volunteers. Some users don't read description (or even cannot read English). Let me suggest some tips on uploading videos to nicovideo, in order for you to avoid such confusion. Japanese description Most users of Nicovideo are Japanese, so Japanese description is the most suitable for Nicovideo uploads though I'm not sure what purpose Nicovideo mirrors are uploaded for. I think just one sentence, such as "この動画は TASVideos による公式のミラーです。", would be enough to make no confusion (this means "this is an official mirror by TASVideos"). Tag management Everyone can attach tags to a video, and an uploader can lock a few of those tags attached to his video. Tags play a role of great importance in Nicovideo, so setting accurate tags would make contents of the video much clearer. Recommended tags which I think should be locked are the following.
  • ゲーム, which means "game". This can be set as a category tag, and most TAS videos on Nicovideo are categorized in the ゲーム category. I do recommend you doing so.
  • TAS.
  • TASVideos: hopefully this will explain that the video is officially uploaded by TASvideos staff. TASVideos is still unfamiliar to most of those people who even watch TASes, though.
  • The game's name. In my opinion, the Japanese title is better to use.
These two points are somewhat cultural. There is also restriction on filesize, bitrate etc., but I can't explain it well in English, so I leave it to someone more experienced. I hope it will help you. Any suggestions are welcome. Thanks.
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skamastaG wrote:
Side Note: Did you save any time on the bowser fight? I noticed you didn't hit him right away with both koopas. I had to watch a couple times to see what you did but couldn't tell if it saved time or you just did it to make the bowser fight seem new.
It did save time. Hitting Bowser at an appropriate time resets a long counter during a phase. See the recent any%.
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Thank you for your feedback. Some may be misunderstanding this hack. As I explained in the text, it is not for TASing but for making the author's friend play that the hack was created. He did beat this game with no tool-assistance (even though only the 99-lives cheat was used). If you have not watched his play, it can be hard to see what you look for in this run. As for the emulator choice, we have to apologize indeed in some points. As I mentioned before, we were not going to submit this run because we had not expected that it would grow so much entertaining. Our first purpose was to give it to nico community, in which the hack has its origin. Also because we knew that this hack was quite tough to TAS, we chose a handy emulator so that we could work on it with no stress. Using a deprecated emulator might be reason good enough to reject it. I just wanted to inform more people of this memorable run. So well... If only I had requested continuance! I cannot help regretting that I did not do so. I am still hoping we will hear a good news. I might have missed some questions. Let me know if so.
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I'm a little busy now but I'm going to submit this with detailed description this weekend.
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Thank you for feedbacks. :)
Lil_Gecko wrote:
One quick question though, why did you get rid of Yoshi at the end of the maze since you get it back at the beginning of the very next level ?
Yoshi will make the pipe exit as slow as the loss of getting Yoshi back at the next level. So riding Yoshi off is faster by the amount of lag difference, 10 frames or so.
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Our very long fight against Kaizo Mario 3 has finally ended, and here is the finished product: http://dehacked.2y.net/microstorage.php/info/224852809/yuujinmario3-tas-ism-mister.smv Kaizo Mario 3 a.k.a. 友人マリオ3 Player: ISMin (ISM) and Mr. (Mister) length: 17:12.93 (61976 frames) Rerecords: 239380 niconoco: Link to video youtube: Link to video We decided to go to an any% with no eat-chuck glitch so we could show off entertainment to its full extent. Some may feel that our goal is arbitrary, but we would be happy if you find it enjoyable. Just watch and enjoy it! Descriptiion will later be updated in some details. Tricks used, and tips
  • Riding an invisible yoshi: ride both of a visible yoshi and an invisible yoshi, and dismount yoshi in such a way that yoshi vanishes soon. Then mario takes the form of riding yoshi without yoshi displayed. When you move on to the next room, yoshi will appear.
  • Frame rule of sprite interaction: usual sprites can be touched every two frame. Which timng each of them can be touched depends only on the parity of its sprite slot ID.
  • Spinjumping on a melting/broken grab block: you can spinjump on a grab block at the same time it melts or is broken, even if it is not kicked (i.e. it is only released). Because of the frame rule of sprite interaction, you have to take care of the parity of its slot ID so you can touch (= spinjump on) it.
Special thanks to:
  • pirohiko for all his support. His clever sight always surprises us;
  • Lil_Gecko for his excellent run;
  • Niconico community for related videos; and also
  • TAKE and KIBA for the greatest hack and playing videos.
AND thank you for reading and watching!
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AngerFist wrote:
Wait wait, why didn't you guys complete all stages of the star area? Did I miss something here? Was this discussed in the Super Mario World thread?
They did complete each level twice. Maybe you are confused because of yoshi wing exits. The order is: SW3a -> SW3b -> SW4a -> SW4b -> SW5a -> SW1b -> SW2b -> SW2a -> SW1a -> SW5b "a" means a normal exit and "b" a secret exit.
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Nico encodes (30fps) by ISM: Link to video Link to video Link to video
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Hey you guys should vote after watching lol Congraaaaaats on finishing this longing project. I'm not good at working on such a long run so I'm really happy to see its final product. :D YES VOTE!
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Good work, Lil_Gecko. It's really looking nice. :D As for the secret exit, it leads to two levels. One contains the bosses which appeared in Kaizo 1 and 2 (namely, the "boss rush" level), and the other is the switch palace having the yellow switch, yoshi, and fireflowers. Activating yellow switch will just make the later levels easier than the original ones the "friend" KIBA played. I think it's fair enough to skip the secret area. Well, we'll finish the fifth level soon. I'm very very sorry to keep you waiting so long but I promise that we'll be back with an extremely surprising work! ;)
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Thank you for feedback.
HappyLee wrote:
But pleeeeease do not quit TSRP2 any% TAS, since you've already worked that hard, and I'd really like to see that first.
I'm not going to quit that run at all, but I'll need time (and motivation) much enough to work on it...
bkDJ wrote:
Mister wrote:
It's been two weeks since the ips was released. There's already a TAS work on the hack: http://www.nicovideo.jp/watch/sm19549575 (not my work).
There is a lot of scrolling and periodic level elements. Like, at 9:49, you could go through the Thwomps a cycle earlier, but it wouldn't matter because of the periodic yellow bar a bit higher. :/ Compared to that video, how much time have you saved up to the fourth level?
Saved about 1 minute. I don't know which emulator he used so comparison doesn't make sense that much. Hopefully our final product will look completely different from the above video.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
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