Posts for Mister


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Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
I just remembered that hogehgoe61 told me there is another way of item swap using an invisi-yoshi. Here are its demos: http://dehacked.2y.net/microstorage.php/info/1603409301/smw-eat-chuck1.smv http://dehacked.2y.net/microstorage.php/info/300708601/smw-eat-chuck2.smv 1. duplicate yoshis. 2. catch an item (in slot, say, #09) on the tongue (do not eat!) before the yoshi becomes invisible. 3. then the game remains to regard as if #09 were on the invisi-yoshi's tongue. 4. fill #09 by another item, in this case a chuck. 5. kill the visible yoshi. 6. then the invisi-yoshi becomes visible and catches #09 on his tongue again. 7. \o/ The advantage of this strategy is that you can eat a chuck even if you have no fireflowers nor red shell flames nor berries etc. Hopefully someone will rephrase my bad description. :p
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bahamete wrote:
Well, nathanisbored has just discovered the craziest glitch ever. If we item-swap a chuck so Yoshi swallows him, we get something strange in reserve. The current tested cases are such: Charging Chuck - Naked Green Koopa Bouncing Chuck - Key Clapping Chuck - Goal Sphere Here's an smv of the latter case. This will become very useful in 96-exit and sdw 120-exit, I think. Perhaps even smw and sdw any% runs.
Craziest ever! Well I tested a clapping chuck with various powerup status: Fire - Goal Sphere Cape - glitched item (no idea what this is) Damaged (or small), Small, Big - Game crashed So another chuck with another powerup may give another reserve-item? Waiting for further tests.
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Congratulations on a new submission! I really admire you guys for having finished this project, and for having defeated lots of motivation killers. I'm surprised that there're more improvements than I expected, and I especially love the crazy lag-reduction idea at sw4, as well as the innovative introduction of the item-swap glitch into an any% of course. Obvious yes vote from me.
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I'm not sure if I sent the movie to the sdw120 workers, so I post it here. http://dehacked.2y.net/microstorage.php/info/704613075/sdwbow.smv ISM found (2 or 3 years ago?) that Lakitu's cloud yields a way to skip the most part of the phases in bowser battle. The memory addresses of the cloud overlap with those of bowser, so manipulating its position forces bowser to throw mechakoopas QUITE sooner. It brings us an improvement over a minute.
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Joined: 12/28/2007
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TheFinalBoss726 wrote:
is it possible to jump off a p switch without losing momentum? i was once told you could if you got 49 speed the frame you jump off it or something like that, but when i tried i could not get 49 speed on that frame (since i have to hold y which makes me grab the switch,) yet when i got 49 speed the frame before that, i would lose my momentum :/
If you mean sprinting (i.e. "full p-meter") by momentum, you can't jump off a p-switch (or a key) without stop sprinting, unless you hold another item or ride on a yoshi, as far as I know.
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TSRPR already has its own thread. Apparently, bahamete has been working on any%.
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Experienced Forum User, Published Author, Player (172)
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TheFinalBoss726 wrote:
hey guys, i have a question. when you are on the ground and holding a bomb and you throw it it can go fairly far, though sometimes it will only go about a third of that distance (not even that much)... what causes that and how could i make the bomb go the furthest distance when im on the ground?
Make a bomb's y-subpos higher, and it'll get slightly greater y-speed and bounce high.
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Experienced Forum User, Published Author, Player (172)
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bahamete: I heard from another one that he's working on it and I'm just wondering if he will join you.
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Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
kaizoman666: ah another thing, if you're going to discuss about the hack, I think it's better to make its own thread, because one can find info about it more easily when he wahts. It's kinda painful to look for desired info on a particular hack from this thread if it treats so many hacks. Well, sdw should have its own thread though it's not been used for years. :(
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Experienced Forum User, Published Author, Player (172)
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Location: Japan, Sapporo
kaizoman666 wrote:
Mister wrote:
Just stop ducking after clipping the corner so you can survive.
Well, I thought about that, but Mario gets sucked into the ground without landing for a single frame (in other words, he can't stop ducking).
Okay then, it's done.
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Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
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Location: Japan, Sapporo
So now are there any teams working on an improvement over this run? If so and if they are working independently of each other, I would recommend them to collaborate without competing their own submissions. We are fortunate to have many active smw tasers and it would be great if they team up. I'm looking forward to their coming up with a present.
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kaizoman666 wrote:
Now, I need to know whether its possible to corner clip into there to get to the door. I did manage to corner clip once, but died because I was ducking. Is it possible to get in there without dying?
Just stop ducking after clipping the corner so you can survive.
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Any progress will be reflected there day by day, while I'm going to announce progress here when finishing a world or having some reason. Posting any minor progress here everyday would be a flood, wouldn't it? :P
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Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
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Location: Japan, Sapporo
Hi there, I retrieved this project from its one-year long rest a few days ago. I'm wondering how long my motivation will last. :P I just finished HOT CHOCOLATE, one of the most hardest levels I think. Optimizing the red block parts always tires me out. My wips will be uploaded to http://code.google.com/p/mister-tas/ without any announcement. In this project, I want finishing it to have a priority over taking care of small improvements so I can avoid redoing repeatedly and can reach the end of the project easily. This never means I cut corners in my work, you know.
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Experienced Forum User, Published Author, Player (172)
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Location: Japan, Sapporo
Masterjun wrote:
Lol, i can gain a frame even before the "Welcome to Super Demo World" screen :D
If I remember correctly, some frame rule prevents the "welcome" screen from ending earlier...
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PangaeaPanga wrote:
Also, something I had always questioned is if keeping speed 51 in Desert Star World was possible, because of that "invisible barrier" you get when you don't scroll the screen, the flying goomba causes you to lose Yoshi. I tried to eat him, but I don't know what happens since I can't see the off-screen action. Perhaps you could investigate on this matter.
According to ISM, that's possible; you have only to press B when stomping on the first pokey so you can get extra height to scroll the screen enough.
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Experienced Forum User, Published Author, Player (172)
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Location: Japan, Sapporo
Congrats on finishing your work! I'm happy to see a new sdw run as well as I'm sad that you didn't include the known improvements of desert castle, which andymac showed in his 100% wip. I can find almost nothing newer than ISM's and jimsfriend's ideas (possibly I overlooked some); if you'd been more careful, you could have tried to fly in the narrow space between the spikes and the lava after grabbing the key in backdoor star world, which I expect will save about a second. I also wonder if we can manage to skip a layer-2 phase near the keyhole. I'm hesitating about whether I should post a movie of that improvement (I'll make it later anyway) because I don't want to throw this run into a frame war again. Sorry for my negative comments but I'm sure this run can shape up better, and in my opinion, it should. I think it'll take a few days, at least if I have the time, for me to check improvable parts and suggest them to the author. Refraining from voting. Related links: http://tasvideos.org/forum/p/200025#200025 http://tasvideos.org/forum/p/219742#219742 http://code.google.com/p/andymac-tas/
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TheFinalBoss726 wrote:
hmmm curious... i was playing around with the break for level 1 of world three and its possible to eat the p switch with yoshi before it runs out to keep one... this could save time when getting the springboard tho i cant grab the p switch on yoshi so i cant make it up... two questions on this... is it possible to make the jump up to the springboard without the p switch? secondly, how do you know if you can grab and item on yoshi, because sometimes it works, and in other times it doesnt...
1. Maybe no, as far as I tried. 2. Double grab is concerned with the order of the id numbers of items. You have to grab an item 1 frame before grabbing another item of greater id number. So in the yoshi case, it should be: (yoshi's id number) > (id number of p-switch). If you want this inequality, you'll have to modify id # of the p-switch and it'll take a lot of time.
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TheFinalBoss726 wrote:
i originally thought of doing that double grab but when ever i took a hit it would make me drop the items... how did you keep them?
IIRC, you won't drop the items when you take a hit while flying, i.e. when you get flight invincibility.
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The nicovideo run is ISM's work (though he keeps his name secret on that account). I don't have the smv so far, and I'll post it here when I get it from him. EDIT: here is the movie file. http://dehacked.2y.net/microstorage.php/info/1543688793/sinsmwosokunai.smv
TheFinalBoss726 wrote:
In level 3 my biggest issue was the vines. Since the screen boundaries dont let you move that high off screen, I was really not sure how to optimize my climbing. Could I have done it faster? Now for level 4. This has always been my least favorite level in the hack however I loved my break. Though the one thing that annoyed me was the 8th duplication, I think thats the one, where I duplicated up then to the side instead of on an angle in the first place. However, every time I tried, I couldnt get it to go on an angle unless I was falling which meant I had to bounce on the note block an extra time before I could pick up the p switch. Now for the castle. The two issues I have with this level are my screen scrolling, could they be done faster? And the boss... I am really not sure how to optimize it...
I believe I've done a good work on level 3. :) Here is a demo. http://dehacked.2y.net/microstorage.php/info/402759487/spw3-3-3-idea1.3.smv It saves about 20 seconds over the testrun, with springboard glitch abuse, and it includes a few optimization ideas: Around 1100, I used "rise cancel" to shave off redundant height. Around 1290, I snagged the wall to start scrolling. Scroll after landing the ground lasts until the camera catch up with mario. After 1780, spring and spring and spring. I'm very proud of having completely broken the redundant level. :P I would thank pirohiko for his really clever sight. Possible improvements for level 3: 1. Around the first spring glitch. Pirohiko found a smarter way there, which still needs modification because of p-switch timer. This part is under investigation. 2. Around getting a key. Nice break for level 4. You probably meant duplication like this: http://dehacked.2y.net/microstorage.php/info/44755185/spw3-3-4-idea.smv I just changed jumping speed.
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TheFinalBoss726 wrote:
First off level 1. I hate how it came out. First question would be, is it possible to get on yoshi from the other side? I tried for a while but couldn't get it. Secondly, a better break I thought of was using the block factory glitch on the item block, however, whenever I would try, the goomba would go right through the block. If it is possible, I would be able to not only get on yoshi faster, but I also would be able to p switch jump to the springboard instead of use the directional coins. Next in level 2. I was very pleased with everything until the end. Is it possible to do the key jumps without losing speed?
It's possible to get on yoshi from the left; yoshi sometimes hops higher than usual, so you have to get on yoshi at the right timing. I couldn't get the block factory to work with the goomba. http://dehacked.2y.net/microstorage.php/info/52069123/spw3-3-1-idea1.smv http://dehacked.2y.net/microstorage.php/info/948808231/spw3-3-1-idea2.smv The second idea looks fine but is much slower, unless we find a better way. In level 2, you can fly in the ceiling (after breaking the ceiling) so you can get the key from the above. http://dehacked.2y.net/microstorage.php/info/1172694921/spw3-3-2-idea.smv Sorry, I'm losing motivation for tas'ing and the investigation progress is very slow. I'll test the rest of world 3 later, maybe not soon.
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I forgot to post this sample movie: http://dehacked.2y.net/microstorage.php/info/64769252/yi-walljump.smv One thing to be noted is that, when you try a walljump, it seems better to watch s000B4 (next x speed) than s000A8.
x speed = (current x position) - (previous x position)
next x speed = (next x position) - (current x position)
The x speed gets reset to 0 at the same time yoshi touches the wall, so it won't correctly tell us what we need, while the next x speed will do. For example, in the above movie, the second walljump looks to be at a speed of 728, but actually is at 784.
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Experienced Forum User, Published Author, Player (172)
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Thanks for your investigation and... thanks for proving me right. ;) The code is almost the same as I expected. That looks so bad though I'm not familiar with coding. One thing to note about the circle stuff is that mario's position or motion would also affect lag, so slightly modifying these when cutting a goal tape, will sometimes remove some of fadeout lags. In that way I shaved off a few lag frames in any% run. TheFinalBoss726: Nice wip. By the way, it seems like the exit flag of "It is a Cave!" level is set incorrectly, so I wonder if there would be no problem with completing the game.
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andymac wrote:
I have absolutely no idea if more is possible, so you should probably wait for Mister's answer, but having 4 of your score digits above 4 when Chef Stef only had 1 might also be the cause of that extra lag
I wouldn't think so, because there are no calculations done on the score during this time, this would affect lag at the end of the level when the score is recalculated, but I don't think it affects lag in the level.
The score always affects lag in the level. Much more processings would increase lag, so I think lag comes from hex-dec conversion of the score and it's done every frame. You may want to put 0 into score to see which lag frames can be removed by score management. Get a dragon coin in the last level and one more dragon coin in ww3, and you'll have better score without redoing much. Coins affect lag a little in such a laggy situation as well. You'll meet more levels that are laggy in sdw than in smw, so I would think score management should be done for in-level lag reduction in such levels rather than for fadeout lag reduction (ideally for both, but I can't find any good reason to take such great pains). I actually don't think we need lag reduction in a long run, because it would make us lose our way, which aims for entertainment. Well, I have no words to express my feeling toward the matter. :(
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Experienced Forum User, Published Author, Player (172)
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Dawn wrote:
(video) i always got there 1 or more frames lag, can someone help me?
AFAICT, 1) you need better score management, or 2) you have to modify your movement a little, or possibly 3) there is no room to reduce lag frames. Anyway in this score route you'll have many lag frames after iggy fight.
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