Posts for Mister


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Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
TheFinalBoss726 wrote:
@ mister - do you, or in that case, does anyone know the reason why the goal gets attracted to yoshi's tongue?
I had never understood its mechanism and I just thought it was for a similar reason to the springboard jumping abuse with yoshi. Anyway, I made a further research on this glitch with hogehoge61, and its mechanism is a little clarified now, maybe. I'm wondering whether I can clearly explain this, though :p
A: 0x7E160E-0x7E161A -- sprite of which id yoshi is eating
B: 0x7E151C-0x7E1528 -- length of yoshi's tongue
C: 0x7E1558-0x7E1564 -- timer of yoshi's tongue
These exact addresses are 0x7E160E + (yoshi's id #) in the case of A (the others are similar). The value of C is set to 7 when B hits 33 (its maximum value) or set to 9 when yoshi's tongue catches a sprite (in other words, when A hits other values than 255), and decrements every frame until hitting 0, and then eat the sprite in the latter case. When yoshi's tongue is catching a sprite, the sprite ignores any interference. Even in that state, mario can hold the sprite (if it is holdable) but it gets attracted to yoshi's tongue as soon as he release it like this. Now, what will happen if the information that the tongue is catching a certain sprite is glitched? Consider the case of "eat air" glitch for example. When yoshi's tongue is catching air and the original sprite's id # is #XX, the game still regards the tongue as catching a sprite of id #XX unless he swallows it. Then, if a new sprite of id #XX is about to appear, the game would mistake the new one for the air. Because the air was on the tongue, the game would regard the new sprite as being on the tongue as well, so it would get attracted to the tongue. The utility script is now updated and can show some yoshi info above. Set showYoshiInfo = true if you need. The displayed yoshi info is (A, X, B, C). A, B and C are the same as above, and X is the type of the sprite yoshi is eating. Those are all I found in this research. I hope they help your understanding.
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bahamete wrote:
Mister, I managed to get the item swap glitch to happen in SW3, as shown in your samples. I found that pretty easy. One thing I noticed was that the Lua script showed sprites 00-07 were filled, and at that time Lakitu would not throw any more spinies and I could not pick up any throw blocks. Is that the state in which the glitch is possible? If so, I am confused.. you said that up to 12 sprites could be on screen at once, but this is only 8, so I am unsure why this state occurs. And could you possibly elaborate on these "divisions"? I am unsure what you mean. Thanks :)
Ah, I have dropped that thing just as I feared... That's yes, for your first question. Throw blocks and sprite generators such as lakitu are concerned only with the first division. If the first division (e.g., #00-#07 in sw3) is filled, lakitu will throw no more spinies and you can pick up no throw blocks as you said. 12 is the possibly largest number in the case that sprites which can exist in the second division are included. It means, if there are no such sprites in the second division, there can be only 8 sprites in sw3. Umm, that's too confusing and difficult to explain well. :( I don't have a large english vocabulary so if anyone has better terms instead of those "divisions" or any better descriptions in the whole post, please let me know. That would be great, thanks.
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The explanation of the item change glitch here was wrong. There are two ways to implement this glitch, and I had confused them. Now I shall give its detailed description, dividing it into several parts. I assume you use this utility script to watch sprite info and so on. I would thank gocha for the sprite info lua and ISM for his research on this glitch. The number of sprites and id number divisions The largest number of sprites which can exist on screen at the same time is 12 (the above script displays sprite id numbers by #00-#11). When a sprite appears, its id number takes the largest value it can take. If it is generated from a block or the resereved box, its possibly largest id number is #11 (except the case of yoshi); on the other hand, if it is generated by scrolling or some sprite generators (lakitu throwing spinies, chuck kicking rugby balls, bullet bills, and so on), its possibly largest id number #0X is usually #09, and may take a less value depending on the existence of kinda special sprites in the level such as wigglers, sumo brothers (K.Ks), bubbles, or lakitu. Let us name the id number division #00-#0X a first division, and the rest a second division. Those are only sprites generated from a block or the reserved box which can exist in both of the first and the second division. When the first division is filled, no sprites other than a goal gate can be generated by scrolling or sprite generators. Item change glitch and overwriting a sprite When a sprite (other than yoshi) is generated from a block or the reserved box while both of the id number divisions are filled, the sprite which earlier appeared among the two sprites of id #10 and #11 will vanish. If yoshi is about to eat the vanishing sprite in this situation (or in other words, if it's on yoshi's tongue), then the newly appearing sprite will be attracted on his tongue. It would be kinda better to call the glitch somthing like a sprite attract glitch. Overwriting a sprite by a goal bar A goal bar is very special in the sense that when the first division is filled it can overwrite an already exsiting sprite other than some sprites such as a key, p-switch, springboard, (small) yoshi and his egg (a goal bar cannot appear when the first division is filled by such sprites as above since it can exist only in the first division; it'll become able to appear after one of them is killed), and so by generating a goal bar while the first division is filled by unexceptional sprites, the sprite on yoshi's tongue which will be overwritten by the goal gate will turn into the bar as above. Sample: http://dehacked.2y.net/microstorage.php/info/1540701508/smw-itemchange-sample2.smv Item change glitch and "eat air" glitch (cf. "hold air" glitch of DKC2) When yoshi eats one powerup (including a reserved powerup) twice (more precisely, when yoshi eats it at the same time mario gets it), yoshi will be eating "air" for a while. In this situaion, a new sprite which appears on the same id number as the powerup overwrite the "air" and so appears on his tongue. If you want to implement this with such a sprite appearing only in the first division as a goal bar, you would have only to fill the second division (if necessary) in such a way that the powerup will appear in the first division. Samples: http://dehacked.2y.net/microstorage.php/info/288580167/smw-itemchange-sample1.smv http://dehacked.2y.net/microstorage.php/info/1565346922/smw-itemchange-sample3.smv Most sprites would be swallowed after the glitch is implemented, so you may have to use them before they get swallowed, or have to cancel his swalloing them by taking damage. This glitch is still under research and I don't understand everything of course. Feel free to ask any questions and point out anything you find.
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TheFinalBoss726 wrote:
Mister wrote:
I have a few questions or something. 1) Can't you be dead, after the midway gate of the castle, by sticking mario into the top-left corner of the wall or by passing through a corner to fall down? 2) At the second level, you may break the pipe between the key and the keyhole by duplicating the turning block. 3) Fourth level. It's possible to hit the silver p-switch block by sticking a blue p-switch into the block and then by L+R+L+R+L+... scrolling. I'm not sure if the latter two are faster. Good luck!
thanks, but a few things, first off, i dont think the second thing would save a ton of time, not sure any, i would have to try it, but the first one will, i just dont know how to do the wall and roof thing which is probably faster then glitching through a corner right? if so can you tell me how to do the wall and roof trick. lastly, if i push a p switch into the grey cement blocks, wont it just pop out the top of them?
Although it's a big pain to optimize the second thing, it's faster than your youtube run (and looks more TAS-like :p). The first one, you only have to stick mario into the wall by 3 pixels for the wall and roof trick, and 5 pixels for the corner trick. It will save a tons of time. The third one is doable, and easier to do than the others. It's kinda difficult to explain, watch the demos I PMed. If you would never mind our sharing demos and if anyone is interested, I'll put them here.
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I have a few questions or something. 1) Can't you be dead, after the midway gate of the castle, by sticking mario into the top-left corner of the wall or by passing through a corner to fall down? 2) At the second level, you may break the pipe between the key and the keyhole by duplicating the turning block. 3) Fourth level. It's possible to hit the silver p-switch block by sticking a blue p-switch into the block and then by L+R+L+R+L+... scrolling. I'm not sure if the latter two are faster. Good luck!
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bahamete wrote:
I have to ask, in the second level, secret exit, why do you not take the key and the pswitch in order to boost though the ceiling? It would allow you to reach the keyhole faster... or is that not possible? I think I remember seeing a post about it.
Yeah you are right, it should be definitely faster, but I didn't know that trick at that time and I'd never thought such an improvement till you pointed it out. So well... I'll maybe return to that level and redo my work. Thanks!
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We got a great PM from TheFinalBoss726. We would thank him so much. We are now investigating the glitch and its related stuff. We can't find any utility of the glitch for the original smw so far but I hope that there may be good levels in other hacks such as vip and sdw to apply it to.
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I'd been away from tasing due to a machine trouble for 4 weeks but I'm now back and working on vip3 run. Anyway, here is a new wip: http://dehacked.2y.net/microstorage.php/info/22905541/Mix3_486.smv It's 4850 frames ahead of my testrun. There are hogehoge61's ideas here and there, and I would thank him. I'd recommend this level as the highlight of the new wip, where numerous glitches are combined and utilized, such as rope glitch, dragon coin glitch, sticking mario into the block by block duplication and boosting through a ceiling with two items. It should be funny to watch heh :)
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TheFinalBoss726 wrote:
DK64_MASTER wrote:
I am unaware of any method to bring an item through a door. If there is one, it would open up numerous possibilities for more time saved. As far as I can tell you can hold items and take them through most pipes, (VoB4 has 1 exception that I know of, there may be more). You can also maintain your flight meter through both doors and pipes... but taking items through doors is impossible, as far as I know, unless you somehow store them in your select box.
teehee, it is very possible to bring an item through a door, however i dont think it would save any time for you have to do some stuff first that would waste a lot of time. however, today i found out someone found a way to pull of one of the tricks you need to do with quicker, so it could possibly save time. and in VoB4, is it a pipe that you dont exit a pipe from? if so you can still bring an item through it. it will just spawn on the screen in the new room that the pipe was at from the room before. EDIT: oh ya, and its not stored in your stock. if you want, and if you have a skype, i can show you, but im trying to keep it very secret for a puzzle hack im working on, which is why i want someone really who already knows about the glitch.
Happy to hear a new possibility for time saved. Thanks for infomation. But I'm not very good at chatting in English. It would be great if you pm and tell me how the trick could be, instead of skype.
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Post subject: Re: new smw96 wip
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Comicalflop wrote:
Mister wrote:
A new glitch, which changes a sprite, is used in GROOVY and FUNKY. He's now improving FUNKY due to a new strategy with a dragon coin glitch used.
Can that sprite changing glitch (where the goal is moved closer) be used in any earlier levels? It looks like it can, since in the two last levels it's in, the conditions for doing it don't look unique to those two levels. I just feel like the discovery of that glitch would mean another entire redo to add it into every stage it can be done in.
It's not easy to prepare for the glitch with no loss. On one hand, we must have many active sprites to get this glitch. In the two levels, ISM made berries active to increase the number of active sprites. On the other hand, the reserved item should be a mushroom, not a fireflower. These two matters restrict us to get this glitch in other levels, unfortunately.
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MESHUGGAH wrote:
There's a glitch @ "Yoshi's Island 2" level [and other levels too] that i think it's already discovered: if you duplicate yoshi and you ride while something damages you (and leave yoshi who runs towards the goalie and touches the level's border) then you will instantly ride the invisible yoshi [without changing mario's position ----> you will fall down the floor if you don't jump before the "yoshi change"] Please confirm this, since i can't perform the "duplicating the question blocks" trick. [fully edited the post due uninformative details]
You probably meant the glitch used at 5:15 in ISM's free run? http://www.nicovideo.jp/watch/sm1905170 http://www.nicozon.net/watch/sm1905170 (for non-registered members) This glitch can be done as follows: 1) duplicate yoshi, 2) kill visible yoshi, 3) then invisible yoshi becomes visible. If you are riding the invisible yoshi and landing on the ground at that time, you'll fall through the floor. There's another free run by ISM: http://www.nicovideo.jp/watch/sm2683695 http://www.nicozon.net/watch/sm2683695 (for non-registered) Both are so impressive that you would enjoy yourselves, I believe. :)
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ISM released a new smw96 wip during my absence from internet: http://ism.harisen.jp/smw-96exits-ism-wip7.zip (http://ism140.blog.shinobi.jp/Entry/95/) A new glitch, which changes a sprite, is used in GROOVY and FUNKY. He's now improving FUNKY due to a new strategy with a dragon coin glitch used. Item change glitch (cf. http://www.youtube.com/watch?v=0jvZ_u2Q9Ls)
  1. increase the number of sprites alive up to its limit in the level.
  2. when a particular type of sprite (such as a goal bar) appears in the situation, the existing sprite of the same id # vanishes.
  3. if yoshi is about to eat the vanishing sprite, the old sprite is replaced by the new one, or in other words the newer sprite appears on yoshi's tongue.
/The description above is somewhat wrong. I'll modify it later. [2010/09/23 22:04 JST] //The glitch has now been explained in this post. Please check it out. [2010/09/26 21:15 JST] Please do not upload an encode of this movie to nicovideo. He'll do if he needs. When you upload it to the other places, could you add the above note in the description. Thank you.
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The links work for me and the site might forbid access from some countries. But I don't know other ips links with no problem. Could you try the links again with japanese proxy?
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He's working and going to submit it. He took over their work from tasvideos smw crew two years ago. The reason why he posted nothing on this site is just that he's a shy boy I think.
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I forgot to note pipe entrance information in smw any% run's text, and I'd share it here. When you enter a pipe from the left, you can stick yourself into the pipe before entering it. If you can get yourself stuck in the pipe by n pixels, you'll get map transition 2n frames faster than usual. Then by what amount of pixels can you stick yourself into a pipe (or wall, etc)? Saying from the conclusion, you can get 3 pixels with speed 51 or 49, and 2 pixels with speed 37 or 33 (in water level, with item). But you must be landing on the ground 1 frame before you enter the pipe, so you end up losing your speed and the pixels by which you can stick yourself into the pipe before entering it are:
  • 3 pixels with speed 51
  • 2 pixels with speed 49 or 37
  • 1 pixel with speed 31-33 (in water level, with item)
Here are samples with speed 51: http://dehacked.2y.net/microstorage.php/info/1994256128/smw-pipe1.smv http://dehacked.2y.net/microstorage.php/info/286646643/smw-pipe2.smv The trick is used in the former but not in the latter. In pipe1, I sacrificed 1 frame to stick mario into the pipe by 3 pixels (instead of 2 pixels), and got 1 frame as a result. This technique should be used in YI4 of any% run, but a corner-boost at the first block made us end up being stuck into the pipe by three pixels so we didn't have to do the trick. I think this is why I dropped this infomation in the text of the current any% run. :p Phallosvogel:
bahamete wrote:
Oh, my bad :) Hotlinking isn't allowed there. Go to his blog: http://ism140.blog.shinobi.jp/
or go to http://ism140.blog.shinobi.jp/Entry/91/
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Marcokarty: fixed the links. Thanks for letting me know. boct1584: They can be watched at nicovideo. If you don't have a nicovideo account, you can watch them at http://dic.nicovideo.jp/v/smXXXXXX, or at http://nicodown.dip.jp/ (submit the url of the video you want to watch). Fabian: yeah there are many repetitive levels which make the run look sort of boring. I think this run would provide the essence of smw tasing rather than entertainment.
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I finished the right half of the 3rd world. here is a wip: http://dehacked.2y.net/microstorage.php/info/817863760/Mix3_445.smv It's 2820 frames ahead of my testrun.
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His other wips also can be downloaded in his blog. He restarted his run after the wip was released, and he's optimizing Gnarly. I'll maybe post his map route plan later.
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skamastaG: I'd love to see this run finished of course. I just tested your question but it would seem impossible even with three keys or more. bahamete: the dragon coin glitch in vd1 gives a key so we can't get a p-balloon unfortunately.
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Hey guys, I'm happy to hear you're working on sdw runs! By the way, I returned to my vip3 run project a few weeks ago.
andymac wrote:
I thought I should post this here: http://dehacked.2y.net/microstorage.php/info/631616846/SuperDemoWorld.smv This is a SDW 100% WIP. It is 8 seconds faster than ISM's WIP. If there is anyone who wants to see a completed version of this run, I'll finish it. Even though the SDW 100% does not concern itself with exit lag, the improvements that NxCy posted constitute valid in game improvements. I don't plan to edit these improvements in, but I do find this a little demotivating.
I heard from ISM that his wip still had improvable places other than jimsfriend's improvement. IIRC, his suggestion is like this. #1 Misty Castle: Use higher air-catch to go into the upper narrow route in the second room. Optimized the pipe entrance to get map transition sooner. Optimized the cape timer 7E14A5 to fall down sooner near the door of the third room. Desert World 2b: jimsfrend's strategy looks faster than yours. Keyhole: release and regrab the key near the keyhole, which shaves off a frame or two. I wonder if I drop other points... Anyway, good luck on your runs!
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I tested the jump-through-ceiling glitch in various situations. 1. P-switch and key: http://dehacked.2y.net/microstorage.php/info/1843727047/smw-keyswitch01.smv This is similar to the case of two keys. 2. P-switch and key: http://dehacked.2y.net/microstorage.php/info/425037270/smw-keyswitch02.smv First kick up a key, then a p-switch. In this case we need modification because we can't land on a p-switch before we kick it up. 3. two P-switches: http://dehacked.2y.net/microstorage.php/info/1434026584/smw-2switches.smv ("sample 3" in correct) Similar to the above case. The height of the ceiling of each sample is 5 squares. I couldn't jump through a ceiling of height 4 squares though I didn't make many trials. I have no idea so far whether I can get it or not. If it's possible, it needs careful subpixel control, I guess.
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Congrats on finishing the run! I really enjoyed lots of incredible improvements (for both of time and score) of your wips on nicovideo. I couldn't believe my eyes. I'll watch your submitted run and vote later.
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bahamete wrote:
Hello, I registered here because I encountered a new(?) glitch. In this video, Yoshi eats a shell and at the end of the level, when I spit it out, it becomes a key that cannot be moved. I'm guessing this is because of too many sprites. If anyone feels like researching this further, or could explain to me why this happens please do so. http://www.youtube.com/watch?v=1MoSf56FyBk
This glitch is now well analyzed and utilized by ISM. You would see it in some levels of his 96-exit run. But he restarted the whole of his run a few weeks ago because he had succeeded in making this glitch available. Anyway, you can get other samples from here. By the way, I've been completely away from tasing for two months and I don't plan to go back to my projects unless I lose my motivation for the game I'm now playing. I'm sorry to leave unfinished works.
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Randil wrote:
As many of you probably know, the exponential function is larger than any polynomial for sufficiently large x values. To illustrate this, let's say we have an arbitrary polynomial of degree n, P(x) = a(0) + a(1)*x + a(2)*x^2 + ... + a(n)*x^n. Find an x0 such that exp(x)>P(x) for all x>=x0.
We may assume a(k) to be positive. Define x_0 to be twice the greatest value among the (n+1-k)-th roots of a(k).(n+1)! for k=0,...,n; then we have for x > x_0,   exp(x) - P(x) > x^(n+1)/(n+1)! - P(x)   = x^(n+1).[1 - sum_{k=0,...,n}(a(k).(n+1)x^(k-n-1))]   > x^(n+1).[1 - sum_{k=0,...,n}(2^(k-n-1))]   > 0. This estimation would be sharper when the lower coefficients of the polynomial P move badly but it is still far from the best because we cut off the exponential power series by a certain term. Any other approaches in different viewpoints?
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Location: Japan, Sapporo
Because of Nach's passionate request, I started working on an any% run of TSRP2 (I was just escaping from vip3 run :p). I just finished World 3 and here's a wip: http://dehacked.2y.net/microstorage.php/info/1741219661/SMW_TSRP2_Mister_W3.smv It is necessary to press the green switch, since MARIO CASTLE has neither a key nor a p-switch nor a springboard. I'm disapointed that the green switch can't be pressed in any other levels than POWER SUPPLY (the green swich palace), whereas the yellow switch can. If it were possible, I could definitely break this hack... Anyway, I need to exit POWER SUPPLY and then the total number of exits will be 55.
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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