Posts for Mister


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Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
There is a tool-assisted movie on this hack and you can watch it on nicovideo: http://www.nicovideo.jp/watch/sm8197849 or http://dic.nicovideo.jp/v/sm8197849 It looks quite optimal.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Even in a solid object, you don't die unless you land on the ground (landable object). So you only need to be small or ducking as well as need a little adjustment. I got the MD5 of VIP4 with NSRT: 5F545E80C066A78929835831705896A9. Thanks! :)
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Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
andymac wrote:
The VIP 4 run by V desynched at the first ghost house. Can you give me the MD5 of the ROM and version of the emulator which synchs this run?
That movie requires the rom with "crc32=89876B11, name=MIX4AAE Ver1.15", and it synchs on the latest snes9x 1.43 v17. I don't know how to get the MD5... If you downloaded the correct file, its version should be 1.15. Or... Did you get the ips from SMWC? That's an older version 1.06 and desyncs at the first ghost house.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
hmm I usually use WinIPS and I just tested SNESTL (I didn't know this patching tool). Either work fine with a not expanded rom. Anyway some of the other hacks might need a expanded rom, it's recommended to use lunar IPS as andymac wrote. :)
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Solon wrote:
A few questions. 1. What are the differences between the "AA" versions and the other versions? 2. Do all of them require an expanded SMW ROM?
1. The graphics of many sprites are different from the normal smw characters. They look like "2ch" things (that's why it is called AA edition). It's somewhat traditional for us to use AA editions rather than normal editions when tasing, so you need AA editions to watch our movies. But you can play whichever you want without no difference. 2. You don't need the ROM to be expanded, but only to be headered.
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Post subject: Other existent runs and current vip3 wip
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
I am going to put existent vip mario runs (other than those above) together here. Most of these runs are available at nicovideo as well. As well as a vip2 run, I'm working on a vip3 almost capeless and yoshiless run. Unfortunately, my testrun (having 160k rerecords!) was done on an older version (ver. 1.33) hence would desync with the latest one. (They have been uploaded on mediafire as videos. But I'm sorry for bad encodes.) I finished World 2 a few days ago and here is a wip: http://dehacked.2y.net/microstorage.php/info/461462929/Mix3_423.smv I'll post my wips in this topic from now on.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Sorry for my late reply. Marcokarty: thanks a lot. I'm happy to hear that :)
Comicalflop wrote:
I've watched 1/4th of it. It really does have a lot of cool shortcuts. One that stuck in my mind was using the music note blocks to bounce you into a pipe. I can really see how a much more demanding hack causes the players to find new tricks and glitches, which can then be applied to the original game.
I do agree and I believe that working on much more demanding hacks gives us many boons in various ways.
Fabian wrote:
Watched the small-only (well, 70% of it before I accidentally closed the emulator) run too; very entertaining as well. I don't know the author of that one, but he certainly knows what he's doing. Tell him from me that I very much enjoyed his run :)
He's a really good SMW TASer, I think. I'll tell him your massage when I have a chance. I have no means to contact him now, though :p I'll make another post later, giving other existent runs of the series including my current wip on vip 3.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Post subject: SMW Hack: VIP Mario series (aka. SMW VIP & Wall MIX etc)
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
VIP Mario is a series of japanese smw hacks. The hack is quite hard to play and therefore I think that it has lots of TAS potential; it needs powerup management, for example. Indeed, some of the new glitches were found while working on this series. VIP Mario 2 is the second sequel of the series, and is harder than the first. The ips of VIP Mario 2 can be downloaded here; click AA版 v1.52 to download the ips. Since I work on the rom of AA Edition and of version 1.52, other editions or versions will desync with my movie. I started a testrun for all-exits run a year and a half ago, but lack of motivation kept it away from being finished. I finally finished a testrun yesterday and just want to share it: http://dehacked.2y.net/microstorage.php/info/1161144736/vipmario2-tas-testrun-mister.smv I don't think my testrun has enough entertainment, but it may be instructive for those people who try smw runs. I'm not sure at all when this project will be finished. There is another run for VIP Mario 2; "almost capeless and yoshiless" all-exits run by V (aka. 見習い): http://dehacked.2y.net/microstorage.php/info/1442733731/Mix2-TAS.smv There are also several runs for this series, due to ISM, V or myself. I'll maybe make a few posts here, or in other appropriate topics. -------- Edit: Changed the subject from SMW Hack: VIP Mario 2 (aka. SMW VIP & Wall MIX 2); it would seem better to gather all the sequels of the series into this topic. The latest ips'es of the other sequels (of AA Edition) can be downloaded as follows (the upper ones are of normal (i.e. non-AA) edition):
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
I forgot to mention that there was a crazy idea at yi2, but it was unfortunately a bit slower. I don't know details of this glitch, and all I can say is that too many sprites could give such a strange thing. ISM has uploaded a sample of the glitch.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
DaTeL237: Fixed. Thanks ;)
Mr. Kelly R. Flewin wrote:
Entertaining, energetic and WTF with the YI3 glitch! [Can it be replicated on a console easily...?]
You can get the glitch in Vanilla Dome 1 like this. I think it's the easiest level to do it on a console. Speaking of 100% run, ISM is working hard on it, under a slow progress. That's because we have to do dragon coin glitches many times, and they are too hard to optimize as shown in this run. I'm also one of those who are looking forward to seeing the whole run. Now I have to write the rest of the submission text...
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Thank you guys! I decide to set priorities as: 1. Defeat bowser early 2. End input early. I don't include "reaching peach early". I'm going to submit the run as soon as I finish writing the main part of our submission text. The remaining part will be added later.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
I almost finished smw any% run and have some trouble deciding when the ending starts. I found that we can stomp earlier the first mechakoopa of third phase, so bowser is beaten a little earlier. But in this new method, we can't get enough height to drop the last mechakoopa. If we release it just above bowser, mario gets hit away or gets hurt (this looks bad), so we keep mario away from bowser. Otherwise, we kick up the mechakoopa under bowser. Both of the two beat bowser faster but takes more frames to stop the input than the previous method. Compared to the latter one (smwbowser1.smv), in the former movie (smwbowser2.smv), the input stops 5 frames earlier but mario is farther from the princess, so it takes more frames to reach the rest of the ending. If we decide that the ending starts when the princess appears, the former movie wins. If we decide that the ending starts when the massage appears, the latter wins. I'm very confused now. Would you tell me which route you think should be used?
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Post subject: another sdw idea
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
I'm sorry to hear sdw any% was stopped. We have independently thought sdw any% routes, but we never thought the psw idea. It's really surprising :) After reading jimsfriend's PM, a few ideas seem to come alive, such as ssw yoshi wing exit. Let me write down a brief summary: up to ssw: The same route as jimsfirend's. ssw: Use a shell to get yoshi wing exit, which is around 950 frames faster than normal exit. The former movie is not optimal, though. This route is what we planned before, but we had no good psw ideas, so it had been a dead route for a long time. isw: I expect less lag because of absence of yoshi. psw: Use two keys to boost through a ceiling, which is around 800 frames slower than the above yoshi boost. Thanks to jimsfriend for giving me a hint! ;) Totally, this route saves somthing like 150 frames additional to the above route.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Here is a demo: http://dehacked.2y.net/microstorage.php/info/1301708557/tsrpr_mr_demo.smv
Solon wrote:
andymac wrote:
also: another improvement may be to go completely over mole ruins 1, and not have to slow down for anything. However, considering the height of the structure, continuous wall jumping for that long would probably be a hindrance and not an improvement.
That's not too bad of an idea; the problem is that it wouldn't really be entertaining, and optimizing the hopping glitch above the top of the level would (IMO) be a pain in the ass, unless there's some sort of camera hack like there is for the Sonic games.
I just tested that idea in Mole Ruins #1 and it is 28 frames faster than my demo. But it is eventually a little slower because one cannot get the midway gate and hence one needs to get a mushroom. It is easy to use hopping glitch out of camera if you watch the memory addresses of x speed (7E007B (1-byte)) and y position (7E0096 (2-byte)). Or use alternate autofire of A and B, which I don't recommend, though.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Solon wrote:
Can someone explain how shell-jumping works? I haven't been able to do it yet. Or if it's just like P-Switch jumping, I'll go study that some more.
There is another type of shelll-jumping other than jimsfriend explained. When jumping to the right, press "left" one frame and then recover the speed soon, and release "right". Then mario ends up to face left. Throw the shell to the right, so that you can get a shell-jumping. This type of shell-jumping has the advantage of reaching higher places and of being doable even with 37 hopping glitch (though some speeds would be lost while shell-jumping).
andymac wrote:
Also is there any reason that you can't spinjump through the stairs in the first castle, and then use a "go through walls" glitch to get to the area with the cape in it quicker? Or is that a retarded suggestion.
Roughly because mario is going to the right and the wall has too many "units" to pass through. The glitch is a strong glitch but a very restricted one (especially when mario is not caped). Anyway, I'll post a demo after I'm back home.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Solon wrote:
@Mister: Great trick, and I bet that would be faster than what I did in the test run, but I'm not confident I could pull that off. Would you mind optimizing it for us? If you don't, I'll go back and redo Koopa Lake 1 without getting the Flower.
Of course not. But I think you should redo from Mole Ruins #1. I bet your last wip can be beaten by about half a minute. Some hints in addition to andymac's plan: At Mole Ruins #1
  • Use hopping glitch after the fourth dragon coin.
At Mole Ruins #2
  • Use the yellow shell from the start to where a chuck appears. Releasing a shell with "down" pressed is useful when one wants to kill enemies by the shell with it kept alive.
  • One can use hopping glitch after where two green koopas appear (between the second and the third dragon coins). This is a little hard to do, but can be done.
At Koopa Lake #1
  • In the first map, use a shell-jumping to shorten the time for which you wait on the lift. For this, the use of 6/5 may be needed from the start.
  • In the second map, one can use a shell-jumping to enter the pipe without waiting for the lift to reach the pipe. This will shave off a large amount of frames.
Good luck with the run! :)
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
There is an idea that needs no fireflower when one gets a cape feather: here is a demo. I simply combined a passing-through-corner glitch with a passing-through-floor glitch. I did no optimization, though.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Yeah nice works. If you avoid the heavy use of 6/5 and hopping glitch in 49, it seems better to use a usual sprinting. I think it is most important that mario doesn't stop and continues to sprint. ;) In mole ruins #2, taking the yellow shell would help to defeat plants and a chuck.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
We have studied and developed many techniques and have to rewrite the SMW tricks page, but most of them are hard to explain even in Japanese. Anyway, I try my best. Suppose that mario's x position is 0 when he is touching the left side of a block one wants to pass through and that his y position is 0 when landing on the block. Assume that he is going to the right. One can pass through the block if mario is going into the blue zone and if he is not going into the red zone. So in a usual case, x speed needs to be 49 or more and y speed 33 or more. For example, one gets through the corner when mario is flying to the left (in x speed 51) as (-4,1)→(-1,-2)→(2,-5)→(6,-8), and so on. It is easy to reread these conditions when mario is moving to the left. Please care that one cannot get it when mario is moving to the right and when mario is small or ducking. When with yoshi, we are less aware of the condition; ISM got it with y speed 16. Next let me try to explain how to get going up higher when catching air. For this one should know how to cancel a higher air-catch, which is explained in my movie's topic. Now assume that mario is flying to the right. After putting mario into the diving animation, press X (or Y) to cape-spin in such a way that mario ends up facing left after a cape-spin stops, and catch air just before a cape-spin stops. Then mario gets going up a little, but since a higher air-catch is cancelled he is still able to get a higher air-catch without getting the diving animation again. So pressing X before mario starts falling makes him face right and get a higher air-catch again. For flight tricks, the following addresses are useful: 7E0076: the direction mario faces; 7E1407: mario's flight animation. I hope these help you :)
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Xepher wrote:
Which rom did you use the IPS patch on? I have tried quite a few but keep getting a CRC mismatch
Oh... I didn't know that the IPS patch had been updated. I am to ask the author if we can share the old ips. ----- EDIT: I added a link to the correct ips. Thanks for letting me know a CRC mismatch :)
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Post subject: smw and sdw
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Now let me share some informations we have on smw and sdw. Firstly, ISM is now working on smw 96-exit, you know, and a new trick he found made him redo all of the run. Related to this trick, he established a new approach to YI2 and YI3, so we have just started a new project on smw any%. We are very sorry to keep our wips secret. The any% run is coming in months. Secondly, I would like to let you know that ISM (and also I) are not planning to work on sdw, and that we have two rough wips both of which improves the current run(s) over half a minute. For those who will run sdw, I put them here: Thanks for reading!
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Thanks for watching.
Derakon wrote:
Are you required to clone POW blocks in the "don't get coins" level?
No need to clone POWs, but I just wanted to imitate the run at Misty Star Road of SDW any% although it was hard to reduce lag.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
I just made a new run of one of the smw hacks and post it here as I think a new topic is not particularly needed. Hack: "[URL=http://mario.karou.jp/mario3.html]スキルアップの人さんへのプレゼントマリオ[/URL]", whose ips of the newest version can be downloaded here (click the hyperlink "→zip形式(315KB)" to a zip file). (The ips above desyncs with my movie. When you watch the smv, please use this IPS of older version. If you want to play this hack, please do use the newest version above.) SMV: http://dehacked.2y.net/microstorage.php/info/1965713318/pmario-mr-tas.smv MP4: http://www.mediafire.com/file/gyuzgjtr4il/pmario-mr-tas-60fps.mp4 I also uploaded the movie on ニコニコ動画: http://www.nicovideo.jp/watch/sm6917184, whose framerate is 30fps though. I would like to give light explanations on gimmicks in the hack:
  • 1st level: STOMP ENEMIES EIGHT TIMES WITHOUT LANDING.
  • 6th level: GET NEITHER SCORE NOR COINS. So Mario can stomp no enemies and get no power-ups.
  • 7th level: AIM TO BE "MR. TAS". TIME 100 is too long for him/her though :p
  • 8th level: Dr. Light gives Mega Man's ability to Mario. Mario cannot spinjump, his life decreases by taking damage, and fireballs move horizontally as Mega Buster. But Mario uses wall kicks, which are X's ability ;)
  • 9th level: GET ALL COINS. This can be read as "get 50 coins", so by duplicating coin blocks we can warp to the next map earlier than the author expected.
I hope you enjoy it :) ------ EDIT: removed the password of MP4 download. EDIT2: added a link to the IPS file on which the smv was recorded. EDIT3: replaced the link of the ips by another one because the previous link had been broken.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
The spreadsheets say that Fabian's wip is about 52 seconds faster. ISM's latest wip (up to C3) contains lots of additional improvements, and it already beats Fabian's by over a minute and it's awesome :P Fabian's wip has impressed and attracted me very much and made me work on a cape run of smw hacks. I especially love dp4 and awesome for entertainment :) I believe it indicates a new standard of cape-run with heavy use of hopping glitch and cape-attacks.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Experienced Forum User, Published Author, Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
minglw wrote:
For the Big Boo fight, is there an invisible platform at the top to allow Mario fly across horizontally to the right?
I used in the Big Boo fight (and the Bowser fight) "continuous air-catch" discovered by ISM. It's a little complicated to explain in details (here's ISM's detailed explanation, but it's written in Japanese). If a higher air-catch is cancelled by making horizontal velocity 0 or less (relative to the direction mario is facing), then by making velocity positive we get a higher air-catch again. Iterating this process, mario catches air continuously. With this trick, we can easily get a "fly stuck to the ceiling" from a lower position.
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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