Posts for PangaeaPanga


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Masterjun wrote:
YES, I loved that new duplication strategy in YI3! And throwing up that block in SW3 sure was a clever idea. Finally a TAS that is up to today's standards of SMW TASing and wasn't started 2 years ago (heh). Personally, I would give this one a Notable Improvement flag. Great job BrunoVisnadi and Amaraticando!
Seconded. Also, spawning the Reznor in YI4 definitely gives it a different aspect compared to the previous two TASes. Good job!
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Really_Tall wrote:
PangaeaPanga wrote:
Sorry for the dumb questions but is there any reason why this hasn't been submitted to TASVideos yet then? And is this the most optimal route including Pinna 5 skip (or whatever everyone wants to call it)? I've try to read as much as this forum as I possibly could since I do plan on at least attempting to TAS this game.
That TAS isn't entirely optimal, which is probably why it hasn't been submitted. The Bianco 5 RNG isn't perfect, for example. It does use the fastest route, except it doesn't have Pinna 5 skip since it was made a while ago. A new TAS should use the exact same route apart from in Pinna where you would do Pinna 5 Skip, which there is already a TAS of: http://youtu.be/nTnWaKFQeuw
jlun2 wrote:
Isn't the Italian version faster?
Italian and Japanese are quite close in time for Any%, but the Japanese version is faster because it has quicker loading times for Delfino Plaza. The versions are NTSC-J > PAL (Italian) > NTSC-U or PAL (other languages) for Any%. The downside to the Japanese version is that Sirena 6 takes longer, but it's still faster overall.
Oh wow. Guess Japanese is the way to go, and looks like I'll start learning how to TAS this game so I can make an any% run (again, if no one's already doing one).
sonicpacker wrote:
Instead of SA2B, Mapler and I have decided to TAS an any% run of this game, as we're rather familiar with SM64 TASing. Can someone more familiar with speed running this game go ahead and list all of the major tricks/skips/sequence breaks? That would be extremely helpful to us. It would also be great if someone used to memory address-locating could find the following addresses: - Mario's facing angle (what direction Mario is facing) - Mario's movement angle (what direction the stick is being held) - X position - Y position - Z position - Mario's speed value Thanks to anyone willing to help us get started!
This was posted 3 years ago, so I'm assuming sonicpacker and co. aren't working on one anymore? And does anyone actually know those memory addresses too?
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peteyboo wrote:
Well there's this
Sorry for the dumb questions but is there any reason why this hasn't been submitted to TASVideos yet then? And is this the most optimal route including Pinna 5 skip (or whatever everyone wants to call it)? I've try to read as much as this forum as I possibly could since I do plan on at least attempting to TAS this game.
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Sorry, I'm new here, but is anyone making an any% TAS, or is not possible for whatever reason? I've recently gotten into SMS, and after hearing about the Pinna 5 Skip, I kind of want to learn how to TAS this game.
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Amaraticando wrote:
Level: Yoshi's Island 1 - Frames saved: 6 - Because of the grabbing the mushroom earlier, we gain 6 frames by not having to slow down to collect the mushroom the pops out of the bush.
Shouldn't the advantage be 15 frames? In the old movie, Mario died at 262;22 in-game clock and now at 262;37.
This has been fixed. 16 frames were actually saved because using a visual comparison can be misleading when comparing the two emulators. Instead, I compared the values given by the address 7E0100, which is the game mode. In the previous movie, game mode is 20 on frame 6855 (entering Yoshi's Island 1), while game mode is 11 on frame 8682 (Mario dies); the respective difference is 1827 frames. In the current submission, game mode is 20 on frame 6886, and 11 onframe 8697; the difference is 1811. 1827-1811 is 16. Therefore, 16 frames were saved in Yoshi's Island 1, and NOT 6 frames. The new total amount of frames saved in the submission is 13.
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http://www.nintendo.com/corp/legal.jsp This seemed relevant to this thread. It also touches upon the question of if owning a copy of the original cartridge justifies owning a ROM image. (Once again, not my personal opinion)
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Might as well add my freerun to the list. Link to video
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Link to video I decided to do a "credits warp" TAS using the real-time strategy route. No use of controller inputs as code needed. Only slower than [2604] SNES Super Mario World "game end glitch" by Masterjun in 00:41.98 by 2323 frames (38.43 seconds). Not bad (well, not really since it's almost twice as long as Masterjun's movie hehe).
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Lex wrote:
It took a lot of searching to find what you were talking about. Please include as much information as you can. After much searching, I found that what he's talking about is described here: http://thefinalboss726.blogspot.ca/2011/03/super-mario-world-100-glitched-tas.html
I happen to still have two .smv files from when we were still on the project more than 4 years ago. This was all my input I believe. http://dehacked.2y.net/microstorage.php/info/1498898640/YW%20Redo.smv - From power on, I did the PI up until halfway through the turn block duplications of YI3. http://dehacked.2y.net/microstorage.php/info/1284079316/yi3-afteryw.smv - I did PI 3 times inside YI3 after completing it once. The goal was this was being able to copy-paste the input the amount of times needed to reach PI 106. Honestly, if enough attention is gathered, perhaps this project could be revived, although obvious objections would be the entertainment value from PI levels 5-106, as well as skipping almost all levels. And I don't think SMW needs yet another branch category (glitched 100%). Perhaps could be a vault TAS.
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Mister wrote:
Zowayix wrote:
Also loving the fact that a TAS of a SMW-based game on this site is finally able to show off the Cloud-Bowser glitch without any ACE-related arguments.
The cloud strategy was originally discovered in SDW and had been meant to be used there. So this is rather a reverse import or something. AND I think this is a good reason for not using this trick in SMW; we have a more appropriate hack to use it, SDW! EDIT: link added. Could you modify your description on the cloud strat, Panga?
Just did. Wasn't 100% sure who found it, but now I know. Thanks.
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Nach wrote:
PangaeaPanga wrote:
As DarkMoon said, I kind of "died" from just TAS'ing in general and only recently decided to pick it up. I didn't see this change until I was close to finishing this. As for evidence, this was my last post from my WIP back on 9/22/11. It was found here.
Okay then. Unless anyone has any significant objections, I think we can make an exception here.
Did we ever figure out a way I can submit my TAS?
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Nach wrote:
Any reason why you didn't ask for a continuance back in 2012? Do you have compelling evidence to suggest that this run was half way completed well before the Snes9x v1.43 cut off date?
As DarkMoon said, I kind of "died" from just TAS'ing in general and only recently decided to pick it up. I didn't see this change until I was close to finishing this. As for evidence, this was my last post from my WIP back on 9/22/11. It was found here. And as for why the video is unavailable, I died off of YouTube as well (my account was penangbenny, but it's no longer available).
PangaeaPanga wrote:
The 2nd Work-In-Progress video for the "120-Exit" project is up! This showcases from Water World 1 to the start of Crystal Caverns 1, finishing all of World 3. Link to video Link to the .smv is located here. Feedback is greatly appreciated.
As for that one post, yes I did glance in, but that was it. I never did see that announcement about the discontinue of SNES9X.
Post subject: Super Demo World
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So I came out of "retirement" and finished my Super Demo World - The Legend Continues "120-exit" TAS yesterday. The problem is that I did this on SNES9X v1.43 which is not accepted on TASVideos unless a continuance is granted. The reason why I stuck with SNES9X instead of LSNES is because I started this run on August 28, 2011 and finished half of it before SNES9X v1.43 was no longer accepted. Is there anyway I can get this movie to be an exception?
Post subject: Re: smw-96 wip
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bahamete wrote:
Hi all! We agreed to post a wip when we got to the twin bridges. Ever since Masterjun joined the project, he bought a level of motivation to it so we've been working pretty hard. This wip completes Star World 3. http://dehacked.2y.net/microstorage.php/info/949164897/smw-96-wip.smv EDIT: Please refrain from posting on Nicovideo or reproducing elsewhere. ニコニコ動画への転載はご遠慮ください。 Tomorrow I'll edit this post with level comments I'm writing right now. We're currently 830 frames (14 seconds) ahead of ISM's wip due to one large improvement in Cookie Mountain and many minor ones - but haven't compared to Fabian yet. If someone could make some kind of encode I'd be really grateful, too :) Enjoy.
Wow! Progress is going great guys! Nice to see that you guys accomplished so much ever since I, well, died off from the project and SMW in general. It's looking very stellar so far, and since I haven't touched SMW in approximately 5 months, I've already forgotten a couple of the tricks and glitches used in the TAS. Very excited to see the finished product!
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I've actually made a WIP of Super Demo World any% about a few weeks ago, which goes up to Water Star World. I'm currently more than 50 frames ahead of my previous run, and I was 16 (maybe 14 I forget) frames ahead by the end of castle #1. The score plan isn't really that optimal, but I was still able to save quite a bit over my previous run. If enough people request a .smv I'll post it here.
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Masterjun wrote:
i think it's because there is a frame rule of sprite interaction... (its 2 frames, so if it doesnt work, so do it 1, 3, 5, 7... frames later)
Yeah block duplications work on a 2-frame cycle, which is why I had to delay 1 frame a couple of times when I did my Yoshi Island 3 duplications, since I either had to save 1 frame to beat the rule, or lose a frame to start the cycle over. On another note, we are currently having conversations about the 96-exit and the WIP should be coming soon (I hope).
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HappyLee wrote:
I am also concerned about the 96-exit run. How's the project going anyway? I'm dying to see a new 96-exit run in this year!
You know, I'm wondering the same thing, and I'm a part of the 96-exit run project =P although I really do want to see a 96-exit run soon.
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Dawn wrote:
Hmm, considering you are already that much ahead of me, I might consider to just trash my WIP or possibly restart. On another note, my interest in SMW is slowly lacking. Hope it doesn't go away (at least after the 96-Exit project).
Or join mine wip
Yeah sure I'll join.
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Dawn wrote:
Here is my wip for the SDW 120-exit run. In this video I compared my run with Pangas wip Part 1 Part 2 The most frames were saved with 3 new breaks, like 40 frames were saved with cornerclips or lag manipulation.
Hmm, considering you are already that much ahead of me, I might consider to just trash my WIP or possibly restart. On another note, my interest in SMW is slowly lacking. Hope it doesn't go away (at least after the 96-Exit project).
amaurea wrote:
I'm a bit late, but I've made a comparison video for super demo world any% based on pangaeapanga's submission: Link to video
Oh wow, already that many submissions? Pretty cool to watch.
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Mister wrote:
You can perform stun bug in dsw with a shell kept in your reserve. Take a damage in c2 and go to dsw with small mario + yoshi + shell. Maybe using koopas, on the other side of the hill, is slower, but it's still possible.
Ah, yes, I forgot about changing power-up status from being small to large. Now to test if this is faster..
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jimsfriend wrote:
mi2 (small thing): on the down slope right before the midway gate it is possible to get a 6/4 cycle rather than a 6/5 cycle. If you jump on the slope twice, you get two 6/4 cycles, so you are potentially spending two more frames at max speed. Is that enough to save a frame?
Won't make a difference what I do in Misty Isle 2. Even if I do that, it's not enough to save a frame. On top of that, if I even do manage to hit the goal tape 1 frame earlier, I get a frame of lag right before I hit it, killing the entire improvement (similar to this video). Saving 2 frames might solve this, but it's not known if it is possible yet.
jimsfriend wrote:
dsw and skysw, may not be possible.: Use shyguy instead of yellow shell in dsw. Shyguy stays shy for ~500 frames. Now, since you have shell in reserve still, you can not get cape, so it will be difficult to get to the exit tape (or impossible). There are 3 shyguys near the beginning. Use one in place of yellow shell, and the two others as guys who boost you to jump higher. Throw 2nd shyguy up in the air, then jump up with 3rd shyguy and bounce off 2nd shyguy, near peak of that bounce, bounce off the 3rd shyguy. If this is possible and works, you would have fire flower for wsw (should not make you slower) and csw (will slow you down some). Then in skysw you can use the shell to make yoshi wings. You will have to drop the shell at the beginning and carry it on yoshi's tongue because you need to take the cape at the beginning of the level. If all of that, excluding the 1st shyguy waking back up, costs more than 469 frames then it will be slower :(. 469 is based on your saying you lost 969 frames as skysw and it taking ~500 frames for shyguy to wake up so you can bounce off of him.
EDIT: It's possible (View Mister's post below), but the fact if it's slower or not is still under testing. I had this idea in mind, except your idea has two flaws: 1. In order to execute the stun glitch, I need to switch power-ups in the process, which means I either have to drop the shell in Desert Star World, or simply let the fireflower override it when it goes into the reserve box when I collect the feather (it's the "You start off by voiding a sprite in Yoshi's tongue, which is achieved by eating it when you already have another sprite in Yoshi's mouth, which I demonstrate in the run by using the 'stick out Yoshi's tongue at the same time you hit a power-up' glitch. Then you have to get hit and fall off Yoshi before you eat the 2nd sprite." step in executing the glitch.). This is why I can't Yoshi Wing exit in Sky Star World. 2. (A more minor problem) I can't use Shy Guys. I need something that Yoshi won't swallow immediately, which he doesn't do with Shy Guys. However, there are Koopas on the other side of the hill, but it doesn't matter because of (1.).
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kaizoman666 wrote:
Excellent run, the addition of the stun glitch was very entertaining! By the way, I think there's an error in Desert Star World, as the 2000-something frame improvement in the the total frame count is never mentioned in the comments. Desert Castle #2 also doesn't acknowledge a large gain (and immediate loss).
Oh whoops, must have messed up the comments a bit. Thanks for letting me know.
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Also note that the points bahamete mentions above can apply to my Super Demo World 120-Exit run as well.
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lxx4xNx6xxl wrote:
After you guys are done making improvements on the Any% not glitched will you be working on a 96 Exit?
I've been debating this for awhile now. However, We all know ISM has been working on a 96-Exit run for awhile, and he's restarted it at least 8 times by now, due to newly discovered improvements early on in the game. It would be great to let him have this. However, the only reason I considered this is I heard rumor that he has quit this run since he's restarted it so many times already, and I wanted to carry on the work. At the very least, the current publication needs to be obsoleted by some run since that movie is very outdated due to all these new glitches and tricks discovered over the years. EDIT: This has now been added to my pile of projects I need to do. Expect updates on this run in the near future.
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Hey guys! Thought I would post a heads up on what's going on currently... As you may know, bahamete, Kaizoman, and myself are currently working on a refined any% run using this new strategy. However, I would like to introduce Mister to the team!! He has contributed much to Yoshi Island 1 as well as many minor improvements within our run. It is an honor to have him a part of this project :) Progress is going great now, as we finally reach Yoshi's Island 1. Even though there were a few bumps along the way, I am proud to announce that we are currently 24 frames ahead of our previous run as of the exit of Yoshi's Island 3, thanks to further optimizations throughout those two levels. This gives us a little "cushion" for the sub 10 minute mark, since I am almost positive we will lose some time later through the run due to Super Mario's World annoying yet infamous frame rules (as seen in our previous run). Expect more updates in the near future!!