Posts for PangaeaPanga


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Slowking wrote:
DarkMoon wrote:
Eye Of The Beholder wrote:
I'd like to see how fast SMW can be beaten, so i agree with the usage of this new trick in an any% run.
The problem is that we don't know if there's a way it can save time. Masterjun's testrun lost 386 frames over the current run. Even with perfect optimisation, it's still pretty far behind.
My question would be if an end sphere skips the blowing up cutscene of Iggys castle. It might since it is a normal exit that maybe doesn't trigger the event, like using an end sphere in bowsers castle doesn't get you to the end credits... If the cutscene is skipped this should be a lot faster. Would be nice if somebody could test that...
The goal sphere does in fact skip the Iggy's Castle cutscene and Bowser's Castle cutscene, where Peach is released from the Clown Copter. However, you are right about the fact that it does not trigger the ending credits. This fact has been debated whether using the goal sphere in Bowser's Castle would be allowed, considering the fact that you are unable to view the credits once you exit the level.
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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.
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Thanks for this massive list of improvements. Right off the bat I can tell you idea #1 won't work. TheFinalBoss726 has already constructed a demonstration of this and he lost roughly 100 frames (I might still have the .smv handy). Also, I am proud to announce that bahamete has joined the project! Also, the 1st Work-In-Progress video for the "120-Exit" project is up! This showcases up to the beginning of Water World 1, finishing two whole worlds. Link to video Link to the .smv is located here. Feedback is greatly appreciated.
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Like I've told you on skype, it's a great improvement over my run. I know you two worked hard on this run, and it surely paid off. Great optimizations, like lag and the big improvement in Sky Star World. It's a shame that you were unable to manipulate the bowser statue fireball though. A definite Yes from me :)
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Hey jimsfriend, thanks for all these lovely ideas. I'll be sure to test these shortly!
jimsfriend wrote:
edit: There's other things I didn't mention because they've been talked about before or "obvious" or whatever, but aren't pie in the sky stuff like i mentioned above. Do you want me to exhaustively list all the improvements I know/think might work?
I guess you can. I don't mind reading a whole list, as it will definitely help me in this run, whether it works or doesn't (may spawn some ideas of my own based by some of these improvements possibly), well that is if you don't have any trouble posting them.
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Okay well I've decided I'm going to work on the SDW "120-Exit" as well. I am currently at Desert Pyramid b, and I am a fair amount ahead of the current published run. I just wanted to know if there is any way to open SDW in Lunar Magic, as it would really help a lot to actually view the levels and the overworld itself. Also, does anyone have any useful information, such as any breaks or a different overworld path before I get too far into the project? It would be very helpful to me. Thanks..
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Brandon wrote:
amaurea wrote:
Here is a comparison between the old and new run: http://www.youtube.com/watch?v=0iZrT--MIMw
Dude, this is so cool I don't even. Can this technique be generalized to different SNES games? Different emulators? I'd love to see this for more runs.
I actually had a video comparing my Super Demo World TAS to the old one, which can be found here.
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boct1584 wrote:
Er, why is the movie file 46 megs unpacked?
I honestly had no idea. I was surprised the movie size kept getting bigger and bigger..
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andymac wrote:
I'm just wondering if anyone has been working on a small only run lately. Also, I can't seem to find the latest old small only WIP on this topic. If anyone could direct me to the right page, that would be great.
This is my WIP of my current "Small-Only" run, which I had finished back in early May. I am more than 2000 frames ahead of the current published movie. Link to video However, MRO314 found a big improvement in Star World 3, which I was unaware of up until Ludwig's Castle. Link to video Although I have tried to edit that into the movie, I found out the movie de-syncs (no surprise). Upon tweaking it up a bit, and managing to sync it up to Tubular, I noticed that the football that the Chargin' Chucks punt did not conveniently spawn. This would mean that I had to 6/5 instead of being able to constant 49 the whole level. tl;dr the improvement didn't end up being worth it. Any noticeable improvements would be appreciated ^.^ EDIT: WIP (up to Forest of Illusion 1) can be found here.
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Wouldn't it also be tough to classify what is considered a jump and what isn't?
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Mister wrote:
bahamete: I heard from another one that he's working on it and I'm just wondering if he will join you.
I believe that dawn was working on his own run of this but I am not 100% sure.
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Fabian wrote:
I laughed a bit when I read that the Bowser fight was more entertaining, but whatever.
Well, it is your opinion, and no one's right or wrong.
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Mister wrote:
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.
I appreciate the feedback Mister ^.^ especially considering that you are one of the best Super Mario World TAS'ers in the community. It's sad to see that I missed some improvements that andymac has showed off, but hopefully that will be fixed. I think I should also add these in the "A Couple of Potential Improvements" section as well. Hopefully, this won't turn into another frame war. 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.
Mister wrote:
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/
I take constructive criticism quite well. Even if it's negative, there are great benefits from knowing where some improvements are spotted. Since runs continuously get improved, hopefully the next one will be harder to optimize ^.^ Thanks again for the feedback.
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Sonikkustar wrote:
Please check the "minor edit" option while youre editing the submission. You're flooding the IRC channel.
Ah, sorry about that. I'm a little new to this site. I'll be sure to check that option for now on.