I thought of something for your table.
Let's say the RNG address has X in it, then you trigger a drop, and now the RNG address has Y in it.
Is it possible that you're making a table of Ys when it's using the X to decide if a drop happened or not, or vice versa?
e.g. when the game needs an RNG value does it use what's in the address, or advance it by 1 THEN use what's now in the address?
Another reason can be due to RNG jitter. There are two causes of RNG jitter:
1) a random number is needed, and rejected if it doesn't have a certain property. For example, in a game with an RNG that returns 1 2 3 or 4, to fairly get a 1/3 roll you have to reject if you get a 4, so potentially many rolls are needed.
2) depending on the outcome of a roll, more rolls are needed. For example, an item is or is not spawned, and if it is, it needs an item id thus more rolls.
He's unstoppable! More A presses removed.
These all use the '207 dive recover' technique:
it is a technique to use a dive recover to ascend at most 207 units by taking advantage of poor object collision testing. Essentially, the sides of the cork boxes push Mario outwards, but these walls are misaligned at the corner. Therefore, Mario can do a dive recover into this misalignment, allowing him to get under the top without being pushed away by the sides. The top then clips Mario upwards onto it.
Here's a TAS of Hana no Star Kaidou (花のスター街道) for Famicom:
Part 1 - Nicovideo | Nicovideo Viewer
Part 2 - Nicovideo | Nicovideo Viewer
I don't speak anything but the most basic Japanese so I'm not sure if the script file is available, but given the obscure gameplay (see Hardcore Gaming 101 for details) this would clearly be an aid to anyone else attempting it.
A couple questions:
When you're waiting for enemies to spawn, is it best to time the stomp so that they spawn on the last frame of the attack, or do you need two hits to kill them?
I not sure what you mean
If you attack as early as possible, you have to wait a shorter amount of time before you can move again, because you waited out the warm up of the attack while you were unable to do anything to make progress.
In a fighting game this is known as a 'meaty attack'.
In the east, RPG speedruns end at 'The End'.
In the west, RPG speedruns end as soon as the credits BEGIN.
So this is a valid TAS in the west but not in the east.
Also, just thinking about the branch. Considering that this is a full TAS (minus that one level which is only accessible by code), the branch doesn't need to be there.
It's not any%, if it was any% he'd skip ?1 ?2 and ?3. So it's "all levels". Except you don't do ?4 (which technically exists but you can't access in a "normal playthrough"), so it's "all playable stages".
Feel free to suggest something better, but it's pretty good already.
BIG ABC update today, thanks to two new glitches discovered in the SM64 community:
-the Stair Dance Clip, which lets you ascend by grabbing a star in mid air
-If you dive recover & land while ascending, you preserve the ascending momentum so long as you do nothing but punch/stand still, and when you next enter a falling state you resume the ascending momentum.
Neither of these tricks are new. Just never applied to ABC. Star dance could be anyone's find, but the Y speed glitch was found by Eru in 2010. And it also works in a downward way, not just "ascending" as you wrote.
Oh, I didn't know they weren't new. Maybe 'unearthed' then? XD If glitches need to be 'rediscovered' to apply them to ABC, I'm guessing there's no good glitch resource/database/wiki for SM64 like OoT or MM...
So much new stuff ! :o
Very neat especially the first one, gongratz guy, now I wonder how many times you need to press A to finish the game with those new stuff ?
We're now down to 5.
https://docs.google.com/spreadsheet/ccc?key=0AnJCRPC09lDtdHJucFljRWswLXN1cnRSZTRFT0pYRGc&usp=sharing#gid=0
The five A presses are as follows:
BotDW (with red coins)
BotFS (with red coins)
Go to RR
Go to BitS (from RR)
BitS (no red coins)
Also, the spreadsheet lists 72 stars acquired, but 2 of those are Quick Race Through Downtown and Go To Town for Red Coins (aka 'do an 11 hour long glitch to overflow the water' stars). So ABC any% just literally got 22 hours shorter!
From this post on, no one has to fret about 22 hours of water overflow in ABC any% - we're back to all the long stars being duping, swooper manipulation, etc that we're here to see.
BIG ABC update today, thanks to two new glitches discovered in the SM64 community:
-the Stair Dance Clip, which lets you ascend by grabbing a star in mid air
-If you dive recover & land while ascending, you preserve the ascending momentum so long as you do nothing but punch/stand still, and when you next enter a falling state you resume the ascending momentum.
Link to videoLink to videoLink to videoLink to videoLink to videoLink to video