Posts for Potato_Stomper

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Joined: 7/29/2009
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I tried to make a TAS without using left+right: http://dehacked.2y.net/microstorage.php/info/1472619153/rta-rules.fm2 I'm not sure, if I got everything. In 1-2 I lose a bunch of frames when I try the wallclip and can't save the framerule, but I think it may be possible. 4-2 and 8-2 are not 100% optimized either, so maybe a framerule could be saved? 8-4 room 2 could maybe be a frame quicker? (I copied room 2 and 3 directly from Happylee.) I did not care about entertainment, just want to know the time.
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Isn't a lower subpixel value better?
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Joined: 7/29/2009
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I like clear branch names, but I think you are overdoing it. If a regular guy, who is not yet aware of a specific game's glitches, wants to watch a run, he will not know what "x-ray glitch", "no L+R" or "no null egg glitch" means. He will have a basic idea what "warpless" means however. He can then go the warpless run's page and see the precise definition there. Listing every single glitch avoided is also a bad idea in case a new gamebreaking glitch gets discovered. It's clear why a warpless run with slightly different rules can obsolete another warpless run, but not why "no A glitch, no B glitch, no C glitch" can obsolete "no A glitch".
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HappyLee wrote:
Memory address for height: 00CE
I compared this adress and also subpixel and speed and some more, they're all the same for the first few seconds of touching the flagpole. Only when Mario is about to fall off, they suddenly change. EDIT: And the important part is that after falling from the flagpole, in the second movie Mario gets a very slight x position advantage and enters the house 1 frame earlier saving a framerule.
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I made a comparison movie to show what I'm talking about. They are identical except for a jump at the start. At the end Mario is visibly higher on the flagpole and enters the castle 1 frame sooner. But I can't find the memory adresses that reflect the height difference. http://dehacked.2y.net/microstorage.php/info/1391853335/Super%20Mario%20Bros.-0%20-%20Kopie.fm2 http://dehacked.2y.net/microstorage.php/info/1387701040/Super%20Mario%20Bros.-0.fm2
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I'm a non-TAS speedrunner of this game and I'm confused about 8-1. You can play 8-1 without ever slowing down, but even if you do that and hit the top of the flagpole, you sometimes lose a framerule. It seems to depend on what enemies and upgrade blocks you hit, but I can't really make sense of it. Does someone know what I'm talking about? EDIT: I think it's impossible, but I had this idea: Stomp the Koopa at the end of 8-2 and then jump of it as it falls down and enter the ground to do the flagpole glitch.
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I think it would have been better without the block duplication and pause while hit tricks. Then it would also fit the "glitchless" definition of real-time speedrunners and I can't think of anything besides these that is a glitch or borderline-glitch. The submitted run seems unoptimized, but the route is interesting.
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Patashu wrote:
So, do you think that your NES boots up with a perfect 0000FFFF0000FFFF... uninitialized RAM pattern? That's just as unlikely, yet we accept it out of tradition.
I think it should be the "intended state", if there is such a thing. If there isn't, it should be the most likely one, if that can be determined.
RachelB wrote:
That IS abusing the software. The software is what is reading uninitialized ram.
The hardware is what makes the uninitialized RAM non-deterministic.
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So are we going to say that a nuclear bomb detonated near the NES console and by chance the radiation made all the bits change to the proper value for the credits to run? Or that the electrons in the NES all randomly quantum tunneled so that they form a desired state? A TAS should abuse the software, but not the hardware in my opinion.
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Or cycle through save states with buttons like + and -.
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You should change the resolution to low, because it is faster. The section where you climb between the parallel rocks looks unoptimized. Movement in general looks good, but not perfect. But it may be because Rayman 2 doesn't allow very many angles.
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Get a bunch of R.O.B.s and spare NES controllers of all kinds. Now "play" Gyromite by manipulating the R.O.B.s into reassembling the spare controllers into increasingly complex machines which themselves can be controlled by the game like R.O.B.s to build even more complex machines. Continue doing so until you have a time machine and finish in negative time.
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How optimized is this WIP? I never played the N64 version, but it doesn't look optimized. 3:14 Why do you get stuck on the entrance to the pipe? 3:25 Hitting the ceiling slowed you down. 4:20 Are you sure this step by Rayman didn't cost time? I honestly don't know. 4:25 Wouldn't it be faster to jump down instead of falling down? 4:34 Why do you get stuck on the Murphy block? 4:42 Why don't you go straight to the lum? 4:52 Why don't you jump instead of pulling up? 5:10 You need 4s more than Manocheese in his SS run for that climbing section. And you rarely use edge jumps.
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Discs from a different game are just that, not from the game you should actually play. If a game has 2 discs, it's another thing, then both discs are part of the game. But in this example Tennis has nothing to do whatsoever with Super Mario Bros. The obvious choice, if that was allowed, would be to make the game you switch discs/cartridges with yourself, so that it gets the desired effect in the absolutely least time possible.
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If the SNES mouse can create that input, I think it's okay.
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GhostSonic wrote:
You could potentially mod or create another controller that has these buttons. This demonstration Masterjun linked to uses these "non-existent" buttons, so it's not out of the question by any means.
Yeah, but modding the controller is hardware modification (as the name implies). Is cartridge tilting going to be acceptable too, if it's emulated correctly? How much of a difference do these 0-3 buttons make anyway? Is the run fundamentally different without them or would it be just a bit slower setup?
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How can this be acceptable, if it uses non-existent buttons? Even a perfect player could not make buttons appear out of thin air.
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ais523 wrote:
Potato Stomper wrote:
There's a new trick: http://www.youtube.com/watch?v=ntStTtt27L8 I doubt that it saves time compared to the current way, but I'll let you know anyway.
Was that first wild encounter, in view of a trainer, a manipulated random one, or some glitch involving holding a direction when saving? Without seeing the input, it's hard to tell from the video. (I can sort of see everything else that's going on there, though.)
It's just a random encounter. The save is completely unnecessary.
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There's a new trick: http://www.youtube.com/watch?v=ntStTtt27L8 I doubt that it saves time compared to the current way, but I'll let you know anyway.
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zaphod77 wrote:
A speed runner would walk up to the arcade, plunk in their quarter, start the camera, and play.
Most speed runners reset until they are lucky. You reset until you have the 1/50 chance that a special item appears or you reset until one of 50 pseudo random boards appear. Where is the difference?
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Minesweeper Clone has timing to the thousandth of a second. I wonder how fast a bot could solve Minesweeper. I may try to make one, but I'm not good at programming and most downloadable bots abuse the the mine revealing glitch.
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I really like this run, but isn't there a Nintendo logo after a hard reset, which should add to the time (not that it matters because you can't beat it without a hard reset)?
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Hey, I love your work and have an idea for the Super Mario Bros. movie. Couldn't you merge the levels 1 to 3 of a world? Here is an example of what I mean - I know it is not suitable for that yet! http://www5.pic-upload.de/17.08.10/d9atp1pla8lb.png
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Proving or disproving that there is a cardinality between between these of the countable and uncountable sets using Mario Paint as a chalkboard to write down the proof.