Posts for RyanM561

Post subject: SMB 1 Frames needed
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Joined: 6/28/2007
Posts: 17
If you're trying to figure out how many frames you need save in order to save 21 frames in total, and it's proving to be difficult to calculate through the memory thing, it should fairly easy to calculate manually, right? I mean, just keep beating the level, 1 frame slower each try, until it adds an extra 21 frames. It should be easy to do the calculation after that....
Post subject: It depends...
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Joined: 6/28/2007
Posts: 17
By your logic, it should be almost equally as easy (difficult?) to take 30 seconds off the movie that is already shorter. It really depends upon what future glitches and shortcuts are found for each game. Since they've both been optimized by the same person, it's likely that they're both similarly optimized, and there aren't a lot more refinements available to one than the other. You're not likely to gain 30 seconds more on one than you're likely to gain on the other. On a similar note, I'm still waiting to see the revised 2nd quest of Legend of Zelda, and how close it comes to the 24:05(?) set for the first quest.
Post subject: Moving forward
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Joined: 6/28/2007
Posts: 17
This game could easily be broken up into individual levels to optimize, as very little carries from one bomb room into the next, in case anyone is interested. I am moving on to the second bomb room. The first one takes (me) 55 frames longer if warping than if not warping. It takes me 687 frames from exiting the first level to exiting the first bomb room, and 632 if I'm not warping (which I would expect I'll do, as you can warp here and still get the best ending.) I also found a great page to use for the game: http://strategywiki.org/wiki/Mighty_Bomb_Jack I'm working on a minor route tweak as well.
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Joined: 6/28/2007
Posts: 17
adelikat wrote:
A warped run was submitted and rejected for being too boring. An improved version would very likely share the same fate.
Well, I'll probably end up making the warped run for my own amusement anyway, but I'm actually enjoying making the non-warp run better. Since you can get the bombs in the best possible order, the bomb rooms are shorter. Progress update: I'm now exiting the first bomb room (disappearing into the door) at under 635 frames from exiting the first level.
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Joined: 6/28/2007
Posts: 17
adelikat wrote:
sounds like you aren't are of this: http://tasvideos.org/926M.html
I hadn't seen that one, actually. Should we be using the J version? Either way, I have a 40 frame gain just within the first bomb room. It shouldn't be hard to take several seconds off Hisatoki's time by the time it's done. Since this full run is already published, would an "any ending" movie probably get voted down then? It would be the shortest (and easiest to make :-)
Post subject: Working on it!!!
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Joined: 6/28/2007
Posts: 17
I loved this game as a kid, and since the partial / WIP submissions I could find on this site were horribly unoptimized, I thought I would give it a shot. I'm through the first bomb room so far (warping and also not), and it's just as awesome making the movie as it was playing growing up. There is so much to optimize - I've had 30 versions or so this week, each one removing one or two frames at most, but there's always something new I'm discovering about the vertical acceleration (up and down), the mechanics, and the "platform boosting" which I'm making wonderful use of. Just picking the optimum route through the bomb rooms is ridiculously tricky, since he moves twice as fast vertically (at full acceleration) as he does horizontally (again at full acceleration). There appear to be four potential videos: 1. Warping, best ending 2. Warping, any ending (this would be the absolute shortest) 3. No warping, best ending 4. No warping, any ending I could see potential interest in all of them. Anyone have any comments? Each of these presents its own issues, since there are certain detours if you're going for the best ending (which doesn't allow warping through as many stages as #4 does).
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Joined: 6/28/2007
Posts: 17
Sorry. Looking back now I realize that the floating koopas probably hasn't been achieved on 4-3 already, or someone else would probably have accomplished the jump. Can someone direct me to an FCEU movie of it being done anywhere, with the flying koopas perhaps? I would still like to see the "minimalist" video of only pressing B once, if someone is working on it.
Post subject: SMB 1 full walkthrough - Floating enemies underneath
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Joined: 6/28/2007
Posts: 17
Can someone post a WIP to help me understand how to pull off the floating enemy trick on 4-3? I haven't figured it out yet. To my understanding, we are now to the point where the B button need only be pressed once, for one single frame, on 4-3, and the rest to complete the entire game (32 levels)? Has anyone put together the one B press walkthrough yet? I'd love to see it all, even if it's not perfect yet.
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Joined: 6/28/2007
Posts: 17
I searched, and didn't see anything about this game on the site. I thought this game would be interesting to TAS, since there's probably a lot of manipulation of the enemy in the center of the board, and there could be some very fast levels. It was kind of a simple game, though. Anyone else have any thoughts?
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Joined: 6/28/2007
Posts: 17
Right now it's just a random list of small improvements. Like, I found it was faster to shoot the flame in front of Zelda with an arrow than it was to take the damage and boost through it (only like 1 frame though, so it may be a fair trade for the entertainment value, though I wouldn't have done it.) However, that would leave you with 1.5 hearts at the end, meaning you could take an extra boost somewhere along the way to Ganon, probably from a wall pincher or something (I hadn't found the optimal place yet). All but two of my changes save less than a second so far. I can get in the money making game 28 frames earlier now, which still doesn't help - I just have to wait it out. I hadn't found much improvement before the raft. I do have a question, though. Has a decision been made about whether to let a video with the side scrolling glitch obsolete the one without it, or will they both be kept? If the work isn't going to start until 2008, I'll just keep working on individual issues until then, and discuss them at all once.
Post subject: Improvements to first quest
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Joined: 6/28/2007
Posts: 17
First of all, sorry to everyone for accidentally creating a new post when I should have replied to this one - still learning the site. I'll shape up - I promise. I do, however, have an ever-growing number of minor improvements to make to the Legend of Zelda first quest run, and would like to be involved in the making of the new first quest movie. I understand it may be a while, which will only give me time to find more.
Post subject: Next first quest speedrun
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Joined: 6/28/2007
Posts: 17
I want to be involved in the making of the next first quest speedrun. I'm compiling a list of places where improvements can be made.
Post subject: Swordless run idea
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Joined: 6/28/2007
Posts: 17
If there really is interest in a swordless run, can we do a "only stabs when necessary" run? The only time the sword would be used would be the final boss, which would provide the closure that's lacking from the "ends when reaching the boss" swordless run now. It would be like the Contra movie where no shots are fired, except at bosses. Just a thought...
Post subject: MMG delays
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Joined: 6/28/2007
Posts: 17
I'm going to do some research and see if the cycle repeats regularly. I was trying to see the minimum number of frames (greater than 4, of course, and without using the side scrolling glitch) that would have 50 rupees in the center item. For example, if I can get in the MMG 40 frames earlier, would I be able to get the 50 rupees any sooner, or would I still have to wait? What if I got there 120 frames earlier?
Post subject: You are correct
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Joined: 6/28/2007
Posts: 17
Sorry, wrong section. Had a few different windows open. Also, I'm new and still learning where everything is. Please accept my apologies, and thanks for everyone's patience and understanding. ~Ryan
Post subject: Legend of Zelda - first quest
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Joined: 6/28/2007
Posts: 17
While I realize there will eventually be a glitched version that involves the donut shaped screen principle, I am working on small refinements on the game. Does anyone involved in previous TASes know how many frames earlier than the current run I'd have to get into the money making game to get 50 rupees? I can get in about 25 frames faster right now, but then I have to wait that long for +50 to come up in the center. ~Ryan
Post subject: SNES Desert Strike
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Joined: 6/28/2007
Posts: 17
Has anyone run this game? I remember competing for top score on level 1 for Nintendo Power years ago (I didn't get it). With non sequential missions and many items, it seems like this one would be a real challenge to TAS. Any thoughts?