Posts for Smudge

Smudge
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Joined: 3/22/2017
Posts: 16
Sonia wrote:
Load the ROM, then go "Config > Rewind & States" Enable the two checkboxes that say "Medium savestates" and "Large savestates".
This fixed it, thanks!
Post subject: Rewind is always disabled in Super Mario World
Smudge
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Joined: 3/22/2017
Posts: 16
Edit: Solved Whenever I open Super Mario World (US rom) rewind is always disabled by default, and I can't find an option to turn it on. I'm running BizHawk version 2.2.2 (x64). I've checked, and I do have a key bound to Rewind. It's just when I load SMW specifically (it works on other roms) it says "Rewind disabled" in the output log in the bottom left of the window. Is this an actual issue or am I just dumb? Thanks!
Smudge
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Posts: 16
Does anyone know how the framerule is saved in 8-2 (like optimal TAS vs WR)? Like is it just fast accel and slowing down as little as possible at the pipe after the large jump? Also if I may ask, how many frames do you need to make up to make the next framerule? Thanks!
Smudge
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Joined: 3/22/2017
Posts: 16
GJTASer2018 wrote:
... Are you sure this isn't the Auto-Hold feature you're talking about?
When I go to Config -> Auto Hold/Fire, I can see that Auto-hold has a check next to it, but it still isn't working.
Post subject: I updated Bizhawk, can I turn this feature back on?
Smudge
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Joined: 3/22/2017
Posts: 16
So previously I was running a version of BizHawk from February 2017, but today I finally upgraded to the latest version (2.2.2). In the old version when using TASStudio, if you put an input on the last currently existing frame of the TAS, and then play it in real time, creating new frames, the input would be carried over to all those new frames. I know I didn't explain it very well, so here's a video of it: https://www.youtube.com/watch?v=5mqL9DCqa14 In the new version, it doesn't do this anymore. Is there anyway for me to make it do that again in the new version? Thanks!
Post subject: Is There A Multitap Function For SNES?
Smudge
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Joined: 3/22/2017
Posts: 16
I asked this question some time ago, and I was told that I was on an old version that didn't have the function. Today I finally got around to upgrading to Build 2.2.2, but I can't find the multitap function anywhere when I load a SNES game. Does this version have it? Edit: Nvm, found it :/ Sorry.
Smudge
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Posts: 16
OK thank you.
Smudge
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Joined: 3/22/2017
Posts: 16
adelikat wrote:
Open a SNES game, Then go to SNES -> Controller Config
Sorry for the late reply, but when I go to the SNES tab, I don't see Controller Config. All I see is Display, Graphics Debugger, Game Genie Encoder/Decoder and Options. The options menu doesn't mention anything about multitaps. I tried going Config -> Controllers to look again, but I couldn't find anything their either. I am currently running on BizHawk 1.12.0. Thanks!
Smudge
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Posts: 16
Hi, thanks for the reply. I want to make it clear that I I was just wondering because I was curious, not because I someone stole my TAS. I also have not posted any of my TAS' on TASVideos as there are already much more impressive TAS' for the same categories as I am still learning. Also I read the link about fair use, and I believe that it is inaccurate in saying that commercial use has an effect on Fair Use. As far as I know this is not the case.
Post subject: Weird Question: Do I Own Copyright for my Tas'?
Smudge
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Joined: 3/22/2017
Posts: 16
In other words, if someone reuploads my TAS, can I take it down for copyright infringement, or is it technically Nintendo's property still?
Post subject: Is There A Multitap Function For SNES?
Smudge
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Joined: 3/22/2017
Posts: 16
I want to do a TAS of Super Mario World 0 Exit using the human route, but the current route requires two multitap taps (four controllers in all). Am I able to do this in BizHawk, or am I out of luck on this one? Thanks!
Smudge
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Joined: 3/22/2017
Posts: 16
Amaraticando wrote:
3) https://github.com/TASVideos/BizHawk/blob/1.9.1/output/Lua/SNES/Super%20Mario%20World.lua (very basic, only hitboxes)
For link, do I just copy the text into a text file and name it .lua and then run in the lua console? Thanks!
Post subject: How do I view Hitboxes in SMW?
Smudge
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Joined: 3/22/2017
Posts: 16
I'm making a TAS and I want to be able to see the hitboxes of all sprites in BizHawk 1.12.0. How can I do this? Thanks!
Smudge
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Posts: 16
This post did not abide to the rules, so I deleted it. -Smudge
Post subject: How do I use the FDS version of Super Mario Bros.?
Smudge
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Joined: 3/22/2017
Posts: 16
I havea ROM for SMB1, and it's labeled Japan, USA, but I don't know how to get it to run as an .fds file as opposed to the .nes file tht it runs with. I looked on [MOD EDIT] Thanks for the help!
Post subject: Super Mario Bros. Flagpole Glitch Help
Smudge
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Joined: 3/22/2017
Posts: 16
I'm making a TAS for SMB1 and need to get flagpole glitch to optimize the run, however I've looked up multiple tutorials that give the inputs, but they don't work for some reason. I landed on the first pixel of the third block from the top of the staircase at the pole (while not holding B), then held B+R for 2 frames and did a full jump so that Mario was hovering 3 pixels in the pole (https://gyazo.com/3b2b224c0e4f8df671952118201eef44). I began to hold left on that frame. I held left for the next to frames, and on the third frame held L+A for one frame. The closest Mario comes to contact with the pole: https://gyazo.com/e6c9a233e776d2ae5dc4c85274d32b40 I know that there is a TAS only version of fpg, but I can't find a video or explanation of it anywhere. Thanks!