Posts for andymac

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Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I can only get it working some of the time, but when I did, I triple checked that it saved 2 pixels every 8 frames. (1,2,1,2,1,2,2,3 instead of 1,2,1,2,1,2,1,2) I could be wrong. counting pixels is a difficult task. I got that wrong, I counted the pixels wrong three times. Address A202 is maro's speed, and is only measured in pixels. There are no subpixels. It turns out that the pixel trick has nothing to do with ducking, only slowing down, and your normal oscilation (1,2,1,2,1,2,1,2) is considered faster than this oscilation (1,2,1,2,2,1,1,2) even though they are exatly the same overall. Slowing down slightly, by pressing backwards or ducking and sliding will put you into this oscilation, and pressing forward again will bring you to the normal oscilation. you will notice that the "slower" oscilation has two 2's adjacent to each other. By swithching between the "slow" oscilation and the "fast" ones at the right time, we gain a pixel. Pressing backwards for 2 frames, forwards for 4 frames backwards for 2 and forwards for 6 frames is, as far as I know the fastest method of travel on the ground. This is very hard to do as it only works sometimes, and with very specific setups (meaning, I have done it once and have never been able to do it again). The pixel trick can also be used in the air as well. EDITAGAIN: you can now use the pixel trick in the air. watch this short demonstration video to see how. it's 3 frames backwards, 1 frame forwards, 1 frame backwards, 3 frames forwards. repeat. http://dehacked.2y.net/microstorage.php/info/796437324/omgf.vbm I couldn't figure out how to land and do the pixel trick on the ground without losing any time, so i guess if you start jumping, you can't stop until the end of the level. This is probably going to make the next SML2 run much less entertaining with all the spazzing.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
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This should be the result of using the pipe glitch: You will always fall through the floor no matter what. This happens on the actual gameboy. The first section that you fall down should be the exact same as the second section that you fall down. You will not, at any point in time encounter breakable blocks while falling until the mashed up part. This is not the case with the original dream team run, as they encounter a wall of breakable blocks. About half of the levels, you will fall, and land on flat ground, and not be able to fall any further. If you were to run right, you will encounter a solid wall. Don't play the original dream team movie, as it will mean that the echo ram is emulated incorrectly. I used VBA21 to check this, and can verify that this is in fact the case. EDIT: important. I think I may have found a way to increase the speed even more than the pixel glitch by jumping afterwards, and releasing the dpad. Saves 2 pixels every 8 frames ( I think) you can maintain your speed in the air by continuously hopping. to confirm this, is it possible for you to give me the adresses of mario's speed?
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Don't you have the J ! rom for creating the movie file with the duck glitch? you just said that the pipe glitch works on that version. Anyway, if you think that the problem is with the emulator (ie emulates incorrectly), then you are mistaken. VBA 21 fixes the echo ram bug but still synchs with the dream team movie of SML2 because the movie file does not have the "echo ram fix" flag set to 1.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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Location: a little city in the middle of nowhere
drawing up a quick, modified pascal's triangle will yeild quick, accurate results...
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
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I'm not going to have reliable access to a computer until the weekend, which means I can only start testing the nominated games then. Sign up will still close on the friday, but i will give the name out on the Monday. This also allows you the ability to cram TAS on the weekend before the due date. All the other rules still apply.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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Location: a little city in the middle of nowhere
It was revived.
adelikat wrote:
Rejecting due to not beating all all known records as stated in the Guidelines. Seems this one completes more levels. I'll let the audience decide its fate then.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
For the sake of getting this contest started, I am not going to participate in this competition. Here's how it's going to work; In five days time (monday for me) I'm going to give out the game title and checksum. This will give you some breathing room to figure out how you are going to distribute WIPs and effectively TAS with each other during the course of the week. The teams are as follows. They were picked randomly. sign up closes today (friday) Truncated Kyman FODA Cpadolf MUGG TheRandomPieIV dammit Randil moozooh mz Specifics: I will be open for suggestions for games to TAS. However, they must not have a run already on TASvideos, and you must give me the game name by PM. I will decide which game to TAS out of the nominees. You will have exactly one week starting from the time I give out the name of the game to finish your TAS, whatever time that may be in your region. It will be about 5:00 pm GMT +8:00. I will accept late entries on the Tuesday only, but there will be a 10% time penalty if you do. You must PM me a link to the finished TAS, otherwise it will not be counted. I'm not going to place restrictions on outside help. in fact the more external help you get, the better chance you have of winning. The movie file must complete the game that I say. if you get the wrong version of the game, and it does not sync, then you and your team will be disqualified. I think that's it. If anyone has any questions, please ask.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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There's some really hacky collision code right there. I fell through the ground on my digger, got out, and then fell onto my starite. which was underground.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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Location: a little city in the middle of nowhere
I would be interested in participating in this Just to get this started, (I'm not going to be the organiser of this or anything) if anyone would like to participate, please show your interest, so we can formulate teams. Also, is there anyone out there who would like to chose teams/score/judge? so far: Kyman FODA Randil MUGG Truncated Cpadolf andymac moozooh TheRandomPie IV
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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use super mario all stars (not with added SMW because it requires an extra menu movement) for SMB3, and use the original SMW rom for SMW. there should be no problems if you do that.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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Your'e forgetting how different smb3 as is from smb3 for the nes. Without left + right, the smb3 AS completion is 23 seconds longer than the current SMW run. The fastest strategy is also very different to the nes version. I've been thinking though... the hopping glitch works in both SMW and SMB3 AS. in SMB3 AS, you need to get up to speed which takes only about 20 frames with right + left. However in SMB3 AS, you can only jump every 8 frames without losing speed. holding left + right in SMW either means you run forwards, or alternatively, if you are flying, and facing left, it means you dive, without losing any speed. So it seems that it's possible that SMB3 AS and SMW can be controlled virtually independantly of each other, without losing any speed overall in any of the games. to control jumping independantly, you could either abuse the difference in heights from a spin jump compared to a normal jump in SMW, because these two jumps are mapped to the two "jump" buttons on SMB3 AS IIRC. alternatively, when entering SMB3 AS, you could change the button mapping and map one jump to a jump on SMW, and the other jump button to one of the "run" buttons on SMW. I think the main difficulty is going to be catching air in SMW, because it means you have to slow down in SMB3 AS.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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left + right isn't an extreme optimisation. It makes mario travel at hyperspeed in SMB3 AS.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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It's going to be reasonably hard. In the all stars version is completed slower than the nes version, coupled with the fact that the fastest method of travel in the all stars version is holding left + right, while in SMW, the fastest method of travel is not to hold anything at all and hop. The time difference is going to end up significantly different, and controlling both games independantly is going to be difficult as well.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
... I admit defeat
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
EDIT: fuck, it why did I even bother trying again?
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
EDIT: fuck it, just took too long to type I guess
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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I am backing out of this TAS, for reasons I am not at liberty to discuss..
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Side bljing seems like it would save time, however, the route I chose was based on bljing out of rooms instead of exiting via the paintings. You are right about JRB not completed first. It should be completed after the basement. It has some good stairs for bljing that we can use to get behind the key door and use the tj into the second floor. I'm conflicted as what to do first. It's out of WF or BITDW. I'm thinking Bitdw
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
you have to start descending before you can do the butt stomp. Meaning I can have much less speed without losing any time for the blj. I can do one less blj, this will save 2 frames. The other frames can be saved by starting the blj further up the cannon, meaning less air time.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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Robz is no longer working on his run You definitely need the MHS values to make an optimal TAS. Even then it's difficult to optimise some things. Until we can meet sometime on IRC, for the moment, if you do a star, just PM me a link. To get on IRC click this link, then type in "nahoc" or whatever for your nickname and "tasvideos" or "sm64" for channels. As for hexing, I'm sure that frames can be saved off robz's WIP, so I would advise against it. As for "blast to the stone pillar" I know that there are at least 6 frames that can be saved off mine. I only realised later that I could save them. This was because of a counterintuitive technique that I hadn't considered. That said, it was a sloppy blj, and I only manipulated my initial speed to 15.7. In contrast, I manipulated my initial speed on the JRB stairs to 15.97 (the highest you can get is 15.99..). I was going to redo anyway. I'm pretty confident that 12.50 is possible.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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Don't start recording, and then load a savestate that isn't from the movie. Mupen64 will desync. Open the rom, start recording the movie from start and not snapshot. Then only load savestates that are part of the movie. If you load a state from somewhere else, the movie will desync. Also I have to agree that you are becoming a much better TASer.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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Some people think that this topic should be locked. I disagree. This is the most entertaining thread on the site.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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I wasn't being truly serious, I was trying to say that the timing of an emulator is arbitrary, by using an exagerated example.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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personally, I say use the console framerate, for two reasons: firstly, there may be an unfair advantage for using certain emulators over other emulators. for example FCEU calculates frames at 60 FPS and FCEUX calculates frames at approximately 60.099 fps. If we were to use console timing, there would be common ground, and no time difference. Secondly, the rate at which the emulator runs at is actually irrelevant, for example: we use slowdown ad fastforwards anyway. If we were actually supposed to consider the speed that the emulator runs at, then you could fast forward and say it was completed faster. In other words, the timing of an emulator is arbitrary, and does not truly mean anything.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
If that was the nahoc I know (Nahoc10 on youtube) then I had no Idea English was your second language. I have never seen Nahoc make a grammatically incorrect sentence before, so I assumed this was a typo or mistake as such. If this is a different Nahoc, then I am terribly sorry. EDIT: If this is the Nahoc I know, then I'm also sorry.
Measure once. Cut twice.
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