Posts for bahamete


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Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
Fantastic run as expected. I particularly enjoyed the vertical sky level (スカイツリー) which is just entirely broken and the second-to-last level (てんごく) which has great autoscroller entertainment. Great work guys.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
Patashu wrote:
The game resource page mentions that you can form a keyhole using the stunned sprite glitch. I know https://www.youtube.com/user/SomeGuy712x uses this a lot for his challenge runs like 'level X with no A button', but are there any places in the game where this was not quite fast enough? Same for the stunned sprite glitch with Pokey
You can spawn a key using a Dino Rhino, I guess that's what you mean (I don't watch SomeGuy's videos). In that case the glitch is only possible in two levels - Chocolate Island 1, where there is no secret exit and Chocolate Island 2, where there is no key anywhere near Dino Rhinos. That glitch isn't useful in this run yet, but it might be in sdw-120, VIP series or elsewhere. With the Pokey glitch there are only Pokeys in Yoshi's Island 4 (which would save time but we can't reach the goal without a cape) and Groovy, where the stun bug on the sliding blue koopa is quicker. It's a shame there are not more opportunities to show off these great glitches. :( Again, thanks for comments everyone. I'm sorry if you don't find yoshi wing glitches entertaining.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
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DK64_MASTER wrote:
Stupid question: Was it not possible to do the Yoshi Wings trick with the Dragon Coin in Butter Bridge 1? I figure it either it takes too long to get a Yoshi there, or it doesn't really save enough time?
There isn't any block near enough to a dragon coin to make the bug feasible. We tried, though.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
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HappyLee wrote:
Warepire wrote:
You failed to get 99 lives! But this was so awesome I voted yes anyway.
I also wonder why they failed to get 99 lives, since it's not that hard, especially in auto-scroll stages. Does it has something to do with the score plan?
It would have probably reduced lag not to get 99 lives but that wasn't the reason. We just... never did it. Wasn't a priority I guess? Also maybe it's impossible to do so without losing time/entertainment...
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
Fabian wrote:
So I'm finally getting erased from this site eh? Nice work fellas, long overdue.
I can only apologise :p Thanks for the kinds words everyone. Thanks ISM and amaurea for the encodes.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
partyboy1a wrote:
I guess that Super Mario World was one of the most important reasons to deprecate Snes9x, as the improvements became highly emulator dependant...
What? The only difference between emus in smw would be handling of lag. All glitches in smw (including arbitrary code execution bugs) work across all emulators, except that one antaasas did... There is no reason to reject any smw run based on emulator.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Great optimization and entertaining throughout. Yes vote.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
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mathgrant wrote:
I see that the orb glitch is never used in this WIP, so I assume it's verboten. Some of the other glitches have equally insane, or even more insane, effects, though, and I'm curious as to how you came to decide which glitches to allow and which to forbid. As I recall, the use of the orb glitch in a non-assisted 96-exit run is debated, too.
We decided not to use chuck glitch for a few simple reasons: a) It's ridiculously difficult to route-plan such a run because we'd have to time very many strats and we don't want to exhaust our motivation from that b) Very few SMW TASers think the glitch should be in the run, whose opinions are very important to us c) A fair portion of the community thought it would be a bad idea d) It's probably about as boring as watching paint dry. It's as simple as that. Arbitrary, possibly; but I don't see it being a rejection reason...
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
Comma is debatable. I was always taught never to use a comma before "and", but it seems acceptable in these situations. In the case of "Game Boy, SGB, and Game Boy Color games." I think it works better without the comma, though. :)
Retired smw-96, smw any%
Post subject: Re: smw-96 wip
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HappyLee wrote:
bahamete wrote:
Tomorrow I'll edit this post with level comments I'm writing right now.
I'm still waiting for the level comments, please. It's been already 4 days...
I'm sorry, I'm really busy lately with university and the like. Seeing as I don't know when I'll finish them you can see my unfinished notes (which only compare to ISM) here. http://pastebin.com/25y4arSH
Retired smw-96, smw any%
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Hi all! We agreed to post a wip when we got to the twin bridges. Ever since Masterjun joined the project, he bought a level of motivation to it so we've been working pretty hard. This wip completes Star World 3. http://dehacked.2y.net/microstorage.php/info/949164897/smw-96-wip.smv EDIT: Please refrain from posting on Nicovideo or reproducing elsewhere. ニコニコ動画への転載はご遠慮ください。 Tomorrow I'll edit this post with level comments I'm writing right now. We're currently 830 frames (14 seconds) ahead of ISM's wip due to one large improvement in Cookie Mountain and many minor ones - but haven't compared to Fabian yet. If someone could make some kind of encode I'd be really grateful, too :) Enjoy.
Retired smw-96, smw any%
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ALAKTORN wrote:
bahamete wrote:
but everything we know regarding frame rules and lag in smw may only apply to this emu, I'm not sure.
all the more reason to change to a more accurate one… lol
Don't really see your point, the lag and frame rules will still be there but they may act differently. I base this only on assumptions by others and I know there is better emulation of lag (meaning possibly more?) and such. It is why we have stuck to 1.43 for so long... I learnt from it!
Retired smw-96, smw any%
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Joined: 4/15/2010
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So... I'm confused, can existing wips be continued or...? Either way I'd like to request a theoretical continuance on the smw 96-exit, as it would be a 'pain in the ass' to redo indeed as mentioned before (it will probably take upwards of a year to finish though). I understand the need to deprecate snes9x and I'm grateful for the warning, but everything we know regarding frame rules and lag in smw may only apply to this emu, I'm not sure.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Warepire wrote:
He fails to beat the real time speedrun by 2½ hours.
Seems that way, but I guess he wanted to show off more of the game. He did more missions but I think every mission is done faster than the SDA run. The aim of the TAS is unclear but it's really fun to watch anyway.
Retired smw-96, smw any%
Post subject: Grand Theft Auto: Vice City
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koeiprogenitor finished his TAS of this today (or rather, uploaded the final part) and I noticed there wasn't an existing thread. It can all be watched on his mylist. I think it's a really entertaining run, definitely worth watching :)
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
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I don't fully understand the mentality of "owning" glitches. TASing, the way I see it, is about collaboration and improvement. We all work together in some capacity to improve existing runs, and thus, if you find a new trick and release it publicly, the most you should hope for is that people are grateful for such a find. But this is only a courtesy, really - just as you give something to that division of the community, you have taken things too. Or am I alone in this? :p The only way to truly own a glitch is to just not release it or not document it. But even that isn't fool proof, and often leads to bad circumstances. The worst of which is a halt of progression in TASes (i.e. the one frame improvement in BitDW that brian found, though I may misunderstand that situation).
Retired smw-96, smw any%
Post subject: sdw any% improvements
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I made a quick smv of the first world of sdw to test new score plan (to get a score of 100000) for Iggy, and a couple of improvements mostly due to Dawn. http://dehacked.2y.net/microstorage.php/info/1708258443/sdw-any-bahamete.smv Misty Isle 1: No change, except two corner boosts, but the improvement is lost. Misty Isle 2: Tiny improvement of grabbing shell and then 49 hop until the shell jump, where 48 hop is started. Then 49 speed is regained by sliding. Improvement should be 2 frames but lost again due to frame rule or lag. Misty Isle 3: New method of getting flower by abusing the bounce height of goombas. 10 frame improvement then 2 frames gained from lag. 1 frame lost in level transition. Misty Isle 4: More optimized shell grab and corner clip saving 2 frames. Lose one of these from lag. Lose the other from level transition. #1 Misty Castle: No change :( I thought the better score would improve a lot. I lost motivation here because of it. So total improvement of 11 frames. Obviously this score plan is not optimal, but I'm sure there's a much better one than is demonstrated in current any% or wips. Please feel free to use my input for any reason, I hope to see a new run soon.
Retired smw-96, smw any%
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I'll post here because we're at a loss. Before I ask the question, I'll tell you we're 199 frames ahead of ISM's run so far by Donut Plains 4. We haven't compared to Fabian yet. We got to dp4 or so when I decided to go back and redo the entertainment of dp2b. Then it was realised by Mister that PangaeaPanga got a lag frame while in the level by mistake. Despite this, we go through the pipe at the same time as ISM, and if I remove the lag frame we still go through the pipe at the same time. This is confusing enough for me. After removing the lag frame and redoing the key room, there is some frame rule on the overworld which puts us a frame behind ISM, meaning despite saving the lag frame, we enter GSP a frame later than the run with the lag frame. I'll have to apologize for poor wording. Here are the runs (obviously if you don't want the run spoiled don't watch them): Run without lag Run with lag, the lag frame is at 23755 or so. Please help us understand if you can. Edit: In the microstorage descriptions, I meant dp2b.
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I think I should clarify why this wasn't submitted by me. I was hoping DarkMoon would write it in the comments but nevermind. I don't think this run belongs on TASvideos because it isn't up to the standards of the other SMW runs. In light of the Kaizo submission, DarkMoon was prodding me to submit this run and I eventually relented and said he could submit it himself (generally, people are free to do whatever they want with my TASes). If this run were to be accepted, I'd by lying if I said I wouldn't be happy about it, but some parts of the run are unavoidably just a bit lazy and no attention to lag reduction was made. I've improved a lot as a TASer and thus, I didn't want to submit it. Either way, I do hope this run is entertaining for viewers. Edit: Oh by the way, I have an SD encode on my channel.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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I've said elsewhere to you guys that this is a great run and that you should consider submitting it. After rereading Nach's comment on the Kaizo 2 TAS, I'm not so sure. I think this run may suffer the same fate as the other submission. I applaud you guys on really great work and don't wish to deter you, but I'm not sure if this run (specifically the hack) is so distinguished from the other one. Just something to consider I guess. Edit: TASVideos timing is just the literal length of the .smv file, and it is automatically taken when the .smv is submitted.
Retired smw-96, smw any%
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I'm not TASing this hack, but I found a nice idea for Grassland 4. It isn't optimized at all. The strategy is difficult because there isn't much room for getting through the slope, and then you have to corner clip a tile of dirt which you can't even see. :p
Retired smw-96, smw any%
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gbreeze wrote:
Isn't there a blue sliding koopa in yi1?
Stun bug isn't useful there. The first permanent object is the red shell at the midpoint and it wouldn't be faster. Well, maybe I'll test the idea when we get there, but I'm sure it would be slower.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
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The reason I didn't post the WIP was because there's not really anything new in it. Still, here's some points: * We aren't using chuck-eat glitch, at all. * We are using stun bug. * Mister isn't working with us for now. :( I'll post WIPs after large amounts of progress. I hope our motivation will last. :p
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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feos wrote:
Can I detect the time the botton is held down? OS facilities maybe?
Something like this? :)
Language: Lua

local frame_before = movie.framecount() local pad_counter = 0 gui.register(function() if movie.framecount ~= frame_before then if joypad.get(1).A then -- Or whatever button pad_counter = pad_counter + 1 else pad_counter = 0 end frame_before = movie.framecount() end gui.text(0, 0, pad_counter) end)
That counts how many frames you've pressed a button. Replace movie.framecount() with os.time() for real time difference. I only tested on snes9x. EDIT: I just realised I probably misinterpreted your post completely. It's past midnight for me. :(
Retired smw-96, smw any%
Post subject: All-exits run
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To make that two year bump a little more worthwhile, I'll post ISM's all-exits run which is on Nico. It's pretty entertaining even for such a poor game :p Account
Retired smw-96, smw any%
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