Posts for bahamete


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Language: Lua

local key_table = {} local randint = math.random(12) if randint == 1 then key_table["A"] = true; key_table["B"] = true; end if randint == 2 then key_table["right"] = true end -- etc.. joypad.set(1, key_table)
Something like this you want, maybe? :) However if you want multiple keys to be set at random, then maybe something like:
Language: Lua

local key_table = { ["A"] = false, ["B"] = false } -- etc.. for k, v in pairs(key_table) do local set = math.random(2) if set == 2 then key_table[k] = true end end joypad.set(1, key_table)
Sorry if I misunderstand. Both scripts are untested but the idea is there. :p
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CoolKirby wrote:
LYF wrote:
You know, hacks are difficult to tas.
Who says all hacks are difficult to TAS? Some are easy to TAS, especially if the engine is unmodified.
They are. Well I guess we tas hacks because the level design poses a need for more creative strategies often. This is sorta balanced by focusing less on optimization and more towards entertainment. Anyway I played through some of this hack, and i don't think its very appropriate for a TAS. I have no interest in it, anyway :(
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Brian_pso wrote:
I hope someone can use this to discover some way of opening that damn door!
Well, the wing cap requires.. 16(?) 9 stars, so even if a method was found, it wouldn't be beneficial. It would be interesting though. :p
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Okay, I'll try and summarize p4plus2's analysis, even if I don't fully understand it. (Later, I'll ask him if he would mind posting to cover things I missed/understood wrongly). OAM does not change the game mode. The lag frames you see in the movie (where he pauses, and executes button input on three controllers) are all BRKs. He sets up OAM so it jumps to $014219, which is the SNES registers for input (See here). Then he uses the lag frames to construct opcodes via 3 controllers of input, which then change the game mode. The reason being that regular controller RAM could never be accessed during lag frames, as the game does not poll input. But the SNES registers don't work this way. So basically, Snes9x is emulating things incorrectly. In particular this part:
014219 brk #$00               A:01f5 X:0006 Y:00f5 S:01f4 D:0000 DB:01 NvMXdizc V:227
01421a brk #$00               A:01f5 X:0006 Y:00f5 S:01f5 D:0000 DB:01 NvMXdizc V:227
The stack pointer (S:****) isn't working correctly. p4 thinks that in Snes9x, values are allocated randomly on the stack, whereas on real console or BSNES, the values are pushed to the stack. This is as far as his analysis is so far. I wish language barrier was not so much an issue. :( The good news is, p4 thinks he can replicate the glitch with legitimate means, similar to how the old run works, by manipulating OAM in a different way I guess. I hope so. :p
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Post subject: Credits from yi2
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It was only a matter of time, really. :p This was done by antaasas earlier today, so I encoded a quick movie, to make it more accessible to those who maybe can't view the .smv. SMV, Documentation (Japanese), Lua: http://ux.getuploader.com/antaasas/download/47/YI2END.zip Encode: http://www.youtube.com/watch?v=nHK_lOk9dic The amount of work that went into this astounded me. So many trace logs, lua scripts, etc. It is not perfectly optimized but on a technical level it exceeds most movies. edit: Apparently, on a real console, this bug wouldn't work. Well, it's still really interesting :p
Retired smw-96, smw any%
Post subject: New freerun by ISM
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Special World freerun by ISM, showing off some of the most recent glitches. Nicovideo: Account No account
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Thanks for your input. I'd like to submit it but I'm unsure how the community would take so many deviations of SMW, and I think Mister is planning to submit his TSRP2 run, so I'm unsure. Maybe I'll wait and see how his submission does. Here's a Youtube encode of the first two worlds: Link to video
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Lil_Gecko wrote:
Quick question about the any% glitched. How do you guys get to watch the OAM values ?
Here's a quick script.
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dnnzao wrote:
I located two more possibles save timer, I did not tested since I don't care about doing this for the 96exits, and the improvements onthe any% come from YI2 and YI1 I believe (as regnum showed us)
Would you be so kind as to disclose these ideas? :p Edit: Regnum0nline demonstrated an improvement in yi1, which is in our updated any% smv. If you have two more improvements, please say.
Retired smw-96, smw any%
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dnnzao wrote:
I found two improvement on YI2 over the any% that I did not used them, since I don't see the 96exits like the any% [...]
You saved two frames in yi2 from corner boosting? Where are there more places to do them? Well I think you should post your improvement here for future reference. But maybe such an improvement would be lost from yi1 frame rule of death.
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Post subject: TSRPR All-Exits
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I was very inspired by Mister's work on TSRP2 and it motivated me to start something I've always wanted to do - an all exits run of TSRPR. Here is a WIP up to World 3. Thank you to Mister for some input on this run (in both senses of the word. Some input in VOLCANIC LAKE is from him). I don't have any notes planned, but I'll edit this post with some information soon. And maybe an encode. Until then please enjoy. I will post new WIPs every completed world, I guess.
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DarkKobold wrote:
I'm assuming this is a serious question. It is hard to address your point, because I'm not entirely sure what it is. Thus, I can really only address the examples. Is there a legitimate reason for using the (J) ROM for SMW or SM64?
I think he was using it as a bad example of switching regions of runs but the only difference seems to be in (J) version you can eat dolphins (and some other minor things). But in the (E) version of SMW, height from a cape rise is much higher which would definitely prove beneficial in, say, 96-exit. But it isn't a good reason I don't think. Edit: I apologise for such a digression. I forget where I was for a moment. :p
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Amaraticando wrote:
So, it has been a while since the last post and I am curious about both 96-exits runs. Some update?
We're all working hard on our own projects right now and we just haven't really spoken about it really. Honestly I think we're all still rather hesitant to start the run in fear of arbitrary or unsatisfying goals. :p
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Even if we disregard the debug rule, doesn't the "run must be faster than RTS equivalent" work here? I suppose one could boot up the console holding these buttons and achieve the same effect. (Probably). Voting no but it's definitely a hilarious movie :p
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Despite that "When Worlds Collide" plays for a matter of 6 seconds, YouTube still manages to content match it, which is likely why you're having issues Tub. Because, of course, we all watch an 11 minute video due to a 6 second audio track. (Edit: Just realised it plays during the credits. Still ridiculous) Anyway really good run, I love this game and some strategies really surprised me. Entertaining throughout. I have the inherent bias of "HOLY SHIT NOSTALGIA" with this though. :p Yes vote of course
Zeupar wrote:
I wonder if you can somehow manipulate the songs that play without losing time.
Don't they just go in order?
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But then that would be incredibly boring. Anyway I'm 99% sure none of us want to go all-out with the glitches. My top priority is just to make an entertaining run for all. But we have to restrict some things to achieve that. Alternatively, as this situation seems to be, we'll never make our minds up and won't start the run. :p
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Carl Sagan wrote:
Also, I don't know the specifics, but I hear one level in Kamek's Revenge 100% isn't actually complete? Does anyone know specifics, or if one unfinished extra level would be a big issue? It's 5-E I believe.
According to the hack thread on SMWC, these things still need to be finished: - Finish creating Extra 5 - Scan all of the remaining levels (anything not colored green) for vanishing items, strange palettes, unfair lack of eggs, etc. - Make the credits (?) (I think I'll just leave the original credits, actually) - Finally, do an any% playthrough and a full 100% playthrough for final testing I guess a TAS of this hack isn't such a good idea probably as it is prone to updates.
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Updated testrun. Now uses goal sphere for most levels. Thanks to ISM, Mister and Masterjun for Gnarly, Way Cool and Groovy respectively. I think this version is not so entertaining. <.< e: saves time in all levels except Groovy. The normal route is faster there I think.
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Post subject: smw-96 special world testrun
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So today we were talking about using goal sphere in special world, so I made a testrun for a demonstration up to MONDO. smw-specialworld-testrun (smv) GNARLY is ISM's work and GROOVY is Masterjun's. I'm posting this for two reasons. The first is to show to people what the new smw-96 could possibly look like in some areas, so they can judge the entertainment properly (note this is a testrun and I didn't bother overly with entertainment). The second reason is this: <xBaha> Gnarly -37f | Tubular -282f | Way Cool +119f | Awesome +765 | Groovy -96 <xBaha> Comparison with ISM's WIP <xBaha> Cumulative <xBaha> So by Mondo we actually lose time. The goal sphere will be used in even less places than we thought. Due to powerup management the bug is likely slower in many situations. However now I'm going to test using the goal sphere in all of the levels instead, which I hope is not faster. :(
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The idea to go all out seems like a decent one, but then does "all out" mean we can write 96 to the exit counter and be finished possibly faster than the glitched run? Obviously not but you see that "all out" doesn't really mean so, and we have to draw a line somewhere. It seems no matter what choice we make, it's either inherently boring or arbitrary. Regardless the run is going to be terribly arduous to perform and we know we can't make everyone happy, though we're still discussing ideas. I think the team currently agrees (and dare I say, most of the community) on: Get 96 original exits. Use stun bug. Use chuck-eat in some form. The latter is obviously the biggest issue and we can't decide whether to backtrack for spheres or not. The only way to fully judge I guess would to be to make a testrun of both routes but I'm not sure any of us are willing to. I think it's almost certain that if/when we finish I wouldn't want to be a part of a "no Yoshi" 96-exit run. But I'd enjoy the run certainly.
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Post subject: smw-96 goals
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Thanks for everyone's input! We didn't assume that everyone would want the same thing so we used our best judgement on the goals. Here's what we're currently talking about but we need to speak to Kaizoman first, anyway: Avoid Start + Select and don't abuse death. We're most concerned about this goal as we don't all agree on it, but I'll write it down anyway. The only reason we'd use either of these is returning to levels to get a goal-sphere in reserve. We wanted to exclude many map transitions and thus these two goals remove the possibility, but allow for chuck-eat maybe 5 or 6 times in the run. As for the secondary effects, we're unsure right now. Use stun bug. We're including this bug because the general view seems to view it as entertaining, and it saves time. Besides, it will only be used up to 5 times maximum. Get 96 original exits. Exclude fake exits, such as using goal sphere to get exits not originally programmed. We hope these goals are at least somewhat clear. We want to avoid being arbitrary but maximise entertainment.
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FatRatKnight wrote:
Can Mario be "stunned"? What about Yoshi? Message boxes? Moving platforms? Hey, you said any sprite.
Just to clarify: Yes, any sprite that appears on the sprite tables, whereby Yoshi can be in the same place as them. Messages boxes, yes, Moving platforms, yes, and nathanisbored has indeed managed to stun a Yoshi. Though the latter is not too easy to setup as you can imagine :p Anyway, the only useful sprites to stun are Pokey and sliding Blue Koopa, which spawn a goal tape and a Koopa Kid respectively. But we have to take into account that other sprites, when stunned, will spawn a sliding Blue Koopa - such as super koopa (yellow cape) and Diggin' Chuck's rock. So we end up with a chain of stunning sprites :p
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None of the glitches use powerup-incrementing; we will not be using null-spit on a platform due to it being used in the glitched run. I was warned of this by adelikat (or DarkKobold?) However, they all require Yoshi, so no additional techniques for the small-only I'm afraid. Thanks for everyone's input so far ^^
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Post subject: smw 96-exit
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So as you may or may not (probably not) know, we have decided to attempt the 96-exit run due to news of ISM 'giving up', for lack of a better term or knowledge. I guess he grew weary of new discoveries. Current team is that of any%: Kaizoman666, Mister, PangaeaPanga and me. So we're interested in some points the community may want to offer out an opinion for because we're struggling to see a logical swing one way or the other. Do we use Chuck-Eat glitch? This was discussed somewhat previously but we really need a solid answer as we'll be started soon. We'd love a judges opinion but anyone can throw their opinion out. This would mean maybe 15 or more exits will be beaten using a goal sphere, and water levels (we're currently thinking Soda Lake) will be skipped by holding a key. Things like this. I personally believe that using the bug will make the run look boring to some, but fresh and original to others. It's a grey area. Do we use secondary results of Chuck-Eat glitch? According to antaasas and others, we can write to any address possible by eating a chuck with OAM in a correct order. I'm not too knowledgable but from preliminary thoughts, we could manipulate which overworld Mario is on, the powerup we currently have, which item is in reserve, etc. It gets a little hazy when you realise that using this method, we can trigger the credits, or even write 96 to the exit counter and consider that a "finished" run. We don't want to do this; so which is acceptable? Do we use "stun any sprite" bug? Recently, we've found a way to stun any sprite. To people who aren't obsessed with SMW this basically means we can put sprites into a position where they will spawn something, similar to how an overturned Koopa shell spawns a koopa. Think in the glitched run, where fishes are spawned. This bug has been known for a while but now any sprite is possible. Thanks to ISM and antaasas, so far we can spawn Koopa Kids (more or less instant level enders) and goal tapes. I'll detail this bug later, though. I will mention this bug will only be useful in a maximum of maybe 5 levels. What constitutes all-exits? Using goal sphere in Bowser's Castle, Back Door and Funky, we can in fact get 99 exits. So should we? This is a tough one to answer, I guess :p So what do you think? It's hard to judge which should be used as it could ruin the run, potentially. Include all possible bugs? Exclude all of the above? Some but not others?
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Here is our new smv, I don't think I can replace it myself. We're sorry it took so long to update. This contains an 8 frame improvement in yi1. Thank you to Dawn for his insight. However, due to level transition lag, we lose 2 of these frames so this is in fact a 6 frame improvement. Also, we had to redo the Bowser Battle due to a desync, which I think is now more entertaining than before. ^^
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