Posts for bahamete


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Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
I think with the usage of this bug, we have to think about which runs it would be acceptable to do this in. Obviously, in 100% runs of games, such as VIP, smw and sdw, we could return to previous levels containing Clapping or Bouncing chucks to gain a key in reserve or a goal point in reserve to be used. I don't think this should be the case even as a seperate category. In any% runs of hacks, the goal of course is both speed but mostly entertainment. In this case, I think the bug should be avoided. For example, we found a way to shorten tsrp2 by many, many levels. In this circumstance, the run becomes very short, and the only entertainment comes from the performance of the TASer in the other levels. So I think this bug should be excluded from both 100% runs and even any% runs of hacks. Never before in SMW have we had a bug like this whereby much of the game's content can be skipped, and considering it can be abused ad infinitum, it should be avoided. I do, however, think that if the bug could be exploited in smw any%, then it should be done. My reasoning for this is that smw any% is the one run whereby entertainment can be traded off for speed; its intention is to show the game pushed to its limits. I'm wondering what others think about this grey area. Perhaps it is arbitrary to exclude a bug because "it's too powerful".
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Masterjun wrote:
well, if you do it in the any% of smw, you will lose like 300 frames...
I think the only way this will work is by going to yi1 for the clapping chuck at the end. I think that is the closest one on the any% route. But even then, we need to fill more sprite slots than normal due to yi1's sprite capacity, so we'd need sprites #08 - #11 to be filled (I think?) in order for this to work. This would lose a lot more time than 300 frames, so I'm wondering which idea you had? ^^ In other news, all my tests in SDW resulted in a crash, maybe I was just unlucky or it just doesn't work there.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Posts: 197
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Well, nathanisbored has just discovered the craziest glitch ever. If we item-swap a chuck so Yoshi swallows him, we get something strange in reserve. The current tested cases are such: Charging Chuck - Naked Green Koopa Bouncing Chuck - Key Clapping Chuck - Goal Sphere Here's an smv of the latter case. This will become very useful in 96-exit and sdw 120-exit, I think. Perhaps even smw and sdw any% runs.
Retired smw-96, smw any%
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Joined: 4/15/2010
Posts: 197
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boct1584 wrote:
Okay, YI3, my mistake. But I could have sworn that the overall loss for all of Yoshi's Island was less than 2 seconds considering the extra speed the cape gets you in YI4 and Iggy's Castle. EDIT: Found it. There's a Nicovideo link on page 83 of the SMW thread. Link to the post: http://tasvideos.org/forum/viewtopic.php?p=259274#259274 EDIT 2: Or was that before the Yoshi Wing glitch?
This is ISM's work. I think it was his test to see whether the bug would save time in any% route. Unfortunately it doesn't. Now, with the inclusion of item-swap bug into the any%, it will save even less time, because it becomes impossible to get a stock mushroom in yi2 and do the item-swap, too. But I think the next major improvement for smw will involve this bug. Maybe a faster way will be found to perform it :p
Retired smw-96, smw any%
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angerfist wrote:
I salute everyone's determination. Here is my yes vote and I and surely other wonder who will improve the all-exit run? It's time :)
The 96 exit is in progress by ISM. He tackles the immensely difficult run by himself. His WIP can be found in the SMW thread if you do some hunting, and it is incredible.
scrimpeh wrote:
'bout time this movie is submitted. A shame the itemswap can't be done more often, but it's a very nice improvement either way. Obligatory yes vote.
It is only faster when taking Yoshi anyway, and even then it is difficult to perform. We need to fill up at least #10 and #11 sprite slots, which is very hard without losing time. In the upcoming 96-exit WIP, ISM has some great ideas for it. It is probably my favourite bug. It never fails to be entertaining. I think the bug may be useful in 1 or 2 levels of SDW 120-exit, too.
Retired smw-96, smw any%
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PikachuMan wrote:
Jade Forest 1 has a glitch involving jumping on Caterpie that give you additional coins (up to 999,999) and 99 extra lives. (1, 4, 9, 99)
ISM has some documentation on the glitch here. It's in Japanese but you should be able to understand the table. 回数 = number of times (consecutive hits) 得点 = score コイン = coins This page may be useful to those wanting to do a TAS of this game abusing this glitch.
Retired smw-96, smw any%
Post subject: Nicovideo encodes
Experienced Forum User, Published Author, Active player (263)
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ISM has been kind enough to encode this run for Nico Nico Douga. Encode Account Free Comparison with old run Account Free I won't add these to the publication unless someone higher up thinks it is a good idea. The comparison video should be the one of interest I think.
Retired smw-96, smw any%
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henke37 wrote:
I was hoping that this was a 100 % run. But I will still watch the upcoming encode.
It is in progress by PangaeaPanga. But I think we will focus on SMW any% right now.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
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partyboy1a wrote:
If the trick can be performed in Cheese Bridge Area, this would allow two more exits to be completed in the small-only run.
As far as current knowledge is concerned, the climb anywhere trick can only be done in CBA using Yoshi Edit: Here, have a demo. ^^
Retired smw-96, smw any%
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Rules wrote:
It must be a quality hack and have an audience following. It must be a quality TAS on its own merit but also must show something interesting compared to other games of the same game engine.
While the hack itself is not aesthetically pleasing, it certainly has an audience following as it sparked a series of spin-off hacks (thousands of them); and it definitely shows something different to SMW. The relation to SMB Air is an adequate one. I think people may be worried with too many SMW derivatives appearing on this site. I don't think this will be the case but I think TASvideos needs to get over this fear of hacks. Kaizoman was hasty to submit this for this reason, but we talked him into it ;) On the TAS side of things, this run makes good use of newer techniques not found in SMW any% (some not in smw 96 exit). The optimization is great and it is a decent improvement over Mister's (unsubmitted) run. Yes~
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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The camera angles were so terrible please redo BitFS was incredible. Great job on this guys, definite yes vote. All I can say is I can't wait for 120-star.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Hi, so we kinda wanted to keep this project secret but we've hit a snag in our work. We're (Kaizoman, PangaeaPanga and I) currently working SMW any% and thanks to a new glitch and some other minor optimizations we are over a second ahead. We don't want to give too much away though. Anyway, the main point of me posting is to ask any SMW experts. After defeating Iggy, even with the same score, lives and coins as Mr and ISM, we lose 13 frames due to lag. If I refine coins slightly, we lose 7 frames. We have no idea why this is happening, our best guess is due to some frame rule. If anybody really experienced with the lag system in SMW could help us out, we'd really appreciate it. Post here, or if you need the smv to test, add me on skype.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Finally submitted. Congratulations Panga. I've already watched the whole run a few days ago, so definite yes. Very entertaining and lots of great new ideas.
Retired smw-96, smw any%
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ALAKTORN wrote:
it’s pointless to vote no on something you don’t like, it’s like going to *name band you hate* concert and after saying “it sucked”
I think a more suitable analogy would be going to see a band you like and them only playing half of a song. Anyway, I watched gia's run on Youtube, so no need to see this if it's "identical" as you say on IRC. So yes vote, as I found it thoroughly entertaining, though I'm still unsure how copying his input worked exactly. I think gia should be co-author but I'm not one to make that judgement. :p
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Thank you for getting my hopes up when I saw this on the workbench; I thought, "Oh dear, somebody beat us to it". Anyway, I went to watch the run but it was 63,000 frames and only 221 rerecords. :p I suggest you check out here, though the page is very outdated. A lot more tricks have been found recently.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Finished FLOWERLESS FORT, MARBLE ZONE, VOLCANO CASTLE and SPRING YARD ZONE. Improvements are written in the Youtube comments. Youtube Encode SMV I am 1,745 frames ahead of Mister, Solon and andymac WIP.
Retired smw-96, smw any%
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New WIP Improved my previous work on LAKESIDE CASTLE by using a different beginning strategy, and finished GREEN HILL ZONE. I couldn't think of a new strategy for this level, but I saved a frame over the previous run.
Retired smw-96, smw any%
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Hello, I did this run. Nikki is faster in this level but Fargus is faster for levels which are mostly flat, i.e. where double jump isn't required. We are still working on this with very slow progress. The second level can be seen on my partners channel, here.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Finally got around to encoding this. On Youtube SMV is in the video description, but it's the same as before. Anyway I'll be carrying this on in the coming weeks (hopefully). ^^)/
Retired smw-96, smw any%
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Mr. Kelly R. Flewin wrote:
With sporadic updates.. I am now very curious how the 100% Glitchathon is going. I can't seem to find the old updates in the thread.. and it was an absolute gem to watch. Mr. Kelly R. Flewin
We have given the run up. We finished World 3 and a little of the twin bridges which we haven't shown but I'll ask TFB if I can post the smv and edit this. You can see some of our progress on YT: World 1 World 2 Thanks for the interest. Edit: With regards to the small-only goals being arbitrary, I must also disagree. With Yoshi, every exit becomes pretty boring, same goes for the switch palaces. It aims to just be small mario and that's all.
Retired smw-96, smw any%
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I tried many times to add an additional exit onto the Small-Only runs with little success. CBAb seems to be the best idea, but there is it seems no way to jump off the rope in such a way so you go under the goal. With 49 speed it is just not possible. Another idea was to use "climb anywhere" bug in CBAb but that seems to be only currently possible in a clean SMW ROM with Yoshi - which in turn makes the strategy arbitrary because you could just jump iunder the goal and hop off him. Obviously, SW1 is impossible - even if there was a way to warp through the blocks the slow screen scroll would kill :p Anyway, PangaeaPanga's WIP has been encoded by him so far: Youtube It is 2000 frames ahead of the current run. He has made improvements on this encode, though. I will ask him to post the .smv next time we speak. We are also working on a (very, very slow progress) any% run. We know of improvements in yi2, BACK DOOR and we have some other untested ideas.
Retired smw-96, smw any%
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MUGG wrote:
Since you finished a new 3:20 run of Nevada, I take it the problem was solved? Nobody replies on the Youtube comments nor on Tombrunner, so what happened?
I apologize for my rudeness in not replying. The issue was resolved and I'm not sure how. Sometimes while playing I would get FPS drops, other times I would not.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Wyster wrote:
I've just experienced my first PSXjin desync
Wow really? I've tased nearly 1h 30 min of Tomb Raider without a single one, must be TR3 or bad luck :p
Yeah, it was during an extended sprint section. And I figured out why it happens - when I was recording, the gameplay drops to 20FPS (I posted about this weird bug on TombRunner). When I play it back, it's 30FPS. Obviously an emulator inaccuracy ):
Retired smw-96, smw any%
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If you aren't an avid Tomb Runner visitor, then you probably don't know I am working on a TAS of TR3. :p I will not post my progress here often, but I am quite active over at my thread at Tomb Runner. Some of my progress on Youtube: India Jungle (0:38) Temple Ruins (11:44) River Ganges (1:59) Caves of Kaliya (1:25) Nevada Nevada Desert (3:25) Currently redoing I will probably repost here after each main 'area', e.g. after Nevada, after South Pacific, etc. I've just experienced my first PSXjin desync and I am very annoyed right now, so that may not be for a while :p
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Mitjitsu wrote:
Congratulations on getting the first Tomb Raider run published. Any plans on doing TR's 1-3?
Wyster wrote:
Personally i think i'm gonna go with 4 for now. If i ever finish that, we'll see about 1-2(but i'm guessing they will already be done by then :P).
Unfortunately, Tomb Raider 1 and 2 do not work in PSX re-recording emulators currently. :( Unless it's just my versions. Oh, I said it on Tomb Runner anyway, but congrats on getting this published Wyster.
Retired smw-96, smw any%
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