Posts for bahamete


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Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
Having followed the progress of the run and being a TASer of Tomb Raider as well, I know the level of commitment and work that Wyster put into this run. These games can be very frustrating at times. So, voting yes, for great technical quality and entertainment. Real shame about ALT, though.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Hi there, I have a problem. I left my movie running (recording) by mistake while I was out, and when I returned the movie was some 300,000 frames long. I played it back, recorded at where I wanted it to end, re-recorded, ended movie, yet when I go to play it back the dialogue says 300,000 frames. Every time. No matter how many times I edit the movie, it still says 300,000 frames when I open the movie. I'm worried this will be present even when I finish the run. What should I do?
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
Double post -_-/
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
I wasn't going to write about this because it seems like such a pointless glitch, but after some thought it could be very useful in most runs, especially the VIP series. For lack of a better name, the "Yoshi Despawn" item swap refers to a sprite taking the same #id as Yoshi as he dies. This will cause the item to "move" to Mario's position (or in some circumstances, 'nullify' the sprite, e.g. Goal Point or Springboard). Yoshi will then appear again under Mario if he goes through a pipe, door or exits the level (via goal, start+select etc). Potential uses:
    • Depending on the type of item you swap him with, Yoshi will either be Blue, Yellow or Silver. Thus, a Yoshi of a desired colour can be achieved based on the pallete of the sprite being swapped (it seems). • Maintain flight without requiring Yoshi. If you can swap him before flight (or during ascension) then flight speed can be achieved without dismounting Yoshi. • Taking Yoshi through doors, and also pipes that would otherwise be impossible (e.g. screen scrolling pipe). • Taking items that came out of a block through a pipe whereby you need to keep Yoshi. (Second division sprites, or sprites with an #id higher than Yoshi, cannot be held on him). • Bringing an item towards Mario. For example, flying question blocks can be moved so they will contain a different item.
It doesn't seem to work on 'standard' sprites, e.g. Koopas or Goombas, but it will with seemingly any Tileset-Specific sprite. Here is a sample (SMV). I haven't done enough research to know if this will be useful in SMW 96-exit, SDW, etc.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
Joined: 4/15/2010
Posts: 197
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Almost 2 year bump, as I was advised. I have been doing an any% run of this game. It seemed to be very popular at one point. Here is a WIP. It is 1,719 frames ahead of solon, andymac and Mister's run by the end of "Lakeside Castle", thanks to a new strategy for getting the cape. NB: I TAS mostly for fun, and I've never posted real work here... Whilst the run is pretty solid in my opinion, it does have small improvements here and there. Enjoy regardless.
Retired smw-96, smw any%
Experienced Forum User, Published Author, Active player (263)
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Hmm.. I'm not sure what is better. Bumping a thread over a year old, or starting a new one? I guess I will post my WIP here soon unless this gets closed. In that case I will bump the thread.
Retired smw-96, smw any%
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boct1584 wrote:
I think the currently published SMW small-only run set the bar for small-only in SMW hacks. * Maximum levels possible * No collecting any feathers, flowers, or mushrooms * No Yoshi * No Switch Palaces I like your WIP regardless, though.
It should fall under the category of "Almost Powerup and Yoshiless", similar to "Almost Capeless and Yoshiless", as the MIX series has the habit of forcing both. ;)
Retired smw-96, smw any%
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Mister wrote:
So now are there any teams working on an improvement over this run? If so and if they are working independently of each other, I would recommend them to collaborate without competing their own submissions. We are fortunate to have many active smw tasers and it would be great if they team up. I'm looking forward to their coming up with a present.
As said prior, PangaeaPanga, Kaizoman and I are working on it. If you feel you could offer any help into the run, we'd really appreciate it. Especially the potential BDSW improvement ;) That goes for anybody else, of course, too. Any improvements would be great to point out besides those known :)
Retired smw-96, smw any%
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andymac wrote:
Just to let anyone who wants to know, I'm probably not going to continue SDW 100% because I've stopped TASing for the most part. http://code.google.com/p/andymac-tas/source/detail?r=70
It is a shame to see you go. Watching the runs progress has been exciting. With your permission, I would love to carry on your work. I've always wanted to do SDW 120-exit (for joint authorship, of course). Please PM me. :)
Retired smw-96, smw any%
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Yes! As I've said on skype, this run is amazing. Great improvements, good technical value and great entertainment. Well done Justin. : )
Retired smw-96, smw any%
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Well when we were working on the Goal Sphere run, it took me about 110,000 frames to (macro) powerup increment 128 times, then when I testran the game (really lazily), it turned out to be about 20,000 frames short of Fabian, believe it or not.
Retired smw-96, smw any%
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I am currently attempting a 100% run of VIP4. You can see progress on Youtube. Here is part 1, it is 2,565 frames faster than V (見習い). I need to fix up a level then I will post the smv... and more, as progress develops, I suppose. Link to video
Retired smw-96, smw any%
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laranja wrote:
Hmm guyz I'm not sure if there is another SMW threads but since this is the main one I have to ask here... Does using 2 player maybe help save time? I mean not for any% tas... but for a 100% ? using 2 players to share routes and stages ?
This has been talked about before... I believe player transitions would take too long, and then there is getting a cape for Luigi, etc.
Retired smw-96, smw any%
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MUGG wrote:
I watched the let's play. Judging by the excessive game lag and by the frequency of those glitches, they most probably used ZSNES. There is nothing of use. However, I'm still interested in DiamondPhoenix' SMV...
I don't know a lot about the mechanics of the game, so I can't help you with the glitch, but the "Movie Playback" suggests to me it was on Snes9x 1.43 or 1.51 (or higher). I suggest you research more before continuing with the run. There seems to be multiple videos of it so I'm sure there is some level of consistency that you can reproduce.
Oasiz wrote:
IOk, I relized later on that this has no big significance as it's just input playback encoded to video, but it makes me wonder: Why is there a cursor flickering just when the glitch occurs? A lagging game shouldn't have any effect on the UI/emulator itself.
Perhaps he was using a screen recorder.
Retired smw-96, smw any%
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scwizard wrote:
So does ISM's discovery mean that the any% can be improved?
/me sighs
Masterjun wrote:
So, what do we know about powerup incrementation? I mean when it happens?
Mr. wrote a great explanation a couple of pages back as to what actually occurs when the glitch happens.
Retired smw-96, smw any%
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In the last smv you posted, the keyhole disappeared because you filled up the first division with Yoshi sprites (which are permanant), apart from slots #06 and #09. #06 gets taken by the key and then #09 gets taken by the goal point, leaving no room for the keyhole to spawn. With regards to the other TASes, they are actually slower than ordinary speedruns. I do not mean to offend. The point of the hopping glitch is to keep a consistent highest speed going, whereas in your movies you will be hopping at 48 or sometimes 47, and not jump on the earliest frame, going as low as 42 in one case. Use frame advance and use RAM watch to watch address 7E007B. Then you must release Y + > when your speed is about to clock at 49. That is all there is to it. Good luck :)
Retired smw-96, smw any%
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I watched your smv and while I cannot explain why this occurs, I can offer some insight into this. It appears that in this hack, Mario acts very strangely with ceilings, and more specifically, ceiling corners (it is actually possible to "boost" into them, though it is not easy, and you do not pass through, you just get stuck). I have an smv of a weird glitch I found while attempting to abuse the "Duck-Jump" form of pressure abuse (I am currently TASing this). SMV This glitch allows you to get to places otherwise impossible, as shown in the smv. It is also possible on upside-down slopes.
Retired smw-96, smw any%
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PKJC wrote:
Actually, according to the uploader's comments (the ones in aqua) it is still 74 frames behind even accounting for the time difference after Donut Plains 1, so it's not saving time over current any%. A shame, though that was impressively done.
Ah :) I can not read Japanese, I figured the numbers during the video were how many frames saved. Thankyou very much.
Retired smw-96, smw any%
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It seems the powerup incrementing glitch Nathan and I discovered has been put to terrific use by a Japanese taser, and has saved a lot of time over the current effort of the any%. I will post here so people can see the WIP. http://www.nicovideo.jp/watch/sm12551241 I am very happy this glitch has an extremely practical use! I knew it could be used to get a cape, but I didnt think it'd be possible to do on the move like that. I cannot wait for the completion of this run.
Retired smw-96, smw any%
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Hello everyone. A lot more progress has been done on the Glitchfest. We don't want to show too much before the final release, but here is World 2. I hope you all enjoy. Suggestions for future levels are welcome, and even past levels. I am fine with hexing. I can give level commentary if anybody wishes to request it.
Video Description wrote:
I would like to thank Nathan (nathanisbored) for his constant support, friendship, and being an epic glitch finder. Without him, I probably wouldn't be doing this. I would also like to thank Mister (Mr.) for teaching me the ceiling clip trick.
Link to video
Retired smw-96, smw any%
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Your score plan was phenomenal! 100100 points after Yoshis Island 4, I actually laughed. It is good to see you are improving the run. I hope this one may get accepted. Good luck ^^
Retired smw-96, smw any%
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I have tried that. I get pushed out or die. I have been trying for a while and I posted because I didn't want to waste my time trying if it wasn't possible. :)
Retired smw-96, smw any%
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Hey, I was hoping somebody could help me. I have seen people "warp" downwards through a wall by sticking Mario into it, e.g. by two POWs or something similar. What I'm wondering is whether I can do it in this situation: I have stuck Mario into the wall by three pixels and I was wondering whether I could force myself under the level to start flight. It would be a huge time-saver for me. Thankyou :3c
Retired smw-96, smw any%
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Couple of new glitches. New method of item swap (very limited usage): [Youtube 1] [Youtube 2] [SMV] By destroying an item block as it is being pulled to Yoshis mouth, he temporarily eats "nothing", so any new sprite coming on screen will replace it. Item teleporting bug: [Youtube] When Yoshis tongue goes off the left side of the screen, it can "grab" items that are in the middle of the screen. It is an odd glitch. Perhaps Mister can explain this better. This isn't really much use except for puzzle hacks. Both glitches were found by Nathan (nathanisbored). Oh! I almost forgot to mention! I found one a while back whereby if Yoshi is in a high sprite #id, when he despawns if a new sprite comes on screen, the sprite will teleport to near Mario. Unfortunately this does not work on the goal. [Youtube]
Retired smw-96, smw any%
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While I enjoyed the run, I don't think it is a run fit for TASvideos. The run falls between two categories: any% and small-only. I would consider "yes" to the run as a less exploratory small-only run, but it seems really redundant. Plus, the fact that the movie is sub-optimal. When it comes to any% you really need to compensate for fadeout lag, and lag in general, something you have not taken into account. I know for a fact that atleast one frame can be improved over Mister's obsoleted any% run just from having a more optimal score after yi2. Voting no. :/
Retired smw-96, smw any%
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