Posts for dadinfinitum


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Joined: 5/27/2019
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Location: Maryland
Love seeing people learn how to program. I started teaching myself three years ago now, and my first program was a randomizer written in Java. A year later, I redid it completely in JavaScript, and have been using that exclusively, for the most part, since. I've made a variety of random things, whenever bored. https://github.com/slashinfty?tab=repositories
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)
Experienced Forum User, Published Author, Player (102)
Joined: 5/27/2019
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Location: Maryland
Nicos wrote:
yes vote for improving the currently published run BUT the pipe gltich use makes the "all bosses" goal a bit arbitrary : as you don't complete all the levels this run can't be called a 100% and since the PG can be used to trigger the ending (#3299) (the last any% glitched using it), it qualify this run as a "glitched" branch but not an "any%" since it not take the "fastest path to the ending" (aka PG > ending ) still it was entertening to see
This is a fair point. Perhaps remaining branchless is the best option, then. My belief is that a run that triggers the credits and a run that defeats Wario should be different. I also don't like the inclusion of ACE in a run that defeats Wario. I don't think it's arbitrary; one resembles the original game and the other does not.
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)
Experienced Forum User, Published Author, Player (102)
Joined: 5/27/2019
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Location: Maryland
MUGG wrote:
Oh_Deer actually pointed out that you can jump above the pool of water in Turtle 3 for a bit, which seems to save ~20 frames. We both overlooked this. I'm not sure if you can still implement this in the run.
I messed with it last night, and saw the improvement, however, any adjustments to made in the middle of the TAS subsequently affect everything afterwards. I know mugg already knows this, but I'll explain for everyone else: since movement is based on a global timer, especially the pixel trick, all movement would have to be tweaked from the point of adjustment, which is essentially half of the TAS. Additionally, the two level clears in memory past Turtle Zone 3 would have to be messed with, which is not trivial, plus the two vertical zips, which are very precise. Lag would also change, since we would be jumping at different times, so any instances of lag would have to be messed with. Between all of that, the time saved could actually be less due to these factors. tl;dr the amount of time and work it would take to implement this change offsets the amount of frames that could be saved, especially since it's not a guarantee.
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)
Experienced Forum User, Published Author, Player (102)
Joined: 5/27/2019
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Location: Maryland
Proposing one of the following as the screenshot (my preference is for the space one): Frame 62318 Frame 72047 It took about 6 weeks, but I went back through the entire TAS I originally submitted, with mugg's input along the way. I attached the goal "all bosses" because the TAS it aims to beat does not have a goal. The goal here is to really play through the whole game without using ACE. I didn't want the goal name to be extremely long, but I want to be sure this goal does not include ACE, since it stops looking like the actual game, and looks more like the game end glitch TAS. EDIT: if the judges agree that remaining branchless is preferred, then I defer to their judgment.
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)
Experienced Forum User, Published Author, Player (102)
Joined: 5/27/2019
Posts: 10
Location: Maryland
feos wrote:
Does "all bosses" relate to this movie: [1564] GB Super Mario Land 2: 6 Golden Coins by andymac in 21:43.52? Is the pause bug used there?
It does not. The pause glitch was found the year after that TAS. I think it boils down to having an ACE TAS, and a non-ACE TAS. If we start using it in longer categories, it just begs the question "why not use it to it's fullest potential and just beat the game faster?" which is just the current "game end glitch" TAS.
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)
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MUGG wrote:
Memory wrote:
What makes the Pause bug lead to one scenario but not the other?
The pause bug happens by pausing (rapidly) during lag, and the outcome varies by timing. As long as there is lag, you can reach all possible scenarios. I like dadinfinitum's suggestion. All bosses sounds better than Beat Wario.
Amusingly, after more thought, while I like the category name and may still use it, I think excluding an ACE glitch is best. If you include it, every goal seems arbitrary as there is potential to possibly skip large sections of levels, zones, or the entire game. All the categories could just be applying the ACE glitch in different ways to really do the same thing. I think the categories would be too homogenous in their appearance. If you exclude it, though, there is a very definite difference between the two categories we currently have, and both feel and look very different, and accomplish clear cut goals.
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)
Experienced Forum User, Published Author, Player (102)
Joined: 5/27/2019
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Location: Maryland
MUGG wrote:
We are trying to determine if the pause bug should be used in the "Beat Wario" category. - Would it be ok in the "Beat Wario" any% category to use the pause bug's $5914 scenario (creating blocks) but ban the $4067 scenario (to ban the game end glitch and other variants)? Or would this be considered an arbitrary goal choice? (since we pick and choose one thing but not the other) - Does it matter more what's the nature of the two scenarios (that both are ACE bugs), or does it matter more what they do, how severe they are etc. (creating blocks vs. ending the game)? - Would it be ok to allow pause bug completely as long as Wario is beaten, as long as no "warp to Wario straight away" exploit is found?
I think one solution that may get around this is a "All Bosses" category name, which preserves the work that has been done (in previous TASes) without allowing for a future case where ACE is used to skip large portions of the game, as opposed to a majority of a single level.
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)
Experienced Forum User, Published Author, Player (102)
Joined: 5/27/2019
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Location: Maryland
EZGames69 wrote:
It might be worth cancelling this submission for now and once the faster movie is finished, just submit that.
Yeah, that's probably for the best. Here's to hoping for sub-21.
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)
Experienced Forum User, Published Author, Player (102)
Joined: 5/27/2019
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So, I am going back through the TAS based on discussion with MUGG. Basically, I'm going to aim to try and get the "better" pixel trick (saving an additional pixel of movement per 8 frames) as much as I can. In the Mushroom House (first) level, I saved 6 frames between that and scrolling the screen up (to save 1 frame). I'm on vacation until the 13th, so progress is slow, but will speed up after that.
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)
Experienced Forum User, Published Author, Player (102)
Joined: 5/27/2019
Posts: 10
Location: Maryland
jlun2 wrote:
What happens if you tried it on a boss stage? I presume there's no way to quickly reach a boss like this OoB? So does this mean you avoid using it when it doesn't save time?
Some levels are designed in such a way that when you go under the level, you land on a ceiling and cannot access the memory. Regardless, the pipe glitch works by finding a tile corresponding to 0x4A or 0x4B (former is normal exit, latter is secret exit); neither of those are applicable in boss levels. As for the pixel trick, it requires (as far as my understanding of it) landing on a specific frame. Getting that all of the time is very restrictive, and rather wanted some freedom (just like the old TAS). Theoretically it could be done most places, but not only is it restrictive, it also means jumping everywhere, and that is not so fun to watch. mugg - I'll work on trying to implement those improvements. I'm going on vacation tomorrow for 2 weeks, so it'll be slow going.
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)