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In this video, at 20:24, is there supposed to be crackling during the score countdown? I don't own a Game Gear myself, and I would check on another emulator like Genesis Plus GX, but I don't feel like completing the game.
Link to video
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Αsumeh wrote:
Also, something minor: traditionally, SMB1 TASes end when Mario touches the last axe. Any reason why this TAS doesn't? Not necessarily against it or anything.
TASes end when input ends, For this romhack, you don't have to hold right or A for very long for Mario to touch the final axe, so input can end earlier than Mario touching the axe.
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Were you using RetroArch when you attempting the game with the latest Genesis Plus GX? RetroArch is the quickest way to get the latest version of Genesis Plus GX.
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He made the insinuation that Samsara was deliberately changing the rules in order to screw him over. Also, his sockpuppet was called HappyLee2 and it was made an hour after the ban.
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And even if you did save frames in those levels compared to the current publication, the fact of the matter here is you're using a level select feature that's available to you at the beginning of the game (i.e. doesn't need to be unlocked) and that breaks a rule that sadly appears haven't been clarified enough.
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The most recent example of the rule being violated, albeit retroactively, is [1990] NES Zanac by adelikat in 03:16.11. When adelikat made his most recent publication ([4866] NES Zanac by adelikat in 34:00.99), it was decided that it would obsolete the previous one instead of being put in its own branch as the previous one broke the in-game code rule. There is precedent in this rule being enforced.
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I was able to manipulate which music played before each stage by pressing random buttons before the stage loaded. The RNG also affected gameplay stuff like the position of the spiked falling poles in the pyramid levels.
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I think the music played in each level is affected by the RNG. Mario 3: Around the World is made by the same developers and has the same music RNG mechanic and I put that to good use in my run.
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In the most ideal case, a clean, unmodified SWF is preferable. In my opinion, I would prefer a modded SWF that ensures 100% determinism without any special instructions.
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PJ wrote:
I am not sure if it works the same way in this game, and I didn't notice anywhere where it would save time, but in Mario 4 you can kind of "store" P-speed by releasing the run button. You lose P-speed if you bump into a wall, but not if you stop running, as long as you are still moving forward.
It works the same way in Mario 3. It was done a number of times to reach platforms where jumping at full speed would make Mario run into a wall and lose P-speed.
PJ wrote:
This is probably not the place to ask, but I'm curious about what emulator issues are preventing Mario 4 from being TASed. When I was practicing, I noticed that the worse emulators (Gens, etc) had a final boss fight whereas Bizhawk just reset when you completed the final platforming level. I assumed it was an emulator bug, but playing on an "authentic" physical copy, it behaves the same way as Bizhawk. The game resets when you complete the final stage and you don't fight the final boss. Probably a tricky ruling to make...
I was thinking it's not emulator issues but actually the consequence of playing the game on a more accurate emulator. Even if Mario 4 was allowed to be TASed on Gens, I don't think I would do it as it lacks something like TAStudio and the traditional use of multiple save states and frame advance isn't something I'm used to.
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HappyLee wrote:
what if someone else makes a even faster version "Hyperfast Mario Bros." one day? Technically I think if someone improves the code further, it can make Mario move faster and further reduce lags and waiting time. Will that obsolete this run?
Probably, probably not. Depends on how accessible the hack is. Also, I don't think it's possible to go any faster than this without it crashing in five seconds.
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FCEUX's TAS Editor doesn't appear to have columns where you can insert coins or do resets. However, you can do it through the traditional way of frame advance and save states outside of TAS Editor, save the movie as an FM2, then import that FM2 into TAS Editor if you want to.
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There are actually powerups in Worlds A - D. The only problem is that a separate run has to be done with those worlds since you have to beat the game 8 times in a row to unlock them, and I'm not sure if it's worth it since there aren't that many powerups in Worlds A - D. If you are interested in doing this, consider using this verification movie as a starting point. It will generate the necessary Save RAM needed to unlock Worlds A - D.
https://tasvideos.org/UserFiles/Info/638008645247617084