Posts for dhxo

dhxo
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KnucklesMaster368 wrote:
So, I have gone thru all improvements in 8-4 that I have found, which is ~12 frames. However if any of these 12 frames are saved, the Bowser at the end will be slow, and we waste ~1 second. The last completed TAS is from me on 7/7/17, completed in 10:10.003. I was thinking to submit it, but since two other people helped work on it, I was thinking that we could all contribute to the submission text. I haven't seen a userfile of this game since the 15th, and I was wondering if anyone has improvements to the 10:10.003 TAS.
I'm sorry, I had no time for TASing since...I submitted my last Userfile, but I believe there is plenty of room for improvement. I would like to contribute to the submission text anyway, because there is pretty much of my work in it. I will see if I can get back to TASing in the near future.
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dhxo
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Well, it technically is possible to go through the wall in 4-2 after powerupping, by using the same trick as used in 1-2 to pass the wall. The only problem would be to get enough sowed without losing time...
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dhxo
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I will TAS this game straight through, and then we can see where possible improvements are...possible, and then we could submit the TAS together (maybe?). Anyway, thanks for credtiting me.
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dhxo
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Well, just use a published movie, then look for the value of the subpixel when the fpg occurs by using RAM-Watch.
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dhxo
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In my opinion, in 1-2 and 4-1. I don't know any of the shroomspots in world 6, so...there are maps of each level on the internet, there you could search for good places.
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dhxo
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Well, here you are: My TAS until 6-2, with improved 4-2.
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dhxo
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I cannot use my Laptop now, tomorrow (GMT+1) maybe.
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dhxo
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Wrong warp is theoretically possible with OnScreen X 212, but I went further right because it is hard to get a standstill on the pipe. EDIT: Another 11 frames saved in 4-2 by a better pipe entrance, my movie is now 273 frames faster than v5 by KM368.
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dhxo
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KnucklesMaster368 wrote:
I decided to start with yours again, dhxo. Start: 24 frames saved -24f 1-1: 34 frames saved -58f 1-2: 9 frames axed off -67f 4-1: Broke even -67f 4-2: 26 frames saved -93f 6-1: Broke even -93f 6-2: Lost an FPG. Expected to lose 2 framerules, but a quicker backwards acceleration saved a framerule. So, I only lost 21 frames. -72f 6-3: Broke even -72f 6-4: Broke even -72f 7-1: Broke even -72f 7-2: I hope other TASers know the feeling when you're one frame short, and you can't get better than that. Broke even -72f 7-3: Broke even -72f 7-4: Broke even -72f 8-1: Broke even -72f 8-2: BBG masterrace! Saved a framerule, 21 frames. -93f 8-3: Broke even -93f 8-4: Broke even in room 1. 3 frames saved in room 2. -96f Is saving two framerules in 1-1 worth it, if we have to lose one in 6-2? Yes, because you're saving a framerule. Here's the userfile.
so, you saved some frames over your old work? Nice.
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dhxo
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I saved another 195 frames in 4-2, even though it is very unoptimized, that means 262 frames saved in total over v5 by Knucklesmaster368. you can find it here.
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dhxo
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Your latest one, v5 i think. EDIT: Thanks for helping out, and no, FPG in 1-1 is not possible, that's why I grabbed the flagpole at its top, which is probably as fast as FPGing at 362.[/s] EDIT2: Woah, nice, I finally beat something :D
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dhxo
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I am making an improvement for your run, and I have already saved 73 frames. There is a faster way to accelerate, also I saved time inserting the coin. I don't know how I saved 73 frames, could you please look where I saved them exactly? Thank you. fm2
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dhxo
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This is better than your first movie, but there are many improvements still left, I think, including the BBG in 8-2, where the Bullet Bill can be manipulated by killing or not killing enemies. Also, the turnaround room im 8-4 can save more frames, and manipulating a better Bowser in 6-4. I will see what I get as a result, but keep up your work, it's getting far better! Does swimming with l+r underwatee really speed you up? At how many subpixels per frame do you travel?
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dhxo
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If TASes were musical pieces, a "normal" TAS would be like "Für Elise", but your TASes would be like the "Hungarian Rhapsody n°2". I really appreciate your hard work and the amount of effort you put into it, you can really make the impossible possible (I don't even think you know the word impossible ^^).
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dhxo
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I will try to beat it when I have vacations, but good job! You put a lot of effort into this.
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dhxo
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That's nice, really! Let's see if I can improve it...^^
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dhxo
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Alright, I didn't know this, maybe I'm going to use fast speed anyway, if this does save time. What is s5564 by the way? I think your work for this game is paying off well.
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dhxo
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Is it really the case that slower timer wastes time? Does it really affect speed and framerule (if it exists)?
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dhxo
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That's why I set Timer on fast speed, it prevents firework in 1-1 Abd about the dipswitch, you should better try it out yourself before asking, answers could be wrong (at least mine).
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dhxo
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I tried, I couldn't get it...
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dhxo
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Well, a single firework does not slow you down normally, thus it would be faster to do FPG and get a firework instead of doing the normal flag cutscene. But testing and comparing is the best way to be sure.
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dhxo
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What was said in the forum is that there is no frame rule in this game. Anyway, getting a meh from me, because there is still a little room for improvement, from my point of view.
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dhxo
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What I wanted to say: FPG can be done without slowdown at the stairs, it is possible to get the right Subpixel by pressing left for one frame, which changes the Subpixel, and you just do this until you get the right one. The stairs trick for the FPG is the RTA strats, by the way. And no, it is not because of the framerule that the FPG does not work, it is, as said, because of your X subpixel value. Wrong warp only works if the game does not update the warp point of the vine or the pipe, which can be achieved by just not letting the screen move when going into the pipe (see SMB warped Tas for example, the screen does not move when Mario enters the pipe). So you have to move Mario to the right of the screen, brake on the pipe and then enter it, otherwise the game will update the warp point and you will be sent to the wrong place. I tested it, and it worked fine, I just didn't find out the exact onscreen X postion Mario must have for wrong warping. Good luck for testing.
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dhxo
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Patashu wrote:
dhxo wrote:
If I understand correctly, a game crash happens when you do something the game can't cope with, so this should then theoretically be possible in this game too(?). I thougt that getting above the water surface in water levels, it could be pssible to achieve a crash, but how getting there should work is unclear to me. Anyone has an idea? Or is it not possible with known techniques?
If you go back a few pages a crash bug was being discussed: http://tasvideos.org/forum/viewtopic.php?p=430648#430648 Note that not every 'impossible' action crashes a video game. Some will be ignored, some will corrupt memory, etc.
Yeah, I have seen this, but I still wonder if you can achieve more than a softlock or corrupted sprites... Maybe this glitch could, with the right setup, adress certain memory in the game, enabling ACE or other related stuff? Sorry for my lack of knowledge, I am something like a complete newbie on this topic.
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dhxo
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If I understand correctly, a game crash happens when you do something the game can't cope with, so this should then theoretically be possible in this game too(?). I thougt that getting above the water surface in water levels, it could be pssible to achieve a crash, but how getting there should work is unclear to me. Anyone has an idea? Or is it not possible with known techniques?
You are reading this.