Posts for dhxo


Post subject: Re: any% TAS
dhxo
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KnucklesMaster368 wrote:
I have the whole game done, but it feels like that there's something missing I'm looking over. I have, however, found something interesting. My TAS, though starting ~55 frames in, doesn't need a savestate to start. Here is the TAS (never mind that it has been up for 4 months now): http://www.mediafire.com/file/rm1fg4x4x7366x7/knuxmasterVsSMBwarpedV3.zip video: https://www.youtube.com/watch?v=G5HDvPDBB1Q I don't know, but if anyone wants to optimize my WIP, go for it! On the other hand, I'd like to see what you think. Should this be submitted, or does someone think it should be optimized? I feel world 6-1 and on can be optimized, but the problem is that what I think can be done, seems to be impossible for me, or very hard and frustrating.
Your Tas is pretty optimized in World one, and world 4 seems solid too. 4-2 could probably save time with the wrong warp, but the entrance pipe is moved further to the right, so Mario has to be further right too, which is slower than in the original SMB, but probably still faster than grabbing the vine. I see that you are using the RTA strats for the Flagpole Glitch, which is okay, but the strats used for Tas may be faster due to no slowdown. Thus, it is also possible to Flagpoleglitch in all the other levels with flagpoles in it. Your faster acceleration trick may become a little more faster if you run forwards one frame as soon as you hit the ground, then turn around and jump backwards, like in the other SMB TASes. I can maybe work on a Tas in the summer holidays too and try out some things, but good luck for your TAS too!
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Post subject: Re: Super Mario Bros. Flagpole Glitch Help
dhxo
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Smudge wrote:
I'm making a TAS for SMB1 and need to get flagpole glitch to optimize the run, however I've looked up multiple tutorials that give the inputs, but they don't work for some reason. I landed on the first pixel of the third block from the top of the staircase at the pole (while not holding B), then held B+R for 2 frames and did a full jump so that Mario was hovering 3 pixels in the pole (https://gyazo.com/3b2b224c0e4f8df671952118201eef44). I began to hold left on that frame. I held left for the next to frames, and on the third frame held L+A for one frame. The closest Mario comes to contact with the pole: https://gyazo.com/e6c9a233e776d2ae5dc4c85274d32b40 I know that there is a TAS only version of fpg, but I can't find a video or explanation of it anywhere. Thanks!
Well, if I see correctly, you are doing the RTA strats of the FPG. If you want to do the TAS-only version, try to do the same inputs as in published runs. You would also need Ram-watch that you have the right Ram values as in the other run. Here is an example run for this: http://tasvideos.org/1715M.html
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dhxo
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Before I can vote yes, we have to talk about parallel universes.
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dhxo
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Thanks for explaining, that's very interesting.
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dhxo
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HappyLee wrote:
OK. This is what happens when a dead Goomba meets a flagpole or a springboard. What you were shooting is a mixture of those two: a shape of a dead Goomba, and unpenetrable like a flagpole. It also can be seen in 1-1 of the SMB "maximum coins" TAS, before the flagpole.
But I was shooting a Koopa, wasn't I? And the Koopa didn't touch a flagpole or something else. I think that needs an in depth explanaition.
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dhxo
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Here it is. Look at around frame 9300, then the hitbox appears. I am using Vs. Super Mario Bros.
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Post subject: Invisible Hitbox
dhxo
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I got something weird in VS Super Mario Bros, which can happen in SMB too, I think: First, I shot a Koopa in world 2-1, then I wanted to shoot another one too. But instead of killing it, the fireball exploded before it even hit the Koopa. This was weird, I thought, and turned on the SMB-Hitbox Lua-script. There is an invisible Hitbox following Mario all the time, even when all enemies disapppeared, and could still be shot. I think I saw this phenomenon in HL's "Maximum Coins" TAS too. Anyone has an explanation for it?
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Post subject: World 1 finished!
dhxo
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I have just finished world 1: fm2 Are there any notable big improvements I oversaw?
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dhxo
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ruadath wrote:
Use cheat engine to watch RAM values if you can't with Dolphin (though you really should be able to get debug mode working...)
Yes, I know, but my computer just says the software does not work...
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Post subject: Corner Clipping
dhxo
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I somehow cannot watch RAM-values on Dolphin but I need a way to do this, because my computer doesn't allow me to open Dolphin in debug-mode. I need this for corner-clipping, though I don't know if this is really necessary. Can anyone explain why corner-clipping is so important?
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dhxo
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Just in time, as you said. I love how you bring games to their limit, especially movies that are considered unbeatable for six years which you just crush into peaces. Great entertainment value, great perfection, very precise. I also like all the ghost-runnig you did. Easiest Yes-vote I made.
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Post subject: Re: Playing back movies
dhxo
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Fog wrote:
dhxo wrote:
I just started a TAS of this game and wanted to play it back. So, when I first made the TAS, there was not the message ''a save file has been created.'' But when I played it back, it was suddenly appearing, desyncing my movie. Can anyone help? EDIT: When I load a state right before the message appears, the movie syncs without the message even appearing.
What version of Dolphin are you using? Also, try clearing your save file folder.
First: I am using version 5.0, which revision I don't know. Second: I don't really think this has anything to do with the save file because the message only disappeared when I loaded a state that was before this message. Maybe this is just because of loading the state. I don't know much about stuff like this, but could it somehow be possible that a save file was created when the message appeared and then, when I loaded the state, didn't get deleted and so also didn't reappear?
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Post subject: Playing back movies
dhxo
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I just started a TAS of this game and wanted to play it back. So, when I first made the TAS, there was not the message ''a save file has been created.'' But when I played it back, it was suddenly appearing, desyncing my movie. Can anyone help? EDIT: When I load a state right before the message appears, the movie syncs without the message even appearing.
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Post subject: Re: Debug Mode
dhxo
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JosJuice wrote:
dhxo wrote:
Sorry if I ask because this must have been asked before or somewhere else, but what does the code for debug mode on Dolphin look like on Windows? I can't find any useful stuff on the internet.
If you mean the debug mode you get by running Dolphin with a /d flag, most of the code is here: https://github.com/dolphin-emu/dolphin/tree/master/Source/Core/DolphinWX/Debugger EDIT: Or are you asking how to launch the debug mode on Windows? If so, the answer is to write the following in cmd when the folder is set to the folder that Dolphin is in: Dolphin.exe /d
Thank you. I meant the second one.
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Post subject: Debug Mode
dhxo
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Sorry if I ask because this must have been asked before or somewhere else, but what does the code for debug mode on Dolphin look like on Windows? I can't find any useful stuff on the internet.
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dhxo
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HappyLee wrote:
dhxo wrote:
Could you please convert this fcm into fm2 because my FCEUX can't convert fcm's if the movie starts from a save state. I need this to see how exactly you manipulated the fish because I am really really bad in RNG manipulation.
It's just a demonstration. You can't see how the RNG manipulation is done since it starts from a save state. I have no better way than to try different combinations of killing during running, and maybe slow down a little bit before the last Cheep-cheep jumps.
Grrrrr...:\ That's alright, I am just trying a little bit and then it will work (I hope). The worst thing is that this has to be probably done in world A-3 too...
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dhxo
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HappyLee wrote:
dhxo wrote:
Do you think there is any chance of manipulating a fish in World 2-3 of SMB2j to get into the ground to skip the flagpole like in HappyLee's SMB -3 ending run?
Yes. It's hard, so I've made a demonstration (fcm): Link to video This only makes sense in the warpless run of the original FDS version of SMB2J, which currently we don't have. "The Lost Levels" from Super Mario All Stars forces Mario to go into the castle, making it not useful, along with special endings of some other stages. PS: This might be the wrong thread for discussion. There's an SMB2J thread.
Could you please convert this fcm into fm2 because my FCEUX can't convert fcm's if the movie starts from a save state. I need this to see how exactly you manipulated the fish because I am really really bad in RNG manipulation. PS: Your new video on Youtube is great! (though this doesn't fit into this forum)[/url]
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dhxo
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HappyLee wrote:
Koh1fds's patch didn't work for me, either. I've tried loading the patched ROM with FCEU, FCEUX, and BizHawk, and nothing changes from the title screen. Am I doing things wrong... :|
If I remeber correctly, in your ips-patcher program, you load the patch, choose the rom you want to patch and then click on create patch. If you did everything like this, then I don't know either :\ I am trying this tomorrow and then I see myself if this works. EDIT: Click on "apply patch"
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dhxo
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Patashu wrote:
dhxo: The /s at the end of the message means 'this mesage was sarcastic'. So you don't have to do that actually.
Ohhhh... hmm, I have to remember that. Well, I didn't know that^^. Man, I hate sarcasm ( no, not really).
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dhxo
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[quote Master of Puppets]I require first name in the list of co-author for that tas. Thanks /s[/quote] Alright, that's okay with me, but what do you mean with your first name?
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dhxo
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Thank you very much for doing this job, now this TAS can be done completely! I am looking forward to make it.
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dhxo
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So, if any of the Rom-hackers out there have a bit spare time, it would be really, really nice if one of these guys could do that little thing that I suggested. Thanks in advance if someone might do this.
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dhxo
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Thank you very much for explaining, Potato Stomper, this is very interesting. So, there is the problem of the worlds A-D in SMB2j, which can only be accessed by beating the game 8 times. I think somebody else might also had the idea, but I am suggesting anyways. If there is someone who is capable of rom-hacking (unlike me) that someone could change the value that determines if you may access the bonus worls or not. So if someone did this and posted the IPS-patch (which is hopefully allowed) we could use this hack instead of the normal ROM to make the warpless TAS. I think such a hack would also be allowed (that's only my opinion).
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Post subject: Pipe Glitch
dhxo
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So, you have been talking about that pipe glitch with the pipes coming upside-down. I am not very much used to the physics in this game because the slightly differ from the SMB physics. Could someone explain how this pipe-glitch works? I have seen it in the warped run in world 5-2 if I remember correctly, and there the pipe takes you to the area where the vine leads to. I don't understand how it works in 8-1 though.
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dhxo
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HappyLee wrote:
dhxo wrote:
Well, I watched Mars608's TAS of it and he is getting the flower in 1-3, but like in the way you get the mushroom in SMB1 warpless, which is faster in this case because you don't have to jump over the only with walking speed.
No, it's slower if I remember correctly. Please don't care for that walking speed over the gap too much. Well, thanks, HL, I am trying not to think of the walking speed^^. And for the ducking trick, thank you fot explaining!
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