Posts for mindnomad


mindnomad
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GoddessMaria15 wrote:
Why not use the pipe in World 1-1? Wouldn't that lead to a faster time?
We are going for real time, not in-game time.
mindnomad
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I'm aware of that. Just wondering because it's been a while...
mindnomad
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I don't know if I'm missing something very obvious to everyone else, but why hasn't this been published yet? O_o
mindnomad
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adelikat wrote:
The WIP desyncs for me after 1-2. Are you sure you are using Desmume 9.6? I hope you aren't using some interim/svn build. It needs to be able to sync on an official release.
Check you firmware settings. They should be at the default settings Nickname: yopyop Message: DeSmuME makes you happy! Favourite Color: Turquoise Birth Month: July Birthday: 15 Language: English If it's not syncing, then your other settings should be at default.
Post subject: Recording button presses in AVI
mindnomad
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I know that this isn't included in the current version of DeSmuME, but I've seen some of LightBlueYoshi's videos of Super Mario World on youtube, and I noticed how he was able to record the button presses onto his avi. I was wondering if it would be possible to implement that into DeSmuME? Like, be able to record the Vector Input or regular input into the AVI file when AVI recording.
mindnomad
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My avatar says it all... Yes vote.
mindnomad
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Y0SH1 wrote:
I have a question, preferably toward adelikat or terrotim. When I try to enter the pipe to the secret exit in World 1-2, I'm not allowed to do so until a certain amount of time upon landing has passed. All the runs that have been published enter the pipe immediately. How do you avoid this delay?
It probably has something to do with which frame you land on... I could be wrong though... This game is ultra hard to predict (at least for me...). And apparently, red ? block manipulation has something to do with firmware settings...
mindnomad
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Paused wrote:
mindnomad wrote:
We could actually use some help on the 100% run...
What kind of help?
What I mean is, it's really only LightBlueYoshi and I doing this (as far as I know)... It would be awesome if other people got involved in doing individual level runs... Sorry if I sound pushy :SSSS
mindnomad
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Brushy, I still feel the same way, and I believe that that's what makes a 100% run for this game For now, LightBlueYoshi and I are making separate runs for each level on getting the starcoins. i have most of them on youtube. But at the moment, he and I are making an any% run to improve the current run... We could actually use some help on the 100% run...
mindnomad
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mindnomad
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mindnomad
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mindnomad
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Thanks, scrimpeh! :D I've actually been wondering if there is some way to properly manipulate the red ? blocks and Hammer bros. in that game... :S
Post subject: I am still somewhat new...
mindnomad
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Hey all! I'm mindnomad, and i like to TAS New Super Mario Bros. for the DS i really want to make a 100% run of this game with LightBlueYoshi i hope to have a great time here! ^_^
mindnomad
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here's the link to the .sav files: http://www.mediafire.com/?ksval3o53lr4fe3 if you have any questions, just ask ;)
mindnomad
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GreenaLink wrote:
mindnomad Do you have a Save (state) file that contains a 100% completion. I need to test something on a certain level and it's pretty far away to get to.
actually, i did finish the game 100% some while ago, and i DO have a raw save file. im actually working on making a bunch of raw save files that have mario in different suits and reserve items (standard mario with super mushroom in reserve, standard mario with flower in reserve, all that jazz) ill be happy to send you a rar with all the saves when im done :)
mindnomad
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another thing is, when you beat the game, you unlock a Secret Challenge Mode that basically enables no left side scrolling in horizontal levels (no down scrolling in vertical levels) which could be useful in some levels, but im not to sure if it would help in a lot of levels. I did make this video on a level it can be used in. i know this run can be improved, but right now im too lazy to do anything about it :P
mindnomad
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well, getting star coins allows you to unlock toad houses and extra levels that also have star coins. and on the map screen, there's a counter showing how many star coins you've gotten, and a little picture for each level showing if you've gotten all the star coins in that level. i believe it also gives a star on your game file if you open all the star coin signs on the map
Post subject: New Super Mario Bros. 100% TAS
mindnomad
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Hi. I normally don't make posts on this website, so here goes everything. Y05H1 and I plan on making a 100% TAS of NSMB for the DS, but there are 2 things that are in our way: -If we're making a 100% TAS, should we also get all Star Coins, or just clear all the exits in the game? -How can we manipulate red ? blocks and Hammer Bros. on the map? Another thing is, should we also unlock all the backgrounds from the Blue Toad House after beating the game? I think I may have posted this in the wrong place... :SSSS
mindnomad
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oh ok. i wouldn't know about working with dolphin that much since my computer doesn't have the required specs to run the games... however, i know a good way to gain speed using the spinning ground-pound (spin attack and ground-pound). if your at a good distance from a luma/toad/rosalina/any character that you can talk to (not sure about the signs though), you could do that ground pound near them and you would hit them, giving you a lot of speed in the direction you hit the character from. i don't know if i explained it too well... but i hope you guys know what i mean :P
mindnomad
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hi, i'm new to the site and forums overall... about playing as luigi, you need to get all the power stars and beat bowser as mario in order to play as luigi, how is this going to work if someone were to make a TAS of this game?
mindnomad
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yeah, my bad... i didn't know it would be that big... :(
mindnomad
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TRT wrote:
mindnomad wrote:
on a straight-to-end run, you could get rid of the blue shell after 8-3, and from there you could keep going with whatever (of course you need to get the star power). and a faster way to beat masked bowser jr. in the towers is to jump on him, then to a ground pound on him since a ground pound counts as two jumps on the head, then on the right frame, before mario automatically turns to the player for the victory pose, you could turn to the left/right (depending which way you're facing) to get out of the tower faster and save a frame or two. Another thing is to make sure that you defeat Bowser Jr. as far to the right as possible, because when he jumps out after you defeat him, it takes out a load of frames. I found this speed trick with a mega mushroom (which can be seen on my level 1-1 freerun )in which you ground pound on a slope and jump immediatly and continue jumping. it's similar to the hoping glitch in SMW. however, i tried it with the other variations of mario, and they didn't seem to work...
Nice tricks in that video. It looks cool. Are you sure ground pounds work against Bowser Jr. By world 8, he ducks in his shell. During my first run, I tried ground pounding Bowser Jr but it doesn't seem to work. When you say "as far to the right", are you talking about Bowser Jr. or Mario/Luigi? Because if you are talking about Bowser Jr, you are pretty much saying "Defeat Bowser Jr as quickly as possible". By the way, I'm currently stuck trying to manipulate hammer bro to 8-3. Since I was mini-Mario for the majority of the run, the only way I can manipulate is collecting different amount of coins or getting a different score. Here is an .avi file of my progress. I do not know which level in 8 I should do over for manipulation, but I'm leaning towards 8-1. What does everyone else think? http://www.megaupload.com/?d=MU5L555P
actually i was talking about Bowser Jr., but now that you say that, i realize that it was pointless to even mention that XD and as for ground-pounding BJr, you could jump on him when he jumps then that will knock him down and count as one hit. then from there, you have enough time to do the ground pound, ending the battle. but it would be a good idea if you turned to the left/right before mario/luigi started the victory animation, because waiting for them to turn automatically would be slower. and, to be honest, i don't know anything about manipulating anything. i'm still a noob at TASing, i just happen to run into these glitches in that video, and im making predictions that could work... so if anyone is generous enough to explain NSMB manipulating, please tell me :(
mindnomad
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on a straight-to-end run, you could get rid of the blue shell after 8-3, and from there you could keep going with whatever (of course you need to get the star power). and a faster way to beat masked bowser jr. in the towers is to jump on him, then to a ground pound on him since a ground pound counts as two jumps on the head, then on the right frame, before mario automatically turns to the player for the victory pose, you could turn to the left/right (depending which way you're facing) to get out of the tower faster and save a frame or two. Another thing is to make sure that you defeat Bowser Jr. as far to the right as possible, because when he jumps out after you defeat him, it takes out a load of frames. I found this speed trick with a mega mushroom (which can be seen on my level 1-1 freerun )in which you ground pound on a slope and jump immediatly and continue jumping. it's similar to the hoping glitch in SMW. however, i tried it with the other variations of mario, and they didn't seem to work...
mindnomad
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oh, i made that im making a NSMB TAS, and i might apply this into it, but i don't think i will, it could help if i manipulate a hammer bro or red ? block to move to the next level. but most likely, i won't i will however apply this into the Full Run of the game, especially in 7-5 but when i do, im going to go straight to the castle so that i can get the ability to do the Secret Challenge mode, which will help in 5-B when i get the secret flag.