Posts for nitsuja


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I found a small change that saves time in dragster (doing the last trick after getting part of the boost). I don't think I did the best trick but it came out to 23.47 instead of 23.56.
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AKA wrote:
and you also appear to different rom version for for SMB 2+3 which surprisingly didn't cause desyncs although it might at some point.
The movie file only has one game's checksum in it, so of course it will say wrong checksum for the other games.
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Does Tabletop+Flip+Twist give a bigger boost than Flip+Z-Flip? What about Flip+Twist+Z-Flip (which can also be done in a normal jump)? That has a good chance of adding "outrageous!"/"gnarly!"/"mondo!"/etc. which I think extends the boost even more. Also, I thought this game penalizes lack of variety by giving smaller and smaller boosts the more you do the same trick, is that just a myth?
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Saturn wrote:
Just what I feared from 1.51 all the time. It's unknown in recording behavior due to not enough tests, and it seems to have more desync issues than 1.43+ with WIP1 timing. :-(
However, I haven't heard of anyone getting a desync when recording a SuperScope or SNES Mouse game. Perhaps simply turning on the Super Scope before recording a 1-player movie in 1.51 would eliminate desync...
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It seems Snes9x 1.51 inherited from 1.43 Final that sound desync problem DeHackEd mentioned, so switching to 1.43 WIP 1 would probably help. You can download a modified version of it here, which many Snes9x movies on this site have used.
Post subject: "warpless"
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Hina98 wrote:
Basically what I'm saying is that making 'warpless' be a parameter for a TAS for this game is an arbitrary one.
I think "completes the game as quickly as possible while beating every level at least once" is just as arbitrary as "completes the game as quickly as possible without using any warp cannons". Some people would rather see one, others would rather see the other; it's not objectively clear that either is better than the other. I would rather we vote on which runs to accept if and when those runs exist than vote on which categories to consider accepting (which would serve to reduce the variety of runs). Also, the warps in this particular game are of the skip-multiple-worlds variety (not the reach-otherwise-unreachable-places variety), like Super Mario Bros 3, which currently has a published warpless run and no 100% run. I don't see how it makes a difference that this game lets you backtrack after warping.
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S@G wrote:
A new secquence break in Ganons Tower has been found by kirby8943 http://www.youtube.com/watch?v=UiPSrddAW10
That looks fake. The number of hearts even changes where the last part was edited in.
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Me too, "minor protagonist".
Raiscan wrote:
Seems very hard to get Antagonist in this thing..
It's possible. Apparently antagonists want to be in leadership positions, want to be powerful, like to blow things up, don't trust other people, and don't think other people trust them.
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Chamale wrote:
No, really, WHY is he slower? I don't know much about SMB3 physics. I don't understand why he's slower at all...
I haven't tried disassembling the game's code, but I think it does something like this:
onJump:
  if (mario.power == raccoon)
    mario.speed = very_slow;
And Raccoon Mario's P-meter resets to empty after a short while, which can only be avoided if you have a different power.
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On second thought, I don't think it could save any time. Even in 1-1 Raccoon mario is just way too slow compared to Super mario. I'll test it some more though... EDIT: Yeah, definitely much slower. I didn't realize Racoon mario slows you way down even for a regular jump with an empty P-meter.
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AKA wrote:
Sorry my mistake, being there quicker meant you were able to sacrifice time in order to get the mushroom card.
But does the mushroom card really help anything? I thought Genisto got the flower card later without slowing down.
AKA wrote:
I did some testing on the first level and I managed to get the weird running effect seen in Level 2 of Nitsuja's WIP, although sadly Mario lost a huge amount of momentum activating the trick, so it ended up being slower, it does make me think though could activating the effect at the start of level 1 save time.
The effect is simply what happens if you go at P-speed or faster without a full P-meter. It could probably be done in 1-1 without losing any time, but it doesn't change your speed and thus cannot possibly save time.
stanski wrote:
can you walljump repeatedly up to the warp in the first castle, avoiding having to get any mushrooms/leafs at all until the auto scrollers
A single walljump could be enough to get up there, but it seems to be just barely impossible to jump high enough to do any walljumps. If only there could be a way to get a koopa shell into the level...
Kyrsimys wrote:
What? Did you test this yourself? Isn't using Raccoon Mario a hell of a lot slower than just using Super Mario?
Normally, yes, but maybe not with the way I beat 1-2, so I think Chamale's proposed route change has potential... maybe.
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Halamantariel wrote:
Not only that, but he also is the one who basically makes this TAS possible because he modified Snes9x to give it TASing capabilities.
Not true... It had TASing capabilities before I even saw this website.
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I can't get it to happen, need a movie or more directions. Usually when you crash the game the only workaround is to not do the thing that made it crash, but there might be another way.
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I think Sound CPU STOP means the emulated APU crashed. What game is it? And why are you turning that workaround off when it always either does nothing or avoids desyncs?
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AKA wrote:
is there any possible way to conserve the P-meter since it at full when you enter but decreases a few notches when you enter the next area
It's already gone down a level (from full to looks-full-but-isn't) before even jumping out of the wall, and once that happens there's no hope of stopping it from decreasing. A full P-meter is conserved simply by staying off the ground, but going through the wall counts as being on the ground and it takes too many frames before you can jump again. I continue to refuse to believe that there is not 1 single frame more to be found anywhere in the 1-1 I recorded...
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comicalflop wrote:
Well, would this be a cool start to an improved any% run?
Why not do a 100% run though? You don't seem averse to major time investments, and spezzafer's incomplete 100% TAS has room for improvement too. I don't know if anyone else feels this way but I would be disappointed if the next YI run isn't a 100% run, after seeing how good it looks and much effort has already gone into it.
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This was very entertaining, especially the Ghost Valley and Choco Island courses. Long boosting and jumping on ramps was the highlight for me.
stanski wrote:
Any idea why the movie would freeze? It keeps freezing at a later and later point every time i play the movie back, but it still does freeze.
Turn off "sync sound" when you play the movie...
Post subject: Re: It's mute... Or is it?
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Usually the RSP plugin makes the sound and the audio plugin plays the sound, so the sound has already been made and goes into the AVI whether your audio plugin plays it or not. If you want the real emulation speedup of not generating sound at all, you have to configure the RSP plugin to send audio lists to the No Sound plugin. But an AVI made under those conditions could still have an uncompressed empty audio track.
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ISFJ: 67 12 12 44 distinctively expressed introvert slightly expressed sensing personality slightly expressed feeling personality moderately expressed judging personality
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Sorry, I forgot because I already answered the same question here.
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Is there a good reason for the absence of a "lowest number of ratings" section? I think it would be interesting and that in practice no harm would come of it. I almost added
! Least rated movies
[module:MovieStatistics|comp=numberOfVotes|fields=numberOfVotes=Number of votes]
but wasn't sure that wouldn't undermine the rating system or incite rioting or something.
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kicklolz wrote:
When you're playing a movie file and you pause the emulator, is the movie supposed to stop playing when you resume the emulator?
No, and it doesn't do that either, from what I can tell testing it just now. Could you describe what you're doing in more detail?
Bag of Magic Food wrote:
Can you turn that off if you want to?
Now I see why you asked this, there's some bug where it doesn't do what it initially did, and pauses anyway. EDIT: Never mind, it doesn't always pause. It's working exactly as intended when I test it now.
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Saturn wrote:
True, but it was very very small and almost not noticeable at lower sound loudness. In this one the cracking is MUCH louder (probably twice as loud as the sound itself) and very annoying for the ears to hear all the time.
But did you try turning off "sync sound"? Also, the same steps for getting rid of crackling in 1.43 on slow computers apply here (turn down the sound quality options then gradually increase the buffer length and mix interval until it stops). The system requirements for 1.51 are much higher (there were things that made emulation faster and less accurate that were turned off because it was felt the average computer nowadays can handle it).
Saturn wrote:
And Snes9x v1.43 never had loss of interpolation in sound as well. 1.51 had about 5-10 times during a 1:20 hour long movie.
I think they're aware of that and are looking into it. I reported it before but it's hard to track down and the release had been delayed long enough already.
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No, since acceleration is the same in the air and on the ground, and I already had a full P-meter. I only waited to jump because normally you're sure to lose full P-meter by waiting that long on the ground.
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Chamale wrote:
As for 1-1, I think it might be faster to hit the first Koopa Troopa and throw his shell at the block with a mushroom. The current method... bothers me.
You know, I think maybe someone's tried that already. It looks cool but it's much slower (8 frames slower was the best I could get it).
AKA wrote:
1-2 was certainly crazy, is that more to do with osicallation speed or blj glitch.
There's no speed oscillation and BLJ doesn't apply to this game either. Maximum sliding speed is simply faster than maximum running speed, and on one in every 8 frames the game will not reduce your speed on the ground, so all you have to do is jump out of a downhill slide and only touch the ground on multiples of 8 frames to maintain faster-than-running speed. By the way, too bad there's no need to use this trick because it works great with shells in SMB3.