Posts for spezzafer

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Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
An enormous gap in the TAS collection has finally been filled. Thank you for making this, and I'm very glad I was able to have contributed to making of this run in one way or another.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
I can't remember if I've already posted this here or not, but here's a document I created a while back with a bunch of memory addresses, codes, and assembly logs from YI. Some of the memory addresses at the beginning might be helpful.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Very entertaining, very very cool, and an incredible improvement. I'm glad to see that this project hasn't died and that my unfinished efforts have not gone to waste. An undertaking of this size needs as many people working on it as possible. Since you have three people working on this, I'm confident you will all have it completed by the end of the year. As I can only imagine how spectacular the finished product will be, I'd like to offer my encouragement to your team for continuing your work on this arduous task.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Nice work. So many awesome tricks and time-savers I never new about, especially pushing the W2 boss off the other side. I remember actually trying to get over him to do that but without the knowledge of wall-jumps it was impossible. I'll be sure to watch the completed run.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
2 bytes each: 7E0EC0 is the HP of the 1st boss (starts at $200, easy to hit him) 7E0EB6 is the HP of the 2nd boss (starts at $100, but less opportunity to hit him and shots do slightly less damage)
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
I have done a test where you fight Booster instead of winning the curtain game. http://dehacked.2y.net/microstorage.php/info/1781053659/smrpg_.smv Advantages: it saves ~22 seconds (using the strategy in this .smv), and you get 60 XP and 145 coins from the fight Disadvantages: you don't get the Amulet
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
desyncs for me too at the same spot overall this is a significant improvement over mine, even not considering the mack skip, nice work
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
i'm just curious, but is completely skipping the Heavy Troopa fight actually slower? it doesn't seem like the small amount of experience gained in that fight would significantly speed up the later boss fights to an amount of 15 seconds, but if you've tested it and it actually is slower then i guess i'm wrong in case you're confused this is what I meant
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
at frame 379800, you don't have to fight the Heavy Troopa. if you go around to the right side of it, you can squeeze through the door. this saves ~15 seconds. another bit of info i wish i had divulged much earlier but i only just remembered it now
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
you can save 49 frames in the croco fight if you time croco to attack mallow the 1st three attacks doing 9 hp damage each (mallow will die after 3rd), this way you won't have to keep defending mallow. have mario use kerokerocola on himself when needed.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
When you enter the World Map at around frame 55558, navigate to Mushroom Kingdom from Bandit's way. Then, navigate backwards to Mushroom Way, then navigate back to Mushroom Kingdom. You'll arrive at the western entrance to Mushroom Kingdom where the path to the castle is shorter. This saves 42 frames.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
I really should have posted this years ago, but I have a short WIP that I abandoned some time ago that is 5 seconds faster up to the entrance of MK castle during Mack. It doesn't have the Mack skip though. http://dehacked.2y.net/microstorage.php/info/1689367062/smrpg.smv The main differences are: 1. The first battle: move the cursor to a different Terrapin and you can kill them all without getting hit once. 2. MK Castle: don't bother getting the frog coin. I didn't get it because in this WIP I wasn't planning on getting the Exp.Booster, and the Crystalline and Power Blast can be bought using the frog coins found at Midas River without losing time. It might be a better idea to get the frog coins needed though, because closing the Exp gap with the Lucky Jewel/Lucky Hammer (with the "find yoshi" crap at the end of a lot of battles) might end up taking more time than needed. Or, it might be faster to not get it because being 2 or 3 levels lower might not cost so much time in the long run seeing as how once you get the Rock Candy its one of the most often used items thereon (first place it's used is Knife Guy Grate Guy battle). 3. Entering MK after Bandit's Way by moving to MK, then moving back to Mushroom Way, then back to MK then entering the level. This puts Mario at the western entrance closer to the entrance of the castle. There might be a few more time savers in there but that's all I know of.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
That looks great comicalflop. A note on Yoshi's speed: looking at the speed using s9xwatch you'll notice that even while running on a level ground at full speed, the top speed doesn't remain constant. In fact you can actually acheive a slightly higher top speed range depending on the number of times you do the acceleration trick (sometimes using it 7 times, maybe waiting 1 or more frames after the 6th will give you a higher top speed) and you might save several frames depending on how long you can keep it.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
laughing_gas wrote:
Whoa, never saw this coming. Nice trick, is it possible to just hex edit it in?
there are so many variables that affect randomness in this game that hex editing is completely out of the question, the game might not desync for the rest of the level and maybe even the next but it is guaranteed that it will desync soon enough for reference here is a doc with a whole bunch of ram addresses i put in that could be used with a tas (note the speed, x/y position, and boss damage/health addresses): http://spezzafer.home.att.net/other/yi_data.txt a list of tips: http://spezzafer.home.att.net/other/yi_tips.txt
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
it's not very likely at this point, it's way too demanding although if I do there's that separate memory watcher app that I could use with snes9x 1.43 that can display them (I've tested it and it works fine)
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
If anyone wants to do an any% run of this, you should probably know that more than half of 1-2 can be skipped: http://rapidshare.com/files/30211035/skipLV2.avi.html http://dehacked.2y.net/microstorage.php/info/5496/skipl2.smv when you jump off of the pillar you have to make sure there is no "floating" sprite (where Yoshi kicks his legs) in between falling and jumping in order to keep the boost from the shy guy
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
full collection of savestates this is updated with a save at Bowser 3 completing this run was truly a feat, great work FODA
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Baxter wrote:
[off-topic]
spezzafer wrote:
In Yoshi's Island, ...
Can I conclude from this that you are continuing your 100% run? [/off-topic]
If I can make it as easy as I can with as much aid as possible then I might take it back up. Certain information and features will make it much less trivial and I won't have to rely on trial and error as much anymore, something which was one of the most tiring aspects of this game. Keeping up Yoshi's speed, particularly in the twists and turns through a level, is pretty tricky sometimes. If I could see what his exact speed is all of the time then I won't have to spend so much time with trial and error. Nitsuja has done a great job so far on this emulator, and I give my thanks to him for putting so many new features into it that make it easier to record a movie.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
I'm sorry if you've already specified this somewhere, but would it be possible to add memory watching capabilities for all memory banks instead of just 7E and 7F? Also, would it be possible to give the option to display the memory values as signed integers? In Yoshi's Island, the address for Yoshi's current speed is only in bank 00-3F (at $60A8) and I couldn't find a mirror of it anywhere in 7E/7F. I think the Super FX wram is mirrored in $6000-$7FFF, which is where the speed is stored. Cumulative damage for bosses is also stored in $6000-$7FFF, which is especially helpful for killing Prince Froggy in 6 hits. I ask about displaying signed integers because in YI when moving to the left the speed is stored as a signed integer. A speed of 64 to the left would be 65471 unsigned, so it would be more practical to see -64 (where the - means you're moving to the left) and "increases" as you gain speed (ie. -65 is faster than -64). Thanks.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
here's an archive of saves for the 120-star run collection of save states at the beginning of each world
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
It desynced every time at the beginning of world 1-1 even with the exact same settings with raw data unchecked, etc etc. After deleting the whole mupen64 folder and re-setting/re-matching all of the settings without any other tweaks I got it to work. Good work so far.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Definitely yes, and I love how you pulled off the jump near the beginning of Bowser 3 without slowing up.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
It's been discontinued indefinitely. I no longer have any more patience to work on this, but don't let that discourage you to do it yourself. I guess I should have taken more/longer breaks between records. Thanks for all of the feedback everone's given, it's definitely helped in getting as far as I have. Feel free to continue my run, unless you'd rather start your own which is okay by me either way. If you have any questions regarding certain tricks I have used just ask away. You can see the list of tricks and descriptions right here. I stopped halfway through 4-3 before I quit. This was the latest progress. Good luck.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
world 3 is done
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
I haven't had the opportunity to add any more to the run since the last update (3-4 was the last completed level). Thanks for the feedback, though! maybe in a week or two i'll get back to it (sorry for not responding to this topic)
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