Joined: 11/5/2005
Posts: 23
Thanks. Your run is looking great!
Joined: 11/11/2004
Posts: 400
Location: ::1
FODA wrote:
you need to mark "read-only" when playing back the movie. since you didn't, you just erased the whole thing. try downloading again please.
Just unpacking again should suffice, actually. :)
Joined: 10/24/2005
Posts: 1080
Location: San Jose
UHH, WTF happened to the mountain. You... Destroyed the mountain. That was probably the biggest WTF moment I've ever had. I knew you were gonna warp, but I didn't know the camera would follow you so much! That was, uh, words cannot describe it. My screen is currently paused at the bob-omb fight, just because I wanted to comment on what happened a few seconds before. Amazing!! Keep it up :D.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 11/15/2004
Posts: 804
Location: Canada
Awesome stuff. I love the new camera work on the slide in Big Penguin Race, but the side-angle when Mario collects the star and gets nailed by the penguin in v57 was a lot less dramatic than when the camera faced the penguin and he slides right into your face in v45. That had been my favorite part. Otherwise, no complaints. Every update adds something that I've never seen before (this time the "WTF mountain trick").
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
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Joined: 12/21/2004
Posts: 2687
I'm noticing a few times where you accelerate normally from a complete stop instead of doing something faster... For instance, when you walk over to talk to the pink bob-omb to open the BB cannon, you could've used Z+B then A to get there and talk to it about 0.5 seconds earlier. (I didn't time it exactly but the dialog came up earlier in the music.)
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Posts: 5712
Yeah, but I heard that star was the unoptimized version.
put yourself in my rocketpack if that poochie is one outrageous dude
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Posts: 2687
Well, I was wondering more about Z+B usage in general - I don't remember it being used in the movie so far but I'm sure it can save time in at least a few places such as this (I tried long-jumping instead and it was slower). Just wanted to make sure he didn't forget to try it when optimizing this...
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Joined: 11/6/2004
Posts: 833
AVI version of the test run to date. [Torrent]
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
How many stars have been collected in the testrun?
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
29 on that avi Up to 26 are optimized, the last 3 ones aren't (27th is impressive, 28 and 29 are rough testing of the 100 coin route + KTQ race). Unfortunately, i don't think that method of going up the mountain to fight bob-omb king is the fastest possible... ordinary gameplay should go faster.
xou
Joined: 4/26/2004
Posts: 118
Location: france
hey, thank you for the video DeHackEd :]
hello world !
Joined: 12/1/2005
Posts: 107
FODA wrote:
29 on that avi Up to 26 are optimized, the last 3 ones aren't (27th is impressive, 28 and 29 are rough testing of the 100 coin route + KTQ race). Unfortunately, i don't think that method of going up the mountain to fight bob-omb king is the fastest possible... ordinary gameplay should go faster.
You do about 49sec for big bomb-omb. The record is 51 sec. I noticed that you stay for about 2 secs in the warp area when you go up. Can't you go up at once, without stopping? The QTK route was good. Just long jump to the island, don't use the cannon. You must optimise your jumps and the reveale of the coins (from the polls and the boxes) though. Your time was about 2:40, that means it takes 1:20 more than the record for the QTK-star. Have you tried to get the 100 coins with the "Mario wings to the sky" since you take almost all the coins from the sky? If you make it in under 2 min then this is better than QTK.
nesrocks
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Posts: 4096
Location: Rio, Brazil
According to my calculations, these 4 stars can be combined in 3 different ways, and here is the total rough time it took me to get them (it doesn't count castle time, its the summed level gameplay time): KTQ, MWTTS, 100coin + 8RC = 4:48 KTQ, 8RC, 100coin + MWTTS = 4:36 8RC, MWTTS, 100coin + KTQ = 4:23 All are improvable, but they seem to have a pretty big margin between them, so i'm positive that the last one really is the fastest.
Joined: 3/31/2005
Posts: 148
Location: Colorado
excellent, step in the right direction.
Do not try to bend the spoon, that's impossible. Instead only try to realize the truth. What Truth? There is nospoon. Then you will see it is not the spoon that changes, it is only yourself
Spacecow
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Joined: 6/21/2004
Posts: 247
Location: New Hampshire
FODA wrote:
29 on that avi Up to 26 are optimized, the last 3 ones aren't (27th is impressive, 28 and 29 are rough testing of the 100 coin route + KTQ race). Unfortunately, i don't think that method of going up the mountain to fight bob-omb king is the fastest possible... ordinary gameplay should go faster.
I can speak only for myself, but I'd forgive a loss of time in exchange for a seriously cool trick instead of watching the same old route everyone knows. :)
Joined: 4/29/2005
Posts: 1212
Sorry to say this FODA, but I'm afraid the AVI doesn't work. All I got was the Audio, and no video when I downloaded.
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Joined: 11/6/2004
Posts: 833
That's my AVI. See the Codec Problems page.
Joined: 2/16/2005
Posts: 462
FODA after seeing that insane spiral up the mountain I think we must insist on it being in the final version :) It would be great if you can optimize out some of the stoppage but if not dont worry about it. Ohh and dont forget you can LJ from the top to the island in BB... curtis did that in one of the videos.
This signature is much better than its previous version.
Joined: 11/15/2004
Posts: 804
Location: Canada
I agree that it was pretty cool, but let's see how he would do it without that trick. Don't assume that it won't be something cool, amazing, or new!
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
nesrocks
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Oh no, guys, don't worry, i already tested that it's faster with the trick :) It worked like this: - BLJ with enough speed to be able to get to the rolling balls area (if i didn't build enough speed, i'd appear at the white slope...) - Jump to try to reach the ground where mario would start running - If i am too fast, i can't turn fast enough, so mario goes flying through the tangent... - the way i found faster to lose speed was to do all that hoping while waiting for the rocks. I tried to hop a little more so that i wouldn't have to push against the wall near the warp, but i couldn't. I'll obviously try many other aproaches, but it'd be perfect visually to not stop the whole way up, even if it takes some extra jumps below.
Joined: 6/6/2005
Posts: 124
Ohhh he can certainly use the same route and improve it very, very greatly. I remember watching the first versions of the chain chomp star, but this new one is the same idea, just way optimized. Same goes for the spiral, especially the point where he gets stuck halfway up and starts pressing the wrong way by accident before releasing himself... And I know this is a very, very old discussion we had, nitsuja and foda, and you may have already agrred upon something while I was on hiatus due to excessive schoolwork (9 classes and 10 hours a day at school is not healthy for you, kids!) but I finally came to a consensus in my head as the the exact workings of the hit detection/clipping engine. I remember we couldn't decide whether it operated by contact with planes or somat, but here's my final opinion: The game, like most simple physics engines, keeps a three variable record of Mario's velocity in three dimensions, a velocity vector if you will. Each computing cycle (usually per frame as in this game), the game hypothetically takes your current position and adds the velocity vector to it. Now here's where we really differed in opinion before. Programmatically speaking, here's what I think makes the most sense. Mario is programmed to consist of two bounding boxes, both of which are cylinders. The primary, outer one is compared first to not solids, but actually all planes in the level. Solids would be too expensive computationally. If no planes intersect Mario, then he's home free and the game will actually add the velocity vector for the next frame and update his position. If Mario is in collision with a plane, the game will go on to the next step, which is to compare the inner cylinder. This one is a certain amount smaller and doesn't encompass all of Mario, and is exactly as wide as the outer cylinder, just smaller height-wise. If the inner one is not colliding with the plane(s) the larger one was having issues with, this means it was probably a slope of some sort that Mario should be able to traverse (or nudge down with) and the game will calculate where Mario should be relative to that plane and his hypothetical/projected next position. If the inner cylinder has issues as well don't move Mario. The details about the inner cylinder may be slightly different, but this is the best I have. edit: post #100 yay
nesrocks
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that doesnt explain why mario can't go to out of bounds areas. How does the game know mario can't go there if he's too far still? if i'm pushing against the outer region of the level, mario will keep pushing and won't go further, even though his bounding box is dozens of meters far from it.
Joined: 6/6/2005
Posts: 124
Hummm forgot about that. I'll go back and think some more.
nesrocks
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Posts: 4096
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i was thinking, maybe you press "forward", then the game moves the bounding box only, and if it is in invalid position, mario doesn't move there, but that would make a 1 extra frame delay in movement, which doesnt seem to occur.
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Joined: 9/27/2004
Posts: 650
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DeHackEd wrote:
AVI version of the test run to date. [Torrent]
I... love you. I'm glad I finally get to see the run so far. It's very good. Packed with unexpected moves and speed. I love your 100-coin routes. keep it up, Foda :D