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Active player (308)
Joined: 1/13/2012
Posts: 131
That 5-3 improvement looks awesome.
By the way, why do you use dynamic recompiler? Well, it may shorten some loading frames, but I think it's not that safe for TASing... (syncing stuffs maybe?)
I figured it would help shorten loading frames and make everything outside of the levels go faster (map transition, etc). I haven't ran into issues with syncing stuff yet.
Currently Working on: Metal Slug X - Mission 1 (On hold)
Skilled player (1738)
Joined: 9/17/2009
Posts: 4980
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
zk547 wrote:
That 5-3 improvement looks awesome.
By the way, why do you use dynamic recompiler? Well, it may shorten some loading frames, but I think it's not that safe for TASing... (syncing stuffs maybe?)
I figured it would help shorten loading frames and make everything outside of the levels go faster (map transition, etc). I haven't ran into issues with syncing stuff yet.
Emulator frame gains don't count towards an actual improvement; if a latter TAS was made and it can be shown that the loading ended up being slower, but more closer to console, it would still get accepted.
Post subject: New Super Mario Bros. Shell Mario Double Jump
nitzi
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Joined: 12/26/2017
Posts: 4
https://streamable.com/jmijm It is apparently possible to double jump mid-air in a blue shell. I do it randomly sometimes but I can't figure out what I have to do to make it happen on purpose. Once it's figured out it might be incorporated in a run to complete a section faster (who knows), but I really want to figure it out, so I thought I'd share it with other humans to see if they can figure it out. The video above is a bad example of what it looks like, it's possible to do it and go much higher on the double jump. Mario in this video only goes up a little on the double jump so it doesn't look as impressive, but it's all I could find to show as an example...
ViGadeomes
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Judge, Active player (310)
Joined: 10/16/2017
Posts: 461
Location: France
The current TAS uses this double jump maybe you can download the dsm file and see how to do it? : http://tasvideos.org/movies/dsm/hartmann-nsmb-warps.zip
nitzi
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Joined: 12/26/2017
Posts: 4
Thanks, but for some reason Mario dies by the first koopa... In the youtube video he just jumps on it
Post subject: I think I got it
nitzi
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Joined: 12/26/2017
Posts: 4
Instead of playing it and seeing what he's doing (because I can't - look at previous post), I decided to just go and look at the dsm, and I'm 99% sure I found where it happens (look here to see what's happening): |0|......B.Y....000 000 0| |0|......B.Y....000 000 0| |0|......B.Y....000 000 0| |0|......B.Y....000 000 0| |0|........Y....000 000 0| |0|........Y....000 000 0| |0|........Y....000 000 0| |0|........Y....000 000 0| |0|........Y....000 000 0| |0|R............000 000 0| |0|R.......Y....000 000 0| |0|R.......Y....000 000 0| |0|R.......Y....000 000 0| |0|R.......Y....000 000 0| |0|R.......Y....000 000 0| The line without the Y is where he goes out of the shell, and then he somehow does a double jump by just repressing Y two frames later??? Maybe pressing 'right' while not having Y pressed or letting go of B before letting go of Y has something to do? Not completely sure how I would test that (but at least we're making progress!).
nitzi
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Joined: 12/26/2017
Posts: 4
Since I haven't been spamming this thread enough, here's an example of where the shell mid-air jump can shave off 10s.
ViGadeomes
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Judge, Active player (310)
Joined: 10/16/2017
Posts: 461
Location: France
I just played this game in "normal mode" man I can't help you more sorry x)
Former player
Joined: 4/10/2016
Posts: 9
Jump in a shell and leave the shell when Y speed is exactly 0. Then Shell Mario will jump in the air.
Former player
Joined: 4/10/2016
Posts: 9
For reference, upload a GIF image. https://i.imgur.com/t8LhVzd.gif
Fortranm
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Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
https://www.mariowiki.com/Challenge_Mode_(New_Super_Mario_Bros.)
Challenge Mode can cause several glitches in the game. For example, if the player jumps in the small space between a wall and the left edge, the player will float. If the player repeatedly jumps and wall jumps from that location, the player can go over certain parts of each level. If there is a ceiling above the player while doing so, the player will get stuck in the ceiling and be pushed away from it.
Not sure if this has been brought up before, but I wonder if this can help saving time in a potential 100% TAS.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Challenge mode can only be activated when the player has beaten Bowser in World 8. If Bowser's Castle in W8 early is faster than doing it last like I did in my run, it depends on the levels that can take advantage of the glitch.
greenalink.blogspot.com
Fortranm
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Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
You will need to enter W1 for one more time after collecting everything to buy the themes in case W8 is beaten early. This doesn't sound like a big time loss to me. Edit: Actually, to leave W8 for the last, you would have to leave W8 at some point after getting there for the first time, so there should be no real net time loss from beating W8 early.
Player (228)
Joined: 9/23/2021
Posts: 9
Is somebody still TASing this game?
Former player
Joined: 4/10/2016
Posts: 9
I have resumed creating 100% run, but it is difficult to adjust RNG.
Player (228)
Joined: 9/23/2021
Posts: 9
I have done some 100% levels in world 6. Whats your current route?
Former player
Joined: 4/10/2016
Posts: 9
The shortest route to W8 (1-1,1-2,1-T, 5-1,5-2,5-3,5-G) has already been completed. I'm currently working on W8, but I'm having a hard time adjusting the Flying [?] Block and Hammer Bro movements on the world map, and the items available from them. I know when the RNG changes and how to adjust it, but I don't know the efficient way to get the ideal RNG, so it takes time.
Player (228)
Joined: 9/23/2021
Posts: 9
The problem is to get two mini mushrooms in W8. You can get one in 8-4 from the Hammer Bro, but for 8-8 there are just a lot of bad options: - Do W8 a second time later - Take the Flying [?] Block to 8-8 - Go to a mushroom house - Do W8 later when you have a mini in your inventory - Get mini in 5-2 and 5-3 and also a mushroom/ flower in 5-3 for the 2. starcoin I probably dont have to explain what the disadvantages are for every option... The last one is very slow but there are still 4 options left.
Former player
Joined: 4/10/2016
Posts: 9
I have already considered the route of W8. I will omit it because it will be long if I write the contents of the specific route, but it is ideal to repeat the acquisition of Shell stock and Mini from Flying [?] Block and Hammer Bro. It is necessary to move the Flying [?] Block from 8-4 to 8-5 on the way, and it will take some time to move, but this should be faster than going to the mushroom house or moving to another world. In order to realize this ideal route, it is necessary to perform RNG operation perfectly, which is very difficult.
Player (228)
Joined: 9/23/2021
Posts: 9
You are right. I tried to plan other routes, but they are all slower. Your route is the fastest, although it doesnt seem to be very fast, because of the ? block moving and you dont have Shell for W8 after 8-4 (I suppose that Mini in 5-GH is faster than Shell in 8-C to 8-8?)
Fortranm
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Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
Hartmann wrote:
The shortest route to W8 (1-1,1-2,1-T, 5-1,5-2,5-3,5-G) has already been completed. I'm currently working on W8, but I'm having a hard time adjusting the Flying [?] Block and Hammer Bro movements on the world map, and the items available from them.
So you are completing the game once first? Have you considered the use of glitches related to the Challenge Mode since you will have the option after beating the game once?
Player (228)
Joined: 9/23/2021
Posts: 9
Probably in 5-B, like the speedruns do.
Former player
Joined: 4/10/2016
Posts: 9
clockwatcher wrote:
You are right. I tried to plan other routes, but they are all slower. Your route is the fastest, although it doesnt seem to be very fast, because of the ? block moving and you dont have Shell for W8 after 8-4 (I suppose that Mini in 5-GH is faster than Shell in 8-C to 8-8?)
8-T: Stock Shell from Hammer Bro, and when finished Hammer Bro will spawn 8-4 and move to 8-3. 8-5: Stock Shell from Flying [?] Block. 8-8: Get Mini from Flying [?] Block. Second 8-T2: Get Shell from Hammer Bro. This is the route I am currently thinking about. The Shell test run for all stages of W8 is over. I haven't tried running it on other power-ups yet, so I think there's room for route improvement.
Fortranm wrote:
Hartmann wrote:
The shortest route to W8 (1-1,1-2,1-T, 5-1,5-2,5-3,5-G) has already been completed. I'm currently working on W8, but I'm having a hard time adjusting the Flying [?] Block and Hammer Bro movements on the world map, and the items available from them.
So you are completing the game once first? Have you considered the use of glitches related to the Challenge Mode since you will have the option after beating the game once?
Yes I am thinking. Are there any stages other than 5-B where I should use Challenge Mode? I used it in 7-Castle to get a third star coin while skipping the Snake Block. (Because I couldn't think of any other method)
Player (228)
Joined: 9/23/2021
Posts: 9
Ah ok, i forgot the hammer bro and the ? block respawn if you kill them. It makes the route better, but rng manipulation harder.
Player (228)
Joined: 9/23/2021
Posts: 9
This was posted in the speedrunning discord server, maybe it helps with rng manip: An optimization in narrowing down RNG manip search: Mario will give off the same string of voices while performing double jumps during every playthrough of the same seed(ex: ya-ya-ho-ya-ho-ho…) and this corresponds with the movement of the red block on the map. That is, if Mario lets out “ho” on his Nth double jump, then completing 1-1 with (N-1) double jumps guarantees a leftward movement. Using this, you can eliminate all rightward double jump patterns by taking note of 8 or so consecutive double jumps during the first playthrough of a particular seed, cutting down the search by around 50%. Example: On a particular seed, Mario gives off ya-ya-ho-ya-ho-ya-ya-ho after 8 double jumps(in order). This indicates that 2, 4, or 7 double jumps will make the red block move left(1, 3, 5, 6 will move it right). Credits: p_bodied for initial observation on Mario’s voice leftover43922 for pointing out the relationship between Mario’s sound effects and red block movement HelixFossil for putting it to practice and demonstrating its validity
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