Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Masterjun wrote:
CoolKirby wrote:
but is it faster to jump to the The End screen or the Thank You screen (with enemy info following it)?
jumping to "THE END" screen is like 2 or 3 frames faster, since you have to move the camera a little bit more. (you have to jump a bit further to the right [URL=http://s7.directupload.net/images/111202/ubhwuszc.png]here[/URL])
I still think going to the credits is more impressive, and worth the 2-3 extra frames. I'm assuming the multiple fish are created to advance the RNG fast. Anyway, does this mean it is almost ready for submission?
andrewg wrote:
uhhhhhhhhh... wow. I often wonder if many other games can be beaten in a similar way.
I do as well - notice that this only seems to occur with very-TASed games - Rockman, Pokemon Yellow, Super Mario Land 2, and now Super Mario World. Makes you wonder how many insane glitches we are missing in less touched titles... and may never see the light of day.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
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Posts: 329
I think getting the full credits would be preferred if it is possible. (that other video started from "Thank You")
Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Masterjun wrote:
hegyak wrote:
One, where do those fish come from? Why are they spawning at all?
i dont know why they spawn, but they are spawning when yoshi has a nearly disappeared p-switch in his mouth.
Timers of disappearing and spawning are on the same memory address, and eating and spitting a stumped p-switch swap the former for the latter. For more technical details, see this post.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Joined: 9/22/2009
Posts: 18
will this new glitch, which allows the game to end really soon, use input controls exclusively?
Joined: 7/26/2006
Posts: 1215
wuschelbeutel1 wrote:
will this new glitch, which allows the game to end really soon, use input controls exclusively?
As in, "only use hardware available to a real player, like controllers and the reset button?" Yes. Those are the only things recorded for a TAS to be played back.
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Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
dunnius wrote:
I think getting the full credits would be preferred if it is possible. (that other video started from "Thank You")
Nope, its not possible. The base of the glitch lies in $0100, the game mode. According to this chart, there is a fade for Yoshi's House (1C), a fade for the enemy list (20), and a fade for the end (26). However, there is no fade nor load for the credits themselves. This is because that is part of Bowser's code, and can not be easily accessed without him. So yeah, the most of the credits you can get is from the Yoshis. Personally, I find going straight to the end more entertaining because it provides an even bigger "broken" feel. I suppose a bonus game Yoshi's House is pretty crazy too, but skipping the whole thing would leave a lasting impression on the viewer.
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
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Joined: 11/8/2010
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kaizoman666 wrote:
Personally, I find going straight to the end more entertaining because it provides an even bigger "broken" feel. I suppose a bonus game Yoshi's House is pretty crazy too, but skipping the whole thing would leave a lasting impression on the viewer.
I think going to the The End screen is better too, not only because it's faster, but also because, as you said, it gives the run more of a "broken" feel. The Yoshi's house "Thank You" and enemy info isn't that entertaining without music anyway.
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One of best glitches ever, no doubts
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Personally I'd be in favor of skipping the enemy rundown and going straight to the "The End" screen as well, just because of how amusing the look of it is. It's like the game just says "Fuck it, I quit.", and I find that hillarious.
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scrimpeh wrote:
Personally I'd be in favor of skipping the enemy rundown and going straight to the "The End" screen as well, just because of how amusing the look of it is. It's like the game just says "Fuck it, I quit.", and I find that hillarious.
I'll agree with that since we can't get the full credits. (which I suspected may not be possible)
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Location: Killjoy
kaizoman666 wrote:
dunnius wrote:
I think getting the full credits would be preferred if it is possible. (that other video started from "Thank You")
Nope, its not possible. The base of the glitch lies in $0100, the game mode. According to this chart, there is a fade for Yoshi's House (1C), a fade for the enemy list (20), and a fade for the end (26). However, there is no fade nor load for the credits themselves. This is because that is part of Bowser's code, and can not be easily accessed without him. So yeah, the most of the credits you can get is from the Yoshis. Personally, I find going straight to the end more entertaining because it provides an even bigger "broken" feel. I suppose a bonus game Yoshi's House is pretty crazy too, but skipping the whole thing would leave a lasting impression on the viewer.
Going straight to the end screen doesn't really feel like anything other than an accidental glitch, more than an intentional game ending. Additionally, unlike the yoshi credits, the music of the level keeps playing, which makes it seem more like just a splash screen, and less like an actual accomplishment.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Player (79)
Joined: 8/5/2007
Posts: 865
DarkKobold wrote:
kaizoman666 wrote:
dunnius wrote:
I think getting the full credits would be preferred if it is possible. (that other video started from "Thank You")
Nope, its not possible. The base of the glitch lies in $0100, the game mode. According to this chart, there is a fade for Yoshi's House (1C), a fade for the enemy list (20), and a fade for the end (26). However, there is no fade nor load for the credits themselves. This is because that is part of Bowser's code, and can not be easily accessed without him. So yeah, the most of the credits you can get is from the Yoshis. Personally, I find going straight to the end more entertaining because it provides an even bigger "broken" feel. I suppose a bonus game Yoshi's House is pretty crazy too, but skipping the whole thing would leave a lasting impression on the viewer.
Going straight to the end screen doesn't really feel like anything other than an accidental glitch, more than an intentional game ending. Additionally, unlike the yoshi credits, the music of the level keeps playing, which makes it seem more like just a splash screen, and less like an actual accomplishment.
I disagree and I'd like to throw in my two cents in favor of the THE END screen. One deciding factor for me was the lack of music during the enemies roll call. Another thing in the THE END screen's favor is that for a popular game like Super Mario World, almost everyone has seen the ending 50+ times, so it's nothing special at this point. With the more abrupt ending, I rather like the punctuation of it. Edit: Don't forget: Chrono Trigger reminds us that fast completion warrants fast credits.
Joined: 7/26/2006
Posts: 1215
If "full credits" is impossible without bowser being beaten, then it's probably better to go with whatever allows input to be ended sooner (whether that is bonus game thank you and creepy enemy list, or just final screen with level music). Though I would also strongly be in favor of the resulting run NOT obsoleting the current run, which should be obsoleted by the next run to get the full credits (and most likely use the goal sphere in castle 1). So we could still have the current "any%" category and the one with incomplete credits could be "glitched" (or, since a lot of people think that terminology sucks, then "broken credits" or "null-spit version" whatever). Although then I guess the branches would merge if anyone discovers how to fuck up the RAM so bad, that complete credits play from YI3. :P Thoughts?
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bkDJ wrote:
Though I would also strongly be in favor of the resulting run NOT obsoleting the current run, which should be obsoleted by the next run to get the full credits (and most likely use the goal sphere in castle 1).
Yeah, what happened to the goal sphere glitch run idea? Anyway, I agree that the credits glitch run should not obsolete the old one. And as others have said, glitching to the The End screen is faster and more surprising/confusing/entertaining than watching a silent Thank You/Enemy run-through.
bkDJ wrote:
So we could still have the current "any%" category and the one with incomplete credits could be "glitched" (or, since a lot of people think that terminology sucks, then "broken credits" or "null-spit version" whatever)
I don't see any problem with the "glitched" category. Yoshi's Island, this game's sequel, has a run with a big game-breaking glitch, which is under the branch "glitched". Meanwhile, the normal any% run has loads of small glitches, but is not labeled "glitched" or given any special branch, though it also uses glitches. So I would say that this new run should be labeled "glitched" too, because of its one huge game-breaking glitch.
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Joined: 3/31/2010
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I think the run should go straight to "The End" The game loses it all and just gives up and says, "You win. I quit." It's more a surprise to the viewer when that happens.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
CoolKirby wrote:
bkDJ wrote:
So we could still have the current "any%" category and the one with incomplete credits could be "glitched" (or, since a lot of people think that terminology sucks, then "broken credits" or "null-spit version" whatever)
I don't see any problem with the "glitched" category. Yoshi's Island, this game's sequel, has a run with a big game-breaking glitch, which is under the branch "glitched". Meanwhile, the normal any% run has loads of small glitches, but is not labeled "glitched" or given any special branch, though it also uses glitches. So I would say that this new run should be labeled "glitched" too, because of its one huge game-breaking glitch.
I am one of the people who dislike the "glitched" branch name. I don't want to derail this topic further, so let me direct you here for my reasons.
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Joined: 4/15/2010
Posts: 197
Location: England
CoolKirby wrote:
Yeah, what happened to the goal sphere glitch run idea? [...]
We're working on it now. It will come soon.
Retired smw-96, smw any%
Joined: 11/26/2010
Posts: 444
Location: New York, US
I like both branches honestly. Both runs were very well executed btw!!!! After you guys are done making improvements on the Any% not glitched will you be working on a 96 Exit? BTW I voted yes on both. I would have said something on both threads but, I don't feel like posting on 2 different threads when I could just post here. I hope both runs get accepted even though I don't see any reason why they wouldn't get accepted anyway.
My name is 4N6/Forensics.
Joined: 12/31/2011
Posts: 2
Question to guys who TAS the crap out of this game - has the orb glitch been gotten in other levels? It seems possible in CI1 - don't know if there have been any discoveries yet.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
It can be done anywhere there's a Clappin' Chuck to itemswap-eat.
Previous Name: boct1584
Joined: 9/22/2009
Posts: 18
what a beautiful run. this is like childhood christmas eve all over again. when mario goes back to yoshis island 1, its like a epic queen sac, or like a massive workaround in a tsp that has it fruits later in the path - i love it. thanks to everyone involved for the huge effort that goes into making this happen and im glad that due credit was given to nathan for discovering that glitch.
Experienced player (584)
Joined: 3/21/2011
Posts: 39
Location: Connecticut
lxx4xNx6xxl wrote:
After you guys are done making improvements on the Any% not glitched will you be working on a 96 Exit?
I've been debating this for awhile now. However, We all know ISM has been working on a 96-Exit run for awhile, and he's restarted it at least 8 times by now, due to newly discovered improvements early on in the game. It would be great to let him have this. However, the only reason I considered this is I heard rumor that he has quit this run since he's restarted it so many times already, and I wanted to carry on the work. At the very least, the current publication needs to be obsoleted by some run since that movie is very outdated due to all these new glitches and tricks discovered over the years. EDIT: This has now been added to my pile of projects I need to do. Expect updates on this run in the near future.
Joined: 7/26/2006
Posts: 1215
PangaeaPanga wrote:
I heard rumor that he has quit this run since he's restarted it so many times already.
Can't someone just ask him over email or PM or something?
Joined: 12/22/2009
Posts: 291
Location: Michigan
bkDJ wrote:
PangaeaPanga wrote:
I heard rumor that he has quit this run since he's restarted it so many times already.
Can't someone just ask him over email or PM or something?
Well he doesn't speak English, for one thing. And to respond to Panga's rumour: yes, he's since quit. A new one by another person/group has been started, though.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Post subject: smw 96-exit
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So as you may or may not (probably not) know, we have decided to attempt the 96-exit run due to news of ISM 'giving up', for lack of a better term or knowledge. I guess he grew weary of new discoveries. Current team is that of any%: Kaizoman666, Mister, PangaeaPanga and me. So we're interested in some points the community may want to offer out an opinion for because we're struggling to see a logical swing one way or the other. Do we use Chuck-Eat glitch? This was discussed somewhat previously but we really need a solid answer as we'll be started soon. We'd love a judges opinion but anyone can throw their opinion out. This would mean maybe 15 or more exits will be beaten using a goal sphere, and water levels (we're currently thinking Soda Lake) will be skipped by holding a key. Things like this. I personally believe that using the bug will make the run look boring to some, but fresh and original to others. It's a grey area. Do we use secondary results of Chuck-Eat glitch? According to antaasas and others, we can write to any address possible by eating a chuck with OAM in a correct order. I'm not too knowledgable but from preliminary thoughts, we could manipulate which overworld Mario is on, the powerup we currently have, which item is in reserve, etc. It gets a little hazy when you realise that using this method, we can trigger the credits, or even write 96 to the exit counter and consider that a "finished" run. We don't want to do this; so which is acceptable? Do we use "stun any sprite" bug? Recently, we've found a way to stun any sprite. To people who aren't obsessed with SMW this basically means we can put sprites into a position where they will spawn something, similar to how an overturned Koopa shell spawns a koopa. Think in the glitched run, where fishes are spawned. This bug has been known for a while but now any sprite is possible. Thanks to ISM and antaasas, so far we can spawn Koopa Kids (more or less instant level enders) and goal tapes. I'll detail this bug later, though. I will mention this bug will only be useful in a maximum of maybe 5 levels. What constitutes all-exits? Using goal sphere in Bowser's Castle, Back Door and Funky, we can in fact get 99 exits. So should we? This is a tough one to answer, I guess :p So what do you think? It's hard to judge which should be used as it could ruin the run, potentially. Include all possible bugs? Exclude all of the above? Some but not others?
Retired smw-96, smw any%