LYF
They/Them
Banned User
Joined: 4/4/2012
Posts: 62
Masterjun wrote:
LYF wrote:
Mario is riding a invisiable Yoshi which has been killed.
that's obvious... i mean why is there a hole in the ground and whats that green block there?
The hole... Nothing The green block... It's an apple.
LYF
They/Them
Banned User
Joined: 4/4/2012
Posts: 62
[Removed] and the movie: 1.“请不要盗链”。。。不给发直接下载链接。。。 [Removed] Click here to see how to download this file Edit by FractalFusion: Removed all references concerning linking to ROMs.
Editor, Skilled player (1938)
Joined: 6/15/2005
Posts: 3246
LYF, ROM links are strictly prohibited. I'm sorry but that is the rule. http://tasvideos.org/SiteRules.html I will give 15 minutes before I remove the download link. Here is my upload of your movie, as well as an IPS patch: http://www.mediafire.com/download.php?dj2t7hqvbe2lpyv For others: Apply the IPS patch to a clean version of Super Mario World ROM (size ~513KB). LYF: Please also explain more, such as how you made the hole and the green block, and how you made Mario ride an invisible Yoshi.
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
FractalFusion wrote:
LYF: Please also explain more, such as how you made the hole and the green block, and how you made Mario ride an invisible Yoshi.
I can explain for him, the "Mario ride an invisible Yoshi" glitch is not hard (smv, original SMW), and the reason for the hole in the ground and the green block is because he edited the ROM in Lunar Magic:
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Amaraticando
It/Its
Editor, Player (158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
I think LYF was trolling us. He could have said since the beginning that the ROM was edited...
LYF
They/Them
Banned User
Joined: 4/4/2012
Posts: 62
Amaraticando wrote:
I think LYF was trolling us. He could have said since the beginning that the ROM was edited...
Everyone knows that, that was a hacked ROM. So I did not explain it.
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
LYF wrote:
Everyone knows that, that was a hacked ROM.
i didnt know that as you first posted that, and its not obvious! you can do for example this and this in an original rom
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Player (121)
Joined: 1/22/2012
Posts: 45
Masterjun wrote:
LYF wrote:
Everyone knows that, that was a hacked ROM.
i didnt know that as you first posted that, and its not obvious! you can do for example this and this in an original rom
That's from the turn block bridge sprite, right? If there was one in YI2 then the cutoff would be possible.. but there isn't. So this guy is just trolling.. Maybe if you can spawn one of those turn block bridges with the stun glitch :P
Active player (421)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
gbreeze wrote:
If there was one in YI2 then the cutoff would be possible.. but there isn't. So this guy is just trolling.. Maybe if you can spawn one of those turn block bridges with the stun glitch :P
Even if there was a way to get one in YI2, the cutoff he had wouldn't be possible, as the turnblock bridges and most other pushing sprites can only get a max cutoff of two to three tiles. The only possible way you could get cutoff as large as his was would be if you spawned the invisible warp wall sprite and had that push you, but that creates vertical gaps, so there would be a straight up hole instead of just a hole in the base ledge (and it certainly wouldn't spawn an apple, though there is a seperate glitch to do something like that).
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
Player (121)
Joined: 1/22/2012
Posts: 45
So, what's going on with the 100% TAS? Are you guys still working on it? I got all the way to Vanilla Dome with dnnzao & mro, though ours was quite unoptimized and slow. I haven't worked on that in a really long time though... (we were still beating Fabian by a ton of time)
Lil_Gecko
He/Him
Player (94)
Joined: 4/7/2011
Posts: 520
I started recently a TAS of Super Puzzle World 3, and I encounter a little problem : I can't even with countless try, duplicate that block from distance. Is there a particular way to do it ? I know it's possible, but I just can't.
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
take a look in the Game Resources... that table shows any information you have to know about dublicating from distance
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Amaraticando
It/Its
Editor, Player (158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
The game resources' description is quite confusing and simplist. The duplication doesn't depend only on the position of the block and the coordinates of the projectile at the instance Mario throws it. For instance, it seems that Mario's position also interferes. I am not very sure of the exact conditions, but the image shows (a bit) the distance you should throw the shell...
Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Amaraticando wrote:
The game resources' description is quite confusing and simplist. The duplication doesn't depend only on the position of the block and the coordinates of the projectile at the instance Mario throws it. For instance, it seems that Mario's position also interferes. I am not very sure of the exact conditions, but the image shows (a bit) the distance you should throw the shell... (img)
You're half right. The position of an item you hold depends on mario's position of course, so mario's position does interfere implicitly. But once you give the item a correct y-subposition, to control the item's position would be equivalent to controlling mario's position. Any condition on mario's position is superfluous and thus omitted from the description.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Amaraticando
It/Its
Editor, Player (158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Mister wrote:
Amaraticando wrote:
The game resources' description is quite confusing and simplist. The duplication doesn't depend only on the position of the block and the coordinates of the projectile at the instance Mario throws it. For instance, it seems that Mario's position also interferes. I am not very sure of the exact conditions, but the image shows (a bit) the distance you should throw the shell... (img)
You're half right. The position of an item you hold depends on mario's position of course, so mario's position does interfere implicitly. But once you give the item a correct y-subposition, to control the item's position would be equivalent to controlling mario's position. Any condition on mario's position is superfluous and thus omitted from the description.
The shell's coordinates really "follow" Mario's, when he is holding it. However, the following can happen... Notice that, until the 4th frame of each column, the (x, y) of the shell is identical. They only differ after.
- - - - - -
CONCLUSION: Mario's intrinsic movement affects it OR the frame (in which the collision happens) changes the hitboxes properties.
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
i think it's because there is a frame rule of sprite interaction... (its 2 frames, so if it doesnt work, so do it 1, 3, 5, 7... frames later)
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Expert player (2453)
Joined: 12/23/2007
Posts: 822
I am also concerned about the 96-exit run. How's the project going anyway? I'm dying to see a new 96-exit run in this year! I don't know if ISM would ever want to continue his project on 96-exit, but I hope he won't quit just like that, for I really love his WIPs.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced player (584)
Joined: 3/21/2011
Posts: 39
Location: Connecticut
HappyLee wrote:
I am also concerned about the 96-exit run. How's the project going anyway? I'm dying to see a new 96-exit run in this year!
You know, I'm wondering the same thing, and I'm a part of the 96-exit run project =P although I really do want to see a 96-exit run soon.
Former player
Joined: 6/15/2005
Posts: 1711
Current 96-exit run is just fine if you ask me.
Zoey Ridin' High <Fabian_> I prett much never drunk
Post subject: gggggggggg
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
But dude! You didn't even get 99 lives! wtf.
Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign aqfaq Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Highest rated TAS in the history of the world IIRC
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Yes like a pornstar? I'd give it a High 8.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Experienced player (584)
Joined: 3/21/2011
Posts: 39
Location: Connecticut
Masterjun wrote:
i think it's because there is a frame rule of sprite interaction... (its 2 frames, so if it doesnt work, so do it 1, 3, 5, 7... frames later)
Yeah block duplications work on a 2-frame cycle, which is why I had to delay 1 frame a couple of times when I did my Yoshi Island 3 duplications, since I either had to save 1 frame to beat the rule, or lose a frame to start the cycle over. On another note, we are currently having conversations about the 96-exit and the WIP should be coming soon (I hope).
Expert player (2453)
Joined: 12/23/2007
Posts: 822
It's only my opinion, but could you contact with ISM about it? He might love to join the team, and he's half-finished WIP would make your work a lot easier. It's a pity to see his unfinished great work thrown away just like that. And of course, I'd really love to see your first WIP coming soon!
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Amaraticando
It/Its
Editor, Player (158)
Joined: 1/10/2012
Posts: 673
Location: Brazil
I would like to participate the 96-exit run, if I were a bit more experienced...