Joined: 2/16/2005
Posts: 462
Does a feather dropped down from the box fall down or drift down? It drifts right?
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Player (201)
Joined: 7/6/2004
Posts: 511
It drifts, here is where it is fastest to get another feather: it cost about 32 frames. http://www.wam.umd.edu/~darreon/smw_/2feather.smv (star road 4). This is faster than getting firepower and switching twice. Its not fully optimized yet, more of a test to see approximately how long it takes.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Player (201)
Joined: 7/6/2004
Posts: 511
flagitious wrote:
Also this really going to piss viper off, I used left+right in starworld 4. It is most likely possible to get the same time or better without the use of left+right, but personally I do not care if this is used so I just went ahead and did it.
Sorry for sounding so arrogant here. Arrogance is not a good trait and I certainly did not intend this. What I meant to say was that viper and me both have different goals in this run, and we have both have put effort into it. I will work to achieve both goals, but naturally I will value my goal more. Hopefully these goals are not exclusive but if they are, a decision will be need to be made and unfortunetly there is no compromise possible.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Player (201)
Joined: 7/6/2004
Posts: 511
Bowser dead! I decided in the end to not go with left+right because as far as I know it only saves about 5 frames, and maybe some day I will make a version from scratch that does use it. I'll hold off on submitting incase anyone finds mistakes or thinks something should be changed. BTW I went for fastest last input instead of fastest bowser dead, because previous movies stopped their input as soon as they could, even though I think they did line it up so bowser would die as fast as possible. If you think this should be different lets hear it.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Joined: 8/31/2004
Posts: 298
Location: Falun, Sweden
I think it should be different. This topic has been disscussed earlier, then it had to do with Phil's SMB1 movie. IMO, the movie should aim to accomplish its goals as fast as possible, not aiming at ending the inputs as earlie as possible. If that is the goal, then it should be specified like "Aims to end input as soon as possible" and not "Aims at fastest time".
Bein' away for like five years, and not a single new post in the ZSNES forum... :'-(
Joined: 5/3/2004
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I concur.
Player (206)
Joined: 2/18/2005
Posts: 1451
I disagree, this moviefile saves the time/frames until the last recording frame and this time is the scale to compete in the future IMO. I also readed somewhere that the recording should be stoped as soon as possible if no more input is necessary to reach the goal.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Former player
Joined: 3/30/2004
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Location: Heather's imagination
Saturn wrote:
I also readed somewhere that the recording should be stoped as soon as possible if no more input is necessary to reach the goal.
I think the better option is that recording should be stopped as soon as it is no longer possible for further input to avoid the goal.
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Player (201)
Joined: 7/6/2004
Posts: 511
I would agree except in this game you can pause all the way up until the princess starts dropping out of bowser, which is a very long time after the last hit. Also it would make this movie look worse because previous movies stop input as soon as they release the koopa thing which is a good 20 frames before it hits.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Player (206)
Joined: 5/29/2004
Posts: 5712
Yeah, and you could be even more strict and say that it's only okay to stop the movie when it's no longer possible to speed up or slow down the end.
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Joined: 2/16/2005
Posts: 462
I thought the def that was agreed on was the time at which the last input is required to cause the ending to occur at the soonest frame barring any further interfering input... Although I must admit that I personally like the way you are ending it here.
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Player (201)
Joined: 7/6/2004
Posts: 511
Alright there are definitly mixed opinions, so here is the version which kills bowser as soon as possible, last input is about 40 frames later, but it kills bowser probably about 60 frames sooner.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Player (206)
Joined: 2/18/2005
Posts: 1451
honestly flagitious, what looks better a 10:35 or a 10:36 as the movie-time? For me it's pretty clear that the first movie is the better choice.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 1/11/2005
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You can use LunatMagic or OverEdit for some maps, It's a level editor.
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Player (206)
Joined: 5/29/2004
Posts: 5712
Saturn wrote:
honestly flagitious, what looks better a 10:35 or a 10:36 as the movie-time? For me it's pretty clear that the first movie is the better choice.
I'd say it's not about what TIME looks better but what MOVIE looks better.
put yourself in my rocketpack if that poochie is one outrageous dude
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Backin' up BoMF on this one. The objective here is to create entertaining movies. Although the length of the input may be shorter in the first case, the movie itself will be shorter in the second.
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Player (125)
Joined: 10/4/2004
Posts: 940
I'd rather vote on most entertainming with small frames delay rather than the one with boring speed. Great job Viper7+Truncted+Flagitious, loving the Big Boo fight, watched it like 10 times and telling everyone else to watch that.
Player (206)
Joined: 2/18/2005
Posts: 1451
Bag of Magic Food wrote:
I'd say it's not about what TIME looks better but what MOVIE looks better.
Well, this matches for the first movie too IMO. The last mech-koopa falls unexpectedly late on Bowser so it's also a bit surprising in the first watch. EDIT: Oops, haven't noticed that it's submitted already. If I think about the statement "We're abusing the games here, not the controllers" again it's a good decision to chose the 2nd one because it also looks better in the end (Mario catches the Princess instead standing away and facing the other side).
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 5/3/2004
Posts: 11
kudos, flagitious. I can honestly say that in my opinion, your SMW speedrun is one of the most entertaining videos on this site.
Post subject: Mario World - Gorling needs help with flying
Joined: 5/4/2005
Posts: 40
Location: Sweden
As far as I know if you want to fly as fast and good as possible (with frame-perfection) you have to be very precise. Is there a guide that explains this? Maybe someone can tell me the details - VIPer7?
Player (206)
Joined: 5/29/2004
Posts: 5712
This information should go on the Super Mario Brothers tricks page.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
... and it should be written by flagitious and not me, as he investigated this a lot more than me and found out some new stuff as well
Joined: 5/4/2005
Posts: 40
Location: Sweden
Flagitious, care to reveal the secrets of flying? (At least in this thread) Also, an explanation of other glitches/whatnot like jumping through stairs would be helpful. Thanks. EDIT: damn those typos
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
The previous post is an excellent example of a bad thread title. Also, an excellent example of a bad idea of a new thread (or a post in general). I'm combining this post to the thread it belongs to... Edit: possibly, perhaps the poster accidentally clicked "new topic" instead of "reply".
Player (206)
Joined: 5/29/2004
Posts: 5712
Yeah, I always thought it was dangerous to put the New Topic button inside the topic, right next to the New Reply button.
put yourself in my rocketpack if that poochie is one outrageous dude

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