Joined: 6/15/2005
Posts: 1711
jimsfriend: You don't need to have full running speed for the trick in SW4, you can stand still on the edge of the platform and drop down at the right time. bob: I can't explain the last 3 frames if you've handled the moving platforms perfectly and avoid the platform that slows you down.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
jimsfriend wrote:
Quote: Do you know how big of a frame window I have to fall after the green turtle falls? 2 frames.
Ouch. And do you have to be in a p-run? Or can Mario be moving relatively slow?
Hi jimsfriend, I am not a good tasser, but I made a video for you out of JXQs smv, which really did cost me some nerves. Its made with 3 frames per second and keypresses on, so perhaps you can analyze from there how to use this 2-frame window for your advantage. http://studwww.ira.uka.de/~s_franz2/smw_sw4.avi cu Fabian(X)
Joined: 11/29/2005
Posts: 317
Location: Sao Paulo - Brazil
fabian.. what codec do you use in this avi? can't see it
Joined: 4/30/2005
Posts: 199
Me neither.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
I re-did it for everyone: https://webfiles.berkeley.edu/DK64_MASTER/shared/final.avi Does it work? :)
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 1/17/2006
Posts: 775
Location: Deign
It works.
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JXQ
Experienced player (749)
Joined: 5/6/2005
Posts: 3132
Fabianx's worked for me - my AVICodec detector says it uses "XVID Mpeg-4". His slowed the run down to three frames per second and just showed the fall down to the green koopa. That may not be the best example to follow though, because from that position, jumping at full power was too much, so I had to time that as well. Moving to the right a bit more before veering left into the Koopa would have fixed this most likely.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 6/15/2005
Posts: 1711
Just wanted to let everyone know that I've been doing some work on this the last two days. I've recently moved, so there's no internet access at home right now. No internet = nothing to do except TASing and watching Scrubs. I've done DS1a, both Donut Ghost House exits, DP3, 4 and the castle. I've done some time comparisons with the current 11 exit run (flagitious and VIPer7's), and I'm really impressed with that run. Where our routes part (halfway through Donut Secret 1), the two runs are only 1 frame apart, despite me using the hopping glitch. Most of the time I've lost comes from a completely stupid mistake I made in the beginning of the run when I wasn't taking it very seriously, and fadeout lag. Something like 19 (can't remember exactly) frames is lost compared to theirs after Donut Plains 1 for example, and I didn't even know fadeout times could differ in keyhole exits. Anyway so far I think the result is really good here, and now a few levels are coming up where there will be new strategies for beating the level, which is always nice. I haven't done any comparisons with the current 96 exit run, but I should be faster in every level so far save Donut Ghost House regular exit, and possibly Donut Plains 1. Edit: VIPer7, it does indeed seem like you killed this topic :) Anyway, still no internet access for me at home but I've only done three exits in the past days, VD1, VD2b and the switch palace.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 12/30/2005
Posts: 57
I figured out that the 3 extra frames has to do with him being big so he's able to hit a block earlier, hit the floor faster, and hit the moving platform earlier. It's way more trouble then it's worth to pefect this, so I'm moving on. Anyways, I'm working on the third level, but I can't manage to shell jump across the watery chasm. It's much harder (if not impossible) when you're small.
Joined: 1/17/2006
Posts: 775
Location: Deign
In my experience it is impossible. I'm sure you know this, but make sure you bounce off the shell at the last frame possible. It might also help to make sure you are as close to the middle of the shell as possible. EDIT: Or maybe try to be beyond the middle, if possible.
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Joined: 12/30/2005
Posts: 57
I'll keep trying. Thanks for the tips.
JXQ
Experienced player (749)
Joined: 5/6/2005
Posts: 3132
It's definitely possible. Mr Bob, where were you talking about losing those three frames? I can't find a box you jump up to hit in YI3. The frames may be lost from random lag throughout the level...I know Super Demo World is bad for that. Also, you may want to start your SMV over from scratch, because yours is just recorded from the middle of the first level of the current published SMW-11 run (I'm not sure if that's allowed or not).
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 12/30/2005
Posts: 57
I think it's the green star box. I've been spending very little time on this run, I should have nailed the shell jump quite a while ago... I thought you needed big mario to do it, because I thought big mario's legs extended farther into the water. I'll check out you video when I get home. I'm pretty sure that starting from other people's videos is allowed. Anyway, if I did so (less lazily) it would be undetectable. It would seem to be unfair, because I can just copy paste from other runs for the first three levels, but mario's biggness actually affects the game a bunch.
Joined: 6/15/2005
Posts: 1711
I'm pretty sure a lot of people (probably myself included) would vote no or at least not vote if you submitted a movie starting with the first level of an already existing one (flagitious and VIPer7's 11 exit). I definately think you should do it from scratch, it doesn't look very good to have copy/pasted something like that. It certainly isn't undetectable, it stands out a lot every time I watch your movie.
Zoey Ridin' High <Fabian_> I prett much never drunk
Editor, Experienced player, Reviewer (966)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Summed up: It's okay if Viper and flagitious say it's ok. It's not okay if you haven't asked them.
Joined: 6/15/2005
Posts: 1711
And also: Even if they say it's ok after you've asked them, it's still weak.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
I wouldn't really mind, but I wonder why it is a problem to just redo it yourself (with your own style) and then hex it into the current run?
JXQ
Experienced player (749)
Joined: 5/6/2005
Posts: 3132
I figured it would be good to start your own recordings so that you could put your name in the author field (or at least not have someone else's name in there), and so the re-record count isn't artificially inflated.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
well, that can easily be fixed by hex-editing
Joined: 1/17/2006
Posts: 775
Location: Deign
Did this die? If not, I came up with a way to maybe bring an earlier shell in VD1. When running under the yellow blocks, kill the first shell there with the first shell in the level, then pick up the second shell. When running towards the 3rd shell drop the one you are holding right before they collide and you will be able to kill the 3rd shell and pick the 2nd one back up. The only problem is I don't know if the 2nd shell will stay closed long enough to perform the rest of the level. If anyone was confused by this, I will make a pretty picture.
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JXQ
Experienced player (749)
Joined: 5/6/2005
Posts: 3132
I'm a bit confused, and your pictures are hilarious, so how bout one?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 1/17/2006
Posts: 775
Location: Deign
Ok. That should clear things up, and it will be reeeeeeally easy to test.
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JXQ
Experienced player (749)
Joined: 5/6/2005
Posts: 3132
Well I'm no good at console runs, so I don't know how easy it would be to drop and regrab consistently. I'm sure it's no problem for you, though. I remember reading somewhere that beetles stay in their shell for 500 frames, which is 8.333.. seconds. Depends on exactly where you need the beetle to bounce off of at the end there. How's this run going, by the way?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 1/17/2006
Posts: 775
Location: Deign
Actually, I was talking about that for the TAS if it is still in progress, which ti doesn't appear to be. I might try to add it later. This is how I am doing.
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Joined: 6/15/2005
Posts: 1711
I think it's a shame that there's so little interest for this run. When I started working on it I didn't think the end result would be very good compared to the existing SDW runs, because of the much simpler nature of SMW. However, the result this far has been surprisingly good I think. Lots of new things shown off, and I think hanzou will be very pleased with Vanilla Dome 3 ;) Anyway, I'm not working on this a lot, or very fast, but I'm almost done with Vanilla Dome 3 now, after lots of tricky levels here in Vanilla Dome. Upcoming levels should be quicker to finish.
Zoey Ridin' High <Fabian_> I prett much never drunk