mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
I have a question, when i submit a movie in this site , can i give two smv files in a zip? r can i just give a avi of the whole thing because i can encode it
Joined: 6/20/2006
Posts: 142
You're never allowed to submit avis because they may have been tampered with and cannot be verified. Why would you ever need to submit two smvs anyway?
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
because im working with someone on this and, i cant put together two smvs :(
Player (108)
Joined: 8/24/2006
Posts: 61
Location: Brazil
mrz wrote:
because im working with someone on this and, i cant put together two smvs :(
If one is the continuation of the other, you can't send it in two separate files. You would like to hex edit and combine them. Watch the video afterwards though; hex editing often causes desyncs.
AW2 v2 progress: Two-Week Test (mission 17/25)
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
I'v been trying to practice recording and I have a problem. How do you use savestates while recording? When you try to set a savestate while recording, it acts as a movie snapshot. How do you avoid this?
Joined: 6/20/2006
Posts: 142
Turn read only off.
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Thanks AzHP. Using that knowledge, I just did YI2 in the same number of frames as JXQ. I think I'm getting the hang of this. :) I did perfect corner boosts on both info blocks and it didnt save any time, unfortunately. EDIT: Sorry jimsfriend, I took another of your pagebreaks. ;)
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Hopping glitch is fun! I just did a demo of Vanilla Secret 3 to practice TASing. Note that I dont aim for entertainment in this video, just speed. Does this video look fully optimized? I experimented with several different ways to do the end, and I think I chose the fastest option, unless anyone knows something faster.
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
Jimsfriend, could you make a demo of FoI3 key exit small please. I found your picture from a post on SDA and I tried a bunch of stuff but couldn't get into that key area. I got pretty good at getting a shell and spring into that pipe but had no success getting to the key. The shell would just go into the key area when I threw it. When I tried to throw it up or jump it would just bounce back and forth on the outside of the key area. I got a 291 on SW1 last night on my console using my standard route. If I get it perfectly clean in a run it should be possible for our 11 exit run.
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Nice job on that 291 skamastaG. I just tried a TAS of CI5, a deceptively hard level. I experimented with a number of different options, but should have the fastest strategy. In the first room I keep the oscillation at 37 while falling because this doesnt affect p-meter buildup. My route here should result in getting p-run as soon as possible. After the p-switch jump, it's pointless to have a speed of 49 because you have to press left to not overshoot the pipe anyways. In the second room, doing a medium speed hop glitch over the pipes is 4 frames faster than running across the pipes to get p-run a bit earlier. I made a video of VD1 gate which looked really cool but decided that it could be improved a bit so I'll work on an improved version before I post it.
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
The greginator, I'm glad you keep going at this record. I hope you get an amazing smw speedrun time. I'm waiting to see how good you make this run. :)
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Thanks andrewg. Hopefully this run will be done soon. I have a question about using 6/5. When using 6/5, it works fine in the air, but when you touch the ground, your p-meter has to be fully charged or 6/5 wont work on the next jump. So if you touch the ground while in the "6" phase (with an uncharged p-meter), this will ruin 6/5 for the next jump. To avoid this, couldnt you just keep your speed at 49 the whole time you're in the air and then just press forward a little before you hit the ground, with just enough time to get your p-meter up to 112 before touching? It would vary how long you'd need to press forward before hitting the ground depending on how depleted your p-meter is, but it could be determined with trial and error. So it would be 12/10 or 24/20 or whatever, depending on your air time and p-meter. This should just average out to being the same as 6/5, but without having to worry about whether you touch ground during the "6" phase, right? Am I missing something?
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
Ah, i quit this speed run, i did upto DP1, and noone was helping me , so maybe ill come another day
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
After 8 frames the p meter is so low that repressing makes your speed decrease below 47. The farther down the p meter, the more it decreases (for example, you will get frames where you speed is 42 or 37). 6/5 is best.
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Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Yeah you're right jimsfriend, 6/5 is the ideal cycle. But I think there are times this cycle should be broken, right before you touch the ground. Say you're 16 frames from the ground and you're just starting the "6" phase. You do that, and then the 5 phase, and now you're 5 frames from the ground (with a full p-meter). You cant start the 6 phase, however, because then your p-meter will be depleted upon landing. So the only option really is to hold forward for those 5 frames, which seems like a waste because your p-meter is already charged. A better alternative would be to press nothing (and get 49) during the first two of those 5 frames and then press forward for the other 3. A 49, 49, ->, ->, -> combo is better than just a -> x5 combo, and both give you a full p-meter before you land. Depending on how far you are from the ground and where you are in the cycle, there might be times when you get 3, maybe even 4 "extra" 49s if you break the cycle. I am right about this? I dont see why it wouldnt work.
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
See? SEE WHY 6/5 IS SO ANNOYING? Just do what works. I've used 8/5 for a couple cycles in my MI2 because of that very reason. The time difference probably won't make a frame. JXQ estimated that the time saved using 6/5 for an entire level and 8/5 for an entire level is 1-2 frames. So whatever you can make work is probably fine. EDIT: Also, after reading what Fabian said, while in air you can force mario to stay in air longer/shorter time by pressing and releasing the jump button on different frames.
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
Former player
Joined: 6/15/2005
Posts: 1711
greginator, the way to fix this is to jump lower or higher. In rare cases it might not be possible, and you'd have to run for 10 frames instead, though I can't think of a situation where this would have to happen. If you do have to "fix" this in some way (again, I don't think this should ever happen), experimenting around with stuff like you mention might be worthwhile.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Yeah. And I thought I was the only one who hated 6/5. ;) Well I polished up VD1 gate using the aforementioned 6/5 variation, and I'm pretty pleased with the result. This was a very difficult level to make, due to the lack of open spaces where you can just do the hop glitch. FIRST ROOM: Using 6/5 on the way to picking up the first shell is faster than using hopping glitch to the shell and regaining p-meter afterwards. The shell grab looks sloppy, but I pressed backwards for the minimum possible number of frames. Could this be improved perhaps by changing the oscillation speed to make it slower just before you jump on the shell so you dont have to turn around as much? In the "tunnel" with the 3 beetles, the first beetle kill didnt require a turn-around, but the second one did for some reason. Again, it was minimized, and might be able to be impoved by oscillation abuse, not sure if this is possible. I dont exactly know the best pipe-enterting technique or if there is something special involved, but I just used trial and error until I got the best time. SECOND ROOM: Medium speed hop glitching up the slope is faster than jumping over it while pressing forward (since your p-meter completely runs out in midair), or running up it. THIRD ROOM: This room just about drove me crazy. The beetle throw through the two blocks should be optimal. I couldnt start hop glitch right as I got p-run after the beetle throw because if you use hop glitch when you fall down the gap and go to jump again, you wont make it under the cement block with the spinys on it. I started hop glitch as soon as I had made it underneath this block. If you take the top route, you must start hop glitch a bit later, because you cant do it until after you're past the blue block. For some reason, you cant grab this block while hopping in a one square area, even if you press X/Y every frame, the block just stops you. I am able to grab a block while hopping later in the level, but this is not in a one square area. Getting up that steep slope toward the end was a huge pain, every single time I tried I ended up not making it under the ceiling of the passage the slope leads to. I have no idea how I finally got it. After doing this level, I feel like I am ready to take on anything, so shall we decide how we're going to divide up the levels skamastaG?
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
Good job on VD1 thegreginator. That killed my best cape time for that level. I don't really care about who does what level. I don't think we should divide them up now though. We should just do the levels as they come and who ever wants to do it does it.
Also, that route seems to allow you to get the red and green switch palaces and not muck about with making star world easier and less entertaining, though it's still your choice if you don't want to do them...
I was looking at the route then I saw this comment and looked at the route again and he is right. Green switch palace is completed after dp1 and Red switch palace is completed after VD1 key exit. SW4 key is beaten before getting the G/R switch palaces and SW5 is beaten way before all of the switch palaces have been completed. The main argument against switch palaces is that they ruin a few cool tricks. I actually now think they could and should be allowed since they don't mess up anything and are exits in the game. The only level that could be done later after the switch palaces have been completed to be beaten faster is DP1. A walljump off the green switches could be used to get up to the key faster. If we get the key before the switch palace to have a cooler trick people will complain that we should have just done the walljump off the green switches. "If you are beating the switch palaces then you might as well use them to your advantage to beat leves faster". Then there will be a speed vs entertainment debate and our movie won't get accepted. Actually I just realized that DP1 won't be as cool as it was when first discovered. Now we will probably just use that shell bounce in midair tricks. So using the green switch to wall jump or shell bounce isn't really ruined anything. It is still cool. Even though they don't affect any of the awesome tricks, do you think we should just avoid them to make things simpler or should we get them? Sorry to bring this back up but I don't want to finish the run and then realize we could have done that. I want everything clear before we start. I personally think we should get them.
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I'm not really understanding what 6/5 is. care to explain?
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 6/15/2005
Posts: 1711
tasvideos.org/SuperMarioWorldTricks.html In short, a technique to movie slightly faster than holding -> continuously would result in, while still keeping the "P-meter" charged. Details can be found in the link.
Zoey Ridin' High <Fabian_> I prett much never drunk
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
so this is faster than running? can it be done on a console? Or what I mean is, can a person pull this off?
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 6/15/2005
Posts: 1711
Faster than running, yes. Not doable on console, requires frame precision, and is a pain to do even with frame advance.
Zoey Ridin' High <Fabian_> I prett much never drunk
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Can you hold a dash button while you are in the air doing 6/5? Or do you have to release both forward and dash while in the air? EDIT: I think I'm going to watch the TAS of smw right now.
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 6/15/2005
Posts: 1711
Dash = X/Y? In that case, you can keep it pressed, and have to keep it pressed during the "5" part of the cycle. Edit: Hope you enjoy it! Hint: Watch mine, not JXQ's!
Zoey Ridin' High <Fabian_> I prett much never drunk