Maybe it's a bit too late, but as far I know (I never tried it, Waynebird22 from YouTube told me), you have to use Frame Advance. You watch the speed meter (using the SNES9x Memory watch address 7E007B), and every frames of speed 15 and 17 while swimming you press left and right (at the same time). Hopefully this helps.
I'm trying to do a Super Demo World any% TAS, but for some reason I'm a few frames slower than the current TAS before the first level even starts. I'm using Snes9x 1.51+v6. Is there any difference between Snes9x 1.51 and 1.43 that I should know of? I heard 1.43 has less lag than 1.51, but I'm not sure about that.
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
At the start of the first level in Super Demo World, you are 14 frames slower in version 1.51. 1.43 doesn't emulate the speed correctly in all cases, that has (as far as I know) been fixed with 1.51.
I need a bit of help, not matter what I try I cannot get to the gap in Morton's Castle above the springboard and drybones before it closes. Anyone got any hints or help?
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
I think what he was trying to say, was, that a question like this would be better in the off topic section rather than in this thread. We try to keep threads here about TASing the game, not the game in general. You're new here, and didn't know, which is okay. If you would like more help on it, go to the off topic section and create a new topic. That would give you all the help you would like.
[19:16] <scrimpy> silly portuguese
[19:16] <scrimpy> it's like spanish, only less cool
I've been looking for this for hours but haven't been able to find anything, even by reading through the RAM Map on SMWCentral.
What are the hex offsets for the X Pixel, Y Pixel, X Subpixel, and Y Subpixel for the sprite Mario is carrying?
Thanks in advance.
I went through all of Live A Live without understanding that something like that was the source of my sound problem -- namely, using an L/R male wire: with one of the prongs being black, instead of white -- since I assumed it would act as a white, considering it was paired with a red. (Worst technical flub of my entire life; 'cuz I'm not exactly dumb when it comes to much more complex fixes. ...Tho, apparently I am, when it comes to posting... on-topic messages.)
But anyway, moral: mono sound is of Satan.
Hello,
I registered here because I encountered a new(?) glitch.
In this video, Yoshi eats a shell and at the end of the level, when I spit it out, it becomes a key that cannot be moved. I'm guessing this is because of too many sprites.
If anyone feels like researching this further, or could explain to me why this happens please do so.
http://www.youtube.com/watch?v=1MoSf56FyBk
Hello there.
Now a few questions come to my head.
Does this only work with the special world koopas or with the normal ones as well?
Does this work with all Yoshis?
Does this work with all Koopas
Does this only work with caped Mario?
And, most importantly, are there any applications for this glitch?
Reminds me of a glitch I encountered a long time ago, where Yoshi swallowed the bar at the end of Star World 5. (He swallowed a shell at the end of the level, while his mouth was over the bar, and the bar vanished, keeping me from completing the stage.)
>>Now a few questions come to my head.
What's that noise? Oh, it's the same sound you get when yoshi tries to eat a keyhole, yeah? So, can I put a key in this noisemaker?
No, it doesn't act as a keyhole, unfortunately.
I can't think of any real application for this glitch, which is a shame. The sprite that the shell becomes just seems to be a null sprite. It seems like the glitch could be taken further which is why I posted it. Nevertheless, I did find out the following:
It works with all koopas and all yoshis.
It works for all forms of mario.
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
This glitch is now well analyzed and utilized by ISM. You would see it in some levels of his 96-exit run. But he restarted the whole of his run a few weeks ago because he had succeeded in making this glitch available. Anyway, you can get other samples from here.
By the way, I've been completely away from tasing for two months and I don't plan to go back to my projects unless I lose my motivation for the game I'm now playing. I'm sorry to leave unfinished works.
Retired because of that deletion event.
Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Oh, so this glitch has been known for a while. Does he happen to have a WIP of his run? I'd love to see it utilized. And does this mean there could be an improvement to the current any%?
It's sad to see you leave TASing, Mr. Your VIP TAS's were godly :O
According to the tricks guide, the variable for the p-meter is stored at 0x7E13E4. However, 0x7E134 does not appear in the list of memory addresses. I'm using Snes9x 1.51, by the way.
Am I doing something wrong?
Thanks.
throw two keys up one at a time. jump up and land on the first key while crouched. then when the 2nd key becomes 'hard' you will boost up on it, slightly pushed into the ceiling. key jump. or something like that.