sorry my bad english...
- Finished projects:
Super Demo World any% - SMW Hack
- Dropped projecs:
Super Demo World All Exits - SMW Hack
Super Mario World All Exits
Hi, can anyone tell me what is the best SNes emulator?
sorry my bad english...
- Finished projects:
Super Demo World any% - SMW Hack
- Dropped projecs:
Super Demo World All Exits - SMW Hack
Super Mario World All Exits
sorry my bad english...
- Finished projects:
Super Demo World any% - SMW Hack
- Dropped projecs:
Super Demo World All Exits - SMW Hack
Super Mario World All Exits
sorry my bad english...
- Finished projects:
Super Demo World any% - SMW Hack
- Dropped projecs:
Super Demo World All Exits - SMW Hack
Super Mario World All Exits
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Does anyone know anything about randomness in SMW? I was TASing Super Demo world, and I got some really bad luck with the renzor, which would add a second minimum to the time, and nothing I seem to do affects the fireballs at all.
Does anyone know anything about randomness in SMW? I was TASing Super Demo world, and I got some really bad luck with the renzor, which would add a second minimum to the time, and nothing I seem to do affects the fireballs at all.
Um, what do you mean by bad luck with the Reznor ? They fire at the wrong time ?
I've actually never TASed a Reznor fight, but I'll assume that's working like the fireballs from the bowser's statue and footballs throw by chucks. If that's the case, then the fireballs are shot at some specific frames (always the same) set by the game. There's only a few ways to avoid a shot (being in the process of losing a power up, having the screen scrolling,... when the frame is reached) but they'll all make you lose a bunch of time. A faster way to manipulate it, would be to delay your entrance in the Reznor fight by a few frames. Meaning they will still fire at the same specific frame, but the coordonates of the Reznor will be slightly different when they'll do.
If that's not working like that then you'll have to deal with the RNG and it's a little bit more complicated, so I'll go into details later if needed.
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
yeah, I found that they will always fire at the same frame after the start of the fight, so if I delay the entrance to the fight, I get the exact same fight scenario. When I say I would need to lose a second or more, I mean in the fight given that they fire at that specific frame.
I backtracked until I found a place where something I did would affect the fight and I found that I would need to go back all the way to the entrance of the level, and then they would fire at different frames.
Now I'm wondering if there is a way to manipulate them without losing any time.
yeah, I found that they will always fire at the same frame after the start of the fight, so if I delay the entrance to the fight, I get the exact same fight scenario.
Ah, so it's not like the Bowsers' statues and chucks since I'm pretty sure it's always on the same frame and not relevant to the frame you enter the room.
Maybe it'll have something to do with the RNG.
Check if you got variation on it at 0x7E148B (Thanks to Mister for giving me this adress).
Thanks for that address. I found that if I go past some fireballs, I can change that address and then affect the renzor fight
You're welcome.
So if it's a RNG issue, this is how it works.
It starts at 0 when you enter the level, then when it changes it always follows the same sequence of number.
Then there is 3 differents type of ennemies.
- The one that don't interfer with the RNG.
- The one that makes the RNG moves to its next value when they enter the screen.
- The one that makes the RNG moves to its next value when they enter the screen, and everytime a specific frame is reached while they're still on screen.
So I haven't check how is the level you're talking about but you can probably manipulate the RNG by trying to get some ennemy's on or off screen depending what number do you want for it.
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
TheFinalBoss726 wrote:
Mister wrote:
bahamete wrote:
Mister wrote:
WillDaBeast wrote:
okay, wow.
I bet yoshi's id # is #1 and the thrown block's is #3. ;)
Correct. How do you know?
God told me so.
lol, maybe you can explain this:
(youtube video)
nathan found it a while ago, but i have no idea how the hell it works :P
Okay, I can explain it :p It's the same trick as the one that an empty shell respawns a naked shell, or a stumped p-switch respawns a fish, cheep cheep, using a yoshi.
A spinjumped shell has a death timer which is also used in other usages. If yoshi eats it and spits it out before the timer reaches 0, the timer will work in another way depending on the status of the shell; it respawns a sprite (naked shell in this case) when yoshi spits it out with ducking. The p-switch case is similar.
The glitch in the video is similar too, but it is combined with an item overwrite glitch. The key in yoshi's mouth is overwritten by a feather having a timer, and it respawns a sprite unexpectedly by the timer. Note that an overwritten sprite usually has a glitched graphic and glitched status (which seem to be related to the original sprite's ones).
If you would like to go further into the game, these addresses are useful (see this page for details as usual):
0x7E14C8 + (sprite id #) sprite status table
0x7E1540 + (sprite id #) timer used in various situations
I think watching them clarifies your understandings better. You may also watch sprite properties (0x7E1656-) to see what happens to the glitched property of an overwritten sprite. I haven't done (and won't do) a research much on that matter, though.
Retired because of that deletion event.
Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
There's a glitch @ "Yoshi's Island 2" level [and other levels too] that i think it's already discovered: if you duplicate yoshi and you ride while something damages you (and leave yoshi who runs towards the goalie and touches the level's border) then you will instantly ride the invisible yoshi [without changing mario's position ----> you will fall down the floor if you don't jump before the "yoshi change"]
Please confirm this, since i can't perform the "duplicating the question blocks" trick.
[fully edited the post due uninformative details]
Do you have these videos for download? I was heaving problem loading them on the Nico Nico Douga
sorry my bad english...
- Finished projects:
Super Demo World any% - SMW Hack
- Dropped projecs:
Super Demo World All Exits - SMW Hack
Super Mario World All Exits
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
We have used one-sided walljumps which take 45 frames in each jump, and I found this method experimentally not in the theoretic view point. Today I calculated the theoretically most optimal way of one-sided walljumps and I found it should take only 44 frames in each jump. It's 1 frame faster than the older one. ;)
demo: http://dehacked.2y.net/microstorage.php/info/121644255/smw-newonesidedwalljump.smv
When you use an input macro of snes9x, it's like
[(<BY)]15(BY)[(<BY)]2Y[(>BY)]24(>Y)
Retired because of that deletion event.
Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
hey guys, remember when i first became a member and posted my spw3 tas? well here is the much better one i just finished which uses all mister's breaks to beat my old time by over a minute!
http://www.youtube.com/watch?v=omcIljcTFrw
also, lechuck wants it to be submitted to the site, but i know the site generally doesnt like tases of hacks... should i give it a shot and submit it? should i wait until the whole tas is done to submit it? or should i not submit it?
also, mister, cool new wall jump! though how did you figure it out? were you just testing random combinations of buttons and hoping to get good results, or was there an actual logic behind which buttons you pressed and when while you were trying to improve the old one sided wall jump (or did it just happen to you randomly?)
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
While I think you should submit it, because well made SMW tases are awesome and tasvideos can't have too many of them (imo), you definitely need to finish it first. You don't submit half made runs at this site, you submit finished runs. Just the way it is.
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
TheFinalBoss726 wrote:
though how did you figure it out? were you just testing random combinations of buttons and hoping to get good results, or was there an actual logic behind which buttons you pressed and when while you were trying to improve the old one sided wall jump (or did it just happen to you randomly?)
I just did a simple calculation on a paper, because I knew that x speed should be 33 or more to stick mario into the wall and I also knew how many pixels I should move by to get one-sided walljumps. First consider the positive speed part; the most lossless pattern should be like (-1), 4, 6, 7, 9,..., 30, 31, 33 ("lossless" means "the total sum is the smallest and the last speed is 33"). On the other hand, the negative speed part needs to have as a large sum as it can, and its pattern is expected to start like -2, -3, -5,..., and to end like -11, -6, -1, (4, 6,...). So the sequence I first thought of was:
with the sum = 81. But the older one-sided walljump said that the sum should be 32, so I put additional -23 and -26 into the sequence. Thus I got a one-sided walljump of length = 44 frames. Any other possible patterns easily turned out to be slower (by putting addditional values to modify a sequence in a similar way). That's all I did.
Retired because of that deletion event.
Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Could that L+R trick in Run Shell Run be used in boos tower to skip boos tower?
Yoshi + spring gets through the ceiling in the first room. Fly to the right to get near the last room.
1) cram the spring into the top left edge of the super thick wall. L+R it over until it falls. Step on the spring as it falls. This will only work if the jiggling movement it does is enough to make it go high enough that mario can step on it.
2) cram the spring into the top left edge of the super thick wall. mario precedes it and also crammed himself into the wall, so the spring is on his left. L+R the spring over so it pushes mario until he falls.
3) you guys are crazy, i'm sure you will figure out something (and probably already have made the .smv).