1 2
4 5
Post subject: Super Mario World:The Second Reality Project Reloaded (HACK)
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
As the name suggests, The Second Reality Project Reloaded is a remake of the original Second Reality Project. I think it has a lot of TAS potential; I'm currently testrunning it (going for fastest completion, I think 27 exits) and expect a completion time of around 45 minutes. I should be done with the test run tomorrow, but I'm not sure if I have enough patience (or the TASing skill) to do a full run up to the standard of the current SMW/SDW runs. The patch can be downloaded from http://www.fpi-productions.de/ , or from http://www.smwcentral.net/?p=showhack&id=1178. Patch it to a headered copy of Super Mario World (U) [!].smc. Removing the header-offset with NSRT's IPSEdit tool will NOT work.
Previous Name: boct1584
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Epic thread revival! http://tasvideos.org/forum/viewtopic.php?t=4920&highlight= Somewhere out there, funguy10 is getting all warm and fuzzy.
Living Well Is The Best Revenge My Personal Page
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Isn't that thread is for The Second Reality Project 2: Zycloboo's Challenge?
Previous Name: boct1584
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Yeah, I wasn't suggesting you post there, since this (I guess) is technically a different hack. It does happen to be fun (and relevant!) reading :)
Living Well Is The Best Revenge My Personal Page
Former player
Joined: 6/15/2005
Posts: 1711
Fun. I haven't touched an emulator in 10 months at least, but I'm really tempted to whip a test run of something like this together for fun. I doubt it'll get published or anything because people are kinda sick of SMW hacks in general, but good luck with the test run at the very least. I for one think it's great watching good SMW hack TASes so I say go for it.
Zoey Ridin' High <Fabian_> I prett much never drunk
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
http://dehacked.2y.net/microstorage.php/info/233749031/Solon-TSRPR-Testrun.smv Recorded with SNES9X 1.43+ v13. It's kinda rough in the first few stages because I wasn't really tool-assisting when I started it, and I'm still learning the ropes of SNES9X for TASing. (I normally use ZSNES, because its' Rewind button is extremely handy.) And since this was just a test run, I didn't really do stuff like optimizing Mario's movement speed via stuff like the hopping glitch or 1/1 swimming.
Previous Name: boct1584
Joined: 4/3/2006
Posts: 269
Pretty interesting! Thanks for the testrun! It's probably nice to see an all-exits (117 of them) TAS run on this game.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Got a request. I do want to get a better run of this done (I've got my motivation back, I think) but I don't think I have a sufficient supply of patience to optimize a movie to even half the level of the published SMW/SDW runs by myself. Anyone feel like collaborating?
Previous Name: boct1584
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
what the hell, why not. Ive always wanted to TAS a SMW variant one day, and this could be my chance.
Measure once. Cut twice.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Yay, I've got a partner. I'll finish up the first two levels tonight, and post the SMV (along with comparisons to my test run) some time tomorrow, after I'm done job-hunting.
Previous Name: boct1584
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Okay, I wasn't as far as I thought I was, so I just finished up Mole Ruins 1 (the first level), and I'm over 800 frames ahead of my testrun as of hitting the goal. Microstorage isn't responding for me, so Mediafire link for the time being. http://www.mediafire.com/download.php?4kt2ywz3nmj And a few things I noticed that aren't in the SMWTricks page: After releasing a directional button in midair, it takes an additional 2 frames for Mario's speed to stop oscillating. From the frame Jump is pressed, it takes 3 more frames before Mario actually jumps.
Previous Name: boct1584
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Solon wrote:
After releasing a directional button in midair, it takes an additional 2 frames for Mario's speed to stop oscillating.
You are probably using the memory watch feature built into the emulator. If you use s9xwatch it is only 1 additional frame (which makes sense).
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
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
can anyone tell me how to get s9x watch working, it just say process 0 at the top and does nothing
Measure once. Cut twice.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
If I read the readme right, it's for use with the v1.51 line of SNES9X, not the v1.43 line.
Previous Name: boct1584
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Oh well, I'll just have to use L spiro's MHS then. EDIT: here's a wip, I stopped here, because it's impossible to go past this point hopping, and I slow down at one part anyway, so I'm going to use 6/5 instead of hopping. EDIT2: maybe too many WIPS, anyway, here you go. finished the next level. maybe I should have used 6/5, then I wouldn't have to get back up to running speed so often, I could just get shells on the run EDIT3: Did it, and saved over 100 frames off my old movie. (was it really that bad?) oh well, I don't think there's much room for imporovement. anyway: http://dehacked.2y.net/microstorage.php/info/1569706016/andymac%26Solon-TSRPR-WIP1.smv this one is the real deal, no messing around.
Measure once. Cut twice.
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Yeah nice works. If you avoid the heavy use of 6/5 and hopping glitch in 49, it seems better to use a usual sprinting. I think it is most important that mario doesn't stop and continues to sprint. ;) In mole ruins #2, taking the yellow shell would help to defeat plants and a chuck.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Looking very good, andymac. The only thing is that I think you should have gotten the fire flower where I did in the testrun, because we need to be Fire Mario by Lakeside Castle so we can shuffle a Cape Feather into the item box. Also, I think I'm gonna go back and redo Mole Ruins 1; looking at it again, I could probably save some more time by better manipulating Mario's speed when using the hopping glitch and and or 6/5 D-Padding. Do you have any experience with hex-editing? I've tried it before, but with no luck, and I think your Mole Ruins 2 is good enough to keep, aside from not getting the Flower. EDIT:I just remembered Maximus's TAS Movie Editor; I'll give it a try after I finish redoing Mole Ruins 1.
Previous Name: boct1584
Active player (500)
Joined: 11/19/2007
Posts: 128
I was considering working on this at one point as I think it's a hack well-suited for TASing. However, I never really took the idea seriously. Anyway, I made a quick test of mole ruins 1 today, which shows a few time savers which may help you. Looking back, it may be a good idea to start 6/5ing after Mario gets up to running speed the 2nd time (after the first climb) so he can quickly begin running again after the 2nd climb. EDIT: And maybe before the first climb too, meaning you can wall jump up instead of taking the purple triangle and begin running before the chuck. Good luck with the run, I look forward to your future WIPs. :)
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Also, andymac, there is no such thing as too many WIPs. EDIT: Watched your test, NxCy, and I am really embarrassed. Definitely redoing Mole Ruins 1 now.
Previous Name: boct1584
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Yeah, me too. I guess I should have really learned the physics of this game beforehand, instead of jumping right into it. EDIT: I made a reasonably optimised first level, bet NxCy's run beat it by 8 frames. This was largely due to the fact that he manipulated the red koopas, so he could jump on them to get further in the level. I used a shell to get there, which is definitely a slower method. Oh, it was due to the camera movement, the koopas come into view faster, and then he is able to jump off them. I knew there must have been a reason for that. Still, I think using a shell is a pretty snazzy move: http://dehacked.2y.net/microstorage.php/info/395434046/andymac%2BSolonTSRPR.smv Also this is probably already known, but if you spaz a and b on a music block, you don't lose any speed. Also I will be away for five days, so don't expect a high rate of productivity during that period. EDIT2: One more thing, I found that when you initiate the hopping glitch while doing 6/5, you can initiate 6/6 where 8 out of 6 speeds are 49, 2 are 47 and two are 48. This only works a few times though before you run out of running speed.
Measure once. Cut twice.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
8 frames is an acceptable margin, I think. I'll check it out, see if I can't use the TAS Movie Editor to splice in your Mole Ruins 2, and then I'll get to work on Koopa Lake 1 and Lakeside Castle. (And Mole Ruins 2 if I can't get it spliced in.) Just have to get 6/5ing down; it's been giving me no end of trouble in my attempt to redo Mole Ruins 1. Also need to figure out how to get the MHS program to work.
Previous Name: boct1584
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
After an extensive session with the TAS Movie Editor (awesome tool, by the way), I was able to get about half of andymac's Mole Ruins 2 to sync after splicing it into his Mole Ruins 1 SMV. I redid the remainder myself; I think I finally have 6/5ing down. http://dehacked.2y.net/microstorage.php/info/1320405659/andymac%2BSolonTSRPR.smv A couple of mistakes, but I wanted to get this posted. I'll go back and fix them tonight or tomorrow.
Previous Name: boct1584
Banned User
Joined: 5/2/2009
Posts: 121
Anyone figured out how to, on the first ghost house [in smw, its the one with the secret exit leading to the yoshie and 4 blocks fire/feather]... to get to the secret exit?
[00:31:12] <stickie> by the way, thanks for the sig sixofour [00:31:23] <sixofour> dejavu [00:31:25] <sixofour> what sig? [00:31:55] <stickie> you will just have to find out *insert mystical music*
Former player
Joined: 12/5/2007
Posts: 716
This is the thread about a hack of SMW, not the original game. Anyway. check out http://www.youtube.com/watch?v=giKxjGrL8LY for a video of it.
Active player (500)
Joined: 11/19/2007
Posts: 128
Maybe he meant Flower Fear (I think that's its name), which is this game's equivalent, whose secret exit can be found by going on a platform hidden underneath the floor near the first door. Right? :S As for the 8 frames thing, I think you should try to improve that before continuing, as my test is certainly improvable.
1 2
4 5