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I did jump with the snowboard in this movie (and the last one), in fact I jumped over one of the ramps. Jumping once is always slower than not jumping at all (because it caps your speed very low, and I tested every possible frame to jump at), but a specific combination of two frame-precise jumps was a few frames faster than not jumping at all, because it made Sonic hit the wall lower and gain control sooner and also skipped a ramp.
It is possible to land on the ground with the snowboard before hitting the wall, completely skipping the stuck-under-the-snow cutscene, but it requires slowing down so much that it's definitely not worth it.
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It's possible, I just tried and it worked, but it's no less than 30 frames slower because of not quite having full a full P-meter going into the next room.
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That is actually where I got those addresses from, except for cf, d8, 75, 87, 55d, 570, and 588, which I searched for because that page was missing them.
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These are all the SMB3 addresses I have:
bd: x velocity
cf: y velocity (in air)
3dd: P-meter
55d: next P increase
56e: P kill counter
d8: in air flag
90: x position % 256
75: x position / 256
a2: y position % 256
87: y position / 256
570: hide duck count
588: hiding remaining
The value at 55d continually counts down mod 8, and when it reaches a certain number (or the P-meter is at level 0), and you're on the ground, and your speed is at least 40, then the P-meter goes up a level. I don't know where that certain number is stored but it equals the value 55d had when the P-meter last went from 0 to 1.
EDIT: It's possible the game uses a different counter for the P-meter and that 55d is only coincidentally useful for seeing when the P-meter will change.
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My new estimate of the number of frames that can be saved:
1-1: 4 in the level, 0 overall
1-2: 22 in the level, 21 overall
1-3: 1 in the level, 2 overall
8-2: 10 in the level, 9 overall
other: about 0
total: about 30 frames faster
Now the greatest obstacle is the set of autoscrolling levels, because they are profoundly tedious to do, and because there's no choice but to perform exactly the same stunts to avoid losing points and lives in comparison.
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Realistically, how much would Genisto's warpful run need to be improved to obsolete it? 10 frames? I was looking at this yesterday and found 19 frames in the first few levels, but 11 of them were immediately canceled out by waiting for hammer bros randomness. 2 in-level time units were saved.
EDIT: what I really want to know is if anyone knows a way of manipulating the hammer bros without waiting so long at the end of each level, and if there's anything important known about the game's lag behaviour.
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No, I wasn't serious about any of the user names besides acmlm. Actually, if I had to pronounce your nickname it would sound like "jikwiks" because I thought your nickname was "JQX" for at least a week after first seeing it.
These are the ones posted so far that are similar or identical to ones I posted, perhaps providing evidence that I'm not entirely crazy:
I'm not "trying to speak" them, I'm saying that this is how I naturally "visualize" them when reading or saying them to myself. The purpose of making them words is (mainly) to reduce the number of syllables. I was joking about JXQ (which didn't reduce the number of syllables) and wouldn't try pronouncing FTP as anything else than F T P.
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Here is a small list of acronyms (or other difficult-to-pronounce names) and the way I pronounce them. Are these pronunciations unusual? Do you say them differently or have any other ones to add?
TAS - tass
FAQ - fack
acmlm - ack-milm
JXQ - jixie-queue (J/K)
Kyrsimys - christmas (J/K)
SXL - secksell (J/K)
RT-55J - rit-five-jay (J/K)
FCEU - fuhkeeyoo
Snes9x - snez-necks
VBA - veebuh
NES - ness
SNES - sness
GBA - jeebuh
GBC - gib-see
SMB - smub
SMB3 - simba-three
SMW - smoo
SMRPG - smurpee-jee
MK64 - miksty-four
NSMB - nih-sumb
OoT - oot
aLttP - al-tee-puh
TMNT - tim-nut
KOTR - co-truh
FF7 - fifa-seven
These are when pronouncing to myself. The only ones I would say out loud like that to another person are TAS, FAQ, acmlm, Snes9x, NES, and SNES.
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Almost everyone in that family is a lawyer. They know what they are doing is legal, and their family-owned law firm makes quite a bit of money when they are denied their right to protest (or anything else they can use to press charges). It's like a scam where they provoke hatred so they can turn it into profit with the help of the US legal system.
(Going by what I saw on Wikipedia a while back... I haven't seen the videos.)
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Some extra links would be nice, like this:
Viewing profile :: Kyrsimys
...
Published Movies: Number of movies: 3 active, 2 obsolete
...
Submissions: Number of submissions per fate:
...
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The thing I dislike about that palette is the high contrast between the first two sprite colors relative to the contrast between the second and third, which is great enough that it sometimes makes Samus appear to have less colors than before because two of them blend together relative to the first one. They should be relatively evenly distributed in lightness.
I can't think of much to say about the movie itself besides that it's obviously of higher quality than other runs of this game submitted so far, and that I wonder how much faster it could be with using the select glitch.
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For those who didn't know, you can set VBA to show this in color. For example, something like the scheme used in the videos on m2k2:
EDIT: This is apparently the way it looks on a real GBC. I suspect VBA does not emulate it automatically because the coloring is part of the GBC doing a special case color substitution for this game, not part of the game itself.
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I don't know if I should cancel this or not... I think it will be more than a week before finishing a new version is possible.
Could you rephrase that? I'm not sure what I should be inferring from the strikeouts or which parts were added before or after those parts were struck out. Are you suggesting glitching to Knuckles' Act 1 boss near the very start of Act 1, going through Knuckles' Act 2, and getting back to Sonic's Act 2 boss near the end?
Yes, that's some garbage level data in Act 2 I use to start zipping. Before that point, Sonic is onscreen fairly often, and after it Sonic is waiting past the Act 2 boss. Letting the camera go too far into (under) that glitchy area would freeze the game.
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I guess I should post what I found to give something to compare with. Vectorman (W) [!].gmv
Also, I know the Day 2 boss can be killed before the perspective starts shifting.
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Extending the range in the controller or input plugin is impossible. The full range is already used, and it has to fit inside the 8-bit integer sent by the controller for each coordinate. The console could add an offset to the input after it gets it from the controller, but I've never seen or heard of any emulator doing that or otherwise supporting stick recentering.
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Sorry, I voted no because it still looks too slow (below-average quality compared to other runs being published). You lose over 15 seconds on Day 1 alone, and it doesn't pick up very much in the next few levels. And the SEGA screen should have been more entertaining, but you didn't do anything at all there.
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That fix looks correct to me. That bug had already been fixed in a newer version (along with the transparency toggle problem) but until now I didn't know what I'd fixed by making that change.
To clarify something else, the bug is not that the emulator presses A for players 4 and 5, only that the input display shows A for them. I think I can conclude from this that JXQ is not doing a 4 or 5 player TAS...
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It could actually be fixed by making the emulator display 2 frames ahead, which would make TASing slightly less tedious by always giving more immediate feedback, but Gens and VBA are better-equipped for that change than Snes9x.
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It should run at 20fps when there's no lag, but it should lag almost all of the time. It usually varies between 8 and 15 fps, with 12fps being the most common.
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There's something else to take into account: The emulation timing in Snes9x 1.43 is incredibly inaccurate for this game. I'm not exactly sure how much faster that makes it, but it's something like twice as fast as on a real SNES. That's a pretty big discrepancy even for a run that doesn't have speed as a primary goal.
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No, I simply feel entitled to ignore communities like this when my free time is on the low side.
EDIT: It actually had more to do with loss of interest than lack of free time, but the former may be a temporary condition...
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Getting back to the original topic of this thread for a moment, something like this idea occurred to me before as well. I don't think the "let the viewer play around here" part is very important, since they can already do that if they want to, but providing a way to string together interesting alternative outcomes throughout a movie would be very neat. I've run across countless funny things that I wished I could show but didn't have any good way of compiling them. S3&K would make for a hilarious and varied "blooper reel", for example, and plenty of other games would make for good ones too.