Sub 0:08 Nick Bruiser strategy found. Thanks to all who a) insisted it is possible (samuri goroth & Phil particularly) and b) those who were confident I would find it (AngerFist).
  • 1) Primary goal: Aims for fastest completion time of each boxer
  • 2) Secondary goal: Aims for fastest real time when it doesn't conflict with 1)
  • Emulator: SNES9X v1.43+ v9)
  • Settings: WIP1 Timing, Allow left+right, Volume Env. Height Reading, Sync samples with sound CPU
  • Abuses programming errors in the game (the "pause" glitch)
  • Doesn't take damage (only because it is not advantageous)
  • Manipulates Luck
This run is 99 frames faster than the published run in real time and only a 0.91 sec different in game clock improvements. This however is a pretty significant improvement considering a) how competed this game is b) that these some of these times are possible unassisted (many of these TAS times have been done on a console by top speed runners, including me) c) Phil did an amazing job with his TAS.
3 opponents were improved, but only Nick was improved by using a new strat. There were minor real time improvements as well such as using the pause glitch more optimally, using the proper super punch to get the quickest knockdown animation (where it did not conflict with the fastest game clock time), and NOT using the pause glitch on piston hurricane (the same time can be achieved without it).
Also, I "lost" 16 frames at the beginning because I clicked the "cleared the SRAM" button before recording which Phil seemed to have not done. Phil's "dirty SRAM" oddly resulted in the title screen appearing 16 frames sooner.
Here are the times that I achieved:
   * Gabby Jay - 06.26
   * Bear Hugger - 13.49
   * Piston Hurricane - 05.50
   * Bald Bull - 08.64 
   * Bob Charlie - 05.50
   * Dragon Chan - 07.49
   * Masked Muscle - 06.33
   * Mr. Sandman - 13.13 
   * Aran Ryan - 08.45
   * Heiki Kagero - 10.60
   * Mad Clown - 09.22 *
   * Super Macho Man - 09.43 
   * Narcis Prince - 08.47 *
   * Hoy Quarlow - 8.35
   * Rick Bruiser - 10.71
   * Nick Bruiser - 07.54 * 
The * are times that were improved from the current published run.
A quick explanation of the pause glitch: By stunning the opponent your super punch meter increases more but it takes time for it to increase, thereby delaying when you can super punch. Fortunately, when you pause the game, the meter continues to rise. So there are a few strategic places where pausing the game can significantly improve how quickly you can throw your first super punch.

Truncated: Accepted for improving an existing run.
Phil: Just to mention that even though the author seems to claim he is the first to obtain that Nick Bruiser time, it is not the case. Genisto managed to do it. It's just not in the published version but in some WIP. Also, I told adelikat that 7:5x time is possible, so he works hard to achieve that time.


Sir_VG
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Anybody else having problems with the AVI? It hangs for a while at the encoder info, then when it does play, no sound. Using MPC, ffdshow installed...not sure of date though on that. But I've been able to play everything else to date...
Taking over the world, one game at a time. Currently TASing: Nothing
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Sir VG: Are you sure you have mp3 decoding enabled? Because last time I reinstalled my codecs it was disabled. If you are Windows user, you can check it simply by going to Audio decoder configuration, which can be found in ffdshow start menu group.
Which run should I encode next? :)
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Sound plays just fine for me.
Joined: 12/6/2006
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The sound works fine in Windows Media Player...but that app sucks. :) I do have problems using the app I prefer, Media Player Classic, which is using ffdshow. MP3 decoding is enabled here, but neither of the active choices I have work. This appears to be only a problem for this recording, as the other recent things I've downloaded are fine. I'm going to update the ffdshow before I go any further with this to see if it's a codec issue...
Joined: 12/6/2006
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Okay, updating ffdshow still doesn't give me sound, neither does updating MPC. But it still works with Media Player 11. Bizarre. Hey Andres? What codec did you use for this and the Earnest Evans recording you encoded? I want to see if it's using one my computer isn't supporting for some reason. BTW, nice job improving this. :)
adelikat
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The codec used for this (and virtually all the newer avi's) is h264. (and Maza enocoded this run & earnest evans ;p)
It's hard to look this good. My TAS projects
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Adelikat, Maza, what's the difference. :) (kidding...) Actually, I misasked the question, I was wondering about audio codecs if one was being used. I guess if nothing else, I'm trying to figure out why there's no sound in MPC (there's just video) but why it shows up in WMP11. I always thought WMP was the inferior product so it's confusing that the sound only shows up here.
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Hmm...in attempting to dick around with the setting to make it work on MPC, the sound now no longer works properly with WMP. While the sound works, it sounds like it is running at 3x speed while the video is running normally. Maza, did you put some sort of weird alien codec into your AVI that my computer cannot properly understand?
Joined: 2/25/2006
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use VLC 0.8.6 final and k-lite codec pack... or mplayer.
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I can play Maza's Tiny Toon Adventures video from yesterday, but not these two. GSpot says they're all using the same codecs, H.264/MPEG-4 AVC and 0x0055 MPEG-1 Layer 3. Something is wrong with these AVIs.
JXQ
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For me, MPC will load the file, and I can seek to anywhere in it, but it won't play. WMP10 (shudder) will play the file, but the sound seems distorted to me (particularly, I notice inconsistency during the music when the opponent is knocked down).
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I tried watching it in CORE, and it seems to be going at 2x speed, but it does have sound.
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By the way, good job adelikat. This was one of my favourite runs, and the improvements were nice.
Sir_VG
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ffdshow is set to decode MP3. And it's not just the sound..
For me, MPC will load the file, and I can seek to anywhere in it, but it won't play.
Well, it'll play, but it takes like 5 seconds. It's both this one and Earnest Evans, but anything else (including Tiny Toon Adventures) works just fine.
Taking over the world, one game at a time. Currently TASing: Nothing
adelikat
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Sound works fine for me for both super punchout and earnest evans I am using vlc media player
It's hard to look this good. My TAS projects
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What the heck does Little Mac (or whoever this guy is supposed to see) say when he wins? It sounds like "Beat the K", but that makes no sense. Oh, yes vote. :)
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JXQ
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"Piece of cake."
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Something I noticed about Adelikat's Super Punch Out TAS
Joined: 12/7/2006
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I've been competing with a friend of mine for console Super Punch Out records and I've been referring to the recently-released TAS by adelikat. I noticed in the commentary that he beat a few of Phil & Genisto's records by a few fractions of a second, particularly on Mad Clown, Narcis Prince, and Nick Bruiser. I was curious to see what caused the drop of these few fractions of a second and I started to watch the videos side by side and compare where the time was made. When it came time to comparing the Narcis Prince fights, I noticed a few... well, call them "inconsistencies." I noted a few landmarks for comparison. Narcis Prince Face punch Adelikat - 3.43 P&G - 3.43 stagger Adelikat - 6.84 P&G - 6.88 Adelikat's up by 0.04 1st knockdown Adelikat - 6.88 P&G - 6.92 Still up by 0.04 face punch Adelikat - 8.41 P&G - 8.45 Still up by 0.04 knockout punch Adelikat - 8.47 P&G - 8.50 Now he's up by 0.03 So I guess my question here is... Adelikat was up by 0.04 seconds at the time of the stagger in the first round and stayed like that until right up at the end. The time elapsed between the face punch and knockout punch for Adelikat was 0.06 seconds, whereas Phil & Genisto did it in 0.05 seconds. Does anyone have any insight into why or this miniscule discrepancy came to be? Is it possible to beat Narcis Prince in 8.46? Is there something in the game timer that made that hundredth of a second impossible to lose? Thanks for your input. ~Flamy [EDIT by Bisqwit: Moved this post (and its replies) into the relevant thread in question]
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I'd expect some of that to be because the game runs at 60FPS, not 100 so the time has to be rounded.
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no sound
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Umm, that doesn't make much sense: with the identical timing, the game wouldn't round the centiseconds differently on the same frame. Either there's randomness involved (which I'm counting on), or adelikat has indeed lost one frame.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
JXQ
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Did it take the same amount of frames from the face punch to the knockout punch for both? If so, then it is difference in the game timer's rounding for that case. Good ol' in-game timers <3
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Flamancipator: Even though it wasn't in our published video, it's genisto who found the fastest Nick Bruiser time and not adelikat.
adelikat
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1) This should go in the discussion thread of my movie or in the SNES super-punchout thread 2) There is nothing inconsistant about this. 2 frames = either .04 sec of game time or .03. This is due to the fact that it is attempting to calculate centi-seconds at 60fps. Check the run out using the frame counter. You will see that I saved 2 frames, and retained those two frame until the end of the fight. If you advance through a fight frame by frame you will see the clock jump in patterns of .02 & .01.
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JXQ
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Phil wrote:
Flamancipator: Even though it wasn't in our published video, it's genisto who found the fastest Nick Bruiser time and not adelikat.
They both (adelikat & Genisto) discovered it independently. Genisto didn't share or demonstrate this technique to adelikat.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)