Former player
Joined: 7/11/2004
Posts: 72
Location: Adelaide
and hows the hex work? - Volkov PS - still waitin for this otha guy to reply..
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Umm, did you even read anything in this thread? Because then you'd have seen that I have been posting frequent updates, and you can just download my newest run. If you're too lazy to look it up now, you can download the video for the first 44 levels here, and the one I'm working on right now (3 more levels)here. And to see the fastest world route I figured out just follow the link that OmnipotentEntity posted (also in this thread...) and keep in mind the little adaption posted here (also in this thread...) About hexediting, Gigafrost made a quite good explanation here (yes you guessed right, it's also in this thread!) Good luck...
Joined: 8/31/2004
Posts: 298
Location: Falun, Sweden
Hehe, did you know that Yoshi's Island 3 is improvable by 1 frame? :D
Bein' away for like five years, and not a single new post in the ZSNES forum... :'-(
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
my version? how?
Joined: 8/31/2004
Posts: 298
Location: Falun, Sweden
Instead of doing a normal jump between those two swings (at both places) you can do a spin jump. I was able to get the level time down to 1875 frames this way ;)
Bein' away for like five years, and not a single new post in the ZSNES forum... :'-(
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Oh, thx. I'll fix that when I update the whole movie are you also working on an smw run now??
Joined: 8/31/2004
Posts: 298
Location: Falun, Sweden
A short version. I've been trying with one of those for months (think my re-record count would be like 20 000 from when I first started). Also, I sometime try matching your times just for fun.
Bein' away for like five years, and not a single new post in the ZSNES forum... :'-(
Joined: 8/24/2004
Posts: 143
Location: Valencia, Spain
VIPer7 wrote:
I spent quite some time doing a new run on Donut Plains 1 b, in the end reaching the keyhole 10 frames faster than Alexis and also discovering some ugly graphic glitches:
amazing.
I am a Mega Man fan that hates Megaman X8.
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
Going off topic here, but I've just seen your movie for the first time and I've got to say that this is a remarkable peice of work, comparable to the greats. One of the things that I love about your movie is the aesthetic value. Very stylish and creative. I'm glad you've shared your work with us and hope to see this finished with the same excellence I've seen so far.
Former player
Joined: 7/11/2004
Posts: 72
Location: Adelaide
I've got 10:50 on the speed run record, i rekon i can pop it down to 10:49 if im lucky, how's that sound? PS - it's much more entertaining, wherever you can squeeze it in lol, with the speed run its pretty much the same thing just i improved some stuff...however if i had time i'd challenge your 96 level run ;) - Volkov
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
I'm pretty sure Alexis' time can be improved by at least 3-4 seconds, as he loses lots of time in all the flying levels. So you should aim at a 10:47 at least
Joined: 8/31/2004
Posts: 298
Location: Falun, Sweden
Hehe, should we call it a competition then, Volkov? I'm working on a warp version this moment.
Bein' away for like five years, and not a single new post in the ZSNES forum... :'-(
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Is there any particular reason for not going in and out of the bonus room in Donut Plains 1 to warp ahead? Is it just slower than flying past it? Oh, and is this the longest thread ever yet?
Former player
Joined: 3/19/2004
Posts: 710
Location: USA
Truncated wrote:
Oh, and is this the longest thread ever yet?
Nope. Still ~80 posts behind. http://tasvideos.org/forum/viewtopic.php?t=19
Joined: 6/15/2004
Posts: 104
Location: Zürich / Switzerland
Hi,
Truncated wrote:
Is there any particular reason for not going in and out of the bonus room in Donut Plains 1 to warp ahead? Is it just slower than flying past it?
yes. It's slower. This has already been determined during Volkovs run. Philip PS: Today I got a call: My imported Nintendo DS has arrived! Yes! Finally!
Joined: 3/11/2004
Posts: 191
wow this is looking to be a great movie. cant wait till this is finished and ready to be published.
Former player
Joined: 3/8/2004
Posts: 1107
Truncated wrote: Oh, and is this the longest thread ever yet? Nope. Still ~80 posts behind. Hehe, should we call it a competition then, SMW fans? Come on, Zelda fans, we need to post more in the LoZ topic so we can stay ahead of this one! We should boycott the SMW topic. This is war! *pretends not to notice my hypocrisy*
Former player
Joined: 7/11/2004
Posts: 72
Location: Adelaide
3-4 seconds from the flying? where does he lose so much time? It sucks ppl should just say all the places he loses time I can just do it again do make it the fasteest run:S and I couldnt work the hex thing not once.. - Volkov
Player (36)
Joined: 9/11/2004
Posts: 2630
Volkov wrote:
3-4 seconds from the flying? where does he lose so much time? It sucks ppl should just say all the places he loses time I can just do it again do make it the fasteest run:S and I couldnt work the hex thing not once.. - Volkov
Please, just read this thread. It is explained. And chances are the next thing you ask will be explained as well.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 7/11/2004
Posts: 72
Location: Adelaide
I read the thread and the re-read all the parts about hex and attempted it many times and the snes eum didnt like it... - Volkov
Player (36)
Joined: 9/11/2004
Posts: 2630
What editor did you use?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Sorry for the lack of updates in the last days, but I've spent some time overworking my run (and still haven't finished it). First of all I did some small changes in Yoshi's Island 1 and Yellow Switch Palace, just "optical tuning" which didn't affect the time. In Yoshi's Island 3 I followed Mazzic's proposal, and yes it did speed things up a bit, but unfortunately not enough to finish the goal 1 frame faster (just 1 pixel earlier, hooray :P). Then I did Donut Plains 1a again, as I had found out that my old time was not yet the optimum, so I could improve it by 7 frames and also bumped on one more super koopa, resulting in one more 1UP :) Unfortunately this somehow affected the fade-out time in Green Switch Palace, which then forced me to hex in some small delays before entering the levels to avoid desynching, so by the time I had reached Castle#2 I had already lost those 7 frames again... :S Then, when looking at the video for the 100th or 200th time, I suddenly had an idea. There must be a way to improve castle #2, and get rid of that stupid long wait before entering the red door. I had already tried out flying all the way up with spin-jump flight, because this maintains running speed and therefore it should be possible to just lift off again after landing. But somehow I never could reach enough height when lifting off a 2nd time. But this had worked well in Gnarly, where I also needed to rise up very high. So, after some more testing, I found out that I needed to run for a short time before lifting off again, and then Mario would rise high again. So now I could reach the trampoline not only a bit faster, but also with running speed, so I didn't have to jump on it, but could just grab it and fly up with the trampoline. Blasting through the blocks caused the loss of running speed, and I was then forced to wait a few seconds because a stone blocked the way, but with the help of the trampoline I could now enter the red door 309 frames (= 5 seconds, 8 time units) faster! So far, so good. I hexed the fight against Morton into the new video, and it worked perfectly fine. The fade-out sequence took a bit longer, because I had saved 8 time units more. And then in Vanilla Dome 1, the video desynched. And unfortunately, a delayed level-enter also didn't fix this, I tried out like 7 or 8 different frames. I *think* it has to do with the fireflower->feather switch, so now I did this in the fade-out sequence after Morton's fight. And I'll have to do Vanilla Dome 1 again, at least the first room... And wish me good luck that the other levels do NOT desynch so drastically :S Anyway, here's the new video up to Vanilla Dome 1, I'll add the rest of the levels tomorrow. @Volkov: I'll try to make a little hex tutorial in the next days. I use A.X.E. as a hex editor and am pretty happy with it (I have version 2.0 though, it was freeware back then :D)
Joined: 8/31/2004
Posts: 298
Location: Falun, Sweden
Hehe, Yoshi's Island 4 is also improvable by 1 frame ;) Not much, but it's fun too know.
Bein' away for like five years, and not a single new post in the ZSNES forum... :'-(
Joined: 8/3/2004
Posts: 325
Mazzic, usually if u read the thread progress 1 frame improvements usually cause the movie to desynch unless u let a few frames pass
Joined: 8/31/2004
Posts: 298
Location: Falun, Sweden
Mlandry wrote:
Mazzic, usually if u read the thread progress 1 frame improvements usually cause the movie to desynch unless u let a few frames pass
I am aware of that, but I think this is sort of fun to know. It proves that even though so many have done this level before and many have reached the time which seemed to be the fastest possible, it still might be possible to improve it.
Bein' away for like five years, and not a single new post in the ZSNES forum... :'-(