Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Adding the rest of the levels was not as easy as I thought; some levels kept desynching, no matter what frame I entered them, so I had to play some parts again. In some cases this lead to some small improvements, for example in Awesome I could get one more 1UP, and Mondo was finished a few frames faster. The biggest improvement was certainly Star World 1a, which was finished more than 30 frames faster. I'm still not sure if this is the fastest possible time for this level, because the smashola glitch depends on several factors (block rotation, Mario's own rotation, luck??). The current version is just the fastest that came out after several hours of trial and error... I really hate this level now :( Anyway, the reason why I spent so much time in SW1 was the waiting time before Tubular (read this post if you don't know what I mean :P), because now I cut it down to 0 frames waiting :) Overall the improvement compared to the old video is a little more than 6 seconds; most of the time came from Castle#2 and SW1/Tubular; therefore I had to put in some small delays of 1-5 frames before some levels to prevent them from desynching (you won't notice this unless you watch the video at slow-mo). Call me lazy, but I didn't want to play *everything* again... overall these delays accumulate to maybe 50 frames, I think that's not really something to worry about. You can download the whole movie from reset till Donut Ghost House b here; this movie now contains 47 levels and lasts 37 1/2 minutes. I also started a new video beginning in Donut Secret 1 b. At the start I chose a little bit different route than in DS1a, swimming below the visible screen. That meant that I collected 2 coins less, but I just didn't want it to look like I just copy+pasted the first version, which would have been pretty boring imo. Before putting the key into the hole, I grab the key and the "Mario head" (transformed koopa shell) simultanously, which looks pretty funny: I finished the level 18 frames faster than Alexis and 20 frames faster than Volkov You can download the video here @Mazzic: Good to hear that you're allowed to play computer again. Can you send me your current video somehow please?
Joined: 8/3/2004
Posts: 325
hehe wow i never expected you would do all those levels again just for a few frames =p your almost halfway there ! goodjob on your work up to date
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Well Mlandry I didn't really play them all again, I hexed most of the old version into the new one, just had to fix all the desynchs Now I'm kinda stuck in Donut Secret House. This level is also part of the warp-speedrun, so again I could compare my time with those of Alexis Neuhaus and Volkov. I entered the first door 4 frames faster than Alexis and 7 frames faster than Volkov. But then in the second room I have to go through a ring of ghosts, and while both Alexis and Volkov managed to do this without losing running speed, I always got hit by a ghost, no matter how hard I tried. So when I then compared my version with the other two, I noticed that the ring of ghosts spawns at a different point for them (look at the bottom left): Alexis: / Volkov: / VIPer7: So I tried to put in some delay after entering the room, but that didn't change anything, the ghosts still spawned at the exact same point, when they came into sight. Also entering the first door a few frames later didn't change anything, and now I also tried entering the whole level 1 frame later, but still no change. I'm not yet giving up hope and will do some more tries tomorrow, but if I can't manipulate this it would really suck, as I'd lose lots of time :(
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
VIPer7 wrote:
So, Donut Plains 1 b turned out to be more work than expected. I had a great run, bumping on one super koopa after the other, collecting 1UP in the end and still keeping enough height to get up to the key... but, unfortunately, somehow I just couldn't get up there. The problem: This wall of green !- blocks. It's supposed to be a help to get to the key easier, but it makes the hole between pipe and platform smaller and therefore impossible to pass with a flight.
First of all: Hi, I am new and have read the whole thread, which was very interesting. I must disagree to the "impossible". I dunno if you can get the needed height, but I managed by starting a flight just after the Chuck and going up and down for some time I passed exactly through the hole. So I think it could be possible and if it is you should do it, because flying on top through the level is quite boring imho. It might be that you need to bump some enemies and then need to gain some hight, still making the level more interesting in my opinion. Well otherwise: Keep up the awesome work! cu Fabian
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
VIPer7 wrote:
So I tried to put in some delay after entering the room, but that didn't change anything, the ghosts still spawned at the exact same point, when they came into sight. Also entering the first door a few frames later didn't change anything, and now I also tried entering the whole level 1 frame later, but still no change. I'm not yet giving up hope and will do some more tries tomorrow, but if I can't manipulate this it would really suck, as I'd lose lots of time :(
Actually Volkov flies not through the holes, but directly through the rings of ghosts. Could you please post a video with the failed attempt to get through? cu Fabian PS: Perhaps someone else has an idea then.
Joined: 8/3/2004
Posts: 325
well Fabianx, knowing Viper, when he reads the message board again he will have found a way already most likely. Or he tried for hours and went crazy =) P.S : entering the places at the exact frames Volkov or Alexis had might be worth checking , they might of had a special reason to be slower then you =)
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Fabianx wrote:
I must disagree to the "impossible". I dunno if you can get the needed height, but I managed by starting a flight just after the Chuck and going up and down for some time I passed exactly through the hole.
Hmm, I tried it again, but couldn't reproduce what you said. Either I bump against the pipe, or I hit the green blocks: Of course after hitting the green blocks I can still fly up and reach the key eventually, but this causes a delay of at least 19 frames (which is slower in comparison to the delay of 3 frames caused by rising up higher at the start) Could you do it without slowing down at all? If yes, can you please send me a video of it or upload it somewhere?
Fabianx wrote:
Actually Volkov flies not through the holes, but directly through the rings of ghosts.
Both Alexis and Volkov walk for a few frames on the little block that you could see in the left bottom of the images I posted. They kinda walk through the ghosts and don't get hit. For me the ghosts are in different positions, and I always got hit, no matter what.
Mlandry wrote:
P.S : entering the places at the exact frames Volkov or Alexis had might be worth checking , they might of had a special reason to be slower then you =)
That's what I did, I "entered" Alexis' video at certain points, and I think I now figured out what causes the difference. It's the ring of ghosts in the first room, in particular the point when they disappear from the screen. So I will now try to reproduce that in my video :)
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Ok I finished Donut Secret House b, without any needed slowdown :) I had actually been a bit slower than Alexis in the first ghost circle, but not noticed this because I still entered the first door faster. So now I improved that passage, and then the second ring of ghost also spawned in the right position :) Before entering the blue door I could have taken a bit different route, which looked cooler, but was 3 frames slower :( In the fight against Big Boo I destroy all blocks but one (this one is needed to survive...), nevertheless always hitting Big Boo in the very first frame when he's vulnerable. The last hit on Big Boo is 34 frames faster than Volkov and 40 frames faster than Alexis; and I actually "win" a few more frames in the fade-out :) You can download the video here. Tomorrow I'll do the normal exit, unfortunately most of it is gonna look completely the same... I'll try to vary it where possible...
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
VIPer7 wrote:
Fabianx wrote:
I must disagree to the "impossible". I dunno if you can get the needed height, but I managed by starting a flight just after the Chuck and going up and down for some time I passed exactly through the hole.
Hmm, I tried it again, but couldn't reproduce what you said. Either I bump against the pipe, or I hit the green blocks: Could you do it without slowing down at all? If yes, can you please send me a video of it or upload it somewhere?
Well, I was wrong first, but now you gonna redo the level :-P. After lots of testing and even thinking about the walljump I had the right idea, you can fly into the opposite direction. It might even be that this trick allows much higher flying in some levels, but this must be tested out and you are the frame master not me ... Anyway: http://studwww.ira.uka.de/~s_franz2/smv/test-yes-solution-smw.smv Please "scroll" (Tab) a lot forward, because it was my first day with snes9x (I had used only zsnes before) ... Also this video looks quite stupid at the beginning ... Please forgive ;-). I did the "trick" by pressing X (to the already pressed Y) while going up and then releasing X again and pressing forward to put the key into the hole ... Hope it helps you and is at least as fast as your other method, because I think this looks much funnier :-) Btw. Do you know: http://www.gamewinners.com/snes/SMarioWorld.htm ? It has lots of nice hints and glitches and I would love seeing you flying with a shell in one level at least :-). cu Fabian PS: This is soooo cool. I learned so much about flying, what I did not know before. PPS: What would be really cool addition to snes9x would be a graphical controller, which shows which keys are pressed by the movie so one can learn (at 1.2 fps) how to do difficult things ...
Player (36)
Joined: 9/11/2004
Posts: 2630
Oh no. Now he's going to start over again. *hides*
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
OmnipotentEntity wrote:
Oh no. Now he's going to start over again.
Now, he won't :P Sorry Fabianx, but if you watch your video at very slow speed (or even better, with frame advance), you'll notice that there is quite a big slowdown; between the frames 3895 and 3915 Mario more or less stands still in the air. And afterwards he also lost the running speed, so there's some more time lost there. Conclusion: Sorry, but I'll have to stick to the "fly-above-everything"-method...
Fabianx wrote:
Btw. Do you know: http://www.gamewinners.com/snes/SMarioWorld.htm
I didn't know that site, but I had a look at it and knew most of those things already (it looks like the publisher of the website just published everything that people sent to him, because several things are mentioned twice and more...). Anyway, the things I didn't know were the bonus room in Castle #4 (which unfortunately does not save time...) and the "fly-with-shell" trick. I haven't tried it out yet, but if it doesn't waste any time, I'll try to perform it somewhere.
Fabianx wrote:
PPS: What would be really cool addition to snes9x would be a graphical controller, which shows which keys are pressed by the movie so one can learn (at 1.2 fps) how to do difficult things ...
Well, there is a way to look which buttons were pressed. You have to open the .smv file with a hex editor, then go to the right position and "read" the numbers that you find there. I made a small tutorial about this, you can find it here. Maybe some good programmer here can create a plugin which actually displays the keypresses during the video??
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Joined: 4/17/2004
Posts: 3109
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>Maybe some good programmer here can create a plugin which actually displays the keypresses during the video?? I think there already is one for NES. Bisqwit used it for an earlier version of the movie for Friday 13th. Something to check into perhaps. Another thing I've though of is saving which frame is being reloaded and save it to a file and have some sort of moving diagram (think task manager) of how difficult a passage is, judging from how many times the frame was loaded.
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Joined: 3/8/2004
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VIPer7 wrote:
Well, there is a way to look which buttons were pressed. You have to open the .smv file with a hex editor, then go to the right position and "read" the numbers that you find there. I made a small tutorial about this, you can find it here.
You could also create it as a page at my site.
Truncated wrote:
>Maybe some good programmer here can create a plugin which actually displays the keypresses during the video?? I think there already is one for NES. Bisqwit used it for an earlier version of the movie for Friday 13th. Something to check into perhaps.
It was an external program which modified the AVI. Also, VirtuaNES contains such feature, and I think FCEU (at least the Windows version) does too.
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
VIPer7 wrote:
OmnipotentEntity wrote:
Oh no. Now he's going to start over again.
Now, he won't :P Sorry Fabianx, but if you watch your video at very slow speed (or even better, with frame advance), you'll notice that there is quite a big slowdown; between the frames 3895 and 3915 Mario more or less stands still in the air. And afterwards he also lost the running speed, so there's some more time lost there.
Could _you_ try to do this? Perhaps I missed something, because at least the running speed should be no problem as Mario is again in Cape mode like you can see in one frame (I just resetted that button then) and for the standing still, I might have no longer pressed forward, so he just got upward, but not forward ... As I said it was my first try. cu Fabian
Joined: 9/29/2004
Posts: 39
Was there a Purple Yoshi in another version of the game? Because on the page you linked to, Fabian, there was more than one person who claimed you could get a Purple Yoshi. At first I thought it was just posted by someone who had their color skewed on their TV, but now I'm a bit curious.
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Joined: 4/16/2004
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Wasn't there a glitch of some sort that allowed you to go through the first stairs in the Ghost House? Can anyone confirm or am I just talking out of my rear end?
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
VIPer7 wrote:
I didn't know that site, but I had a look at it and knew most of those things already (it looks like the publisher of the website just published everything that people sent to him, because several things are mentioned twice and more...). Anyway, the things I didn't know were the bonus room in Castle #4 (which unfortunately does not save time...) and the "fly-with-shell" trick. I haven't tried it out yet, but if it doesn't waste any time, I'll try to perform it somewhere.
As flying is faster than running, I'm afraid you had the possibility to use a shell in Star World 4 ... Are you gonna redo that part?
VIPer7 wrote:
Fabianx wrote:
PPS: What would be really cool addition to snes9x would be a graphical controller, which shows which keys are pressed by the movie so one can learn (at 1.2 fps) how to do difficult things ...
Well, there is a way to look which buttons were pressed. You have to open the .smv file with a hex editor, then go to the right position and "read" the numbers that you find there. I made a small tutorial about this, you can find it. Maybe some good programmer here can create a plugin which actually displays the keypresses during the video??
As I'm hacking already on the code (the unix version sucks so far as you seem to have far more possibilities in Windows) ... ... I'll try ... What I have done so far: - Shift+4 gives the possiblity to save movies with Snapshots (It was not possible before) - Shift+5 displays current and total frames of a Movie ... (There was no possibility than hex-editing the movie to look at the current frame number ...) Perhaps I could make Shift+6 display key combinations pressed. Lets see. And I think I need to add frame advance also to the unix code (which was why I looked at the code anyway) *sigh* as there is no binding of \ in the unix keybindings. bisqwit: As you seem to use the unix version, tell me if you are interested in the patch ... cu Fabian
Post subject: IT'S A COMMUNIST PLOT
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Joined: 5/29/2004
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Avin wrote:
Was there a Purple Yoshi in another version of the game? Because on the page you linked to, Fabian, there was more than one person who claimed you could get a Purple Yoshi. At first I thought it was just posted by someone who had their color skewed on their TV, but now I'm a bit curious.
And I read in a couple of places that you could get a purple Yoshi in Yoshi's Story by collecting all the coins in a level, but I tried that, and it didn't work. I think the purple Yoshi is a SHAM.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Fabianx wrote:
Could _you_ try to do this? Perhaps I missed something, because at least the running speed should be no problem as Mario is again in Cape mode like you can see in one frame (I just resetted that button then) and for the standing still, I might have no longer pressed forward, so he just got upward, but not forward ...
Yes I did try it out already... more than once... sorry, but there is just no way to get through that small hole without slowdown, just look at the screenshot and think of the angle in which Mario would have to rise up
Avin wrote:
Was there a Purple Yoshi in another version of the game?
I think some people just mix up blue and purple...
Kyrsimys wrote:
Wasn't there a glitch of some sort that allowed you to go through the first stairs in the Ghost House? Can anyone confirm or am I just talking out of my rear end?
This is the first time that I hear of such a glitch. And I also haven't seen it in any of the SMW speed runs or time attacks, so I would be very surprised if it really exists (I won't do any tests about it now just because of some rumour, sorry)
Fabianx wrote:
As flying is faster than running, I'm afraid you had the possibility to use a shell in Star World 4 ...
You mean the red shell that's lying around there? I doubt I'd be able to fly under the pipe, I'm pretty sure I would have done that otherwise If you mean Star World 5b, well I already am flying with a shell there :P Anyway, I added Donut Secret House a and Donut Secret 2 today In the first room of Donut Secret House, the ring of ghosts was in a bit different position (due to the frame when I entered the level), which allowed me to get through this part 4 frames faster than last time. Therefore the second ring of ghosts was in a worse position, so I had to do one more spin-jump flight and lift off for the normal flight later, which cost 4 frames (so in the end I didn't win or lose anything). But - I was able to collect the coin above the blue door, and this allowed me to enter it from above after stomping the P-Block - which was 4 frames faster than entering it from below. So, in the end, I DID win something :) In Donut Secret 2 I had some problems getting over the pipe before the goal, but eventually bumped on the red koopa in the right way so I could rise high enough and get over the pipe without slow-down The video can be downloaded here
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
VIPer7 wrote:
Fabianx wrote:
As flying is faster than running, I'm afraid you had the possibility to use a shell in Star World 4 ...
You mean the red shell that's lying around there? I doubt I'd be able to fly under the pipe, I'm pretty sure I would have done that otherwise If you mean Star World 5b, well I already am flying with a shell there :P
Well, but the problem is that you are just flying upwards and not with the normal cape, which that glitch is about. And I could imagine that as normal cape flying is the fastest, cape flying with a shell would be equally fastest ... cu Fabian PS: My snes9x hack is making progress. Its very interesting to see that wall jumps in Metroid for example are just very good timed and no magic :-P. And that you in your video are constantly pressing Y. Are you really pressing Y or are you using a trick to have Y automatically held? PPS: It would also apply to the windows version (mostly generic changes in gfx.c), but as I don't have windows I can't compile nor test it.
Former player
Joined: 3/8/2004
Posts: 1107
Kyrsimys wrote: Wasn't there a glitch of some sort that allowed you to go through the first stairs in the Ghost House? Can anyone confirm or am I just talking out of my rear end? This is the first time that I hear of such a glitch. And I also haven't seen it in any of the SMW speed runs or time attacks, so I would be very surprised if it really exists (I won't do any tests about it now just because of some rumour, sorry) This glitch does exist, but it doesn't work with cape Mario.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Fabianx wrote:
And I could imagine that as normal cape flying is the fastest, cape flying with a shell would be equally fastest ...
Yeah but I need to do the spin-jump flying to maintain running speed, so I can later rise up to the keyhole
Fabianx wrote:
Are you really pressing Y or are you using a trick to have Y automatically held?
I am pressing Y "manually", as I have to release it for 1 frame from time to time (for example to release a shell). I assigned it to the L-button of my MS Sidewinder gamepad, so I don't find it uncomfortable pressing the button all the time.
Michael Fried wrote:
This glitch does exist, but it doesn't work with cape Mario.
How does it work then? With small Mario? Could you please record a small video of it, if it's not too much effort?
Former player
Joined: 3/8/2004
Posts: 1107
How does it work then? With small Mario? Could you please record a small video of it, if it's not too much effort? It works as small, super, or fire Mario. Spin jump as low as possible as you're running up the stairs and if you get lucky you'll fall through. Just test jumping on each frame and it shouldn't take more than a few tries.
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Just giving my thumbs up for the donut2 video. I seem to remember that you went invincible after defeating a boss, perhaps you could drop down into the lava and stand there during the score counting? My memory might be failing me but it's easy to check once you get the chance.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Ok I tested the spinjump through the stairs and could eventually get it to work. I couldn't really find out what exactly produces this glitch (like the exact pixel where I have to hit the stairs), but it seems like Mario needs to be in running mode, and therefore it does not work with a cape (because then Mario would lift off to a spin-jump flight) I also found out that this shortcut is so much faster than the normal way, that it's worth to switch to fireflower and back to feather later (transformation costs about 30 frames each, and you need a good spot for it). So, as there's no way to switch items in the Ghost House and still get running speed before the stairs (no, it's not possible to switch items in the intro sequence...), I had to do the switch in Donut Secret 1b. That cost a little bit of time, because I couldn't get the key with the feather and had to throw the shell against the block instead, which forced me to sink a bit deeper. I also couldn't grab both shell and key now, because the shell bumepd away (so I just shot it instead). Overall this transformation cost 50 frames (1 timeunit slower). But therefore now Donut Secret House b could be finished 99 frames (3 timeunits) faster, and I will profit from it again when I redo Donut Secret House a, so this was definately worth it :) Most of the fight against Big Boo had to be redone as well, I find it a bit more entertaining now (doing one "headshot") The new movie can be downloaded here
Truncated wrote:
I seem to remember that you went invincible after defeating a boss, perhaps you could drop down into the lava and stand there during the score counting?
Do you mean the fight against Larry? Dropping into the lava there after Larry's death is still deadly, although it produces a funny glitch (world map music is turned off) Or do you mean the fight against Big Boo? If I take away the last block, even in the last frame before the fade-out sequence starts, Mario will fall down into the darkness and die... :(