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Joined: 8/23/2006
Posts: 46
Any progress of this yet?
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
Swedishmartin wrote:
Chamale wrote:
Yes and no. The source code for the best DS emulator is "closed", meaning there's no way to implement rerecording into it.
moozooh wrote:
Excuse me? DeSmuME is open-source.
Yes, but he said the best, and only Ensata is the best! And it's closed.
I thought the best was NO$GBA, which hasn't been updated since January; that's also closed.
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Joined: 3/11/2008
Posts: 583
Location: USA
But it does differentiate on the map whether you have accessed a world by normal path or cannon.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
eternaljwh wrote:
But it does differentiate on the map whether you have accessed a world by normal path or cannon.
Not really: World 4 can only be accesed by a 2-Castle hidden exit. World 7 can be accessed by 2 methods: A) 5-Castle Hidden Exit or B) Cannon at World 4 (reccomended) The cannons are required to get a Star on the player's file and you only need to do 1 of the 2 methods to reach World 7. It doesn't really work on Castles that were replaced by cannons such as Castle 6/7 to World 8 against The cannon of World 5 to World 8. I don't think the game will give you a star that way.
greenalink.blogspot.com
Joined: 3/11/2008
Posts: 583
Location: USA
It doesn't blue in the paths between worlds, I mean. I have a game currently in this position (with worlds 6 and 8 accessible, but the paths 5-6 and 6-8 gray).
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
eternaljwh wrote:
It doesn't blue in the paths between worlds, I mean. I have a game currently in this position (with worlds 6 and 8 accessible, but the paths 5-6 and 6-8 gray).
For my 100% 3 star run I did everything on the first 7 worlds but NOT including: 5-Castle Alt Exit. Without that level the path to World 7 via Touch sreen is greyed out (I did everything on World 7 by using the Cannon of World 4). However: I did everything on World 8 and after completing Bowser's Castle for some reason the path between World 5 to 7 went blue.
greenalink.blogspot.com
Joined: 11/28/2008
Posts: 1
So, it is currently impossible to do a tas of this game, since there isn't an emulator that can record it? I'm interested in doing a 100% run; I think it would be a lot of fun. Also, I think I found a way to shorten 7-2, the vertical autoscroller with the three-arrow platform. It's possible to ascend the entire level with a mini-mushroom, through a series of wall-jumps and bouncing off paratroopas. I've only been trying it in real-time on my actual DS, and I can get as far as this part, right before the pipe to go to the flag:
|      00      |
|              |
|   KK 00 KK   |
| KK        KK |
|K     00     K|
  0             
 0 0          0 
  0          0 0
    m         0 
    ?
The 0s are coins, the Ks are paratroopas that move vertically in formation, and the ? is a solid block with a coin in it.This level wraps, so it's possible to run and jump from the block to the right, wrap around, and land on the same block to double jump from, giving you enough height to wall kick off the wall hanging down, and, with perfect timing, shoot up bewtwwn the two sets of koopas. That's the only part I haven't been able to do yet, but I've done the wall jump; I just always hit the bottom or side of a koopa and die. The only problem with using this for a 100% run is the first star coin, which is on the main path of the level, but completly surrounded by breakable bricks, like this:
 XX 
X/\X
X\/X
 XX 
The only way to break these blocks with mini mario would be to ground pound a koopa somewhere nearby and kick it into a brick, to get inside, but I can't see a way to do it. Or, you could start the level with the mini mushroom in reserve, use the platform to get to this coin, and then use the mini mushroom to zoom through the rest of the level.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
So, it is currently impossible to do a tas of this game, since there isn't an emulator that can record it? I'm interested in doing a 100% run; I think it would be a lot of fun. Also, I think I found a way to shorten 7-2, the vertical autoscroller with the three-arrow platform. It's possible to ascend the entire level with a mini-mushroom, through a series of wall-jumps and bouncing off paratroopas. I've only been trying it in real-time on my actual DS, and I can get as far as this part, right before the pipe to go to the flag: | 00 | | | | KK 00 KK | | KK KK | |K 00 K| 0 0 0 0 0 0 0 m 0 ? The 0s are coins, the Ks are paratroopas that move vertically in formation, and the ? is a solid block with a coin in it.This level wraps, so it's possible to run and jump from the block to the right, wrap around, and land on the same block to double jump from, giving you enough height to wall kick off the wall hanging down, and, with perfect timing, shoot up bewtwwn the two sets of koopas. That's the only part I haven't been able to do yet, but I've done the wall jump; I just always hit the bottom or side of a koopa and die. The only problem with using this for a 100% run is the first star coin, which is on the main path of the level, but completly surrounded by breakable bricks, like this: XX X/\X X\/X XX The only way to break these blocks with mini mario would be to ground pound a koopa somewhere nearby and kick it into a brick, to get inside, but I can't see a way to do it. Or, you could start the level with the mini mushroom in reserve, use the platform to get to this coin, and then use the mini mushroom to zoom through the rest of the level.
So, it is currently impossible to do a tas of this game, since there isn't an emulator that can record it? I'm interested in doing a 100% run; I think it would be a lot of fun. Also, I think I found a way to shorten 7-2, the vertical autoscroller with the three-arrow platform. It's possible to ascend the entire level with a mini-mushroom, through a series of wall-jumps and bouncing off paratroopas. I've only been trying it in real-time on my actual DS, and I can get as far as this part, right before the pipe to go to the flag: | 00 | | | | KK 00 KK | | KK KK | |K 00 K| 0 0 0 0 0 0 0 m 0 ? The 0s are coins, the Ks are paratroopas that move vertically in formation, and the ? is a solid block with a coin in it.This level wraps, so it's possible to run and jump from the block to the right, wrap around, and land on the same block to double jump from, giving you enough height to wall kick off the wall hanging down, and, with perfect timing, shoot up bewtwwn the two sets of koopas. That's the only part I haven't been able to do yet, but I've done the wall jump; I just always hit the bottom or side of a koopa and die. The only problem with using this for a 100% run is the first star coin, which is on the main path of the level, but completly surrounded by breakable bricks, like this: XX X/\X X\/X XX The only way to break these blocks with mini mario would be to ground pound a koopa somewhere nearby and kick it into a brick, to get inside, but I can't see a way to do it. Or, you could start the level with the mini mushroom in reserve, use the platform to get to this coin, and then use the mini mushroom to zoom through the rest of the level. There are 2 intersting videos on 7-2:~ 3 Stars without using the lift : Done by me http://uk.youtube.com/watch?v=Y8CzZas0ihs 0 Stars without the lift: Not done by me but watch how sick this is. http://uk.youtube.com/watch?v=6kXv6OjLSKE I have made a 100% route but it's mainly for SDA only since for TAS you can manipulate luck (The Red boxes/Hammer bros and the prize items at the begginning of the stage).
greenalink.blogspot.com
Joined: 8/23/2006
Posts: 46
Yeah, so, how about whatever emulator this is? http://www.youtube.com/watch?v=u2m4_JoqGDA&feature=related It uses this emulator: NO$GBA emulator
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
NO$GBA is closed-source, so we can't add TAS-ability to it.
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Joined: 8/27/2006
Posts: 883
Well all we have to do is ask "nicely" to the authors to add everything we need. Just like we did with pSX emulator :P
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
lol is Martin Korth even working on it anymore? It has been 11 months since the last release, and he used to release every couple of months...
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Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
I'm beginning to worry that we will never see a working open source DS emulator . . . Look at how old the thread is about it. Are people still working on DeSmuME? EDIT: Answering my own question here, i just tried v0.9 for windows and its looking pretty good, completely playable but one key issue (mario is invisible)
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Well, its finally here, DS rerecording. Here's my submitted any% TAS of this game: http://tasvideos.org/2241S.html
It's hard to look this good. My TAS projects
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
There's possible improvement for the flag poles and perfroming constant triple jumps with the shell but it's still impressive. It's hard to say if you should improve it just for that really because the World Map nearly "negates" the difference (meaning that the actual levels are more important than the entire TAS input times).
greenalink.blogspot.com
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Here is some quick speed tests I did using the speed address. Mario running, jumping, triple jumping, etc - 48 speed Shell mario - running jump, etc - 48 speed Shell mario spinning - 44 speed. Shell mario spinning and jumping - 44 speed Ao as shell mario, you need to avoid the shell spinning, by any means. Jumping while spinning does nothing. While regular mario, any jumping/running method is equal which is a good thing. This allows more freedom for style. EDIT: Also, mario gets into his full running motion at 44 speed, then creeps up to 48. If he jumps on an enemy while at 44, he will stay that way until he lands and resumes running. Also, emulation problems with Desmume to cause the opening scene and map screens to emulate slower than a real DS. As such, my next version of this game will also aim for game clock time as a primary goal (real time as a secondary). I think this makes sense especially in the long run as you consider potential core emulation improvements to DeSmuME.
It's hard to look this good. My TAS projects
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Cool :D Now we need to test the speed on slides or ground pounding to slides like in 5-3. I have a feeling that Non-shell forms are much faster to slide mainly because the Shell Form does shell spin on slides (meaning the speed could be 44).
greenalink.blogspot.com
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
http://dl-client.getdropbox.com/u/75355/adelikat-nsmb-v2-1-2complete.dsm So here is the beginning to my v2 movie. As far as clock times, I improved 1-2 from 356 to 359. As far as real frames go, I improved 1-1 by 38 frames by using the flagpole trick and managing to manipulate the ? without slowing down. I don't know how many frames faster 1-2 is because I didn't bother getting a frame count from v1 since it is obvious that I am faster. I will appreciate any comments, tricks, advice, etc.
It's hard to look this good. My TAS projects
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
I'm glad that constant triple jumping is faster, its a lot more entertaining to watch! Just a thought, what happens when you press Left + Right at the same time? or is that how you were hitting the pole at the end of the level backwards?
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I have not watched it, but I have a question. In the first level there is a star in a box somewhere pretty close to the start I think, have you tested if it would be faster to collect it since it speeds you up quite a bit?
Agare Bagare Kopparslagare
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Actually, I forgot about the 1-1 star, so no, I haven't tested it! I guess I should go do that.
It's hard to look this good. My TAS projects
Skilled player (1108)
Joined: 4/11/2008
Posts: 159
Location: Anime land
http://www.mediafire.com/download.php?ruzmzoykqtn I made NSMB any%.I finished 1-2. About 100 frame faster than adelikat's movie. 1-1 Adjusting Score for the red block. Score seems to influent the movement of the red box. Maybe it's less entertainment in this course.Sorry. 1-2 Nothing special. I tested the star in 1-1.But it's slower(about 10 frame) I'll make the vid if someone get desync.
Sir_VG
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Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
was0x wrote:
http://www.mediafire.com/download.php?ruzmzoykqtn I made NSMB any%.I finished 1-2. About 100 frame faster than adelikat's movie. 1-1 Adjusting Score for the red block. Score seems to influent the movement of the red box. Maybe it's less entertainment in this course.Sorry. 1-2 Nothing special. I tested the star in 1-1.But it's slower(about 10 frame) I'll make the vid if someone get desync.
Desync's right from the get go - it doesn't select the save file to use.
Taking over the world, one game at a time. Currently TASing: Nothing
Skilled player (1108)
Joined: 4/11/2008
Posts: 159
Location: Anime land
Sir VG wrote:
Desync's right from the get go - it doesn't select the save file to use.
Well..I got desync in the same point.(downloaded file) But I could play the origin file correctly.Why? Edit:I could play correctly.Here is the solutions.(Below solutions don't seem right.) Sol1:You shouldn't play dsm right away.You'll need to wait ~10 seconds since opening ROM. Sol2:You play the dsm after reading the ROM twice. extra:You play the dsm twice after doing Sol1 or Sol2.
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
The reason it sometimes syncs and sometimes doesn't is because sometimes the menu items show up faster or slower depending. was0x's movie gets a black screen at 483. I've managed to recreate that but only after recording a new movie several times. This type of inconsistent behavior sounds like some issue with SRAM. I'll need to look into this but I would caution about going to much further with the movie. If a movie is 60 frames faster on the menu items by taking advantage of dirty SRAM, we have a problem in terms of acceptability.
It's hard to look this good. My TAS projects
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