Joined: 10/12/2010
Posts: 28
Location: Michigan
MUGG wrote:
Where can I watch the latest WIPs of that glitchfest run?
Part 1 Part 2 DS1 Redux
Super Mario World
Joined: 12/22/2009
Posts: 291
Location: Michigan
They also went into world 3 somewhat, but they never posted a video of it. It's been a while since I've seen the SMV, but I think it was only two or three levels into VD.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Post subject: curiosityness
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Hi can you die in top secret area?thanks! Also yoshi's house!
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Post subject: Re: curiosityness
Joined: 10/12/2010
Posts: 28
Location: Michigan
jimsfriend wrote:
Hi can you die in top secret area?thanks! Also yoshi's house!
You can die in the top secret area, but not in Yoshi's house.
Super Mario World
Joined: 12/22/2009
Posts: 291
Location: Michigan
I showed jimsfriend how you can do it with invisi-Yoshi.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Active player (451)
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Posts: 127
Location: Virginia (United States)
A lot of people have been bugging me about this since I first posted this Kaizo 2 TAS on YouTube, so I'd like to make sure of this. Would a Kaizo 2 TAS have any chance of being accepted, or would be it be declined due to too many categories? If SMB Air can get accepted, I don't think the hack will be declined due to its quality.
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
Joined: 7/7/2011
Posts: 140
Location: Germany
kaizoman666 wrote:
A lot of people have been bugging me about this since I first posted this Kaizo 2 TAS on YouTube, so I'd like to make sure of this. Would a Kaizo 2 TAS have any chance of being accepted, or would be it be declined due to too many categories? If SMB Air can get accepted, I don't think the hack will be declined due to its quality.
im glad you asked EDIT: i put no statement here^^ My opinion is that this hack really is one of the most well known on the internet. due to its hardness this run provides a very good feeling of what tasing is all about. and it shows glitches which are not in any other smw run on this site. it should get the same treatment as smb air. "A run for a proposed new branch for a game should offer compelling differences relative to previously published runs of that game." "Quality of the hack should come into play as well. Hacks where only sprites are altered  do not make for quality hacks. By contrast, a good hack alters the levels, the physics, the sprites, expands the overall game play, and even combines elements of other games to the point it doesn't feel like the same game engine." "Popularity of the hack needs to be considered." I see all this fulfilled
How should I know what I think before I read what I post?
Joined: 12/22/2009
Posts: 291
Location: Michigan
kaizoman666 wrote:
A lot of people have been bugging me about this since I first posted this Kaizo 2 TAS on YouTube, so I'd like to make sure of this. Would a Kaizo 2 TAS have any chance of being accepted, or would be it be declined due to too many categories? If SMB Air can get accepted, I don't think the hack will be declined due to its quality.
It would not be. It would be under the too many categories issue. Both the hack and TAS have to be of exceptional quality. You can't have one without the other, which is the case with this one.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 7/2/2007
Posts: 3960
I don't think even the judges could give a definitive answer one way or another without seeing the reception on the workbench. The main questions are 1) how good of a run is it, and 2) how well differentiated is it from existing runs. Generally I think you shouldn't assume that the publication of any existing run sets some kind of precedent that means that another run must be accepted; nor should you assume that the rejection of a run means other apparently similar runs would also be rejected. Judging runs is a subjective matter at its core. Having watched the YouTube video, my opinion is that the run's very well made. There's excellent showmanship and many creative solutions to the puzzles (like ditching platforms behind, grabbing extra powerups, going through walls, etc.). The run's hampered early on by autoscrolling and water levels, but after the ghost ship things get much better, up until the Bowser fight, which is boring again but I guess there's not much that can be done about that.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Joined: 9/27/2004
Posts: 650
Location: Canada
If it means anything, I'd vote yes on it. The one thing I normally skip in a SMW movie is bothering to watch the Bowser fight, and there's a reason for me to have watched that. The hack is okay for what it is, just using normal SMW elements to make a balls-out hard puzzle platformer with a lot of trial-by-death. And you guys managed to show off a few of those moments being avoided after being triggered (like, hidden coin blocks over pits) and managed to skip some situations that did look to have more tedious solutions. I dunno, I liked it. It won't hurt anything by submitting, I don't think.
Experienced player (590)
Joined: 3/21/2011
Posts: 39
Location: Connecticut
Okay well I've decided I'm going to work on the SDW "120-Exit" as well. I am currently at Desert Pyramid b, and I am a fair amount ahead of the current published run. I just wanted to know if there is any way to open SDW in Lunar Magic, as it would really help a lot to actually view the levels and the overworld itself. Also, does anyone have any useful information, such as any breaks or a different overworld path before I get too far into the project? It would be very helpful to me. Thanks..
Joined: 7/7/2011
Posts: 140
Location: Germany
PangaeaPanga wrote:
Okay well I've decided I'm going to work on the SDW "120-Exit" as well. I am currently at Desert Pyramid b, and I am a fair amount ahead of the current published run. I just wanted to know if there is any way to open SDW in Lunar Magic, as it would really help a lot to actually view the levels and the overworld itself. Also, does anyone have any useful information, such as any breaks or a different overworld path before I get too far into the project? It would be very helpful to me. Thanks..
did you try Recover Lunar Magic v1.4 or is it locked in any other way?
How should I know what I think before I read what I post?
Joined: 12/22/2009
Posts: 291
Location: Michigan
Oel-Boy wrote:
PangaeaPanga wrote:
Okay well I've decided I'm going to work on the SDW "120-Exit" as well. I am currently at Desert Pyramid b, and I am a fair amount ahead of the current published run. I just wanted to know if there is any way to open SDW in Lunar Magic, as it would really help a lot to actually view the levels and the overworld itself. Also, does anyone have any useful information, such as any breaks or a different overworld path before I get too far into the project? It would be very helpful to me. Thanks..
did you try Recover Lunar Magic v1.4 or is it locked in any other way?
FuSoYa locked it in a hex editor. It's nigh impossible to unlock it.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Active player (451)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
DarkMoon wrote:
FuSoYa locked it in a hex editor. It's nigh impossible to unlock it.
He didn't lock it in a hex editor, that would make it really easy to unlock. He made it into a HiROM, which Lunar Magic does not support and can not be changed back to LoROM without screwing things up.
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Joined: 12/22/2009
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kaizoman666 wrote:
DarkMoon wrote:
FuSoYa locked it in a hex editor. It's nigh impossible to unlock it.
He didn't lock it in a hex editor, that would make it really easy to unlock.
Not if what he changed is unknown.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Active player (451)
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DarkMoon wrote:
Not if what he changed is unknown.
The only thing changable in a hex editor that causes Lunar Magic to not recognize it is the internal ROM name, which is easily fixed.
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kaizoman666 wrote:
DarkMoon wrote:
Not if what he changed is unknown.
The only thing changable in a hex editor that causes Lunar Magic to not recognize it is the internal ROM name, which is easily fixed.
That's what you think. You forget that he made both the hack and the program :P
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Hi PangaeaPanga, glad to see someone working on this! I've got a few ideas that are probably useless and will take you hours to test. 1) When you complete water world secret, don't drop yoshi. Instead take him with you to the water world star warp and go up to star world. complete (at least) the first loop up to going into big boo world + misty star world and get to big boo secret. get the cloud. finish your loop (desert star world) and go back to the main map, use cloud on crystal cavern 5 instead of yoshi spring glitch. In my real time super laggy test of unoptimizedness the crystal cavern 5 was 950 frames quicker or so iirc. So that saves you the some time in level, some map moves/backtracking in crystal cavern, entering crystal cavern secret, and anything you might be able to figure out how to make a level skip out of the message block in star world/big boo world, not having yoshi in desert star world. It costs you some extra moves at water world, star world, two star warps, using yoshi in sunken ship, and may or may not cost you a time through big boo secret, depending on (3)). 2) Same as above, except instead going to star world at water, go at sky and use the cloud in igloo secret exit. also depends on map moves etc + (3)) 3) Before you just get a key for bowser star world b because that's what the current runs do (I only say this b/c there's a good chance I would have done it without thinking), time getting the real by flying through the floor then back up after massive lava hill. The main reason it was faster to use key from big boo secret for this was because they would have had to ride the raft to get to the key because of massive lava hill. If it's faster to get the real key than to use extra map moves for the big boo secret one, it could affect whether cloud is feasible in 1) and 2). 4) You can bring yoshi into boos tower. You can have a spring in the item box. You can get above the level in the beginning with yoshi spring glitch. The only thing I haven't been able to figure out is how to get in the other side. I've tried tossing the spring off the far right ledge and smashing myself into the wall pipe world 4 style, but was never successful at it. Could be worth looking into. The tricky part is getting a spring and a yoshi to boos tower. If you can't make it the conventional way (going through the levels, forcing yourself through impossibly)........ luigi :DDDDD just reset at your last save before going to star world and start your game back in 2player. edit: There's other things I didn't mention because they've been talked about before or "obvious" or whatever, but aren't pie in the sky stuff like i mentioned above. Do you want me to exhaustively list all the improvements I know/think might work?
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Experienced player (590)
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Hey jimsfriend, thanks for all these lovely ideas. I'll be sure to test these shortly!
jimsfriend wrote:
edit: There's other things I didn't mention because they've been talked about before or "obvious" or whatever, but aren't pie in the sky stuff like i mentioned above. Do you want me to exhaustively list all the improvements I know/think might work?
I guess you can. I don't mind reading a whole list, as it will definitely help me in this run, whether it works or doesn't (may spawn some ideas of my own based by some of these improvements possibly), well that is if you don't have any trouble posting them.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
jimsfriend wrote:
4) You can bring yoshi into boos tower. You can have a spring in the item box. You can get above the level in the beginning with yoshi spring glitch. The only thing I haven't been able to figure out is how to get in the other side. I've tried tossing the spring off the far right ledge and smashing myself into the wall pipe world 4 style, but was never successful at it. Could be worth looking into. The tricky part is getting a spring and a yoshi to boos tower. If you can't make it the conventional way (going through the levels, forcing yourself through impossibly)........ luigi :DDDDD just reset at your last save before going to star world and start your game back in 2player.
An idea from 2006... A man can dream can't he :D
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XkyRauh
He/Him
Joined: 6/9/2005
Posts: 171
Location: Southern California
The time saved in 2p mode would have to be ENORMOUS to warrant the transitions. Every time Mario or Luigi finishes a level, it has to fade to black on he map screen & transition to the new player--that's a LOT of lost time.
Joined: 12/22/2009
Posts: 291
Location: Michigan
XkyRauh wrote:
The time saved in 2p mode would have to be ENORMOUS to warrant the transitions. Every time Mario or Luigi finishes a level, it has to fade to black on he map screen & transition to the new player--that's a LOT of lost time.
About five seconds per transition. If it were the original SMW, then that's 95 transitions, which is almost eight minutes. You'd have to improve the existing run by at least that much time for it to even be worth it.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
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You guys need to think outside the box. 1) The best idea for 2 players is to split up and fork the route to eliminate map movements. 2) A secondary idea is to carry an item over in your item select box (which is essentially eliminating map movements to toad houses) with both Mario or Luigi. 3)You can kill mario or luigi and steal all his lives when you have finished with him. You're fucking kidding me if you tell me that a fast death/live stealing on the map screen takes 8 minutes. More like 30 seconds. Still, map movement optimization may not even save 30 seconds (and that's after you count the transitions you need when you actually want both mario and luigi alive) 4) After a save, you can reset and start with 1 player, this takes time, and you lose your powerups. jimsfriend, and I have been discussing/debating this for about 5 years now. It might be possible, actually in many cases, it's quite close. But if you think you need to make up 8 minutes or more, you are a bit wrong! Where could 2 player make a difference? How about taking an item from a toad house and then using it to bypass an autoscroller with dragon coin glitch? What about a new overworld route? Honestly, the possibilities are numerous, and with all the new glitches, it's hard to estimate if you can really save time.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 12/22/2009
Posts: 291
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DK64_MASTER wrote:
But if you think you need to make up 8 minutes or more, you are a bit wrong!
I was assuming that you would use both Mario and Luigi throughout the whole game. That would total to eight minutes if it were the original SMW. I don't know shit about SDW, so I can't really say anything about how much time using two players would take up. I do know that it takes a considerable amount of time to transition between the two, and that time does accumulate quickly.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
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Posts: 1080
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DarkMoon wrote:
DK64_MASTER wrote:
But if you think you need to make up 8 minutes or more, you are a bit wrong!
I was assuming that you would use both Mario and Luigi throughout the whole game. That would total to eight minutes if it were the original SMW.
Yeah, but when you assume, you make an ass out of U and ME ;) It's fairly obvious that 2 player should be considered only for a portion of the overworld of SDW. For SMW, I don't really see a usage, unless you can somehow carry items over for both Mario and Luigi, and even then it's a long shot.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~