dnnzao
He/Him
Former player
Joined: 11/5/2010
Posts: 90
Location: Toronto, ON
my gmail yesterday had 67 emails from noreply of TASvideos posts on this thread......lord
sorry my bad english... - Finished projects: Super Demo World any% - SMW Hack - Dropped projecs: Super Demo World All Exits - SMW Hack Super Mario World All Exits
Joined: 12/22/2009
Posts: 291
Location: Michigan
sgrunt wrote:
Semi-off-topic, but
DarkMoon wrote:
Downloadables are meant to be MP4 because not everybody has an MKV player.
This is patently false. MKVs are just as acceptable for primary encodes as MP4s; any decent media player these days is going to support both.
I don't watch encodes, so I just use WMP.
Slowking wrote:
Anybody who uses windows media player doesn't deserve to watch encodes.
I don't watch them, I only make them.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Mister wrote:
Finally managed to save 137 frames over Masterjun's test: http://dehacked.2y.net/microstorage.php/info/1534754982/smw-yi1test.smv.
Nice! Looks great! I never thought the published movie would be improved by this much, and I never thought it would sub 10 minutes.
Masterjun
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Site Developer, Skilled player (1987)
Joined: 10/12/2010
Posts: 1185
Location: Germany
CoolKirby wrote:
and I never thought it would sub 10 minutes.
it doesnt sub the 10 minutes yet... (we need 43 more frames or so...)
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Masterjun wrote:
it doesnt sub the 10 minutes yet... (we need 43 more frames or so...)
It looks to me like it will. If frames are saved from fadeout lag, different score, and red shell lag management in Yoshi's Island 4, as Lil Gecko said, then you will probably be able to do it.
Masterjun
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Site Developer, Skilled player (1987)
Joined: 10/12/2010
Posts: 1185
Location: Germany
Here is the (i think very optimized) smv of world 1: http://dehacked.2y.net/microstorage.php/info/1671794641/smw%20world%201.smv we are still 43 frames before we beat the 10 minutes
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
Ok, who wants to explain what is going on here? This glitch is weird. I get that you are getting the "Goal Sphere" object but how? How did you end up with that?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 12/6/2008
Posts: 1193
You eat a clapping jack, the game thinks it's a power up item and puts it in the box. The corresponding item to clapping jack is a goal sphere. You eat the jack with an item switch glitch I don't fully understand. :D That's as far as I got it. @Masterjun Looks really good. I like that the red shell is incorporated in some way, even though it isn't the way I thought it could work. :D
Joined: 7/26/2006
Posts: 1215
Slowking wrote:
You eat a clapping jack, the game thinks it's a power up item and puts it in the box. The corresponding item to clapping jack is a goal sphere. You eat the jack with an item switch glitch I don't fully understand. :D That's as far as I got it.
clapping chuck. From what I've gathered, you fill up the per-level sprite slots, and then force the chuck to spawn into the slot yoshi is eating (normally a chuck is inedible). the powerup you receive depends on your powerup state. Fire mario gets a goal sphere reserve. Other powerups give you other reserves, or crash the game.
Masterjun wrote:
Here is the (i think very optimized) smv of world 1: http://dehacked.2y.net/microstorage.php/info/1671794641/smw%20world%201.smv we are still 43 frames before we beat the 10 minutes
I made a video (for myself) to see how each incremental smv is improving these levels, because it's fascinating to see so much activity for a game that was thought to be maxed out years ago, and it's pretty obvious that what you do in the yi3-blue-yoshi-area is 1 frame slower than Lil_Gecko's earlier smv (2 frames slower before fadeout, but 1 less frame of lag so total of 1 slower). So let's say 42 frames away :D
Joined: 12/22/2009
Posts: 291
Location: Michigan
Slowking wrote:
You eat the jack with an item switch glitch I don't fully understand. :D
I'm going to try to explain this as best I can without losing you. There's twelve (00 - 11) sprite slots - one sprite per slot - that can be filled before sprites start replacing other sprites. There's two "divisions:" 00-09 is for standard sprites, while 10 and 11 are for sprites that come out of boxes and your reserve box (sans Yoshi). A sprite goes into the highest slot possible in its division when it spawns (e.g. the first sprite that spawns that's not out of a box will take slot 09, then the next one will take 08, etc.). If you drop a flower from a reserve box when slots 10 and 11 are occupied, it will go to slot 09. Knowing this, you are able to "replace" sprites with other sprites. For example, the way the goal is swapped in YI2 is by filling every slot with berry sprites except for one, which is occupied by the shell. The goal tape won't replace permanent sprites (berry sprites are permanent), so it goes to the highest slot that it can take: the shell's. Normally, it'd just remove the shell from the game and put the tape in the shell's sprite slot. However, if the shell is on Yoshi's tongue, then the tape will essentially "warp" to Yoshi's tongue, since the sprite that was in that particular sprite slot was stuck to his tongue. The same thing basically applies to the Charlie swap, only it takes less time. You only have to fill up the second division to be able to swap the Charlie. You make the fireflower stick to Yoshi's tongue, then take it. This creates a "null" sprite on Yoshi's tongue, which will become whatever sprite spawns next (if Yoshi's tongue is still out when it spawns). If the sprite that spawns happens to be a Charlie, he will stick to Yoshi's tongue and be eaten by Yoshi. tl;dr Magic Also: I think I know why the Charlie is treated as a powerup. The game thinks that there is still a powerup on Yoshi's tongue even after you swap the Charlie. However, there is no powerup value (or graphic, for that matter) given to it, so it pulls from a random address and pops it in your reserve box. Luckily for us, that sprite happens to be a goal sphere with a Clappin' Charlie. I'm currently investigating from whereabouts it pulls the address. I'll post about it if I find anything.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 12/6/2008
Posts: 1193
bkDJ wrote:
Slowking wrote:
You eat a clapping jack, the game thinks it's a power up item and puts it in the box. The corresponding item to clapping jack is a goal sphere. You eat the jack with an item switch glitch I don't fully understand. :D That's as far as I got it.
clapping chuck.
I knew something about that name was wrong. XD It's late here... well not that late but I'm tired very early since we switched to winter time last weekend.
Joined: 9/12/2009
Posts: 42
There's a red shell in yoshi's island 1 right before the clouds. Can you use that to turn the pirahna and rex into coins to save time? (instead of using fire mario shooting fireballs as it is now) At least you guys didn't in the test video shown so far so that may be another potential time saver? Also, is it possible to die on the pipe instead of running all the way almost to the goal post just go to the right a bit and then go through the corner of the pipe and try to die?
Joined: 12/22/2009
Posts: 291
Location: Michigan
braindx wrote:
There's a red shell in yoshi's island 1 right before the clouds. Can you use that to turn the pirahna and rex into coins to save time? At least you guys didn't in the test video shown so far so that may be another potential time saver?
As far as I know, there isn't a way to get the shell without turning around or going under the message box (which leads to either hitting the message box or losing speed.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 12/6/2008
Posts: 1193
Uhm the last few movies (inkluding Masterjun's) did use that red shell. Didn't you watch them?
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Joined: 1/17/2006
Posts: 775
Location: Deign
Has anyone tried grabbing this shell while riding yoshi, then use the shell to make a coin to eat rather than killing the piranha plant? Seems unlikely, but at this point we should test everything I think. Is it known what triggers the pipe cannon to launch mario? I used cheats to put mario in the x and y coordinates that he normally is in to when he spawns to launch from the cannon, and didn't get launched, but when I disable the cheat it sets him back outside the pipe slightly along his launch trajectory. Trying to find a way to launch from the pipe without having to go through the cave might be worth looking into. What happens if you force yoshi to eat a vine instead of a chuck? Can that be done?
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Joined: 12/22/2009
Posts: 291
Location: Michigan
Slowking wrote:
Uhm the last few movies (inkluding Masterjun's) did use that red shell. Didn't you watch them?
I must not have noticed. My mistake. Edit:
jimsfriend wrote:
Is it known what triggers the pipe cannon to launch mario?
$7E0072 is set to #$0C when you're shot out of a pipe. You can't do it without exiting through a pipe, since it's set when you enter the level (via pipe).
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 12/6/2008
Posts: 1193
jimsfriend wrote:
Has anyone tried grabbing this shell while riding yoshi, then use the shell to make a coin to eat rather than killing the piranha plant? Seems unlikely, but at this point we should test everything I think.
Yes go one page back, watch the smv. ;) Edit: Sorry guess I understood you wrong there.
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Joined: 4/15/2010
Posts: 197
Location: England
Unfortunately, when we carry a shell on Yoshi, to stop the Yoshi taking damage we have to make it lose vertical interaction by damaging Yoshi while pulling the shell to its mouth. This process makes it lose interaction with fireballs, too.
Retired smw-96, smw any%
Joined: 4/13/2009
Posts: 431
DarkMoon wrote:
I don't watch encodes, so I just use WMP.
WMP supports MKV. Just install CCCP.
Joined: 2/15/2009
Posts: 329
EEssentia wrote:
DarkMoon wrote:
I don't watch encodes, so I just use WMP.
WMP supports MKV. Just install CCCP.
Codec packs are not my friend.
Working on: Legend of Legaia, Vagrant Story
Joined: 4/13/2009
Posts: 431
This one hardly deserved to be called a codec pack. It contains just a few components needed to make it work, compared to other codec packs which installs loads and loads of crap. If you don't like it, then you can download Haali Media Splitter and ffdshow yourself and be done. It will cover 99% of all the formats out there. At least the common ones.
Joined: 12/6/2008
Posts: 1193
yeah CCCP is basically a very outdated version of ffdshow and hali media splitter... so you might as well isntall those XD But really nobody should be forced to use WMP. MPC is a much better alternative and as an alternative to that VLC. That one even has it's own codecs and splitters.
Joined: 12/22/2009
Posts: 291
Location: Michigan
EEssentia wrote:
If you don't like it, then you can download Haali Media Splitter and ffdshow yourself and be done. It will cover 99% of all the formats out there. At least the common ones.
I've had ffdshow for a while now.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 7/26/2006
Posts: 1215
http://www.mediafire.com/download.php?hot32c518f49bxn MKV again. Pretty much all the test runs from the last few pages. Again, each run's audio is included, with the latest (leftmost) one playing by default. You can listen to others provided you have a decent mkv splitter; haali was mentioned earlier. (I don't want to sidetrack the thread talking about codecs or containers though, I'm just trying to help people who can't/don't watch smv's but want to follow the progress, and since I upgraded my computer, encoding is rather quick and easy.) Anyway, you can see what I mean about the latest one being temporarily 1 frame slower from around 0:14, until 1:10 when shell lag optimization kicks in.
Joined: 9/12/2009
Posts: 42
Is it possible to dismount yoshi closer to the pipe and still swallow the jumping chuck starting to run forward? Then run straight ahead and get enough speed to jump die into stone block instead of having to go forward to the stone block and then backward to die on the pipe? Just trying to think up time savers.