[Removed] and the movie:
1.“请不要盗链”。。。不给发直接下载链接。。。
[Removed]Click here to see how to download this fileEdit by FractalFusion: Removed all references concerning linking to ROMs.
LYF, ROM links are strictly prohibited. I'm sorry but that is the rule.
http://tasvideos.org/SiteRules.html
I will give 15 minutes before I remove the download link.
Here is my upload of your movie, as well as an IPS patch:
http://www.mediafire.com/download.php?dj2t7hqvbe2lpyv
For others: Apply the IPS patch to a clean version of Super Mario World ROM (size ~513KB).
LYF: Please also explain more, such as how you made the hole and the green block, and how you made Mario ride an invisible Yoshi.
LYF: Please also explain more, such as how you made the hole and the green block, and how you made Mario ride an invisible Yoshi.
I can explain for him, the "Mario ride an invisible Yoshi" glitch is not hard (smv, original SMW),
and the reason for the hole in the ground and the green block is because he edited the ROM in Lunar Magic:
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
i didnt know that as you first posted that, and its not obvious!
you can do for example this and this in an original rom
That's from the turn block bridge sprite, right? If there was one in YI2 then the cutoff would be possible.. but there isn't. So this guy is just trolling..
Maybe if you can spawn one of those turn block bridges with the stun glitch :P
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
gbreeze wrote:
If there was one in YI2 then the cutoff would be possible.. but there isn't. So this guy is just trolling..
Maybe if you can spawn one of those turn block bridges with the stun glitch :P
Even if there was a way to get one in YI2, the cutoff he had wouldn't be possible, as the turnblock bridges and most other pushing sprites can only get a max cutoff of two to three tiles.
The only possible way you could get cutoff as large as his was would be if you spawned the invisible warp wall sprite and had that push you, but that creates vertical gaps, so there would be a straight up hole instead of just a hole in the base ledge (and it certainly wouldn't spawn an apple, though there is a seperate glitch to do something like that).
YouTube Channel - Twitter
Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
So, what's going on with the 100% TAS? Are you guys still working on it?
I got all the way to Vanilla Dome with dnnzao & mro, though ours was quite unoptimized and slow. I haven't worked on that in a really long time though... (we were still beating Fabian by a ton of time)
I started recently a TAS of Super Puzzle World 3, and I encounter a little problem :
I can't even with countless try, duplicate that block from distance.
Is there a particular way to do it ? I know it's possible, but I just can't.
The game resources' description is quite confusing and simplist. The duplication doesn't depend only on the position of the block and the coordinates of the projectile at the instance Mario throws it. For instance, it seems that Mario's position also interferes. I am not very sure of the exact conditions, but the image shows (a bit) the distance you should throw the shell...
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Amaraticando wrote:
The game resources' description is quite confusing and simplist. The duplication doesn't depend only on the position of the block and the coordinates of the projectile at the instance Mario throws it. For instance, it seems that Mario's position also interferes. I am not very sure of the exact conditions, but the image shows (a bit) the distance you should throw the shell...
(img)
You're half right. The position of an item you hold depends on mario's position of course, so mario's position does interfere implicitly. But once you give the item a correct y-subposition, to control the item's position would be equivalent to controlling mario's position. Any condition on mario's position is superfluous and thus omitted from the description.
Retired because of that deletion event.
Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
The game resources' description is quite confusing and simplist. The duplication doesn't depend only on the position of the block and the coordinates of the projectile at the instance Mario throws it. For instance, it seems that Mario's position also interferes. I am not very sure of the exact conditions, but the image shows (a bit) the distance you should throw the shell...
(img)
You're half right. The position of an item you hold depends on mario's position of course, so mario's position does interfere implicitly. But once you give the item a correct y-subposition, to control the item's position would be equivalent to controlling mario's position. Any condition on mario's position is superfluous and thus omitted from the description.
The shell's coordinates really "follow" Mario's, when he is holding it. However, the following can happen... Notice that, until the 4th frame of each column, the (x, y) of the shell is identical. They only differ after.
-
-
-
-
-
-
CONCLUSION: Mario's intrinsic movement affects it OR the frame (in which the collision happens) changes the hitboxes properties.
I am also concerned about the 96-exit run. How's the project going anyway? I'm dying to see a new 96-exit run in this year!
I don't know if ISM would ever want to continue his project on 96-exit, but I hope he won't quit just like that, for I really love his WIPs.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
i think it's because there is a frame rule of sprite interaction... (its 2 frames, so if it doesnt work, so do it 1, 3, 5, 7... frames later)
Yeah block duplications work on a 2-frame cycle, which is why I had to delay 1 frame a couple of times when I did my Yoshi Island 3 duplications, since I either had to save 1 frame to beat the rule, or lose a frame to start the cycle over.
On another note, we are currently having conversations about the 96-exit and the WIP should be coming soon (I hope).
It's only my opinion, but could you contact with ISM about it? He might love to join the team, and he's half-finished WIP would make your work a lot easier. It's a pity to see his unfinished great work thrown away just like that.
And of course, I'd really love to see your first WIP coming soon!
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).