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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
dhxo
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dhxo
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UPDATE: This problem possibly occured because I pressed select too early. I think the game didn't notice that the coin was inserted and then also didn't continue to the player select screen. I have fixed this problem now.
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Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11469
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Insert Coin command wasn't recorded for some reason. Open the movie in a text editor like Notepad++ and put |16| instead of |0| at the frame you need. http://www.fceux.com/web/FM2.html
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
dhxo
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Thank you feos, but I have started a new movie that is more optimized than my last. But thank you very much!
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Post subject: World 1 finished!
dhxo
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I have just finished world 1: fm2 Are there any notable big improvements I oversaw?
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I have the whole game done, but it feels like that there's something missing I'm looking over. I have, however, found something interesting. My TAS, though starting ~55 frames in, doesn't need a savestate to start. Here is the TAS (never mind that it has been up for 4 months now): http://www.mediafire.com/file/rm1fg4x4x7366x7/knuxmasterVsSMBwarpedV3.zip DO NOT USE THIS! It is on a bad ROM dump. Thank you, have a good day! video: https://www.youtube.com/watch?v=G5HDvPDBB1Q I don't know, but if anyone wants to optimize my WIP, go for it! On the other hand, I'd like to see what you think. Should this be submitted, or does someone think it should be optimized? I feel world 6-1 and on can be optimized, but the problem is that what I think can be done, seems to be impossible for me, or very hard and frustrating.
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Joined: 12/29/2014
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I'm confused why you don't glitch the flagpoles on all levels. Also why did you not wrong warp in 4-2?
Post subject: Re: any% TAS
Alyosha
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KnucklesMaster368 wrote:
I have, however, found something interesting. My TAS, though starting ~55 frames in, doesn't need a savestate to start.
The savestate is embedded in the movie file (the .fm2) It loads the savestate automatically when the move playback begins.
Post subject: Re: any% TAS
dhxo
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Location: Germany
KnucklesMaster368 wrote:
I have the whole game done, but it feels like that there's something missing I'm looking over. I have, however, found something interesting. My TAS, though starting ~55 frames in, doesn't need a savestate to start. Here is the TAS (never mind that it has been up for 4 months now): http://www.mediafire.com/file/rm1fg4x4x7366x7/knuxmasterVsSMBwarpedV3.zip video: https://www.youtube.com/watch?v=G5HDvPDBB1Q I don't know, but if anyone wants to optimize my WIP, go for it! On the other hand, I'd like to see what you think. Should this be submitted, or does someone think it should be optimized? I feel world 6-1 and on can be optimized, but the problem is that what I think can be done, seems to be impossible for me, or very hard and frustrating.
Your Tas is pretty optimized in World one, and world 4 seems solid too. 4-2 could probably save time with the wrong warp, but the entrance pipe is moved further to the right, so Mario has to be further right too, which is slower than in the original SMB, but probably still faster than grabbing the vine. I see that you are using the RTA strats for the Flagpole Glitch, which is okay, but the strats used for Tas may be faster due to no slowdown. Thus, it is also possible to Flagpoleglitch in all the other levels with flagpoles in it. Your faster acceleration trick may become a little more faster if you run forwards one frame as soon as you hit the ground, then turn around and jump backwards, like in the other SMB TASes. I can maybe work on a Tas in the summer holidays too and try out some things, but good luck for your TAS too!
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Post subject: Re: any% TAS
Joined: 5/1/2015
Posts: 96
Location: Florida
dhxo wrote:
Your Tas is pretty optimized in World one, and world 4 seems solid too. 4-2 could probably save time with the wrong warp, but the entrance pipe is moved further to the right, so Mario has to be further right too, which is slower than in the original SMB, but probably still faster than grabbing the vine. I see that you are using the RTA strats for the Flagpole Glitch, which is okay, but the strats used for Tas may be faster due to no slowdown. Thus, it is also possible to Flagpoleglitch in all the other levels with flagpoles in it. Your faster acceleration trick may become a little more faster if you run forwards one frame as soon as you hit the ground, then turn around and jump backwards, like in the other SMB TASes. I can maybe work on a Tas in the summer holidays too and try out some things, but good luck for your TAS too!
I did submit my TAS after four months of fearing that it would get rejected. But, I just want to see what the community thinks. What you have said so far is what I expected. The flagpoles probably can be skipped, something about using the no slowdown flag skip, and some gripe about the wrong warp. Why RTA strats for the flagpole glitch? I have tried the other one, and it seems not to work. I might be doing it wrong. 6-2's stairs are weird, they terminate one tile early, but that shouldn't hinder it. As for 6-1, I think it's just a bad framerule. Also, about the Wrong Warp. I tried doing the "emergency" WWarp. This is the one where we grab the vine when it's invisible on the left side of the screen. This warps Mario to the far right of the screen. If it were to work with this, I'd still have some of your reasoning. However, when I tried that, it didn't work. It brought me to the intended location, not where we want. Even if it did work, there wouldn't be a certainty that it could work further left. If that's the case, it's not worth it. I suggest that everyone who has commented on this forum thread have a look at my submission. My goal when TASing is to aim for speed rather than humor. (The bot on the submission post asks the question, "Do you find this entertaining?" when I'm not aiming for that.)
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
dhxo
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What I wanted to say: FPG can be done without slowdown at the stairs, it is possible to get the right Subpixel by pressing left for one frame, which changes the Subpixel, and you just do this until you get the right one. The stairs trick for the FPG is the RTA strats, by the way. And no, it is not because of the framerule that the FPG does not work, it is, as said, because of your X subpixel value. Wrong warp only works if the game does not update the warp point of the vine or the pipe, which can be achieved by just not letting the screen move when going into the pipe (see SMB warped Tas for example, the screen does not move when Mario enters the pipe). So you have to move Mario to the right of the screen, brake on the pipe and then enter it, otherwise the game will update the warp point and you will be sent to the wrong place. I tested it, and it worked fine, I just didn't find out the exact onscreen X postion Mario must have for wrong warping. Good luck for testing.
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I've never been able to do the full speed FlagSkip, but I've seen the inputs and tried to recreate it, but it ends up not working.
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Post subject: Re: any% TAS
Masterjun
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KnucklesMaster368 wrote:
I did submit my TAS after four months of fearing that it would get rejected. But, I just want to see what the community thinks.
While this run is pretty alright, you do need to make sure there is nothing left to optimize. The Super Mario Bros. engine is optimized to the frames, where even a single frame improvement is really important. If you just want to see what the community thinks, then you are supposed to upload it to userfiles and share it in the game thread for feedback. Submissions are for completed, and fully optimized runs only.
KnucklesMaster368 wrote:
The bot on the submission post asks the question, "Do you find this entertaining?" when I'm not aiming for that.
The question in the poll is for the decision of the tier. It asks the question to help the judge decide if the run qualifies for the less restricted Moon tier instead of the purely speed oriented Vault tier. Thus, in a speed oriented submission, the poll is not for the purpose of deciding between accept and reject, but between Moon and Vault.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Post subject: Re: any% TAS
Joined: 5/1/2015
Posts: 96
Location: Florida
Masterjun wrote:
KnucklesMaster368 wrote:
I did submit my TAS after four months of fearing that it would get rejected. But, I just want to see what the community thinks.
While this run is pretty alright, you do need to make sure there is nothing left to optimize. The Super Mario Bros. engine is optimized to the frames, where even a single frame improvement is really important. If you just want to see what the community thinks, then you are supposed to upload it to userfiles and share it in the game thread for feedback. Submissions are for completed, and fully optimized runs only.
KnucklesMaster368 wrote:
The bot on the submission post asks the question, "Do you find this entertaining?" when I'm not aiming for that.
The question in the poll is for the decision of the tier. It asks the question to help the judge decide if the run qualifies for the less restricted Moon tier instead of the purely speed oriented Vault tier. Thus, in a speed oriented submission, the poll is not for the purpose of deciding between accept and reject, but between Moon and Vault.
Thanks. Now seeing this, it should have been in userfiles, but it seems foolish for me to say now that the TAS you are judging should be rejected. I'll let you decide.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: Warps TAS: Is fire flower faster?
Joined: 5/1/2015
Posts: 96
Location: Florida
Quick Question For the warps category in this game, is a fire flower faster? In other words, is getting a fire flower for three Bowsers worth it? I initially thought so, but then I saw that not getting it in my second TAS was faster. Bowser Count and FF chart 1 Don't Get Fire Flower 6-8 Get Fire Flower 2-5 Unknown
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BigBoct
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Figure it out empirically. Just run the numbers on how long it takes to power up to Fire Mario compared to how much time it saves per Bowser fight.
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Is a flagpole glitch faster if it causes 1 firework where wouldn't without it? I'm constantly getting this issue doing me reTAS of VS SMB.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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KnucklesMaster368 wrote:
Is a flagpole glitch faster if it causes 1 firework where wouldn't without it? I'm constantly getting this issue doing me reTAS of VS SMB.
You could TAS both and compare it.
dhxo
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Well, a single firework does not slow you down normally, thus it would be faster to do FPG and get a firework instead of doing the normal flag cutscene. But testing and comparing is the best way to be sure.
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It looks to be that it is neither faster nor slower. So I could do either one. FPG looks cooler, and defines SMB TASes, so I'm going to do FPG in these cases. Also, is it possible to change a DIP switch during a TAS, or no?
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
dhxo
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I tried, I couldn't get it...
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dhxo wrote:
I tried, I couldn't get it...
That sucks... My TAS is currently at the start of 8-2. Right now my TAS is a solid 21 frames behind my cancelled submission. This is because on the good ROM the time, without slowing down, is a 363, so I had to waste time draining it to 362. (It is 3 frames short of a 364) Current Levels that have a variant of FPG in the reTAS: 4-1, 6-1, 6-2, 6-3, 7-1, 7-3, 8-1 1-1 would cause a 363, just like we don't do FPG in the TAS of normal SMB in 8-3 Unfortunately, no WWarp in 4-2. Couldn't trigger it, because Vine TP, the only surefire way to test if it works, won't work.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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Warning: My reTAS will be sower by ~4 framerules. 2 of these are due to 1-1, and the other 2 are due to the timer being slower. :(
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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KnucklesMaster368 wrote:
Warning: My reTAS will be sower by ~4 framerules. 2 of these are due to 1-1, and the other 2 are due to the timer being slower. :(
Should I even compare my old submission to the new TAS? Current Progress: Going into 8-4 with flag glitches in 4-1, 6-1, 6-2, 6-3, 7-1(no bbg), 7-2(?), 7-3, 8-1, 8-2(no bbg), 8-3 I've compared it in 7-1, Bullet Bill Glitch is slower by 3 framerules over a standard FPG
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD