Posts for Mizumaririn

Mizumaririn
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Thank for making a version of TAS of this game mode that I call complete, including the most updated strategies! And thanks for giving me credit for the strategy used in Goomba board. The main reason I wanted to create my TAS of this was implementing that specific strategy of having one fewer CPU turn. I specifically stopped before Shy Guy's board because there I didn't find any significant improvements since that point, and it's not worth me finishing it. I also just wanted to see if I could get it to generate a King Boo map for ideal conditions for TAS but that's the best I could get. I kinda just found the first board (also manually explored) that has a star within 3 rooms and has a DK space, and stopped right there. You explored many more boards than I did, so that rewarded you with a better layout. The biggest challenge to further improving this game mode would definitely be trying to reconstruct how a King Boo map is generated. I actually have the RNG address (idk how I found it or obtain it from a source) which 802ce150 , I also tried to find out how the board is laid out in memory, but it's too complicated for me. The space index for a board can represent multiple spaces of different rooms on the board?? It started to become nonsense. Me from the following day: I just observed the RNG algorithm being 2^32 - (x*16807) mod (2^31-1) , but the game sometimes return an invalid value that doesnt follow the algorithm with its highest bit set to 0, and it forces a different value when its original state is 0, so I have no idea. With the algorithm revealed, one should be able to monitor the RNG by index. Me after giving a go at decompiling: it actually similar to what this post describes, should fix the failed cases of my original attempt. The function returns (x * -16807 + floor(x / 127773) * (2 ^ 31 - 1)) mod (2 ^ 32) . Small text to indicate that they are int32 operations. I then didn't find much stuff looking at the functions that call the RNG advancing functions.
pronouns: Mizu/Mizu
Mizumaririn
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Wouldn't it be boring to see Luigi dying over and over just to assist Mario, who is not restricted, to get a low final score in the end? This is revolutionary but defeats the point of the challenge. When doing this kind of challenge, I often focus on the score obtained by different actions instead of the final outcome.
pronouns: Mizu/Mizu
Mizumaririn
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The thing is to resync the movie in another emulator such as Bizhawk, even if accounted for the lagframe differences, it will yield different results, since a counter increments also during lagframes and a lot of stuff relies on that counter, leads to different behaviour, and different amount of lag, and impossible to sync without movement modifications. (and someone who can keep up with the level of optimisation)
pronouns: Mizu/Mizu
Mizumaririn
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BigBass, thank you for the attempt and telling the details of the desync. That is much more than I expected, since a converted input file desyncs on Bizhawk and Mesen at 0 and 1 minutes respectively. Maybe since the lagframes are removed from the input data. I noticed that in the emulator, by seeking to frame 28230 (the other frame being 28237), opening the debugger and constantly step into, it can be discovered that the routine of the previous frame hasn't quite finished yet, haven't reached the forever loop at address $954f. But the NMI doesn't happen until some instructions after, until the routine of the previous frame has managed to reach the forever loop, and when the NMI routine has returned, it passes the forever loop and proceeds to the routine of the next frame without a lagframe. I believe the CPU cycle timing is crucial and the emulator finishes the previous frame earlier than it does on console and did not count a lag frame, where it happened on console. This does suggest inaccuracy of the FCEUX emulator. Unfortunately I wasn't aware of the emulation accuracy issue of FCEUX when I started making the second draft.
pronouns: Mizu/Mizu
Post subject: arcade continues are treated like in-game codes
Mizumaririn
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moozooh wrote:
Speaking of, do we mandate 1CC? The Movie Rules page is worded rather ambiguously. I'd vote for single-coin-only because coins are pay-to-win both technically and in spirit.
That is a rule question that I have not just for this contest. It is not like a TAS would require continues in order to complete a game. The rule however prevents the possibility of taking intentional deaths to save time, holding TASes of this category out of standard goal. Does 2 player arcade even also counts as more than 1 credit? If they are separate branches, I can also see the possibility of adding in players at a specific moment to save completion time. Right now, only in-game codes that add content (generally) are allowed. I don't think arcade continues ever add content because they just "continue" where you left off so that rule statement just automatically implies arcade continues are disallowed. As arcade continues and in-game codes are different concepts in video games, arcade continues should not be restricted under the rules of in-game codes. I would like to compare the arcade coin continue with amiibo for the 3DS, Wii U and Switch systems in TASing. Even though they are considered pay-to-win materials and unfair in real time speedruns, as not everyone has them, they are also just a form of input. It is the nature of the unmodified game's code to respond to these types of input, and is fair game for a TAS.
pronouns: Mizu/Mizu
Mizumaririn
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Signing up as a free rider (hopefully not) agent 🫠
pronouns: Mizu/Mizu
Mizumaririn
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Thank you for doing this! You have a pretty good understanding of the game. It is indeed difficult to test the near unlimited nunber of possibilities. However I am not sure if you are aware of a glitch being present. I watched the WR on SRC (the platform is PC). By swapping a jewel into a blank tile while the jewels above drop to refill, one dropping jewel gets deleted, allowing for much more versatility (and the number of possibilities). Is said glitch also possible on the DS version? I also want to question, is destroying star gems and hypercubes slow? it seems that normal matching can destroy gems faster than these 2 special gems.
pronouns: Mizu/Mizu
Mizumaririn
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Location: Super Bell Hill
From what I know, many games use the 2D coordinate system with positive Y pointing down. It is not a conventional choice, but adjust to fit hardware. I think it is due to power beam in CRTs go from top to bottom over time, as well as viewing a tilemap with 16 bytes per row, when that sprite or tile is drawn can be well presented as a function of x and y with positive coefficients. And that using OAM registers must have positve Y downwards. I am not very knowledgable. I do not know why Bizhawk specifically did this either, despite being a multi system emulator. Just giving my ideas.
pronouns: Mizu/Mizu
Mizumaririn
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Alyosha wrote:
I tried console verifying, but it crashes in various ways at the axe grab. Not sure what this means. EDIT: Upon reading the submission text, it seems it's probably crashing at the unofficial opcode, or maybe the payload is not getting written properly.
According to 100th Coin in the Speedrunning Discord, the purpose of this setup is to fire kill Bowser to initiate ACE in SMB1 instead of beating the game.
100th Coin wrote:
The objective is not to grab the axe as fast as possible, the objective is to run arbitrary code and complete the game in 8-4. (the code changes the world and level from N-2 to 8-4) the arbitrary code requires killing Bowser with a fire flower, and world 'N' is the only world where killing bowser can be used to jump the PC to RAM that could be manipulated.
I admit these two lines is easier to understand than the submission text. So yes it is specifically done to crash the game since payload isn't written yet. EDIT: I just checked 100th Coin's temp encode and it didn't crash? Maybe the payload wasn't completely written but I have no clue. At least from the above two lines that beating the game isn't the main objective.
pronouns: Mizu/Mizu
Mizumaririn
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I can see this movie publishable if more effort is put in. Game choice is not a problem. And boss fight can definitely be done better such as stomping on mechakoopas earlier and forgoing the mushrooms.
pronouns: Mizu/Mizu
Mizumaririn
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Ok TheAmazingYucemu. I don't need my TASes reposted here if there aren't any additional comments or discussion. So please stop. And rather saying "by someone", I would hope the author be properly credited. You can copy and paste the author's name easily. For the record, TheAmazingYucemu previously have all their posts stating "TAS by someone" instead of properly crediting.
pronouns: Mizu/Mizu
Mizumaririn
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#4247: Denial140, negative_seven & chatterbox's NES Superfast Mario Bros. "warps" in 01:09.07 standard letsgo it is optimised, looks impressive, surely superhuman
pronouns: Mizu/Mizu
Mizumaririn
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Good effort unfortunately suboptimal throughout every level. It becomes obvious when the viewer is more experienced.
Movie rules wrote:
Judges will check your movie's technical quality: they should not be able to easily improve your movie by large amounts of time.
I would say it can be improved by a significant amount of time through tighter turnarounds, keeping P speed and more glitch exploiting. You may check out more tips and tricks on our game resources. I recommend watch and observe existing publications of the game to see how TASers optimise movement. Should truncate input at frame 75986, where the Up input is the final relevant input to reach the credits. Should be branchless as that's the only way to beat the game. Voted meh. I think it's playground? Temp encode as the one author provided is 20fps. Link to video
pronouns: Mizu/Mizu
Mizumaririn
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Yes vote! I can definitely see a lot of planning involved.
pronouns: Mizu/Mizu
Mizumaririn
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I am for in-game codes if it creates different gameplay. I am against external cheats. There are too many possibilities and it is up to the players what codes and how many to use. It also can lead to gamebreaking glitches which in-game codes mostly cannot achieve. I have nightmares of SMB game genie TASes.
pronouns: Mizu/Mizu
Mizumaririn
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Joined: 2/26/2020
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I am full of confusion. It is obvious to me that you can take better routes and also avoid waiting for enemies. You are expected to study the movement of enemies, whether they are fixed or based on RNG, depending on your control or position just like pac-man. Also branch name should be empty.
pronouns: Mizu/Mizu
Post subject: Addresses module
Mizumaririn
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The addresses modules displays the addresses in decimal, even when the internal list records the addresses in hexadecimal. While emulators often prompt users to enter the addresses in hexadecimal to watch, potentially confusing users when entering a value out of range e.g. 5 digits when the maximum is 0xffff, or even wrong address without the user knowing it. I do not know are there emulators which does this in decimal. So perhaps there can be 2 columns, address in hex and in dec, or just revert it back to display in hex.
pronouns: Mizu/Mizu
Mizumaririn
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here https://tasvideos.org/UserFiles/Info/637896725554010464 there is still a lot to be added before i use it on other smb3 games. btw someone told me that they are working on an improvement of orb bros, maybe in 2-3 months.
pronouns: Mizu/Mizu
Mizumaririn
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Thank everyone's appreciation! I made the atlas encode using lua to read RAM and ROM and output .bmp files. And ffmpeg to string them together. Replacement file: https://tasvideos.org/UserFiles/Info/637896601279229870
pronouns: Mizu/Mizu
Mizumaririn
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Standard bowling would be too boring. Eh, it is just anoter perfect game. This mode is not unlocked from a clean save and accomplished by a cheat. It would be hard to make astandalone bowling that goes for speed that abides the movie rules. This kind of innovation is what TASvideos should have.
pronouns: Mizu/Mizu
Mizumaririn
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DrD2k9 wrote:
When it comes to the listing of games in our system, all games that start with the word "The" are currently placed in the "T" section of alphabetical lists. For example, in the NES tab of the Games page, there are currently 49 entries that start with the word "The." These are all in the "T" section. I think we should we consider renaming these game entries by having "The" moved to the end of the game entry (i.e. changing The Goonies into Goonies, The) so that these games show up in the alphabetical list based on the first main word in the title instead of the word "The"? This is a standard way of alphabetizing titles in various other areas of life--one example being bibliographic notation. Using The Goonies as an example, instead of being listed after The Flintstones: The Surprise at Dinosaur Peak!, making this change would instead move it to being after Golgo 13: Top Secret Episode. Here is an example of such alphabatizing using NES games from Wikipedia. EDIT: If there's a way to have the games alphabatized the way I'm describing, but still displayed with "The" at the beginning of the name, that would also be fine. I just feel the alphabitizing needs to happen on the next word instead of "The."
Object this idea. It doesnt make navigation any easier. It rather makes the list messier. People are going to find it if they know the game name well. Also ctrl+f exists. The number of titles that has this issue shouldnt be the factor. "Super" also has 17 titles in the NES games tab. If we are making many exceptions, the list would be very messy.
pronouns: Mizu/Mizu
Mizumaririn
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I heard that this game is underrated. And activity ceased for 6 years? Damn! I would like to work on this game!
pronouns: Mizu/Mizu
Mizumaririn
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Inverse of Theorem This movie will be rejected so it gets "No" votes and shouldn't be submitted.
pronouns: Mizu/Mizu
Mizumaririn
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Poptropica There are many islands and each island can be done separately. Movement is controlled by mouse. It was a ton of fun back then when me and my friend raced completing Super Power Island using the computers in the school library. Official website How to play old islands These instructions say using flashpoint. But I don't know if it is TASable.
pronouns: Mizu/Mizu
Mizumaririn
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Experienced Forum User, Published Author, Player (243)
Joined: 2/26/2020
Posts: 44
Location: Super Bell Hill
You know, there is a perform option that if you set it as bot, TAS-san will play it for you!
pronouns: Mizu/Mizu