There's not much improvements compared to our precedent.
Anyway here's those changes:
  • Pipe in 1-1 looks better while collecting the same amount of coins.
  • Done stage 4-2 1 timeunit faster which is 356.
  • Do not collect coins over holes like Bisqwit had suggested in level 8-1.
  • Jump backwards towards the hovering pipe in 8-4.
  • Stopped the movie a little later so people can press left and Mario still touch the axe.
We sincerely thank Mana for showing us some strategies. It helps us in this version. Also, thanks to Michael Fried, his video inspires me to collect some more points where Mana failed to achieve.

Bisqwit: AVI ready.


TASVideoAgent
They/Them
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This topic is for the purpose of discussing #437: Phil & Genisto's NES Super Mario Bros. "warps" in 04:59.92
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:D
Post subject: Re: #437: Phil, Genisto's NES Super Mario Bros in 05:00
nesrocks
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Phil wrote:
</b> Stopped the movie a little later so people can press left and Mario still touch the axe.
but people can still PAUSE which makes me wonder: stop as early as possible, or stop where people can't pause the game. the way you did it's neither one or neither the other...
Former player
Joined: 4/16/2004
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Location: Uppsala, Sweden
So was this any faster? Or just equal but "smoother-looking"?
/Walker Boh
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FODA wrote:
Phil wrote:
</b> Stopped the movie a little later so people can press left and Mario still touch the axe.
but people can still PAUSE which makes me wonder: stop as early as possible, or stop where people can't pause the game. the way you did it's neither one or neither the other...
We can pause in Mana's movie as well as Michael Fried's one.
Walker Boh wrote:
So was this any faster? Or just equal but "smoother-looking"?
Actually, it's supposed to be 21 frames faster because of stage 4-2 improvement.
Joined: 11/11/2004
Posts: 400
Location: ::1
Woot. :) How many frames are there left that need to be shaved off until you get below 5 minutes?
Former player
Joined: 9/26/2004
Posts: 217
I would imagine there are many games that can be paused to stop the movie. If I'm not mistaken, you can pause in Metroid once the movie is stopped. Oh, and yes.
Joined: 8/10/2004
Posts: 173
Location: Bethel, VT
Question: is there any particular reason people are doing runs on the JU version of the rom? Is there something about it that allows for slightly faster runs?
Emulator Coder
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JU = Japan/USA = NTSC E = Europa = PAL I guess they are using the rom that they have played? ....
Editor, Active player (297)
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It's the PAL version that allows for slightly (a lot actually) faster runs. We're using the NTSC version here because of traditional reasons (Famtasia doesn't support PAL, many people are from USA and Japan, and so on).
Joined: 11/11/2004
Posts: 400
Location: ::1
While we're on the topic of ROM versions, what do things like "(PRG0)" and "[!]" (from the ROM file name for this movie) mean?
Emulator Coder
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Location: Norway
Shamelessly ripped from goodnes readme.
               ..................
...............: STANDARD CODES ::...............
:                                               :\
:   [a] Alternate        [p] Pirate             :\
:   [b] Bad Dump         [t] Trained            :\
:   [f] Fixed            [T-] OldTranslation    :\
:                        [T+] NewerTranslation  :\
:   [h] Hack             (-) Unknown Year       :\
:   [o] Overdump         [!] Verified Good Dump :\
:  (M#) Multilanguage (# of Languages)          :\
: (###) Checksum       (??k) ROM Size           :\
:  ZZZ_ Unclassified   (Unl) Unlicensed		:\
:...............................................:\
 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

                .................
................: SPECIAL CODES ::...............
:                                               :\
: .-----Gameboy-----.  .----Super Nintendo----. :\
: [  [C] Color      ]  [ (BS) BS ROMs         ] :\
: [  [S] Super      ]  [ (ST) Sufami Turbo    ] :\
: [ [BF] Bung Fix   ]  [ (NP) Nintendo Power  ] :\
: `-----------------'  `----------------------' :\
:                      .--------Atari---------. :\
: .-----Genesis-----.  [ (PAL) Euro Version   ] :\
: [ (1) Japan       ]  `----------------------' :\
: [ (4) USA         ]  .---------GBA----------. :\
: [ (5) NTSC Only   ]  [ [hI??] Intro hacks   ] :\
: [ (8) PAL Only    ]  `----------------------' :\
: [ (B) non USA     ]  .--------Coleco--------. :\
: [ [c] Checksum    ]  [ (Adam) ADAM Version  ] :\
: [ [x] Bad Checksum]  `----------------------' :\
: [ [R-] Countries  ]                           :\
: `-----------------'                           :\
:                      .--------NES/FC--------. :\
: .--NeoGeo Pocket--.  [ (PC10) PlayChoice 10 ] :\
: [ [M] Mono Only   ]  [   (VS) Versus        ] :\
: `-----------------'  [ [hFFE] FFE Copier fmt] :\
:                      `----------------------' :\
:...............................................:\
 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

                .................
................: COUNTRY CODES ::...............
:                                               :\
:   (1) Japan & Korea      (4) USA & BrazilNTSC :\
:   (A) Australia          (J) Japan            :\
:   (B) non USA (Genesis)  (K) Korea            :\
:   (C) China             (NL) Netherlands      :\
:   (E) Europe            (PD) Public Domain    :\
:   (F) France             (S) Spain            :\
:   (F) World (Genesis)                         :\
:  (FC) French Canadian   (SW) Sweden           :\
:  (FN) Finland            (U) USA              :\
:   (G) Germany           (UK) England          :\
:  (GR) Greece           (Unk) Unknown Country  :\
:  (HK) Hong Kong          (I) Italy		:\
:  (H)  Holland          (Unl) Unlicensed       :\
:...............................................:\
 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

             .......................
.............: STANDARD CODE NOTES ::............
:                                               :\
: [a] This is simply an alternate version of a  :\
:     ROM. Many games have been re-released to  :\
:     fix bugs or even to eliminate Game Genie  :\
:     codes (Yes, Nintendo hates that device).  :\
:             -------------------               :\
: [b] A bad dump often occurs with an older     :\
:     game or a faulty dumper (bad connection). :\
:     Another common source of [b] ROMs is a    :\
:     corrupted upload to a release FTP.        :\
:             -------------------               :\
: [f] A fixed game has been altered in some way :\
:     so that it will run better on a copier    :\
:     or emulator.                              :\
:             -------------------               :\
: [h] Something in this ROM is not quite as it  :\
:     should be. Often a hacked ROM simply has  :\
:     a changed header or has been enabled to   :\
:     run in different regions. Other times it  :\
:     could be a release group intro, or just   :\
:     some kind of cheating or funny hack.      :\
:             -------------------               :\
: [o] An overdumped ROM image has more data     :\
:     than is actually in the cart. The extra   :\
:     information means nothing and is removed  :\
:     from the true image.                      :\
:             -------------------               :\
: [t] A trainer is special code which executes  :\
:     before the game is begun. It allows you   :\
:     to access cheats from a menu.             :\
:             -------------------               :\
: [!] Verified good dump. Thank God for these!  :\
:...............................................:\
 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

             ......................
.............: SPECIAL CODE NOTES ::.............
:                                               :\
: **** SNES ****                                :\
: (BS) These Japanese ROMs were distributed     :\
:      through a satellite system in Japan      :\
:      known as the Broadcast Satellaview.      :\
:      They were transmitted along with a TV    :\
:      show which was connected to the game in  :\
:      some way. These games were only playable :\
:      during the show, and thus stop after an  :\
:      hour, and many were timed so that only   :\
:      certain time periods were playable.      :\
:             -------------------               :\
: (ST) The Sufami Turbo device allowed two      :\
:      GameBoy sized carts to be plugged into   :\
:      the SNES. Certain carts combined into    :\
:      new games much like the Sonic & Knuckles :\
:      lock-on technology by Sega.              :\
:             -------------------               :\
: (NP) Nintendo Power has been known to release :\
:      games only available to its subscribers. :\
:      Most of these ROMs are Japanese, as this :\
:      practice occured mainly in Japan.        :\
:             -------------------               :\
:                                               :\
: **** Genesis ****                             :\
:  (1) Carts with this code will run on both    :\
:      Japanese and Korean machines.            :\
:             -------------------               :\
:  (4) While this code is technically the same  :\
:      as a (U) code, it is a newer header      :\
:      format and represents that the cart will :\
:      run on USA and Brazil NTSC machines.     :\
:             -------------------               :\
:  (B) This country code indicates that the     :\
:      cart will run on any non US machine.     :\
:             -------------------               :\
:  [c] This code represents a cart with known   :\
:      faulty checksum routines.                :\
:             -------------------               :\
:                                               :\
: **** GameBoy ****                             :\
: [BF] Bung released a programmable cartridge   :\
:      compatable with the GameBoy which could  :\
:      hold any data you wished to play.        :\
:      However, many games do not function on   :\
:      Bung v1.0 carts and have to be 'fixed.'  :\
:             -------------------               :\
:                                               :\
: **** Nintendo ****                            :\
: PC10 The PlayChoice 10 was an arcade unit     :\
:      which played exact copies of NES games   :\
:      in an arcade cabinet. The machines had a :\
:      choice of 10 games to choose from and    :\
:      ran for about 3 minutes on 25 cents.     :\
:             -------------------               :\
:                                               :\
:   VS The Versus system ran on similar hard-   :\
:      ware to the PC10 machines, but simply    :\
:      allowed you to play against each other.  :\
:...............................................:\
 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Editor, Active player (297)
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Posts: 7469
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Sadly, even the "verified good dump"s have sometimes "DiskDude!" in their headers.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I still can't make out what PRG0 stands for either. Atleast not from reading above.
Emulator Coder
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Revisions of the ROM it seems.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Any larger change in the later/earlier revisions?
Former player
Joined: 5/22/2004
Posts: 462
Considering the movie plays fine on the (PRG1) rom that I have, I don't see any major changes.
Joined: 11/11/2004
Posts: 400
Location: ::1
Thanks!
Joined: 11/11/2004
Posts: 400
Location: ::1
Bisqwit wrote:
Sadly, even the "verified good dump"s have sometimes "DiskDude!" in their headers.
Sorry for asking another stupid question, but what does that (having "DiskDude!" in the headers) mean? ^^
Former player
Joined: 3/19/2004
Posts: 710
Location: USA
I don't know why, but some roms have the bytes for 'DiskDude!' near the start, though the emu is expecting 00s. At least for Famtasia, this prevents the game from playing (Though it is easily fixable. Try searching for DiskDude! on the forums)
Former player
Joined: 3/8/2004
Posts: 1107
Phil, why didn't you do the backwards jump at the beginning of 8-2? Edit: You took awhile to press A when you came out of the pipe as you entered the water area in 8-4. Edit 2: You could have touched the axe sooner. You shouldn't be beating the game slower just so you can stop pressing buttons sooner.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I know someone will ask this :P. Since the boost doesn't help me to reach 344, I don't see any reason to use it. More than that, I must slow down Mario by some frames to reach 342. You took awhile seems big words, that's not that much. In fact, to swim backwards, I must do that. So Mario swim as fast as normal swimming. Between you and me, it looks better that way. In the end, it's not slower. You could have touched the axe sooner. You shouldn't be beating the game slower just so you can stop pressing buttons sooner. That's not that much slower maybe 1-2 frames max.
Joined: 11/11/2004
Posts: 400
Location: ::1
OK, who voted no on this? :)
Editor, Active player (297)
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Posts: 7469
Location: Arzareth
Dan_ wrote:
Considering the movie plays fine on the (PRG1) rom that I have, I don't see any major changes.
Some SMB runs have desynced in 8-4 when played using PRG1.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
schneelocke wrote:
OK, who voted no on this? :)
That guy should explain his reasons. Michael, hope it's not you .