Here's a new Super Mario Bros 2j movie.
It is 2.58 seconds faster than my previous version, plus a certain threshold caused by ending the movie at the axe this time (not earlier).
Its main difference comes from the updated knowledge of SMB trick base.
Several levels are have a better timeunit count at the end, and probably all of them have a few frames of improvement at least.
  • Created with Famtasia 5.1
  • Abuses luck, glitches, nerves, rerecords, warps and so on


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15576
Location: 127.0.0.1
This topic is for the purpose of discussing #454: Bisqwit's FDS Super Mario Bros. 2 in 08:21.78
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I would have so liked to use whe wall omission glitch here, but I just couldn't do it. Later, I did it by accident in 8-1 (twice (not shown in the FMV)), but it was no use there.
Former player
Joined: 3/8/2004
Posts: 1107
Instead of going up to the ceiling, maybe you could try going through the wall at the end of 1-2. Edit: You didn't kill lakitu at the beginning of 4-1. Edit 2: Near the beginning of 4-2, I think it's possible to stomped both buzzy beetles.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Michael Fried wrote:
Instead of going up to the ceiling, maybe you could try going through the wall at the end of 1-2.
I tried it a thousand times, and I even asked Genisto to try it, but it just didn't work.
You didn't kill lakitu at the beginning of 4-1.
True. Didn't kill him in v4 either. I took the coin instead.
Near the beginning of 4-2, I think it's possible to stomped both buzzy beetles.
I tried that a couple of times. It didn't work. The same goes for the three turtle trains in 5-2. And I was the one who complained you about them :(
Former player
Joined: 3/8/2004
Posts: 1107
Maybe you could try going up ontop of the ceiling before that and jumping towards the wall and doing a wall jump, followed by another wall jump from higher up.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Michael Fried wrote:
Maybe you could try going up ontop of the ceiling before that and jumping towards the wall and doing a wall jump, followed by another wall jump from higher up.
I tried half of that when I was making v4. I haven't had success making two wall jumps in row from the same wall, however I haven't concentrated much on attempting it.
Former player
Joined: 3/8/2004
Posts: 1107
I tried half of that when I was making v4. I haven't had success making two wall jumps in row from the same wall, however I haven't concentrated much on attempting it. I don't know about this game, but I know it's possible in SMB because Mana did it to get up to the ceiling at the beginning of 1-2. Edit: You should try to manipulate luck so you don't have to wait for the plant in 8-4. I remember there was a run on speedruns.org where the plant didn't get in the way.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Michael Fried wrote:
You should try to manipulate luck so you don't have to wait for the plant in 8-4. I remember there was a run on speedruns.org where the plant didn't get in the way.
You mentioned this when reviewing my v4 too. I think it's timer-based...
I don't know about this game, but I know it's possible in SMB because Mana did it to get up to the ceiling at the beginning of 1-2.
Are you sure it's faster too? Three walljumps versus 1 jump + 1 walljump
Former player
Joined: 3/8/2004
Posts: 1107
Are you sure it's faster too? Three walljumps versus 1 jump + 1 walljump Probably not but it's worth a try.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I watched this submission. I found it cool. But there might be some room for improvement. Nevertheless this is a YES vote.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I will create the AVI of this movie using FCEU instead of Famtasia, because FCEU has better sound quality than Famtasia. However, because FCEU is a different emulator, the movie had to be changed a little. Particularly, these things were changed: - Added 124 frames of delay before 1-1 because FCEU has a lot slower FDS access and a slightly slower boot-time. - 1-1: Avoided coins that caused lag in FCEU (didn't cause in Famtasia). - 4-1: Took one more coin to avoid fireworks that would otherwise come in 8-3. - Added 119 frames of delay before 5-1 because FCEU has a lot slower FDS access. You can see the FCM format version here: https://files.tasvideos.org/bisqwit/bisqwit-smb2j-v5-converted.zip The actual conversion was done with nesmock, using the following commandline:
./nesmock -o124 -o14600:119  ~/nes/smb2j.fmv ~/nes/smb2j.fcm
The changes to the movie content were done in Famtasia with almost regular means of rerecording: 1. Take backup of original movie 2. Apply the first pending change to your movie by normal rerecording. Pause the emulation when you've done with the change. You don't need to replay the rest of the movie. 3. (Pause on), save snapshot, load snapshot, end movie. 4. Look at the filesize of your now truncated movie 5. Append the missing part from the old movie to the new movie. In any system equipped with standard unix utilities, you can do it with command such as:
dd if=smb2j-backup12.fmv bs=1 skip=12283 >> smb2j.fmv
(Have I sometimes mentioned that I love unix-like systems?) 6. Verify it worked 7. If there are more changes to do, goto 1. Despite these changes, I still consider the AVI to represent the movie I submitted. [EDIT: SMB2j actually writes to its own image, which will cause different loading times depending on previous playing sessions! To ensure this FCM works, you need to delete the .fds file from your fce-ultra's save directory! The movie file format doesn't take this into consideration. A small rather unpleasant surprise for those who make FDS movies with FCEU. ]
Player (206)
Joined: 5/29/2004
Posts: 5712
Hmm... That sounds a lot like how I edit my movie files, except I don't know any Unix command codes. :) I just use a hex editor called XVI32. First I make my new version up to the point where everything afterwards will be the same as the old version, but I make sure to include an action near the end that I always perform at the exact same time in both movies. Then I look at the old version to find the address where that action starts, mark a block from there to the end, and copy it. Then I edit the new version by deleting everything from the special action to the end and pasting in what I copied from the old version. But if the change I make doesn't affect the time (usually some stylistic thing), I don't even have to worry about looking for a "special action"; I can just copy and paste using matching addresses.
put yourself in my rocketpack if that poochie is one outrageous dude
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
isnt it an easy way to "mark" a frame by pressing all keys at that frame? then on the hex editor you only need to find the 111111111 sequence? i have never opened an hex editor hehe, i just read the help on the page and got an overall idea.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
FODA wrote:
isnt it an easy way to "mark" a frame by pressing all keys at that frame?
If it's easy for you to press all buttons at the same time... :)
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15576
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [254] FDS Super Mario Bros. 2 "warps, Mario" by Bisqwit in 08:21.78
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Bisqwit wrote:
FODA wrote:
isnt it an easy way to "mark" a frame by pressing all keys at that frame?
If it's easy for you to press all buttons at the same time... :)
well, just assign all buttons to a single key? O_o
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Michael Fried wrote:
Are you sure it's faster too? Three walljumps versus 1 jump + 1 walljump Probably not but it's worth a try.
Guess what -- you were right! And it was even enough to get across the ~20-frame boundary between levels. So, I'm making a new version now. I'm now 21 frames ahead at the end of 4-1. I'm trying simply edit the old movie, but looks like this is going to change many monsters' movements. Edit: Gained a few more frames in 4-4 because this time the fake Koopa wasn't blocking my way. However, this gain might be killed by the ~20 frame rule. Edit 2: Looks like it was. Thus, I'm still 21 frames ahead at end of 5-1. However, I managed to stomp some of those turtles I couldn't in v5. Edit 3: I have never got 1up from a flagpole before. Cool. Unfortunately it can not be used in the movie, due to the six fireworks that follows. Edit 4: I found a swim of death:
Joined: 4/25/2004
Posts: 498
If you have XY coins and ZZY time at the end of the level: Z can be whatever If Y is odd: 3 fireworks If Y is even: 6 fireworks If X = Y: 1up So a 1up flag will always produce fireworks, unfortunately...in fact, since there is no 1-firework trigger in this game, all fireworks are time-wasters. :/ LOL at the swimming glitch...looks similar to SMB1's "duck-swim above the exit pipe and get stuck" glitch...
Editor, Player (69)
Joined: 6/22/2005
Posts: 1050
Current Projects: TAS: Wizards & Warriors III.