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Joined: 6/19/2012
Posts: 16
Has anyone been working on this game? I haven't really done anything yet.
Editor
Joined: 8/6/2014
Posts: 37
You posted that you and mindnomad were going to do it, so get to work! If you want me to try some individual levels as well, I can, butI'm not going to work on this alone.
mindnomad
He/Him
Former player
Joined: 11/2/2009
Posts: 100
If we're going to work on this, I very much doubt we'll get it done by 2015. I'll try to make time
mindnomad
He/Him
Former player
Joined: 11/2/2009
Posts: 100
Not sure if this is the right place to post this but I made a 100% WIp of a HACK of NSMB, so yeah don't get your hopes up expecting regular NSMB. Link to video
Joined: 6/30/2015
Posts: 8
100% run has been promised, haven't seen it yet (jaja).
Samsara
She/They
Senior Judge, Site Admin, Expert player (2241)
Joined: 11/13/2006
Posts: 2823
Location: Northern California
Thank you for your insightful and engaging input.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
EgixBacon
He/Him
Player (184)
Joined: 4/15/2013
Posts: 331
Location: In the attic
edit: quack
FanFiction|Youtube Still on Win7! Take that, Microsoft!
Post subject: New Super Mario Bros. [100% TAS] World 1 Part 1 (W.I.P 1)
Joined: 10/17/2015
Posts: 7
My titles r amazing, but whateves. This is the best I could do(!) Anyway, here's the first Work In Progress for my NSMB TAS run. There's another one uploaded, but I'll do it later. This was originally a test for my rubbish programming skills (don't ask why on TASForums, it's my school's fault), but moreso for me to see how a TAS really works. Then I thought, 'why not do it for real, then make improvements afterward?' And thus, this was the result, an average-at-first-but-gradually-amazing 100% TAS of New Super Luigi Bros! XD New Super Mario Bros. played as Luigi https://www.youtube.com/watch?v=LgJuOOOgjbU Link to video
Miles Quickster @theQuickstar
Editor
Joined: 8/6/2014
Posts: 37
While it's nice to see someone interested in TASing this game, the video you posted doesn't match previously made runs. The best WIP is mine, which I don't have a video for. I posted my movie file earlier in this thread, though. Someone else had a video of something that beats what you have, but I wasn't able to find it with my quick YouTube search. :/ I do however have a video TAS of 1-Tower 100% on my YouTube channel which I can link you to: https://youtu.be/uakgFs5R-zE
Joined: 10/17/2015
Posts: 7
Suuper wrote:
While it's nice to see someone interested in TASing this game, the video you posted doesn't match previously made runs. The best WIP is mine, which I don't have a video for. I posted my movie file earlier in this thread, though. Someone else had a video of something that beats what you have, but I wasn't able to find it with my quick YouTube search. :/ I do however have a video TAS of 1-Tower 100% on my YouTube channel which I can link you to: https://youtu.be/uakgFs5R-zE
Indeed, Firestar7891 beat me with his latest TAS W.I.P 1
Miles Quickster @theQuickstar
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
This has nothing to do with the TAS, but what's the best tool assisted way to grind points for the main game?
Fortranm
He/Him
Editor, Experienced player (879)
Joined: 10/19/2013
Posts: 1122
The classical infinite shell stepping?
Active player (397)
Joined: 1/13/2012
Posts: 133
New any% in 20:43.72 by Onii Channel2 Improvement to any% 1-2 by Hartmann So it looks like some new tricks have been discovered with the blue shell recently. The two main ones are using the shell-speed gaining trick in combination with the Starman power, which allows you to travel at 72 speed both on the ground and the air, and seemingly "double jumping" out of a duck jump. Those tricks can save a lot of time as seen in the new any%. I still think there's a few improvements that could be made in the new any%, so I made a short WIP of 1-1 and 1-2 that incorporates Hartmann's improvements to 1-2 with DeSmuMe 0.9.9 with Advanced Bus-Level Timing OFF and dynamic recompiler at 100. Unfortunately, I have a problem with pipe entry delay at the end of 1-2 and bad map RNG afterward, so I stopped here for now. The WIP currently saves 1 frame in 1-1 and 109 frames in 1-2 over the current any%.
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
It was mentioned the RNG is based on system time. I know it sounds incredibly inefficient, but if you have trouble figuring out the RNG, it may be useful to change the system clock in the movie settings, then play it back over and over until it works.
Editor
Joined: 8/6/2014
Posts: 37
zk547 wrote:
New any% in 20:43.72 by Onii Channel2 Improvement to any% 1-2 by Hartmann So it looks like some new tricks have been discovered with the blue shell recently. The two main ones are using the shell-speed gaining trick in combination with the Starman power, which allows you to travel at 72 speed both on the ground and the air, and seemingly "double jumping" out of a duck jump. Those tricks can save a lot of time as seen in the new any%. I still think there's a few improvements that could be made in the new any%, so I made a short WIP of 1-1 and 1-2 that incorporates Hartmann's improvements to 1-2 with DeSmuMe 0.9.9 with Advanced Bus-Level Timing OFF and dynamic recompiler at 100. Unfortunately, I have a problem with pipe entry delay at the end of 1-2 and bad map RNG afterward, so I stopped here for now. The WIP currently saves 1 frame in 1-1 and 109 frames in 1-2 over the current any%.
The starman thing is new (as far as I know), but nothing else in Hartmann's video is. I posted a DeSmuME movie file earlier in this thread for a 100% WIP. If you haven't already seen it, maybe check it out. It might prove interesting.
Suuper wrote:
My WIP with above post's strategy: http://dehacked.2y.net/microstorage.php/info/122570830/tas.dsm Bus-Level Timing OFF, dynamic recompiler at 100. With going through all world 1 first...I got a desync. :/ This only goes until beating 14: http://dehacked.2y.net/microstorage.php/info/1020809427/TAS.dsm Bus-Level Timing ON, still using dynamic recompiler. Managed to recover 22 and 23 of above WIP. Movie's first frame is pressing A to enter 22. http://dehacked.2y.net/microstorage.php/info/1728732608/2223.dsm Same settings as last one. All with DeSmuMe 0.9.10.
EDIT: I've watched the any% run now. I love how he uses the shell's double jump ability. :) It would be nice to see a faster run, though. The speedy downhill shell trick is a huge boost on 5-2.
Active player (397)
Joined: 1/13/2012
Posts: 133
I found an improvement in 1-2 at the walljump off the red block so it needs to be re-done. I still don't know what causes pipe entry delay for some of the pipes.
Suuper wrote: My WIP with above post's strategy: http://dehacked.2y.net/microstorage.php/info/122570830/tas.dsm Bus-Level Timing OFF, dynamic recompiler at 100. With going through all world 1 first...I got a desync. :/ This only goes until beating 14: http://dehacked.2y.net/microstorage.php/info/1020809427/TAS.dsm Bus-Level Timing ON, still using dynamic recompiler. Managed to recover 22 and 23 of above WIP. Movie's first frame is pressing A to enter 22. http://dehacked.2y.net/microstorage.php/info/1728732608/2223.dsm Same settings as last one. All with DeSmuMe 0.9.10.
I tried to watch your WIP's, but the RNG manipulation (red block movements in the map) doesn't line up. I still managed to watch all of the first WIP because you still get the blue shell in 1-2, but in the second WIP you get a 1up mushroom in 1-2.
I love how he uses the shell's double jump ability. :)
Any idea how to do this? I haven't been able to figure out how.
The speedy downhill shell trick is a huge boost on 5-2
Do you mean 5-3? There's no koopa shell you can use in 5-2 or a downward slope for that matter.
Editor
Joined: 8/6/2014
Posts: 37
zk547 wrote:
I found an improvement in 1-2 at the walljump off the red block so it needs to be re-done. I still don't know what causes pipe entry delay for some of the pipes.
Suuper wrote: My WIP with above post's strategy: http://dehacked.2y.net/microstorage.php/info/122570830/tas.dsm Bus-Level Timing OFF, dynamic recompiler at 100. With going through all world 1 first...I got a desync. :/ This only goes until beating 14: http://dehacked.2y.net/microstorage.php/info/1020809427/TAS.dsm Bus-Level Timing ON, still using dynamic recompiler. Managed to recover 22 and 23 of above WIP. Movie's first frame is pressing A to enter 22. http://dehacked.2y.net/microstorage.php/info/1728732608/2223.dsm Same settings as last one. All with DeSmuMe 0.9.10.
I tried to watch your WIP's, but the RNG manipulation (red block movements in the map) doesn't line up. I still managed to watch all of the first WIP because you still get the blue shell in 1-2, but in the second WIP you get a 1up mushroom in 1-2.
I love how he uses the shell's double jump ability. :)
Any idea how to do this? I haven't been able to figure out how.
The speedy downhill shell trick is a huge boost on 5-2
Do you mean 5-3? There's no koopa shell you can use in 5-2 or a downward slope for that matter.
I remember having some troubles with movie file syncing, probably caused by using 0.9.10. I can't say how to fix any desync, unfortunately. :/ I suppose you could hack the RNG value wherever needed , though? Also I can't remember how the pipe entry delay thing worked either...I know I had that figured out before...If it's the last pipe on 1-2 you're having trouble with, I seem to recall having to land before touching the pipe for that one. To double jump with the blue shell, you have to come out of the shell while vertical speed is exactly 0. Yes, I meant 5-3. The icy one with the big downward slope at the start.
Active player (397)
Joined: 1/13/2012
Posts: 133
I optimized the wall jumps off both blocks, getting the koopa shell, and the last teeter- totter part, which saved 15 additional frames. I also managed to get rid of the pipe entry delay which saved an additional 9 frames. It looks like the pipe entry delay depends on the inputs you do before reaching the pipe (when I let go of right for a few frames, I was able to enter the pipe immediately, but if I held right throughout, I couldn't enter the pipe for 9 frames). I didn't get the ideal map RNG afterward with another red block spawning, but after some testing I found that I'm still able to move on the same frame as I would have if I had gotten the ideal RNG. So I might continue this to see how far I get. 1-2 improved 363 hype
Editor
Joined: 8/6/2014
Posts: 37
Have you tried jumping over the last teeter-totter part? You can jump up onto the brick ceiling soon after the starman, and with that much speed maybe you can jump over.
Active player (397)
Joined: 1/13/2012
Posts: 133
Yes I have. It's really close, but I can't make it over, I fall just short of it. I tried varying my x-position to jump from the farthest right on the blocks as possible, but no luck. Unless there's a way to get triple jump height while inside the shell or travel at faster speeds than 72, I don't think it's possible. If only the gap was only narrower by one block... Edit: It turns out that I actually lost two frames from map RNG and the one I have isn't ideal at all. I don't know why sometimes a new red block spawns immediately after I complete a level where I used it and sometimes it doesn't.
Active player (397)
Joined: 1/13/2012
Posts: 133
Suuper (or anyone else who TAS'ed this game before), do you happen to know why a new red block sometimes spawns in the map right after you complete a level where you used it and sometimes it doesn't? In my WIP, when I get the 1-2 flag asap, a new red block spawns on the map afterward, but when I wait for a long time without doing anything and then get the flag, the new red block doesn't appear even though I still get the same RNG values. I can't seem to get the new red block to not appear, which is unfortunate considering the fact that both any%'s manage to get the perfect map RNG.
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Joined: 9/17/2009
Posts: 4986
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zk547 wrote:
Suuper (or anyone else who TAS'ed this game before), do you happen to know why a new red block sometimes spawns in the map right after you complete a level where you used it and sometimes it doesn't? In my WIP, when I get the 1-2 flag asap, a new red block spawns on the map afterward, but when I wait for a long time without doing anything and then get the flag, the new red block doesn't appear even though I still get the same RNG values. I can't seem to get the new red block to not appear, which is unfortunate considering the fact that both any%'s manage to get the perfect map RNG.
Can you try posting a movie file with the red block appearing, and a file that doesn't appear, but has everything else match up to that point? That may make investigation (somewhat) easier.
Active player (397)
Joined: 1/13/2012
Posts: 133
Can you try posting a movie file with the red block appearing, and a file that doesn't appear, but has everything else match up to that point? That may make investigation (somewhat) easier.
Here's two files. The first one completes 1-2 as fast as possible and a new red block appears on the map afterward. The second one waits in front of the flag for a long time and then gets the flag. A new red block doesn't appear in the map after grabbing the flag. Both files have the same RNG values when grabbing the flag, according to the addresses posted in the submission text of the current any%. When Luigi grabs the flagpole at any point before frame 7720, a new red block appears. From frame 7720 and onward, no red block appears. I'm not sure if it's RNG or a frame rule of some sort. New Red Block Spawns No Red Block
Editor
Joined: 8/6/2014
Posts: 37
I don't recall even seeing that when I TASed. You could try hacking various values to try to isolate whatever is affecting it. (e.g. hack the level timer to see if finishing with a low time remaining is what causes it)
Player (59)
Joined: 3/15/2011
Posts: 28
Link to video Posting another 20:43.72 video, because the youtube channel has dead. The comment says the TAS should be redone since some improvements were found, especially for 1-2 and 5-3. I assume those improvements were come from Hartmann's 100% WIP. By the way, why do you use dynamic recompiler? Well, it may shorten some loading frames, but I think it's not that safe for TASing... (syncing stuffs maybe?) Edit: His 5-3 improvement: Link to video Yes, that one from the 100% WIP
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