Nice job so far!
That is wierd.. probably just frame rules. Something like that happened when I was TASing Item Abuse, I did the intro screen a frame after everyone does it, and it put me 1 frames behind. After the overworld, a gained 2 frames. When I started the level, I had gained 3 frames. Sometimes just waiting 1 frame can change overworld lag I guess... and of course nobody discovers these because no one tries to be a frame behind.
I made a quick smv of the first world of sdw to test new score plan (to get a score of 100000) for Iggy, and a couple of improvements mostly due to Dawn.
http://dehacked.2y.net/microstorage.php/info/1708258443/sdw-any-bahamete.smv
Misty Isle 1: No change, except two corner boosts, but the improvement is lost.
Misty Isle 2: Tiny improvement of grabbing shell and then 49 hop until the shell jump, where 48 hop is started. Then 49 speed is regained by sliding. Improvement should be 2 frames but lost again due to frame rule or lag.
Misty Isle 3: New method of getting flower by abusing the bounce height of goombas. 10 frame improvement then 2 frames gained from lag. 1 frame lost in level transition.
Misty Isle 4: More optimized shell grab and corner clip saving 2 frames. Lose one of these from lag. Lose the other from level transition.
#1 Misty Castle: No change :( I thought the better score would improve a lot. I lost motivation here because of it.
So total improvement of 11 frames. Obviously this score plan is not optimal, but I'm sure there's a much better one than is demonstrated in current any% or wips. Please feel free to use my input for any reason, I hope to see a new run soon.
I've actually made a WIP of Super Demo World any% about a few weeks ago, which goes up to Water Star World. I'm currently more than 50 frames ahead of my previous run, and I was 16 (maybe 14 I forget) frames ahead by the end of castle #1. The score plan isn't really that optimal, but I was still able to save quite a bit over my previous run.
If enough people request a .smv I'll post it here.
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Problem solved.
Looking through two movies (and ISM's), I came to the conclusion that Panga did actually save a frame in entering the pipe over ISM, despite his loss from lag. So all I did is to imitate Panga's pipe entry.
Caution from me: Do not overestimate the comparison lua script. It wouldn't always provide informations we need. We sometimes have to run two (or three) emulators and compare two movies by our eyes with detailed data.
By the way, the key room break of dp2b is awesome. :D
Retired because of that deletion event.
Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Ouch, it sounds like you've been stuck for a long while debugging a problem that turned out to be a bug in my script. Sorry about that. This may be fixable, though, if you can provide a few examples where it happens. I tried to make it frame-accurate, but my level of testing was far less than the level of scrutiny you have been giving it.
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Uhh sorry, I didn't mean that. To tell the truth I haven't used the comparison script but I've seen a few times they get stuck because of some problems. I'm not sure what kind of problems make them lose their ways. I would guess it's partially because the script doesn't exactly tell us a subtle difference, coming from frame-by-frame detailed data, such as ghosts' subpositions, speeds, momentum, lag frames, etc, which we still need if we want to find out the reason of such a difference. Of course I know that the screen is too small to exhibit all those data at one time.
Retired because of that deletion event.
Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Looking through two movies (and ISM's), I came to the conclusion that Panga did actually save a frame in entering the pipe over ISM, despite his loss from lag. So all I did is to imitate Panga's pipe entry.
Caution from me: Do not overestimate the comparison lua script. It wouldn't always provide informations we need. We sometimes have to run two (or three) emulators and compare two movies by our eyes with detailed data.
Ouch, it sounds like you've been stuck for a long while debugging a problem that turned out to be a bug in my script. Sorry about that. This may be fixable, though, if you can provide a few examples where it happens. I tried to make it frame-accurate, but my level of testing was far less than the level of scrutiny you have been giving it.
Uhh sorry, I didn't mean that. To tell the truth I haven't used the comparison script but I've seen a few times they get stuck because of some problems. I'm not sure what kind of problems make them lose their ways. I would guess it's partially because the script doesn't exactly tell us a subtle difference, coming from frame-by-frame detailed data, such as ghosts' subpositions, speeds, momentum, lag frames, etc, which we still need if we want to find out the reason of such a difference. Of course I know that the screen is too small to exhibit all those data at one time.
Hm, ok. So for the the sub position and extra information part, that would be easy to display on screen, as it is all available internally in the script, as well as the velocity of each mario. So if you are willing to sacrifice some screen real estate, that can easily be added. Information about lag frames for each ghost is also indirectly available, since the ghosts keep track of an in-game frame counter which stops during lag frames.
For the getting stuck part, I'm not sure what could be causing that, so I think I'd need an example to be able to debug it.
I also talked to bahamete on IRC on a related topic which may be of interest:
IRC wrote:
22:18 <bahamete> I think the improvement may have been noticed if a lag frame would change the overall difference
22:18 <bahamete> rather than the real-time one
22:18 <amaurea> Let me see if I get this: On an autoscroll level (where the continuous offset detection does not work), a frame was gained, but the appearance of a lag frame conteracted that, leaving 0 frames total?
22:19 <bahamete> Yup, which is why I was so confused at a change of frame rule
22:19 <amaurea> What happens in the same situation with ingame-timing?
22:20 <amaurea> That should ingnore lag frames, I think
22:20 <amaurea> I haven't tested that myself, though
22:20 <bahamete> what do you mean?
22:21 <amaurea> the script has different timing modes, right? For example realtime and ingame
22:21 <amaurea> Realtime considers all frames, ingame only those where an in-game frame counter ticks
22:22 <bahamete> ugh, I overlooked trying that .__.
22:22 <amaurea> I'm guessing that that the in-game counter does not tick during lag frames. If so, using that mode will only see non-lag savings
22:26 <bahamete> Yes, setting "ingame" mode sees the issue.
22:26 <bahamete> I'll remember that next time.
22:26 <amaurea> Glad to be of help :)
Bahamete always work on the run "96-exits''? Quite as SM64 I shall like very much seeing the improvement of this game, I know that of numerous time can be saved thanks to the glitch. (Chuck-Eat Glitch, Item Swap Glitch)
Yo yo fellas. We're trying to compile info for a 'history of SMW' type deal and was wondering if you guys could drop some knowledge with regards to when certain glitches were found, certain strats were first used, times, anything really. Whatever you can provide will help, thanks in advance :)
Hi all!
We agreed to post a wip when we got to the twin bridges. Ever since Masterjun joined the project, he bought a level of motivation to it so we've been working pretty hard. This wip completes Star World 3.
http://dehacked.2y.net/microstorage.php/info/949164897/smw-96-wip.smv
EDIT: Please refrain from posting on Nicovideo or reproducing elsewhere.
ニコニコ動画への転載はご遠慮ください。
Tomorrow I'll edit this post with level comments I'm writing right now. We're currently 830 frames (14 seconds) ahead of ISM's wip due to one large improvement in Cookie Mountain and many minor ones - but haven't compared to Fabian yet.
If someone could make some kind of encode I'd be really grateful, too :)
Enjoy.
Hi all!
We agreed to post a wip when we got to the twin bridges. Ever since Masterjun joined the project, he bought a level of motivation to it so we've been working pretty hard. This wip completes Star World 3.
http://dehacked.2y.net/microstorage.php/info/949164897/smw-96-wip.smv
Tomorrow I'll edit this post with level comments I'm writing right now. We're currently 830 frames (14 seconds) ahead of ISM's wip due to one large improvement in Cookie Mountain and many minor ones - but haven't compared to Fabian yet.
If someone could make some kind of encode I'd be really grateful, too :)
Enjoy.
I will encode it right now. Do you want me to upload it on YouTube too (can be unlisted or something, if you want)?
That awkward moment when a platform comes out of nowhere and a Chuck-Yoshi appears. I love those glitches, good work so far. I am sure this is gonna be one of the greatest runs ever!
Thanks for the beautiful encode, Cronikeys! I don't know what you used to encode it like that, but it reminds me of playing the game for the first time with the hq2x filter.
Amazing run, guys. Loved seeing all those new glitches and optimized routes. Looking forward to the next WIP.
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
CoolKirby wrote:
Thanks for the beautiful encode, Cronikeys! I don't know what you used to encode it like that, but it reminds me of playing the game for the first time with the hq2x filter.
Amazing run, guys. Loved seeing all those new glitches and optimized routes. Looking forward to the next WIP.
No problem =) YouTube crashed while I was uploading it (started giving me "Internal Server Errors" on the upload page) and somehow the sound got like .3 seconds off during the last five minutes or so.
Finally, the second WIP, and it's totally awesome!
I wonder what happend to Yoshi in the end, because it's totally messed up, and I can't help lovin' it!
One thing that I've been a bit disappointed on is that ISM tried to improve the entertainment a little harder than you did, and your WIP seem to have lost some fun in some places compared to ISM's WIP. For example, Dount Plains 2 (both times, especially when duplicating the coin blocks), Vanilla Dome 2 (the part outside the water zone), Vanilla Ghost House (the part when meeting the first big boo), Lemmy's Castle (I'd like to see playing with the mushroom, it's easy but fun). Please don't mind me saying these, because overall I love this run, even if places like those won't get improved.
I am also sure that this is gonna be one of the greatest runs ever! Keep up the good work!
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Riding that chuck must be the screenshot of this magnificent run! I was so blown away by the end :)
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P