Player (122)
Joined: 1/22/2012
Posts: 45
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.
Post subject: sdw any% improvements
Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
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.
Retired smw-96, smw any%
Experienced player (589)
Joined: 3/21/2011
Posts: 39
Location: Connecticut
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.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Why do you need a "score plan?" Is it to do with the theory on the tricks page about the score causing random lag?
Previous Name: boct1584
Joined: 12/22/2009
Posts: 291
Location: Michigan
It's not random. Having a score plan does mean less lag, however. ISM was an absolute beast at score planning.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Here's my WIP in the any% run (Super Demo World): http://dehacked.2y.net/microstorage.php/info/1703303062/Super%20Demo%20World%20-%20The%20Legend%20Continues%20%28Amaraticando%20WIP%29.smv I end the 1st world 19 frames ahead of the current TAS. However, I restarted everything because I think I can improve my WIP by at least 1 frame, in world 1. @Panga: your smv would be very useful.
Post subject: Millennium Prize Problem Solved
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
bahamete wrote:
I'll post here because we're at a loss. Before I ask the question, I'll tell you we're 199 frames ahead of ISM's run so far by Donut Plains 4. We haven't compared to Fabian yet. We got to dp4 or so when I decided to go back and redo the entertainment of dp2b. Then it was realised by Mister that PangaeaPanga got a lag frame while in the level by mistake. Despite this, we go through the pipe at the same time as ISM, and if I remove the lag frame we still go through the pipe at the same time. This is confusing enough for me. After removing the lag frame and redoing the key room, there is some frame rule on the overworld which puts us a frame behind ISM, meaning despite saving the lag frame, we enter GSP a frame later than the run with the lag frame. I'll have to apologize for poor wording. Here are the runs (obviously if you don't want the run spoiled don't watch them): Run without lag Run with lag, the lag frame is at 23755 or so. Please help us understand if you can. Edit: In the microstorage descriptions, I meant dp2b.
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"
Post subject: Re: Millennium Prize Problem Solved
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
Mister wrote:
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.
Post subject: Re: Millennium Prize Problem Solved
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
amaurea wrote:
Mister wrote:
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.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Post subject: Re: Millennium Prize Problem Solved
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
Mister wrote:
amaurea wrote:
Mister wrote:
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 :)
TheKDX7
He/Him
Player (118)
Joined: 7/9/2011
Posts: 393
Location: Switzerland
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)
Joined: 4/15/2012
Posts: 3
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 :)
Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
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.
Retired smw-96, smw any%
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
bahamete
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Post subject: Re: smw-96 wip
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
bahamete wrote:
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)?
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
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!
Post subject: Re: smw-96 wip
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Nahoc wrote:
I will encode it right now. Do you want me to upload it on YouTube too (can be unlisted or something, if you want)?
I already encoded it and uploaded it. It's processing now =)
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Link to video Here's the encode (✿◠‿◠)
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
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.
Expert player (2573)
Joined: 12/23/2007
Posts: 831
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: 5/12/2009
Posts: 748
Location: Brazil
Loved it! Specially the part where you're riding a glitched chuck and the invisible yoshi reminded me oddworld.
Tompa
Any
Editor, Expert player (2216)
Joined: 8/15/2005
Posts: 1942
Location: Mullsjö, Sweden
A lot of surprising moments in that run, outstanding WIP!
Active player (437)
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
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Amazing work so far, loved it. Keep it up!