Masterjun
He/Him
Site Developer, Skilled player (1988)
Joined: 10/12/2010
Posts: 1185
Location: Germany
As I said, just wait, guys, we are testing! Also, it's not as easy as it is displayed above. We will be giving a clean explanation, so please wait!
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Player (12)
Joined: 11/23/2012
Posts: 94
I apologize to coming into the thread so late, but I'm very interested in SMW speedrunning, tool-assisted and real-time alike.
Cronikeys wrote:
Link to video Here's the encode (✿◠‿◠)
An extremely entertaining WIP. If this keeps up, I'll have to vote the published run 10 and 10. :) I see that the orb glitch is never used in this WIP, so I assume it's verboten. Some of the other glitches have equally insane, or even more insane, effects, though, and I'm curious as to how you came to decide which glitches to allow and which to forbid. As I recall, the use of the orb glitch in a non-assisted 96-exit run is debated, too. If the answer to this query can be found earlier in the thread, then I apologize for not taking the time to thoroughly read every post ever made here.
Active player (264)
Joined: 4/15/2010
Posts: 198
Location: England
mathgrant wrote:
I see that the orb glitch is never used in this WIP, so I assume it's verboten. Some of the other glitches have equally insane, or even more insane, effects, though, and I'm curious as to how you came to decide which glitches to allow and which to forbid. As I recall, the use of the orb glitch in a non-assisted 96-exit run is debated, too.
We decided not to use chuck glitch for a few simple reasons: a) It's ridiculously difficult to route-plan such a run because we'd have to time very many strats and we don't want to exhaust our motivation from that b) Very few SMW TASers think the glitch should be in the run, whose opinions are very important to us c) A fair portion of the community thought it would be a bad idea d) It's probably about as boring as watching paint dry. It's as simple as that. Arbitrary, possibly; but I don't see it being a rejection reason...
Retired smw-96, smw any%
Post subject: Re: smw-96 wip
Experienced player (590)
Joined: 3/21/2011
Posts: 39
Location: Connecticut
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 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.
Wow! Progress is going great guys! Nice to see that you guys accomplished so much ever since I, well, died off from the project and SMW in general. It's looking very stellar so far, and since I haven't touched SMW in approximately 5 months, I've already forgotten a couple of the tricks and glitches used in the TAS. Very excited to see the finished product!
Post subject: any% improvement
Active player (264)
Joined: 4/15/2010
Posts: 198
Location: England
We've discovered an improvement which could be 13 frames or more. Here is the proof of concept. It gets to the overworld after yi1 9 frames sooner than the current run. Essentially, we use the POW to gain a stock mushroom in yi2 and then in yi1 we no longer need to care about slowing down to double-eat the invisible mushroom as we already have a stock one. In other words, we fill the sprite slots faster. Because I'm lazy, I used input from the current run, and I had to delay yi3 entry by 3 frames and yi1 entry by 1 frame to sync them. yi2 is 3 frames slower but maybe this can be improved (so my demo movie is 9 frames faster, but it is improvable by at least 4 frames by not being lazy). The ending to yi2 was Masterjun; thanks for proving my theory. :p I think we'd rather discover other improvements before attempting a new any%, I guess...
Retired smw-96, smw any%
Post subject: Re: any% improvement
Amaraticando
It/Its
Editor, Player (162)
Joined: 1/10/2012
Posts: 673
Location: Brazil
bahamete wrote:
We've discovered an improvement which could be 13 frames or more. Here is the proof of concept. It gets to the overworld after yi1 9 frames sooner than the current run. Essentially, we use the POW to gain a stock mushroom in yi2 and then in yi1 we no longer need to care about slowing down to double-eat the invisible mushroom as we already have a stock one. In other words, we fill the sprite slots faster. Because I'm lazy, I used input from the current run, and I had to delay yi3 entry by 3 frames and yi1 entry by 1 frame to sync them. yi2 is 3 frames slower but maybe this can be improved (so my demo movie is 9 frames faster, but it is improvable by at least 4 frames by not being lazy). The ending to yi2 was Masterjun; thanks for proving my theory. :p I think we'd rather discover other improvements before attempting a new any%, I guess...
How do you get the POW and still manage to do the item swap glitch? If it's possible, it's also possible ot enter YI3 2 frames sooner, as I did with ShadowDragon's WIP. And he also improved YI3 and said me that he could duplicate the blocks 2 frames sooner.
Post subject: Re: any% improvement
Masterjun
He/Him
Site Developer, Skilled player (1988)
Joined: 10/12/2010
Posts: 1185
Location: Germany
Amaraticando wrote:
How do you get the POW and still manage to do the item swap glitch?
I guess the SMV answers that.
Amaraticando wrote:
If it's possible, it's also possible ot enter YI3 2 frames sooner
wut
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Amaraticando
It/Its
Editor, Player (162)
Joined: 1/10/2012
Posts: 673
Location: Brazil
http://dehacked.2y.net/microstorage.php/info/1891645235/smw-any%25.smv Sorry, I didn't see the link at first. My improvement is not in this movie, only ShadowDragon's. I didn't save so I will try later. It is when you are getting the goal tape in YI2.
BigBoct
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Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Before you keep going, if you plan to, be aware that v1.43 is not allowed any more.
Previous Name: boct1584
Post subject: SMWUtils lsnes
Active player (264)
Joined: 4/15/2010
Posts: 198
Location: England
Because our fearless leaders have spoken, we must move on from Snes9x. We could stick to Snes9x 1.5x but I think it's just better to move onto a new emulator. Anyway, I've started porting SMWUtils to lsnes and the latest revision will always be here. It currently shows the same information that the old SMWUtils had plus some extras such as sprite numbers, stun timers and misc info, but lacks cheat functions so far. I would urge all SMW TASers to use lsnes as opposed to Bizhawk, mostly for the reason that SMW TASers compare runs very often and to make this easier, we should all be on the same emulator. Of course you're free to use whichever you want but lsnes seems the better choice because it's cross platform, so we reach a wider audience, and runs noticeably faster (apparently). Anyway, we're starting a new any% on lsnes now and we only have a couple of tiny improvements so don't expect anything huge. :) EDIT: For an even smoother transition to lsnes, Masterjun has ported the Lua fonts. It should work with this script straight away but I haven't tested.
Retired smw-96, smw any%
dnnzao
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Former player
Joined: 11/5/2010
Posts: 90
Location: Toronto, ON
nice improvements!
sorry my bad english... - Finished projects: Super Demo World any% - SMW Hack - Dropped projecs: Super Demo World All Exits - SMW Hack Super Mario World All Exits
GhostSonic
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Joined: 3/14/2013
Posts: 61
Just to note, I should theoretically be able to console verify any SMW run that was made in or can at least be played back in lsnes.
Amaraticando
It/Its
Editor, Player (162)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Thanks for the script, bahamete; and for the fonts, Masterjun.
GhostSonic wrote:
Just to note, I should theoretically be able to console verify any SMW run that was made in or can at least be played back in lsnes.
How is it possible to demonstrate this affirmation? And what about Bizhawk, is it as precise as Lsnes?
Masterjun
He/Him
Site Developer, Skilled player (1988)
Joined: 10/12/2010
Posts: 1185
Location: Germany
Amaraticando wrote:
GhostSonic wrote:
Just to note, I should theoretically be able to console verify any SMW run that was made in or can at least be played back in lsnes.
How is it possible to demonstrate this affirmation?
I totally don't know how, I might should read the console verification thread.
Amaraticando wrote:
And what about Bizhawk, is it as precise as Lsnes?
not everything on syncs on both emulators, not even a simple game like SMW (and I heard something like there are differences of what lsnes calls a frame and what bizhawk calls a frame)
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Player (12)
Joined: 11/23/2012
Posts: 94
Mazig wrote:
http://www.youtube.com/watch?v=TEvbt17b1T4
Let me say this before someone else says it more rudely: what the HECK is the point of this video? Beating YI1 with 251 seconds left on the clock? The best human speedrunners routinely beat that! According to a wiki devoted to SMW speedrunning, a perfect time for this level with no cape is 260 seconds left! There are no glitches or entertaining things going on here, and whoever made this so-called TAS clearly has a lot to learn about optimization. Thankfully, there are some kind people on this forum who will gladly educate that person. . . I hope. :)
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Mazig wrote:
http://www.youtube.com/watch?v=TEvbt17b1T4
This is slower than realtime speedruns of this level. Also, you should probably put some context in your posts instead of just linking a video. If you're looking for feedback - your routing through the level isn't good. You shouldn't visibly stop moving (like at ~5 seconds into your movie) in a TAS unless absolutely necessary. You should do some research and know what you're doing throughout the level instead of just brute forcing your way through with rerecords. On a more technical note, I'm pretty sure Bizhawk or Lsnes are the suggested emulators for Snes games, now. This looks like it was done in Snes9x.
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mathgrant wrote:
Let me say this before someone else says it more rudely: what the HECK is the point of this video? ... Thankfully, there are some kind people on this forum who will gladly educate that person. . . I hope. :)
@mathgrant: Did you really have to do that? You have no intention to help so don't post this stuff to someone who is new here. I'm glad Cronikeys is more thoughtful in response.
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Joined: 3/31/2010
Posts: 2112
Mazig wrote:
http://www.youtube.com/watch?v=TEvbt17b1T4
Hi, Mazig. Glad to see new people trying their hand at TASing. That being said, as Cronikeys pointed out, there is really no reason to stop for any enemy in YI-1. Don't be afraid to load earlier savestates if you have to. There's also the fact that simply running is not the fastest way to move, that'd be 49-Hopping. This pretty much requires watching memory though, the game's resource page should fill you in on everything you need: http://tasvideos.org/GameResources/SNES/SuperMarioWorld.html#RunningSprinting There's also more arcane things to consider, such as fadeout lag, but frankly, I find these are too troublesome for a beginner to bother with. Best of luck in the future
Joined: 2/19/2010
Posts: 37
Mazig wrote:
http://www.youtube.com/watch?v=TEvbt17b1T4
Not the best video :) But still a lot of fun to watch:))) I suggest watching this video if you are interested in TASing and want to continue making your own TASes :) I think it fits your current skill level and you should be able to learn quite a few new techniques :)
Joined: 6/7/2013
Posts: 5
Okay thanks for the advice and I improved my time to 260. Is this better? http://www.youtube.com/watch?v=O8mHCJSUylQ
Player (12)
Joined: 11/23/2012
Posts: 94
You only have one life left, and you're playing with Yellow Switch Palace turned on, even though to unlock YSP, you have to complete this level first? Losing four lives and re-playing a level you've already beaten is so sub-optimal that I have no choice but to mock you! *mocks and calls bad names* In all seriousness, once you learn how to use memory watch, the possibilities for precise optimization really open up. :)
Joined: 6/7/2013
Posts: 5
mathgrant wrote:
You only have one life left, and you're playing with Yellow Switch Palace turned on, even though to unlock YSP, you have to complete this level first? Losing four lives and re-playing a level you've already beaten is so sub-optimal that I have no choice but to mock you! *mocks and calls bad names* In all seriousness, once you learn how to use memory watch, the possibilities for precise optimization really open up. :)
Haha I was messing around in other worlds, which explains why I have one life left, and sorry about the yellow block thingy, but my personal-best for no block is like, 259 time left.
Editor, Skilled player (1537)
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Posts: 1319
Don't use the ingame-timer for timing. Use the frame count, this is more precise. You also may have a look at how the game-mechanics work. Using RAM watch is the best use.
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This is a weird little glitch I just found.
That's all folks.