Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
Link to video Commentated version EDIT: And he just got a 4:52 on his stream, so expect a new VOD soon ;)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 1/23/2015
Posts: 3
Location: Canada
I just read up on the glitch, watched the TAS, seth's run and his new VOD. (all attempts not just the WR breaker) There's a couple of things confusing me about his attempts and whether or not the run is "dead" and if he continues or not. First, the sprite slots, what affects whether or not despawning stuff messes up the glitch? I though all shells, coins and powerups count, However I see him collecting coins (dragon coin) or breaking red shells with spin jump without measuring whether it's pixel perfect (walking koopas, accidental smashes, or smashes that he doesn't do every run) yet the run isn't dead. he keeps going, and on the final one the glitch occurs. Secondly, Whether or not he gets a small or big explosion. the explosions look the same to me, can someone post a screencap of a small and large explosion so i can compare please? actually while writing this, I thought of one more question, He mentions that even if he does everything right, the glitch still may not occur because of many other factors. I didn't see anything in any of the documentation about these factors (maybe because the documentation I've read is mostly for TAS's and they can be controlled)
Joined: 1/23/2015
Posts: 3
Location: Canada
Hmm I found the thread here http://tasvideos.org/forum/viewtopic.php?p=399575&highlight=#399575 before I found this one, but the direction of this thread is much more related to my question about the super mario ACE so I'll just copy and paste it here
Unessential wrote:
I just read up on the glitch, watched the TAS, seth's run and his new VOD. (all attempts not just the WR breaker) There's a couple of things confusing me about his attempts and whether or not the run is "dead" and if he continues or not. First, the sprite slots, what affects whether or not despawning stuff messes up the glitch? I though all shells, coins and powerups count, However I see him collecting coins (dragon coin) or breaking red shells with spin jump without measuring whether it's pixel perfect (walking koopas, accidental smashes, or smashes that he doesn't do every run) yet the run isn't dead. he keeps going, and on the final one the glitch occurs. Secondly, Whether or not he gets a small or big explosion. the explosions look the same to me, can someone post a screencap of a small and large explosion so i can compare please? actually while writing this, I thought of one more question, He mentions that even if he does everything right, the glitch still may not occur because of many other factors. I didn't see anything in any of the documentation about these factors (maybe because the documentation I've read is mostly for TAS's and they can be controlled)
All the information I found is very fragmented, no page has complete and comprehensive information, I found that i'm always jumping back and forth between pages and sources. Is there a comprehensive link of resources for the mario ACE or a single post that gathers mostly everything? It would be much easier to swallow everything. I find myself switching between many tabs going back and forth trying to understand everything. Before I go back to tabbing once more, the next thing I'm looking for is the address that brings the game to the end credits with names, and the end credits that starts from the chuck (the one done by seth). If someone can just answer that now that would be great as well. Thanks.
Player (146)
Joined: 7/16/2009
Posts: 686
Masterjun's submission notes (found here and here) contain most of the relevant information, or link towards other pages detailing the glitches used. But as far as tabbing between pages, distilling what's useful and combining tons of sources into something that makes sense: welcome to the wonderful world of ROM hacking*. * I know ROM hacking is not the exact same thing as ACE, but it's very related and anything else would just make the sentence unnecessarily long. EDIT: Oops, typo. Thanks for noticing, Anty-Lemon.
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
Scepheo wrote:
Masterjun's submission notes (found here and here) contain most of the relevant information, or link towards other pages detailing the glitches used. But as far as tabbing between pages, distilling what's useful and combining tons of sources into something that makes sense: welcome to the wonderful world of ROM hacking*. * I know ROM hacking is not the exact same thing as ACE, but it's very related and anything else would just make the sentence unnecessarily long.
The first link is River Raid 100k points :U
Just a Mew! 〜 It/She ΘΔ 〜
Joined: 1/23/2015
Posts: 3
Location: Canada
Scepheo wrote:
But as far as tabbing between pages, distilling what's useful and combining tons of sources into something that makes sense: welcome to the wonderful world of ROM hacking*.
My major experience with rom hacking is through arcade boards of street fighter 2. (because as a competitive player we theorize, hack tools, situations and dream scenarios into the game). It's the same thing with newly discovered glitches, or previously known glitches that people didn't know the mechanics of (WHY it happens, and once we figure it out we can find other situations in which it can occur which we sometimes don't know possible). Everything is well documented with images, colour codes, references and definitions. In addition to forum posts people who do the hacking and create tools document very clearly in blog posts every change, how they're discovered, review past discoveries and even create comprehensive quick reference and cheat sheets. It's disappointing and upsetting that apparently this isn't reflected in other rom hacking communities. It's really another hurdle that's not needed in a hobby that already has a relatively difficult barrier to entry.
Masterjun
He/Him
Site Developer, Skilled player (1987)
Joined: 10/12/2010
Posts: 1185
Location: Germany
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Masterjun
He/Him
Site Developer, Skilled player (1987)
Joined: 10/12/2010
Posts: 1185
Location: Germany
Movie Rules wrote:
Non-official games are allowed for submission. However, they go through more scrutiny than other games. This is because the game itself also becomes a subject to judgment, so it must be a high quality and notable hack or homebrew with a strong following. The TAS should be high quality on its own merit, and must also show something interesting compared to other game(s) made on the same game engine, if applicable.
We have Super Demo World which extends SMW in length and beauty. And we have Super Kaizo World which increases the difficulty of SMW while still being playable by humans (a hack made just for TASes wouldn't be as interesting).
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Experienced player (690)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
SMW 2+3 The essence star, An SMWC Production and Brutal Mario could make it too.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
IMO) The hack must have the following properties: 1) It must be a bit famous: Super Demo World, Kaizo, The 2nd Reality Projects fits here. 2) It must not be aesthetically unpleasant: Kaizo doesn't go well here, but the following rule is important too. 3) The gameplay required to pass the level should be interesting. My main issue with a hack the imitates SMB or SMB3, is that the mechanics of SMW is way easier to control in these levels (without TASing) than in the original games, specially with the cape.
Samsara
She/They
Senior Judge, Site Admin, Expert player (2238)
Joined: 11/13/2006
Posts: 2822
Location: Northern California
Someone should TAS Notte Luminosa, then claim they're going to die of leukemia in two weeks to get people to vote yes during the submission process.
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.
GoddessMaria
She/Her
Reviewer, Experienced player (867)
Joined: 5/29/2009
Posts: 518
Location: Hell...
Amaraticando wrote:
1) It must be a bit famous: Super Demo World, Kaizo, The 2nd Reality Projects fits here.
I know that it's your opinion and all, but what does popularity have to do with a hack's eligibility to be TAS'd or submitted...? If memory serves, it has always been about a hack's quality overall and not about how famous & popular the hack is.
Current projects: failing at life
Player (146)
Joined: 7/16/2009
Posts: 686
GoddessMaria15 wrote:
I know that it's your opinion and all, but what does popularity have to do with a hack's eligibility to be TAS'd or submitted...? If memory serves, it has always been about a hack's quality overall and not about how famous & popular the hack is.
Masterjun wrote:
Movie Rules wrote:
Non-official games are allowed for submission. However, they go through more scrutiny than other games. This is because the game itself also becomes a subject to judgment, so it must be a high quality and notable hack or homebrew with a strong following. The TAS should be high quality on its own merit, and must also show something interesting compared to other game(s) made on the same game engine, if applicable.
Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
In my opinion, the hack must have a rating of at least 4.5 in order to qualify. To be fair that is an arbitrary number but it is a good indicator of what seperates an exceptional hack from a great one. SMW has so many modifications with much variety so we must only choose those ones which are considered by the community to be the best. Then we need to narrow it down to those ones which have interesting strategies. Nobody wants to watch left-to-right levels for 30 minutes or so. In addition to this the TAS must be exceptionally made (particularly with regard to entertainment) in order to justify acceptance of the hack. Please note this is all just subjective and I'm not a judge or anything but it seems sane at least. You can sort the hacks via rating using this link. My recommendations: Anything by Anikiti (Japanese hacker who makes modifications that are exceptionally difficult (not kaizo level), with clever level design and custom stuff) Hack (gimmicky but short hack that could make for some interesting strats) Shipwrecked (very open hack) Return to Dinosaur Land (very good level design hack with some interesting strategies. I was working on this but I don't know if I will continue. The RTAers are running this currently so we can share strats) The 7th Annual Vanilla Level Design Contest: Collaboration Hack (Hack comprised of lots of levels made by separate people. I think it could be interesting) Bowser Rampages Again Super Mario Omega Super Mario Odyssey (it's a demo but SO well known) Gregor's New Super Mario World As well as TSRP and MIX series. In particular the MIX series has potential for craaaaazy strats, as shown by Mister, ISM and other's runs, which have inspired me in the past.
Retired smw-96, smw any%
Fortranm
He/Him
Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
I always wonder if it's legit to make a "all exits" run for Super Mario Odyssey and use ACE to activate ending scenes.
Post subject: Super Mario World TAS Beginner
Kilmstr
He/Him
Joined: 1/30/2015
Posts: 5
Location: California
Hello! I am new here and I watched SetBling make a Tool-Assisted speedrun and thought that it was cool. Now I am here wanting to make one myself. If I could have some tips or pointers on where to start off. Like what programs to use and stuff. PS: I am on a Mac os x Mavericks 10.8.5. Thanks!
creaothceann
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Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Joined: 4/21/2014
Posts: 17
First you need to choose a good SNES emulator, I recommend ZSNES
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
Kaizoboy wrote:
First you need to choose a good SNES emulator, I recommend ZSNES
Please, don't use ZSNES. It doesn't even have frame advance, afaik
Just a Mew! 〜 It/She ΘΔ 〜
Masterjun
He/Him
Site Developer, Skilled player (1987)
Joined: 10/12/2010
Posts: 1185
Location: Germany
Kaizoboy wrote:
First you need to choose a good SNES emulator, I recommend ZSNES
No. ZSNES is not accepted at all on TASVideos. Use BizHawk or lsnes if you want accurate movies (SethBling used BizHawk).
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Post subject: Re: Super Mario World TAS Beginner
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Hello.
Kilmstr wrote:
I watched SetBling make a Tool-Assisted speedrun and thought that it was cool.
Beware that the making of a tool-assisted speedrun usually takes MUCH more time. Sethbling spent a few hours doing it, it's not uncommon to take a few months here.
Kilmstr wrote:
If I could have some tips or pointers on where to start off. Like what programs to use and stuff. PS: I am on a Mac os x Mavericks 10.8.5. Thanks!
Welcome Page: http://tasvideos.org/WelcomeToTASVideos.html SNES Emulators: http://tasvideos.org/EmulatorResources.html BizHawk: the emulator Seth used. lsnes: I see that newbies don't like it very much/more advanced TAS'ing features. Snes9x 1.5x: deprecated. The first two use bsnes core, which is very CPU-expensive and might have a low fps in your machine. Snes9x 1.43/Zsnes are totally forbidden. SMW stuff Resources page: http://tasvideos.org/GameResources/SNES/SuperMarioWorld.html Glitch list: http://www.smwcentral.net/?p=viewthread&t=72499 TASVideos Thread: http://tasvideos.org/forum/viewtopic.php?t=1571 By the way, Kaizoboy is trolling.
Kilmstr
He/Him
Joined: 1/30/2015
Posts: 5
Location: California
What I really need to know is how to do the input control thing. Where you find a certain frame and press buttons. Is that a different program?
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
Kilmstr wrote:
What I really need to know is how to do the input control thing. Where you find a certain frame and press buttons. Is that a different program?
You mean TAS Editor? In Bizhawk that's Tools -> TAStudio
Just a Mew! 〜 It/She ΘΔ 〜
Kilmstr
He/Him
Joined: 1/30/2015
Posts: 5
Location: California
Gosh darnit now I cant even find a rom that will work with Bizhawk on the mac.