The TAS Thread!
Hey guys! This thread is the place where you can discuss different tasing tricks, and glitches that you know of! This thread is designed for people to learn and become better tasers, so please try to help each other, and if you know of a good tasing glitch post it here. Also, you can show off your tases in this thread if you like.
The first thing you should know about tasing is that the best emulator to use for tasing can be found here: Snes9x 1.43
The reason this emulator is so good is because it almost never desyncs, and also reduces the amount of lag frames.
Also, if you want to share your .smv (that is the format that snes9x records in), upload them here: Upload Here!
Then, just share the download link in this thread!
You should also know these numbers:
Mario's maximum running speed: 37
Mario's maximum sprinting speed: 49
Mario's maximum flying speed: 51
Mario's maximum swimming speed: 17
Mario's maximum swimming speed with an item: 33
Useful tasing tools:
Mario's X Speed: 7E007B
Mario's Y Speed: 7E007D
Takeoff Meter: 7E149F
(If you want other address up here, feel free to ask.)
For the lua script just download this text file: DOWNLOAD
Then in the emulator go to: File > Lua Scripting > New Lua Scripting Window. Then browse for the file and hit run.
Here is a list of some great tasing tips that can help you get a faster time in your tases. If you have any questions on how to do the tricks just ask. I will also be taking requests to make vids explaining the tricks.
1) Hopping glitch: This is a very useful trick which allows you to maintain a constant speed. It is done by jumping the frame you land, and not holding left or right. It should be used to keep 37 speed, or if you have sprinting speed, use it to keep 49 speed.
2) 6/5 trick: This is a way to maintain momentum while having the maximum amount of frames at a faster speed. To do this trick you must be at sprinting speed. First, you have to jump. On the frame before your speed reaches 49 (your speed should be 47 at this point) you let go of the direction you are going in for six frames, then hold the direction for 5 frames, and so on. What this does is it lets mario stay at 49 speed for 7 frames, then goes 48, 47, 48, 47, then back to 49 for another 7 frames. What this trick is helpful for is when you have to turn around at one point. If you are doing hopping glitch, and have to turn around to go the other way, you have to regain momentum to get sprinting speed back. When 6/5ing, you can turn around and quickly re-gain sprinting speed.
3) 1/1 swimming: This trick is used in water levels to have the fastest speed you can swim at for the longest amount of time. When swimming without an item your maximum speed is 17. However, when you are not swimming with an item your speed changes like so: 16, 15, 16, 15, 17 and so on. If you are 1/1 swimming your speed will go like this: 15, 17, 15, 17 etc. If you are swimming with an item you speed changes like this: 32, 31, 32, 31, 33 and with 1/1 swimming it changes like this: 31, 33, 31, 33 etc. To do 1/1 swimming you must start swimming in the direction you want to go in until you are a frame away from when your speed reaches 17 (or if you have an item, then the frame before your speed reaches 33). Then, what you will want to do is press the opposite direction that you are going in for that frame. Then just keep altering left, right, left, right for every frame, and your speed will be staying at its fastest. It is also very important when in a water level to look for an item, for they can save a lot of time.
4) Wall jumping: Wall jumping happens when mario 'catches' the wall between two tiles, and jumps on that frame. This can be very useful for getting up high walls. To do it, mario must have a speed of at least 32 (or -32 depending on the direction he is going.) Then, all you need to do is try holding left or right for different frames until he 'catches' the wall. When he does, load your state, and repeat your input. Then, four frames before mario catches the wall, hit B or A to jump when mario catches the wall.
There are several ways to do this glitch, so the following segments will explain some of those ways, and uses.
4a) A good trick for wall jumping is using your input for multiple wall jumps. This can save you a lot of time while tasing so you do not have to figure out what frames to hit what on each time you do a wall jump. This can be done for both one-sided wall jumps, and wall jumps from wall to wall. To do this you must first make a wall jump. Then, when you are doing your next wall jump, and you finally catch the wall, remember your input. Then, do your wall jump, and you should be able to repeat your input for the next wall jump and all the ones you do after that. Sometimes, in rare cases, you may have to switch off between two sets of inputs between each wall jump. In these cases, you just have to figure out a different way to do your third wall jump, then keep switching off between the inputs you use.
4b) Another type of wall jumping is one-sided wall jumping. This form of wall jumping is actually very easy. to do it, you must first 'catch' the wall. Then, repeat your input to catch the wall, but the frame you would hit A or B on, hit B and X or Y (does not matter which one you use) and the direction opposite the direction mario is facing. Then hold B, X or Y, and the direction away from the wall until your speed reaches 25 or 26 (or -25 and -26 depending on which way mario is going.) Here you will want to make a save state because it is going to get a bit tricky. Then, keep holding B, X or Y, and the direction until your speed reaches 27 (or -27). Sometimes it may skip 27 (or -27), but do not worry about it. Here you will want to make another save state, and now you will have to start experimenting. What you want to do is, still holding B and X or Y, turn around so you are facing the wall, and keep holding that direction so you move at the wall. Then what you are going to have to do is release the direction you are holding for one frame. That frame is not the same each time you do a one-sided wall jump, so this part is key. However, the frame you release the direction for is always between the speeds of 11-30 (or -11 and -30 depending on your direction). After you release the direction for a frame, press it an hold it along with X or Y and B until you hit the wall. Repeat this process until you 'catch' the wall. If none of these frames work, then you will have to move away from the wall for an extra frame, so your speed is 28 or 29 (or -28 and -29). Most of the time it will work with a speed of 27 (or -27), but sometimes it will not, so you may have to try the other frames. Once you have done a one-sided wall jump, the same thing applies as with wall to wall wall jumping, in that you can repeat your input to do multiple one-sided wall jumps. You can also turn around with a speed of 30, 31 etc (or -30, -31 etc) but you may not gain a tile height from the wall jump, and the later you turn, the lower you will be when you catch the wall.
4c) Another form of wall jumping is wall jumping in a two tiled space. This wall jump is fairly tricky for you cannot release X or Y at all or you will not have enough speed to catch the wall. Thus there is a slightly different method to doing these types of wall jumps. Let's say you want to jump from left to right. If you press >+B to jump, you sometimes have 8 or 9 frames where you can release > for one frame and 'catch' the wall. If you press just B the frame you jump then >+B, you can also catch sometimes by releasing B at the right time (keeping > pressed all along). If none of those work, you have to change the x position you had before going right like <+B for one or two frames when you jump or just B then <+B and so on.
5) Clipping through slopes: This can be done many different ways. The easiest way is flying through a 45-degree incline such as stairs. To do this, all you have to do is be flying towards the slope at a fast speed (a speed around 44 and up should work), and before you make contact with the slope, 'catch' air so you start flying up, and if done correctly you will have passed through the slope! You can also do this by spin jumping at the right time.
5a) You can also pass through 45-degree inclines under water with and without an item. With and item is fairly easy. All you have to do is swim at the place where two slope tiles meet, and be swimming upwards (as you normally would be with an item.) Without an item it is a lot more difficult. This is because your maximum speed is only 17. Thus you have to time when you hit A or B to swim up right before you hit the spot where the two tiles intersect. You also should be holding down so you do not swim up too high.
5b) It is also possible to pass through shallower slopes. This can be done both on land, and in water. However, can only be done on land by flying and under water with an item. They are both fairly difficult to pull off, but have essentially the same concept as with 45-degree slopes.
6) Corner clipping: This pretty difficult to pull off, and even more so to explain. This is because it is very random. There are also multiple ways to do it. However, each way requires you to have a minimum speed of 49 (or -49.) One is 'catching air' then pressing forward the frame after to cancel the air catch. This is a harder way to corner clip, but is useful if you want to keep flying after you pass through the corner. The easier way is by diving at the corner. This way will make you lose flying, unless you do it close to when you jumped. I will be uploading a video tutorial on how to do this glitch since it is hard to explain. Video can be found here: Corner Clipping
6a) You can also corner clip while running, and the same rules apply.
7) Maintaining flying through doors and pipes: To do this, simply enter the door or pipe while you still have momentum so if you had jumped you would be flying. Then, when you enter the next room, just jump, and you will be flying.
8) Infinite air catch: I will explain how to do it going right. If you are going left, just do the exact opposite. To do this you first must be flying, and moving at a speed between 0-10. Then you must do the fast dive (check number 9 for info about the fast dive). Once your speed is about 30 (no greater than 30), start pressing left and B every other frame until you reach a speed just above 0. It is key to not go below 0 yet. At this point just press left every other frame until you hear the air catch sound. Now, make a few extra saves because this is the hard part. You are going to have to try pressing left and B and different frames. Do this so that mario catches air, but has negative speed. Next hold right for two frames, and this will make mario catch a lot of air. To do the infinite air catch you will want to repeat what frames you hit left and B after you hit right for two frames. This will cause mario to gain some air, but not all the air, however he will still have the momentum required to catch air again. You can then repeat this forever. For extra help on this glitch watch this tutorial: Infinite Air Catch
9) Fast diving: To do a fast dive you hit forward every other frame. This allows you to catch air a lot quicker!
10) L+R diving is also a helpful trick when flying left because it will keep your speed at 51 while you dive down.
11) Sticking to the ceiling while flying: If you 'catch air' right before you hit the ceiling you can stick to the ceiling.
12) When shot out of a cannon, a great speed trick is to press A and B on every other frame to maintain a constant speed. This is because when you are shot out of a cannon your speed is 64, but you cannot jump. However, by pressing A and B on every other frame, you will be jumping so you do not lose speed, but you wont leave the ground.
13) It is also advised that you look for yoshi coins with turn blocks or note blocks near them. If you can get a key or wings from the yoshi coin, you can break the level, and sometimes break a whole game!
14) Item Swap: This glitch is insanely useful because it can pull the goal closer to you. This glitch is very complicated, because there are several different methods. They deal with the sprite slots in the different divisions. To learn about the sprite divisions go to the tasvideos forums. Mister explained it in full detail. But essentially you need to fill up one of the divisions, then the frame the goal will get on screen it would replace a sprite from one of the slots. If the sprite being replaced is on yoshi's tongue, the goal will take the place of that sprite. If you want to know what sprites are taking up which sprite divisions you should use lua script.
15) A good thing to note is how many turn blocks need to be spinning to make one stop spinning. The number is four. Thus when duplicating turn blocks to a yoshi coin it is quickest to double hit each turn block. This number is also the reason why the smashola glitch works!
16) P Balloon/Cloud boost: When holding left and right simultaneously while riding them, Mario can pass through solid walls (Mario can't go left, though). And not just single solid blocks, as many as you want in a row! It also boosts your speed a lot.
17) Fast Climbing: This is when you press B and Up on every other frame (switching off between the two.) If done correctly you should only hear the jump sound on the last jump. If you press A on every frame between Up and B (so your input is like this: UP+B, A, Up+B, A etc.) you will gain three subpixels every two frames
18) You can also fly and swim under stages. This does not mean the last row in lunar magic, but even below that!
If any one knows a good tasing trick that should be on this list, post it here and i will add it to the list!