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Posts by dacin
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Dry bones (both variations) and bony beetles won't despawn if they have been jumped on and haven't reformed yet. This applies to being off-screen to the left, right or bottom.
This is mostly useful for filling up sprite slots.

Another thing that should be known is that dry bones / bony beetles that have been jumped on and haven't reformed yet hurt Mario only if he's riding Yoshi, but I couldn't find it on the list.
AddMusic Extract looks awesome, there are quite a few hacks that I'd love to play on bsnes. It did successfully detect stuff for the original cool or cruel (where clapping chucks break the music), too bad that I have approximately zero knowledge of snes asm or the snes memory layout.

The auto detection didn't work for super nerv world unfortunately.

It's nice to see that RLM got an update. I always thought that locking a rom was just silly. (Writing an angry message into level 105 is way funnier.)
Three hacks I'd love to see fixed:

Cool Or Cruel (the original): Some music crashes related to clapping chucks or entering a door while a p-switch is running. This hack got me into kaizo.

Super Puzzle World 3 (original download is link from this thread is down): Broken music. (I couldn't get past the first level due to crashes, so maybe more stuff is broken.)

Super Nerv World: Broken Music (first crash I encountered was in level 120 "it's a cave, too"). If I recall correctly, taking the warp star in world 3 also crashes the game.
I use Bizhawk 2.3.1 to record a .bk2 movie file, then play it back and use the emulators built-in feature to dump to avi, encoding with Lagarith. Finally, I use ffmpeg or VirtualDub to resize to 400%.

Edit: Bizhawk can dump to ffmpeg directly, so you can skip dumping to avi.

Bizhawk supports rewinds while recoding a movie, but if you load a save state, then you can't rewind to rewind states made before that save state. (You can get those rewinds back if you load an even earlier save state in read-only mode and play back the movie.)

The built-in avi dumping feature captures the frames one-by-one, so I won't get any lag in the video and I can dump at 2.5 to 3.0x speed (Disable rewinds while dumping for speed). I use Lagarith as a lossless encoder to keep the avi file size manageable.

The resizing to 400% is necessary to get 720p60fps on Youtube (without resizing, you get a crappy unwatchable 144p video). Use nearest-neighbour resizing, which keeps the individual pixels and makes them 4x4 instead of 1x1, keeping the sharp pixel edges. Then encode as mp4 (x264+acc) to get a file that I can actually upload.

For gifs, I just dump the avi and then convert to gif using some online converter.
Finally figured out how to beat the first level
after realizing that the entire level is fake and best beaten by entering the second level instead (The video might spoil the second level)
And the third level
is just as fake as the first one: (video spoils the fourth level) You should have given each level an odd event number and waited to see how many exits are possible TBH.

In all honesty, I haven't had this much fun playing smw in a long time.
Did you know that 1+1+1+1=4? If you did, then you can beat the sixth level
by entering the seventh one: That's what you get for taunting me with a Yoshi in slot 7 :slight_smile:

Ps: World 1 cleared, wasn't all that difficult as long as you're not trying to get unintended exits. I'll see how far I get until Sunday and make a video then.

Edit: World 2 cleared, things are definitely getting more difficult and I haven't found any unintended exits so far.

Edit2: I have no idea for Ponto rampita, but I've beaten all other world 3 levels. I love my solution for "Deja vu":
As Yoshi is in slot 8, you need 3 gray p-switches, so you start by stunning the spiny.

Edit3: World 4 was awesome and I love the way I beat the final level.
Here are my thoughts as someone who primarily plays kaizo::hard and pit hacks. I'm a big fan of adding a difficulty rating that people can vote on. This gives newer players some indicator which hacks to play first and it allows veteran players to decide whether they want to play a challenging hack or a more relaxing one.

However, I would absolutely separate the genre of a hack (kaizo::light, kaizo::hard, pit, troll, ...) from the difficulty. For one, merging the two would render the difficulty scale meaningless. But more importantly, the genres are separated not only by their difficulty, but also by their design philosophy:
- pit hacks consists of 1 (or 2) long levels. They are tailored towards optimized TASes (and videos thereof) by having a high trick density, little downtime and an often claustrophobic look. Playing these requires and reinforces a precise low-level understanding of the game mechanics.
- kaizo::light hacks focus on execution skills (reaction time, tapping a button for 2 frames, ...) and finding consistent setups for easy but non-trivial jumps. They are separated from "very hard" hacks by their linear there-is-only-one-solution type of level design. As you're playing these without savestates, it is generally frowned upon if it's unclear how you pass a section (consitently).
- kaizo::hard hacks use tools to remove the manual execution part in favor of more thinking. Save states give you a lot of attempts at the individual obstacles, which makes figuring out intriguing setups a lot of fun. In some sense, this setups are "micro-puzzles". Compared to pit hacks, these focus more on cool looking sections with weird game mechanics, rather that difficult sections that push these mechanics to the limit. In particular, this hacks don't have to be difficult if they show off something cool. As a consequence, a high level understanding of the game mechanics often suffices and these hacks are not made for optimized TASes.

For example, Item Abuse and MintGreenYoshi's Challenge are both easier than SMW Skill Challenge and Mario Must Die 3, but their design clearly labels the former as pit hacks and the latter as kaizo::hard hacks. This design based split also avoids having to reclassify hacks due to difficulty creep.

Finally, the label kaizo::TAS doesn't fit kaizo::hard hacks. As explained above, it's pit hacks that are built with TASes in mind, not kaizo::hard hacks. In fact, most TASes are made with lua script + frame advance, but playing kaizo::hard hacks requires non of those (savestates, rewinds and 50% slowdown suffice in most cases).
(Pit is a much better label than kaizo:TAS for pit hacks, but I don't think that's up for discussion.)
Maybe adding a '?' icon next to the "Type" column header that links to an explanation page would help? You could then also link this page somewhere in the "Type" row of the "Filter Results" UI.
I had a blast playing this. It's nice to see certain glitches used for the first time, and the world 4 puzzles are actually difficult. I'm a bit disappointed by how easily breakable some of the levels are. Finding difficult breaks is more fun than finding trivial ones.

Here's my playthrough. Note that this spoils most if not all of the levels. You have been warned.

If I ever finish my pit hack, this might motivate me to build a glitch puzzle hack of my own.
- Put the fast auto-scroll generator in screen 00 of level 103
- In level 101, replace the red net koopas by invisible warp holes (sprite 8E),
- Make map 16 tile 16A act as tile 12A.
I figured it might be fun to replay this to beat the avoidance in real time find more TAS-only stuff. For example, grabbing an item on the last frame before the clone hits a wall allows you to take the item with you.

The clone-distance-to-wall indicator is a nice quality of life addition and I love the way you've fixed on some my breaks.

The avoidance was kinda glitchy, but it was cool to see what you can do even without SA1. Having the patterns synced to the music was a nice touch. Here's a video of me playing around with it for a bit.
A new version already? I guess that means I have to find the intended solutions more breaks. The ultimate goal of a puzzle breaker is to get the hack creator to give up on patching his puzzles, right?

(I'll play La Apatio and #4 Kastelo at some point, probably once the exams are over.)

Edit: #4 Kastelo break:
Finally found a solution to Dezerto moviganta that feels intended: This level is a glitch puzzle at its finest, as it looks totally impossible if you don't see the required glitches.
After playing and destroying many different kaizo::hard and pit hacks, I finally wanted to build a hack of my own. Instead of making yet another Item Abuse or Colon Three like hack with shell jump chains, my goal was to make CATACLYSM II include many obscure tricks, even if this meant that the hack would be somewhat slower paced.

I originally wanted to release the hack this C3, but I greatly underestimated the time I would need for all the custom graphics and quality-of-life patches, so here's a video showing off around 80% of the hack.

Don't let the intro message and the initially calm atmosphere fool you. This hack is extremely difficult and you'll need to know a lot of obscure mechanics to have a shot at clearing this hack. Difficulty was not my main focus, but some setups require you to line up a lot of different things, which can be difficult even if you know what you're doing.
Originally posted by ninj
Imagine beating a hack like this tool-less.

You can't beat this tool-less. For example, the Mario parts require you to alternate between pressing A and pressing B 60 times per second and you simply can't mash that fast. (And that's one of the easier parts of this hack.)

Originally posted by qantuum

From my interpretation it seems like Luigi needs to unlock all the switch palaces to let Mario get to the right door in his own level...

It's a bit more complicated than that. Mario has to die a bunch so that Luigi can hit all the switches. Luigi has to die after hitting every switch as beating the level would softlock him on the overworld. The switches force Mario and Luigi into new sections of the level. The entire setup is a parody of the fact that Pit hacks usually consist of only 1 exit.

The ending I have planed involves Luigi activating a "show level message 1" sprite which warps Mario on the overworld to a level that's actually beatable (and that triggers the credits). Together with the switches, this makes it much more difficult to skip half the hack with a level-end glitch.
Thanks for the all kind comments. I do want to finish this sooner rather than later, but I don't want to rush out a broken half-backed release.

Originally posted by Katerpie

How much time did you take to build and play this hack almost all the way through before showing it off? I ask because this is really lit and with so many obscure glitches that even using them at all is a surprise. I'm keeping an eye on this.

I started building the hack (with cement blocks and munchers) in June 2019, although I began collecting ideas in a text document even before then. I had to take a lot of breaks as building pit hacks is very exhausting. For every obstacle in the hack there is also one that's impossible (or that I can't figure out how to beat), and you usually only figure that out after trying the obstacle for the while. Failing at an obstacle that might not even be possible is just the worst.

Originally posted by idol
ugh, this perfectly encapsulates what makes pit so interesting: watching it all play out. i can't keep up with half the shit going on, and i love how this ain't too bad to look at either - so many pit hacks are full of map16 spam to allow for their setups, and you managed to create so many interesting interactions while also making the thing look kinda pretty as well. also in love with the music choices - would you have a song list handy by any chance?

can't wait until it's done!

Yeah I was also tired of the vanilla music and graphics used in most older pit hacks, so I wanted to get at least decent custom aesthetics. An experienced hacker can definitely tell that this was my first time using custom graphics (and that's perfectly fine with me), but I tried to at least sort out the worst issues, such as contrast between walls, spikes and background. The orange and purple death beams are really the saving grace against cuttoff, as some setups require very specific death block placement.

Music wise, I wanted the hack to start out with a strong contrast between Mario's hellish atmosphere and Luigi calmly hanging out on a lake, not knowing what might soon happen to him. Luigi's atmosphere gets more dire as the hack goes on, but this might be hard to tell without the final part of the hack.

Originally posted by xHF01x
When I saw that you uploaded this, I considered not watching the video to play the hack blind instead..... But then I got impatient and watched it anyway, oops. (I got clickbaited by the sad clouds in the thumbnail!)

Now onto the main point: This is absolutely amazing. There were numerous times that I was amazed at how you managed to require a particular glitch (e.g. 6:35), numerous parts during which I just enjoyed how broken this game's mechanics are (e.g. the entire part with the null-sprite-corrupted p-switch) and some parts that I straight-up did not understand (e.g. most of the room at 14:15). At other times (e.g. 11:25), I was chuckling as I saw the subtle difficulties that are present in deceivingly simple setups. Also, the room at 10:55 is a nice reference.

The sheer length of the hack is impressive (almost the length of unbroken ColonThree :o ) and it manages to present new ideas all the time. Also I love the different cloud graphics that you used throughout the hack.

I'm looking forward to the final release! This is exactly the kind of pit hack we need. I'm also curious at how difficult this actually is... most of it doesn't seem to be too precise but there are probably some subtleties that one can't notice in a youtube video.

I didn't intend for this to be played blind, as some sections would outright confusing. I do plan on releasing this with a move file so that I won't pull a pitiless. It would have made for a nice tough challenge, but it's too late for that now. Oh well...

I'm glad you got the Item Abuse 1 reference. My playthrough is really unoptimized (as usual), so we'll have to wait for an actual TAS to see how long this is compared to :3.

I didn't specifically try to make every section super precise, but some sections turned out to simply be so (e.g. the under water corner clip with the invisible cement block). The difficulty usually comes from not knowing a trick or from having to coordinate multiple sprites, not from precision. For me, the most difficult parts to execute were using three keys to push one key into the wall and getting the revival boost off of the big boo flame.

Originally posted by ECS.98
Whenever you think you know a lot of SMW glitches, just come watch this video to see how terribly wrong you are xD

Seriously, this is super impressive! It looks so unique even when compared to most pit hacks out there (Cataclysm is the most similar, but this still manages to be completely different as well)
There are a lot of glitches i've never seen or heard of, to the point where most of the time i'm just watching this being completely clueless to what's happening yet being super entertained by the whole thing! (I'm still proud of understanding a few of them lol)
It's super cool to watch how limited your toolset is in each room and yet how much use you can make out of each and every particular sprite you're given to achieve a room transition!

I'm glad I could surprise you (and many others) with some new tricks. Ever after all these years, new tricks/glitches are still found occasionally. I myself learned a lot of tricks just from watching youtube videos of hacks, so I'm happy if I can create a similar opportunity for other people.
I love all the creative ways of working around Mario's slow swimming speed this hacks includes. Between ON/OFF layer 3 tides, staying out of layer 2 water, being dragged through water by climbing ropes or platforms or simply getting a lot of speed from very steep slopes, there is a lot of variety so the player won't get tired of the water anytime soon. While fast vertical water levels are nothing new, you do include some very cool setups even in those, e.g. using the revolving net gate to avoid an urchin or by mixing layer 2 water with layer 2 skewers.
Originally posted by goldenrules
for me, watching videos of pit hacks is like watching a foreign language film without any subtitles - likewise, it's often not easy to spend 18 minutes watching something you hardly understand, let alone while feeling strongly engaged throughout, but i did watch the whole thing and i was utterly absorbed. very cool.

Well I'm glad you enjoyed it all the way through. If I ever run out of things to do, I might make an explanation video of this hack, but given that some of the tricks in this are extremely obscure, I'm not sure how easily I could break them down.
Originally posted by HammerBrother
at 7:19, 12:00 12:04, 14:08, can you explain how those glitch works?

7:19 Not sure whether you mean the corner clip or the sticky fly. If you're right next to a corner with high enough speed, you clip into it. This trick is also used at 3:30. Catching air right below a ceiling allows you to stick to the ceiling: The air catch doesn't complete until you reach a certain vertical speed and the ceiling resets your vertical speed to 0, so you don't move vertically. This trick works even if your body is inside a block and then you get pushed to the left by 1 pixel every frame (but if your feet touch a block, you loose flight or get crushed, so you can't just fly though a wall like this).

12:00 When Yoshi is on the ground, it bounces up and down. This makes Yoshi move up if it's inside a wall. With perfect running speed and perfect positioning (be as close to the wall as possible without touching it), you can clip far enough into the wall so that you can throw Yoshi into the wall with some very specific inputs. If you're familiar with subpixels: Luigi needs -49 speed and a .0 x-subpixel next to the wall, so that he ends up 3 pixels inside the wall. Then you do a wall jump and dismount Yoshi on the next frame while pressing left + X. This gives Yoshi -3 speed. Yoshi needs to have a 0./.1/.2 x-subpixel, so that it moves left by another pixel.

12:04 Luigi's hitbox is made up of single interaction points and you can navigate these points past the top block with some careful movement. With small Luigi on Yoshi, the interaction points kind of look like the magenta dots in the following picture (although this is not 100% correct and there are some weird quirks to it).

More precisely: The interaction points at the feet, which are responsible for the top edge of blocks, only have collision if you're moving downward. This allows you to clip into the bottom block slightly by moving upward, so then you don't hit the top block from the side. By jumping, you can squeeze Luigi's head diagonally through the top two blocks. After jumping, Luigi's body is inside the top block, so he gets pushed to the left and not to the right.

12:08 When Yoshi is off screen, his tongue behaves weirdly. In this particular case, the tongue is slightly closer to Luigi while it's retracting, which allows him to bounce off of the springboard right before it enters Yoshi's mouth. This allows you to repeat the Yoshi+Springboard glitch in midair and get a lot of height.
But why would you patch Reznor spawning? Leaving the possibility for a very difficult unintended strat that skips large parts of a level IMO can make for a tough but fun puzzle for the handful of people that are into this stuff.

There are many ways of patching these spawns, for example:
- when Yoshi spits out a sprite, check that this sprite is a valid item before putting it into the stunned state (and just empty Yoshi's mouth otherwise).
- when Yoshi spits out the sprite, clear the sprite's stun timer.
- remap the SpriteKoopasSpawn table and fill it with 256 valid entries that aren't Reznors.
- patch the UnstunSprite routine to make it check whether the current sprite is valid, i.e. a koopa in a shell.

While these likely prevent Reznor spawns, they will also have a bunch of very confusing side effects. Kaizo::Hard and Pit hacks are often built around a precise understanding of game mechanics and glitches, so I'd strongly advice against patching stuff like this.

If you're looking for an easy, intuitive, vanilla way of preventing Reznors spawns, just use a sprite header that disables slot 7. (Reznor only ends the level if it spawns in slot 7.) In nearly all cases, this will do, the player will immediately get it and you don't even need asm.

But if you really need all 10 sprite slots for some reason and hate Reznor spawns above all else, then just put some uberASM that checks every (other) frame if a Reznor (or a configurable sprite) exists and if it does, sends the player to some funny screen (the effect could again be configurable). This will have very few side effects if any and it would be funny. But then again, why patch a glitch that doesn't affect 95% of players and that makes the game more fun for the remaining 5% of player?
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dacin's Profile - Posts by dacin

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