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Posts by ShadowDragon121
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I would tas this other than the fact that that walljump shown in the first picture is a once-in-a-lifetime thing that you'd pull off. I don't think it has a pattern, and it's just hours and hours of an endless guessing game. If you are the one who pulls it off, then I bow before you.

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There's something weird about the cliplua. I thought it only showed if you can clip with max speed, but maybe I'm wrong. Have a look:



This is a successful clip.

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Originally posted by Akireyano
You gave me inspiration to make a tutorial on Wall-Jumping ^U^ Also, How fast must mario be in order to corner clip?


A fast clip requires 49 speed and a no sprint clip requires 27 speed I believe. Note that corner clipping requires much more than speeds though, which is what makes masterjun's lua useful.

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New: Yoshi Clip 3 and 5 tiles without sprinting speed.

Find my smv here

Store 79 speed for the easiest of three tile clips, and 82 for the five tile clip. The five tiled clip is pretty easy, but the three tiled one is more complex than the opposing. They both have the same concept, but you may release B for 7 frames total before clipping a block 3 tiles high.

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Originally posted by gusapno
Thanks shadow i maked the clip :D
it's a nice tuto :P

I have a question to the right the velo works 1-2-3-4-6
have a diferent form to make?


I figured out that it works with practically any speed pattern, and it's the amount of velocity that gets stored that accounts for if you can clip or not. It is, however, easiest to do at the speed pattern I listed, since it will scroll to 33 speed directly.

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I had a kaizo trap back in Shelljumps (A beta hack) and that trap at the end was pretty awkward. Took a while to pull off at the time, although I don't know how hard it would be for me now.

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It seems that the new ideas/puzzles of vanilla things are limiting themselves over time, and whenever I see parts of your hacks it reminds me that there are still clever ideas out there to be found.

Your hack is very inspiring to me because of that ^^.

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Your hack looks a lot nicer than the average one-block hacks, but I do have to note of the large amounts of things falling through the sky (and spammage of boos in level 107). It seems the hack quality could be improved with maybe some custom palettes, graphics, coding (as in things like status bar hacks), etc.

However, I still like the hack, and will probably do a casual play-through of it on my own time. Keep in mind my recommendations for v1.0.

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This has been something addressed several different times. I would like something greater than just a small forum base to post kaizo hacks as well, but maybe something separated from regular hacks, so that you know what you're looking at is either kaizo or regular. Too many people have based all kaizo hacks on one bad hack. I would like to have them one place as well so that I don't have to go on a scavenger hunt for one hack to TAS. Of course, there is the Kaizo Hack Submission Thread, but there's going to be the hacks after that be lost and maybe gone forever and forgotten about.

And, like Sokobansolver said in the post above, have guidelines so that not just any hack is accepted.

I feel like I'm restating what others have said before (which I am), but they are bolded points.

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Gbreezesunset has made a new and final hack, Glitch Abuse 3. His unofficial release contains more puzzles, difficult shell bits, and colorful palettes that brings us back. You can find the revised version here.

There were a few things that I changed, and to see them fully, Gbreeze gave me this version. I do think he overlooked a couple things, but the ones I changed includes the following:



I do not know whether this is possible as is or not, and that is why I changed it. I'm not going to give anything away, but don't inform me because I only added one note block and I know it is possible now.



Definitely thinking Gbreeze overlooked this after he made it. I don't think in any possible dimension that this is solvable. I didn't have any alternatives other than putting in a 1x1 block celing and a way to get out of the rope trapping.



This one MAY be possible but I have no clue. All I did was add a red shell.

I also added a mushroom to level 107 in Lunar Magic, but I just recently took it out because Gbreeze told me it is possible (hint: a corner clip related glitch). Other than that, I know that the revised version is completely possible and I hope you guys enjoy yet another of Gbreeze's hacks!

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Wow this thread is still alive.

I've added a Q&A section to the information in the body post. This answers some questions that you may have and that a lot of new hackers have already had.

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I had to fix a major impossible bit. The new link is updated ^^.

Originally posted by Sadistic Designer
Cool! I never play the Glitch Abuse hacks, but I always solve 'em. At this moment the ending is confusing me. Oh, and I found a couple of minor breaks.


I found a couple of major breaks =P. One of them I think is necessary to beat the game, because there is no flat out exit.

Originally posted by Archie
Cool dudes!

I also can't wait for the TAS, since I'm not experienced in playing pit hacks.


I have completed 5 rooms and just started the sixth (The second cave). It's a pretty fun hack in such that you can't just fly through a lot of it. Of course, since I know a lot of glitches, I can fly through it (literally), and if you don't know glitches that aren't publicly stated and that you just have to figure out on your own. There is still one glitch that I haven't seen any hackers put in their hacks. Maybe I'm the only one who knows about it...

Originally posted by Amaraticando
Why doesn't Gbreeze post it himself?


Originally posted by GbreezeSunset
I happened to google "Glitch Abuse 3" just out of curiosity to see if anyone had posted anything, and I found the post you made. Thanks! I'm not gonna comment, & I'm not coming back to SMWCentral.


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This image is what I changed. Along with first bit of the room after it.

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All new hackers should read this thread.

I'm not going to endlessly criticize your hack, but there are a lot of potential improvements to be made explained in the thread above.

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Originally posted by Lil_Gecko
Still can't do it. I can't clip upward because the upper part is made of cement block.

Also Shadowdragon121 mentioned adding a mushroom in room 107 but there's none in the revised version, could that be it.


Oh hey sorry I had a hard drive failure and just saw this thread again because I just fixed it.

The glitch isn't shown anywhere on my channel. The intended solution was given away by Gbreeze. Since I am TASing a different version of it it will not be shown in my TAS (which I will get back to eventually). The mushroom was taken out purposely. Also, I may revise the hack again, as another impossible bit was found by me in the flying room.

Good luck on getting passed that triple shelljump.

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Originally posted by Akireyano
Extremely sorry for this bump! I hope you can understand :)

Well the palettes look really good, Gbreeze is improving his hacking style! Anyway, this will be really difficult to TAS. I can TAS Kaizo hacks, but definitely not this kind of hell. it doesn't look breakable at all.


Haha, this hack is actually pretty breakable. I happened to see your post because I have taken a sleep from TASing. Also, nothing is really 'difficult' to TAS, just tricky at times with great patience. This hack involves a lot of self-thought-of puzzles, which might make it tricky for people who don't know about the many glitches of SMW.

Originally posted by Lil_Gecko
Is there a way to contact Gbreezerunner ? Because I don't think it's possible to keep Yoshi at the beginning of room 107, unless someone can prove me wrong.


Maybe he thought I was talking about putting a shroom somewhere else? I don't know. At this point, it can be considered impossible, unless you want to keep trying at it.

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A question asked by many... I can help you out as a TASer :D

A two tiled walljump can be accomplished by some simple steps which will become easier over a period of time:

1.) Ask yourself which direction you're going. This is rather important. If the answer is left, then the player's subpixel must be 00 a frame before hitting the block. If it's right, then it must be f0 (in hex, 240 in decimal) a frame before hitting the block.

2.) Look at your speed pattern. Your speed must scroll up to 33 in order to walljump, which is the maximum you can reach in a two tiled space. To modify the speed pattern, you can hold the opposite direction you are going for a couple frames, or not hold any direction for a amount of time. Make sure that you have 33 speed a frame before you hit the block.

3.) Once your speed goes to 33, an easy way to modify the subpixel to be just right is to release the direction you are currently going for one frame. If you are at speed 9/-9 and your subpixel is still not right, there should be a very good chance that releasing the direction for two frames will accomplish the walljump.

4.) Release the jump button a few frames before hitting the wall, as you will actually be slightly above where you want to catch.

5.) After one walljump is successfully accomplished, you can easily do another, as the subpixels line themselves up perfectly since you went into the wall by * pixels.

I hope this helped. If you have any problems, don't be afraid to ask, although I may not be online at the time.

PS: It's nice to see another person TASing Walljump Abuse :). It is a really fun hack besides the muncher clip at the beginning room which I spent 20,000 rerecords on my first time playing.

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TAS in 2:37.28

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How exactly do upward clips work and are they any different from regular corner clips?

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Just to be clear (since the title is a bit confusing), the situation in which I am talking about is this:



What I will be showing you is a way to fall through the diagonal area in between munchers. This could be used as a time saver in most cases, but it could also be used in some pit hacks where you must fall through being small mario for a frame-perfect invincibility bit.

First off, what exactly is happening here? Well, using precise inputs, mario is able to be maneuvered to get one pixel above the collision on the bottom block, and keep below the top block so that he doesn't touch it. It is a difficult trick to pull off and the first time I attempted it (without even knowing if the trick was even fully possible) I tried for a month straight.

As I have already shown in the first screenshot, I will be using the first room of walljump abuse as a demonstration. Basically, if you get down to the last muncher, even if you go as fast as you possibly can without doing a diagonal clip, there is still a frame or two in which the game screws you over.

There are two main things you must pay attention to in order to pull this trick off:

First: The angle. This is probably the most important part of the trick and will tell you whether or not you have achieved the first part of the precise thing. The button B (or A) is not your friend for this trick, as holding it down will end up making you go higher than the wanted angle (at first), and you will just end up hitting the top block before doing anything.

Second: The speed. Despite the precise y oscillation needed, the speed is actually pretty lenient. Although still picky, the number one concern for the trick is the angle.

How do I start it?
To start the trick, you will need to spin jump (preferably) onto the slight corner of the ceiling, making it force you downward. The reason for this is that it gets your y speed moving quicker.
(Although mario is invisible, you can still see his y speed and position, respectively located on the second line of the info shown)


This is the frame before I hit the ceiling.


This is the frame that mario is rejected by the ceiling, and his y speed starts moving in the oscillation of { 6, 12, 18, 24, 30, etc. }

Also note the x speed. You should have a fairly good amount of x speed by the time you are hitting the ceiling, being -21 and -23 in my demonstration.

If you have done the trick correctly (don't worry if it takes a while to do), you should be able to nearly hit the ceiling block (but not quite so), and hit the direct edge of the block you are attempting to bypass.

(also note the speed, -35)


It appears as if I have gotten it, but in fact I have hit the very left collision pixel of the block.

Now is the point in which you should try holding down B (or A) at different frames. Usually, you have a precise window of time to hold it. For me, it was one frame, and it could be a larger window in theory, but not by much.
If you hold B too early, you will hit the top block before moving on, and if you hold it too late, you will hit the bottom block, but those two are a given. If holding B on any frame does not work, then you will (sadly) have to redo the trick.
In my case, I was able to hold down B at the precise time in which I had -30 speed.

With this speed, the y position needed to get below the ceiling block is achieved, but so is the speed to just narrowly miss the bottom block. With both sides of the equation fulfilled, a successful "diagonal fall clip" is achieved!


This may look like the frame I showed you before, but my y location is high enough to skip over the floor block this time.

End result


I will show you Rodrigo's diagram of a block's hitbox, demonstrating why this trick works:


EDIT - I have done my testing, and confirmed that this trick is in fact a corner boost at the top of the block you are falling by. This means that the block must not be a muncher, or you must have invincibility frames. However, this also means that it is a time saver in TASes (Man that would be a pain to always do that. Time to make a lua script...), and would be put into pit hacks for frame-perfect segments (WJA, as I showed as an example)

I just did my testing, finding the reason that this trick is so difficult. The real difficulty behind it is the timing of the initial jump to the ceiling. This requires an x subpixel of f0. Doing so will put you enough into the block you are jumping towards so that it will shove you out, and that speed happens to be large enough to push you downward enough to skip the blocks you want to clip through. However, incorrect timing of the jump will just push you back onto the initial platform. And, if you jump too late, you will still end up having to wait to speed up or else you will hit the top muncher, and that is not an option, because then waiting will make you hit the floor muncher. Also keep in mind that this is from the right side. From the left might be different in the needed x subpixel.

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Originally posted by HoorayForJay
Does this work if small Mario isn't invincible? Or would the top block have to be a cement block?


I actually just updated the initial post after testing a few things. Doing the trick without invincibility frames or not on cement blocks or something else will result in failure, as it is a corner boost on the top left of the block in which you are falling by. However, it will result in a weird death. Instead of mario jumping upward before he falls to his doom he will just immediately fall.
A way you can know you have gotten the correct conditions is if you get the weird death.

Another successful attempt at the trick with different test hack (as you can see I die because I touch the left side of the block for a corner boost and instead I'm killed):


Version where I used cheats to remove invincibility frames in WJA:


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