Comments
thread: The Site
British Columbia, CanadaTheNoSwearGuy1 year ago

Just having this for my own purposes (and possible everyone's purposes). :​) Makes Sense: :​) → :) ;​) → ;) :​( → :( :​| → :| :​o → :o :​P → :P :​p → :p B​) → B) ​-- → -- <​3 → <3

Makes Sense, but Could Change: :​/ → :/ (Why not make it "🫤"? I personally don't like ":/" turning into "😕.") :​\ → :\ (Why not make it "🫤"? I personally don't like ":" turning into "😕.") ​>:( → >:( (Why not make it "😠"? I personally don't like ">:(" turning into "😡.")

Doesn't Make Sense: :​D → :D (Why not make it "😄" or "😀" [preferably “😄”]?) X​D → XD (Why not make it "😆"?) ​:’) → :’) (Why not make it "🥲"?) ;​( → ;( (Why not make it “😢"?) ​:’( → :’( (Why not make it “😢"?) :​O → :O (Why not make it “😲"?) ​>:) → >:) (Why not make it "😈"?) (​: → (: (Why have it change at all?) ​.. → .. (idk a better emoji that would fit "​._.") D​: → D: (idk a better emoji that would fit "D​:")

And seriously, please can we have a setting to toggle auto-emoticon-to-emoji? :​(

Wrap, CyanWes, and jackzfiml like this
Unknown
British Columbia, CanadaTheNoSwearGuy1 year ago

My point is not, "We must match the runs with the TAS." My point is, “Three of the four statements on the timing doc are one frame too slow (too fast?)." Like, if you activate ‘Recording’ mode in the TAS Editor, you’ll see the inputs appearing in the TAS Editor the frame before the emulated frame when pressing buttons in real time and going frame by frame.

Unknown
British Columbia, CanadaTheNoSwearGuy1 year ago

I’m bringing this up, because there’s both a discrepancy on the start and end frames and a misunderstanding on emulator controller inputs. The TAS Editor in any TASing emulator’s inputs are when the input is sent, and the input display is when the input is received. And the input display is updated one frame after the TAS Editor says when inputs are pressed/released. This is the whole cause of the discrepancy. This would affect Any% times by a frame, but it wouldn’t effect neither all the other official categories nor all the category extensions. Here are all four examples, along with the corrections:

Let’s start with NES:

At 60 fps a run begins 54 frames before this frame, A 30 fps run starts 27 frames before this frame.

This is false. This is when the input is received. At 60 FPS, a run begins 55 frames before the beige frame with a bit of the curtain at the top appears, and at 30 FPS, a run begins 27.5 frames before that frame.

And the run ends 5 frames before the screen begins to fade when entering the door. 2,5 frames before the screen begins to fade for 30 fps.

This is false. This is when the input is received. At 60 FPS, a run ends six frames before the screen begins to fade, and at 30 FPS, a run ends three frames before the screen begins to fade. If you’re holding Up at the door, time also ends two frames before the first frame the door sprite disappears at 60 FPS, and one frame at 30 FPS.

Now for SNES:

At 60fps a run begins 40 frames before this frame.

This is false. This is when the input is received. At 60 FPS, a run begins 41 frames before the Overworld Map and the "WORLD 1" and "MARIO x 5" text show up, or four frames before the screen begins to fade.

At 60fps a run ends 81 frames before this frame.

This is true, but it can also be false. The All-Stars version handles door transitions (both with and without the opening-door cutscene), pipe transitions (only with a sub-world transition), and exiting-level transitions every other frame, so at 60 FPS, the number of frames can be either 81 or 80. At 60 FPS, timing also ends either four or five frames before the first frame the screen becomes more pixelated, and if you’re holding Up at the door, time also ends two frames before the first frame the door sprite disappears, also at 60 FPS.

I am extremely sorry for being direct.

​- TheNoSwearGuy (AKA NoSwear)

Edit 2023-09-01:

The TAS Editor in any TASing emulator’s inputs are when the input is sent, and the input display is when the input is received. And the input display is updated one frame after the TAS Editor says when inputs are pressed/released.

Start-September 2023 NoSwear Here. This is proven in this video at that specific timestamp. The left image is the inputs shown in the TAS Editor, and the right image is the inputs shown in the input display.

Edit 2023-12-17:

Mid-December 2023 NoSwear here. Here is some information (in text) on the "one-frame delay" misconception from the Super Mario Speedrunning (8-bit) Discord server: https://discord.com/channels/599131748143464459/599134046404214784/1171189015450497146

British Columbia, CanadaTheNoSwearGuy1 year ago

Would it make more sense if some black frames didn't count as load frames? Because during a normal level transition, there's nine black frames between the end of the level and the GUI appearing (or whatever you call the "WORLD X-X" and Mario's lives in the middle of the screen), so it would make more sense to take nine frames off of the current load times, right? So these would be the new numbers (copied and edited from https://www.speedrun.com/smbtll/guide/jj2r0):

FDS loading frames: varies framerate: 60.0988139 load time: varies

Everdrive N8 (os 1.16 or earlier) loading frames: 255 framerate: 60.0988139 load time: 4.243

Everdrive N8 (os 1.20 or later) loading frames: 292 framerate: 60.0988139 load time: 4.859

Everdrive N8 Pro loading frames: 310 framerate: 60.0988139 load time: 5.158

Powerpak loading frames: 97 or 98? framerate: 60.0988139 load time: 1.614 or 1.631?

FCEUX loading frames: 361 framerate: 60.0988139 load time: 6.007

Nestopia loading frames: 341 framerate: 60.0988139 load time: 5.674

Bizhawk loading frames: 368 framerate: 60.0988139 load time: 6.123

Mesen loading frames: 336 framerate: 60.0988139 load time: 5.591

loopy's romhack loading frames: 1 framerate: 60.0988139 load time: 0.017

Reproduction cartridge loading frames: ? framerate: 60.0988139 load time: ?

Wii VC loading frames: ? framerate: 59.824 load time: ?

Wii U VC loading frames: 220 framerate: 59.94 load time: 3.670

3DS VC loading frames: ? framerate: ? load time: ?

GBA loading frames: ? framerate: 59.7275006 load time: ?

Switch loading frames: 310 or 311 framerate: 60 load time: 5.167 or 5.183 ... please manually check the load time

Edit: Level transitions, in which the level before the transition starts has a black background (this includes castle transitions), are slightly different from level transitions, in which the level before the transition starts has a blue background. Level transitions, in which the level before the transition starts has a black background (again, this includes castle transitions), have ten standard black frames, and level transitions, in which the level before the transition starts has a blue background, have one standard blue frame and nine standard black frames. These are the correct numbers (once again, copied and edited from https://www.speedrun.com/smbtll/guide/jj2r0):

FDS loading frames: varies framerate: 60.0988139 load time: varies

Everdrive N8 (os 1.16 or earlier) loading frames: 254 framerate: 60.0988139 load time: 4.226

Everdrive N8 (os 1.20 or later) loading frames: 291 framerate: 60.0988139 load time: 4.842

Everdrive N8 Pro loading frames: 309 framerate: 60.0988139 load time: 5.142

Powerpak loading frames: 96 or 97? framerate: 60.0988139 load time: 1.597 or 1.614?

FCEUX loading frames: 360 framerate: 60.0988139 load time: 5.990

Nestopia loading frames: 340 framerate: 60.0988139 load time: 5.657

Bizhawk loading frames: 367 framerate: 60.0988139 load time: 6.107

Mesen loading frames: 335 framerate: 60.0988139 load time: 5.574

loopy's romhack loading frames: 0 framerate: 60.0988139 load time: 0

Reproduction cartridge loading frames: ? framerate: 60.0988139 load time: ?

Wii VC loading frames: ? framerate: 59.824 load time: ?

Wii U VC loading frames: 219 framerate: 59.94 load time: 3.654

3DS VC loading frames: ? framerate: ? load time: ?

GBA loading frames: ? framerate: 59.7275006 load time: ?

Switch loading frames: 309 or 310 framerate: 60 load time: 5.150 or 5.167 ... please manually check the load time

British Columbia, CanadaTheNoSwearGuy1 year ago

You can set the region to NTSC, even if you're playing on a PAL game, and vice versa.

British Columbia, CanadaTheNoSwearGuy1 year ago

You might be playing on the PAL version of SMB.

British Columbia, CanadaTheNoSwearGuy1 year ago

So is that a yes?

British Columbia, CanadaTheNoSwearGuy1 year ago

Category idea: Any% Fixed Here are my original rules: All normal Any% rules apply, but you have to fix the second-half of the ending. If the second-half of the ending is not fixed, the run is invalid. You cannot use #$4C.

British Columbia, CanadaTheNoSwearGuy1 year ago

Ok! What about after the run ends?

thread: The Site
British Columbia, CanadaTheNoSwearGuy1 year ago

ikr? “..” and “ .. “ don't contain the same emotion either! :​D

thread: The Site
British Columbia, CanadaTheNoSwearGuy1 year ago

Can there be a setting to toggle auto-emoticon-to-emoji?

Or can I ask the alternate question:

Is there a way to format emoticons so they don't turn into emojis?

British Columbia, CanadaTheNoSwearGuy1 year ago

The game rules say we’re not allowed to speed up gameplay. But can I speed up the gameplay before the run starts?

Unknown
British Columbia, CanadaTheNoSwearGuy1 year ago

Essentially a time without loads timing method. You would keep the time to switch between levels in the final time, but remove the time to switch between games. I'm gonna use Series Quadfecta as an example. You would start the time when the icon appears in the first level of the original GD as usual, but on 100% completion of the 21st level, you pause the timer. Then when the icon appears at the start of the first level of Meltdown, you unpause the timer. So on and so forth. I feel like this would be fairer and more valued, and I'll explain why. When I'm speedrunning a game on my iPhone, I would have the game icon on the top-right of my phone (for the four main apps on the bottom, the game icon would be the very right one). This makes it easier for me to force-quit consistently because I just have to tap at one consistent spot to reload the game. However, when I speedrun any of the three categories here, I have the three of four games all down at the bottom. This makes it more difficult for me to force-quit, because I have to tap at different spots to reload the game. It would be much easier for me to have the first game at the top-right, then swap it out for the next game, and so on.

Thanks for reading!

  • TheNoSwearGuy (AKA NoSwear)
British Columbia, CanadaTheNoSwearGuy1 year ago

Oh. Well that's a bit disappointing. :(

Unknown
British Columbia, CanadaTheNoSwearGuy1 year ago

But emulator players are also doing classic runs...

Unknown
British Columbia, CanadaTheNoSwearGuy1 year ago

Wouldn't Force Quit be faster?

About TheNoSwearGuy
An interesting, neurodivergent teenager Preferred Short Name: NoSwear
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