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-The Invasion 2 - 01-01 Super Easy Road - by Redigit
-The Invasion 2 - 01-02 Grassy Grass Grasslands - by Redigit
-The Invasion 2 - 01-03 Misplaced Pipehammer Maze - by Redigit
-The Invasion 2 - 01-04 Floating Brick Niche - by Redigit
-The Invasion 2 - 01-05 Dungeon of Pain - by Redigit
-The Invasion 2 - 02-01 Subcon Nightmare Land - by Redigit
-The Invasion 2 - 02-02 Megaton Vase Hole - by Redigit
-The Invasion 2 - 02-03 Field of Shotgun Vases - by Redigit
-The Invasion 2 - 02-04 Token Water Level - by Redigit
-The Invasion 2 - 02-05 Super Pipe Action Town - by Redigit
-The Invasion 2 - 02-06 Dungeon of Agony - by Redigit
-The Invasion 2 - 02-A Brick Hole Massacre - by Redigit
-The Invasion 2 - 03-01 Super Nostalgia World - by Redigit
-The Invasion 2 - 03-02 Jumpy Hoppy Turtle Zone - by Redigit
-The Invasion 2 - 03-03 Pwnhammer - by Redigit
-The Invasion 2 - 03-04 Switch Action Zone - by Redigit
-The Invasion 2 - 03-05 Painful Playland - by Redigit
-The Invasion 2 - 03-06 Dungeon of Strange Happenings - by Redigit
-The Invasion 2 - 03-A Panic Zone - by Redigit
-The Invasion 2 - 04-01 Flying Raccoon Zone - by Redigit
-The Invasion 2 - 04-02 Go Go Goomba - by Redigit
-The Invasion 2 - 04-03 The Great Fish Fiasco - by Redigit
-The Invasion 2 - 04-04 Retroville - by Redigit
-The Invasion 2 - 04-05 Dungeon of Inappropriate Phrases - by Redigit
-The Invasion 2 - 04-06 A Short Level - by Redigit
-The Invasion 2 - 04-07 Pwnhammer Deuce - by Redigit
-The Invasion 2 - 04-08 The Suck - by Redigit
-The Invasion 2 - 04-09 The Invasion - by Redigit
-The Invasion 2 - 05-01 The Hot Boot - by Redigit
-The Invasion 2 - 05-02 Desert Maze - by Redigit
-The Invasion 2 - 05-03 Pyramid of Fail - by Redigit
-The Invasion 2 - 05-04 Pyramid Action Machine - by Redigit
-The Invasion 2 - 05-05 Sandy Ghosty Hammer Town - by Redigit
-The Invasion 2 - 05-06 The Invasion 2 - by Redigit
-The Invasion 2 - 06-01 The Rawest Forest - by Redigit
-The Invasion 2 - 06-02 The Lost Woods - by Redigit
-The Invasion 2 - 06-03 Underground Battle Arena - by Redigit
-The Invasion 2 - 06-04 DO NOT ENTER - by Redigit
-The Invasion 2 - 06-05 Lakitu War Zone - by Redigit
-The Invasion 2 - 06-06 Shell Heaven - by Redigit
-The Invasion 2 - 06-07 The Invasion 3 - by Redigit
-The Invasion 2 - 07-01 The Water is Not a Lie - by Redigit
-The Invasion 2 - 07-02 Oldschool Plumbers - by Redigit
-The Invasion 2 - 07-03 Random Water Level - by Redigit
-The Invasion 2 - 07-04 Dire Dire Rocks - by Redigit
-The Invasion 2 - 07-05 Bubbles in the Sky - by Redigit
-The Invasion 2 - 07-06 The Invasion 4 - by Redigit
-The Invasion 2 - Fire-01 Easymode Tanks - by Redigit
-The Invasion 2 - Fire-02 Hardmode Tanks - by Redigit
-The Invasion 2 - Fire-03 The King of Koopas - by Redigit
-The Invasion 2 - Ice-01 White Savage Zone - by Redigit
-The Invasion 2 - Ice-02 Frigid Awesome Land - by Redigit
-The Invasion 2 - Ice-03 The Mole Hole - by Redigit
-The Princess Cliche - 01-01 Mushroom Pass - by Redigit
-The Princess Cliche - 01-02 Fungi Village - by Redigit
-The Princess Cliche - 01-03 Mushroom Castle - by Redigit
-The Princess Cliche - 01-04 Mushroom Heights - by Redigit
-The Princess Cliche - 01-05 Spiny Farm - by Redigit
-The Princess Cliche - 02-01 Strange House - by Redigit
-The Princess Cliche - 02-02 Frosty Frost Frostland - by Redigit
-The Princess Cliche - 02-03 Star Road Station - by Redigit
-The Princess Cliche - 02-A Nimbus Land - by Redigit
-The Princess Cliche - 03-01 Bowser's Castle - by Redigit
(He/Him)
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I guess I know how to solve this: the world map does call of gfx update at the start (on SMBX2, this means, affects the timer in one tick), and I should call the timer tick at a beginning of the loop, lemme try... EDIT: no, I do call of GFX update at me to trigger the initial lazy-decompression of gfx at the level start. Anyway, please compare the total game timers from the entire passthrough at zero-begin, and up to enter the next level, will total timers match or have the difference? |
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@WohlstandWohlstand, did you make an update to the build? Downloaded the latest build and Xtech is still one frame faster |
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> @0hli, in the meantime can you get the IL WRs for A Short Level Fake Exit |
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(He/Him)
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> Downloaded the latest build and Xtech is still one frame faster You better compare the global timer at the level start, make next: So, I do get the 0.5.491 of global timer or slightly bigger value in other times. I sent my unit test to 0lhi to verify on SMBX2. |
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> (for SMBX2 it seems you need to also make the "boss beat" event because it can't just hook the native "end of game" event) |
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@0hli the SMBX2 timer doesn't use the Native End Game Event, SMBX2 uses the Boss Dead event to stop the timer. Don't forget to submit your record to the IL borad. I'll be back later. |
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(He/Him)
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About the reason why extra time displayed at SMBX2 after the world map is the reason "GameThing()" (an inter-screen with a character face and lives left) wasn't rendered over the last frame, instead, the rendering of SMBX2' inter-screen was started in the next frame. That means the time itself has counted accurately. Therefore I do ask to verify the total time of "complete episode playthrough" to take the proper time being counted. The last question is left - the keyhole exit: at SMBX2 it was majorly customized and no idea how it keeps the FPS of it: the main thing that the keyhole exit code is bad at SMBX 1.3, and instead to work in the same logic, it starts to work by 100 FPS (you'll see that blocks and BGO go with a faster animation once player touched the keyhole). I fixed that shit by adding the common framerate controller and by converting waiting values from 1/100 into 1/65 to keep the same gap waiting. So, I should try to verify the behavior at SMBX2 against the timer and keyhole exit. |
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0lhi0lhi likes this. |
(He/Him)
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BTW, one small update I made at TheXTech - I fixed the inability to save speed-run records once the game got completed, a very minor fix of a very major issue. So, once you'll beat the game and once credits start, together with an automatic game save, the speed-run records will be also saved. |
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0lhi0lhi likes this. |
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Wohlstand made a new Version of the Level with the Boss Dead Event. He tested on TheXTech, I tested on TheXTech and SMBX2. The result was always 05.491. Boss Dead Level: https://files.catbox.moe/8zry4r.zip SMBX2: https://i.imgur.com/2al9CZO.mp4 TheXTech: https://i.imgur.com/Fh63kyU.mp4 EDIT: About submitting, I'd like to wait with that until you added Filters for the whitelisted versions. |
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WohlstandWohlstand likes this. |
(He/Him)
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About the keyhole, I confirm that SMBX2 still has the badness of SMBX 1.3 that runs the keyhole waiting with 100 FPS, and this is Redigit's block of code that runs a keyhole: How keyhole waiting timer counts the time: https://imgur.com/hQSo00C , pay attention to the animation speed of BGOs and block rendering. EDIT: The video https://imgur.com/EW67H3k |
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0lhi0lhi likes this. |
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I'm confused, why does Xtech and SMBX2 report the same End Episode Time, if their world map times are different? |
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It's just a graphical difference. Basically, the loading screen of 1.3/XTech overrides the last frame of the map, but the last frame is still active. In SMBX2 the loading screen got replaced, so that's why you can see that frame. |
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@0lhi0lhi, I can confirm that is indeed the case I'm including the frame that didn't appear in my calculations In the second case, XTech isn't calculating the time properly at all. Last 3 Things to Verify: @WohlstandWohlstand, is it possible to have the timer for Xtech end at a specific event name or does it have to be at "Game End" |
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0lhi0lhi likes this. |
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@0lhi0lhi it's the same video |
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(He/Him)
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> The XTech is way faster on the world map when new tiles start appearing. I need to compose another unit test to check this more detail... I may guess that it's one of not patched at SMBX2 code pieces to don't 100% overload CPU. Graphically it may go slower, but it does the SAME cycle count: between every cell appear step, there are 24 frames wait constantly. |
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@WohlstandWohlstand Two Level World Map Test: https://files.catbox.moe/hblec4.zip |
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(He/Him)
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> is it possible to have the timer for Xtech end at a specific event name or does it have to be at "Game End" It's possible to introduce the keyword to trigger the speedrun timer to finish the counting easily, mainly if you want to stop the timer to count without the game being completed. Mainly the "Game End" event is intended to be a way to stop the timer. I can use the same "Boss Dead" as a codename for the event, or it's also possible to have other keywords as aliases: the event will work by its normal, but will stop the stopwatch to count. |
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(He/Him)
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> In Real Time, it's ~1.23 seconds, and in Xtech it's displaying 0.530 seconds. blame Redigit's code on how the path-opening code is processing. |
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Eclipsed's Test Level: https://imgur.com/a/7WjO6G8 (GIFs) https://files.catbox.moe/hblec4.zip (Download) TheXTech: 10.717 SMBX2: 11.466 |
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