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@xhf01x.bsky.social

59 Followers  |  46 Following  |  12 Posts  |  Joined: 08.12.2024  |  1.4798

Latest posts by xhf01x.bsky.social on Bluesky

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One thing I like about SMW is how it is possible to create stupidly precise setups without placing down a lot of stuff.
These are 71 blocks, 16 sprites, and 7 forced pauses :)

29.06.2025 13:56 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Another room from Flying High Again by Noise.
I liked this room, yoshi flight is something I haven't really TASed before and the beginning and ending setup are cute mini-glitch puzzles. I just wish the spike underneath the door at the end was an actual spike instead of a reskinned muncher....

10.05.2025 21:29 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Something I'm working on (albeit very slowly...)

20.04.2025 23:31 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

On the other hand: Clean TAS cape movement just has that certain elegance to it...
And if you want to try it, go ahead! I'd expect that people who already have a technical understanding of cape shouldn't struggle too much to understand TAS cape (but also, FHA is quite tight, even by pit standards)

14.04.2025 16:38 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yeah, that's kind of my main issue with it: It has a lot of cool ideas but they are sandwiched between a noticable amount of what feels like "filler content", i.e. just precise flying with nothing much going on. Each room individually is fine, though - it just adds up over the hacks enormous runtime

14.04.2025 16:33 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Also of note is the very end of the room: I drop the key and then land on it. The result is that the key drags me along, allowing much faster downwards movement than the cloud usually allows for. This is completely unnecessary but saves a few frames :)

13.04.2025 21:51 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Room from the hack I'm currently moderating (Flying High Again by Noise).
I'm particularly happy with the flying pattern I used for the long 2-tile high tunnel near the bottom of the level - it is perfectly stable (i.e. could be repeated infinitely).

13.04.2025 21:48 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0

Technical reason why this happens: The shell uses a table at $187B (indexed by sprite slots) to remember whether it's a disco or not. However, the game clears RAM addresses $1693-$190D on every level load (including sublevel loads). So it's not even sprite-specific code that is responsible here.

02.04.2025 00:20 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Unfortunate SMW fact: If you carry a portable disco shell through a pipe, even as part of a doublegrab with the shell in the higher slot, it will stop being a disco shell and revert to being a regular, boring shell on the other side of the pipe.
This breaks part of the glitch puzzle I'm building :(

02.04.2025 00:18 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

This is one of these tricks that I've always kind of wanted to put in a hack, but then always thought: "no, that's too annoying/precise to pull off". If you find a semi-consistent setup, that'd be cool. But I doubt that there is one, unfortunately :/

02.02.2025 22:19 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
[TAS] ColonThree in 3:56.56 by xHF01x
YouTube video by xHF01x [TAS] ColonThree in 3:56.56 by xHF01x

I beat ColonThree, again, again, again (this time even faster!):
youtu.be/EjDesWX4KTw

15.12.2024 19:10 โ€” ๐Ÿ‘ 6    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Daher Google Forms immer im Inkognitomodus ausfรผllen. Die Gmail-Adresse tut ja fรผr die meisten Formulare eh nichts zur Sache, dann muss sie auch nicht รผbermittelt werden...

10.12.2024 21:49 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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