Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
Something new I found out, very hard to do except on spikes: If you jump the exact frame that you take damage without being hit again immediately you completely negate the being pushed away from the source of damage effect. Don`t know if that`s useful yet...
This also negates Samus being invulnerable after being hit... So if you happen to want to kill her, you can do it very fast this way ^^
http://dehacked.2y.net/microstorage.php/info/4241/damage.vbm
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
Thanks ^^
I`m redoing it right now, you can check progress in the Gameboy forum. Unfortunately the Metroid fights are are hardly optimizable because they dodge away from you all the time. Still the new run has better fights imo.
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
Started redoing from Varia, not having to morph all the time makes things a lot less tedious. Also used the Spiderball Bombing technique, nice one.
Metroids in general are still a major pita for all the dodging, I doubt this can be really optimized :/
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
NOOOOOOOOOOOOOOOO
^^
Ok, guess there`s no other way...
About the route: I am now ptreey much using the same route as that SS run, except for skipping some unneeded refills.
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
Maybe 30%.
Using the non assisted run as a benchmark, I am 22:55 where the non assisted runner is at 25:40. So under 1 hour will be one of my goals. I guess I can gain more towards the end, because of Metroid battles and general harder difficulty.
I (think) I maintained the quality of the beginning, glitch jumping everywhere, cutting every corner higher than two block, morphing and unmorphing ideally etc.
The only thing I am not sure about is the Metroid battles, it`s very hard to find an "ideal" one, since they dodge so much. Eg the Alphas: If you hit it with a missle, frame-advance and rewind to see which direction it`s going next, then jump/fall in that direction after the rewind, it will change it`s direction :(
Anyways here`s an example including Metroid fights, and a lot of optimized jumping: http://dehacked.2y.net/microstorage.php/info/4236/018%20hunting%20more%202.vbm
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
Cancelled, redoing. Thanks for the tips everybody.
And, as I said above, the rerecord count shown in the file is of course not correct, that`s only the count of the first file I used, before splicing.
Anyways, you`ll hear from me again ^^
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
I played a little further for advanced testing.
What I got down so far:
- frame precise jumping, except when it`s not possible when the jump is too high.
- cutting edges to fall faster, that saves a lot of time.
- okish Metroid battle
Check it out here: http://dehacked.2y.net/microstorage.php/info/4211/alter%20mII%20100%20wip.vbm
For keeping me from bouncing I press up 3 frames before I land, making Samus kneel on landing. I guess your tech is 1 frame faster?
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
The rerecord count is wrong of course, it seems Maximus` splicer does not do that correctly.
Everybody else, thanks for the input. I`m not discouraged or something at all if this get`s rejected. I will do it again, and better. Of course, I also learned a lot during the actual run, all of which will go into the next version.
I`ll post WIPs in the Metroid II thread over in the GB forums I guess ^^
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
If you take damage from them you are repelled into the wrong direction, at least I got.
Some aren`t perfect I guess, yeah.
Most Metroids I try to lure towards the exit I will go during the fight. Also, most of them cannot be hit that quick, they don`t actually take damage.
Now that would make my run really bad :(
Maybe, I just liked the idea of 100% better somehow.
Anyways, as I said, this is my first submissions, still got a lot to learn, so thanks for the input.
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
I am using your tool for a GB run (latest VBA rerecording, latest TAS Movie Editor).
It seems right now the .vbm file is not processed correctly. First I thought the first frame (frame 0 in VBA) was not processed, but actually it seems to be the last one. For example, I have a movie starting at frame 0 and ending at frame 5000 (in VBA). When I open this movie in the editor and then save it (using Save As...) and then load that up in VBA it will only run till frame 4999.
Using splicing (to append the next movie) is impossible this way. What I got to work however is using c&p and then insert the missing frame manually with the correct input.
Looking forward to further improvements, very nice tool so far!
First post btw, so hi all ^^