Posts for Alter

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
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
JXQ wrote:
Haven't played the game, but this was real fun to watch. The only parts that looked inoptimal enough to bother me were the metroid fights. I'm voting yes on this canceled run :)
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
moozooh wrote:
Some testing revealed that the speed while running with Varia suit equipped is equal to rolling in ball form (everything else doesn't matter). That means every time you roll instead of running after having acquired Varia suit, you're likely to lose frames… many of them. (At least until you get to Spring Ball.) Sorry to present it so late, Alter, now you'll most likely have to redo everything after the acquision of Varia. :\
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
Cardboard wrote:
[...] Alter: How much of the game have you done now?
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
evilchen wrote:
some questions regarding the wips/posts now: what high jump gltich do you mean? and how to perform it? and sometimes it looks like you fall with accelerated speed is this a glitch or a phantom? ps: and sure its time to nail this game :)
Here`s a part of my run that illustrates the speed of the glitched jumps and falls pretty well I guess: http://dehacked.2y.net/microstorage.php/info/4227/Metroid2%20100%20WIP%20jumping.vbm
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
moozooh wrote:
That looks much better, although you might still want to experiment more with frame precision and more careful jump testing. Here's a very short test demo I made two hours ago, it ends landing on the turf 5 frames faster than Ferret Warlord's WIP, 47 frames faster than Cardboard's WIP and 73 frames faster than Alter's WIP. Boo on you guys! I suggest that you examine it and clean up your mistakes (or better yet, find any in my demo). ;) ...
I`m now 2 frames slower than you, no idea where I lost those though. http://dehacked.2y.net/microstorage.php/info/4224/001%20-%20To%20the%20first%20turf.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
Cardboard wrote:
I'm up for an any%-run, probably without abuse of the select-glitch.
I will redo the 100%. So, shall we exchange techniques?
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
Mukki wrote:
I think you should cancel this to save judges spending time looking at something which such an obvious outcome. I tried to watch it but it was clearly unoptimised so I didn't last out which is why I won't vote. Also, if you ended input on the earliest possible frame then this is slower than the SDA run. Don't get discouraged. Give this another bash and post up WIPs in the forums for review and you'll get there ;)
Yes, I will^^ How do I cancel a submission?
Experienced Forum User, Published Author, Former player
Joined: 1/29/2007
Posts: 116
CtrlAltDestroy wrote:
[...] When I saw this thread, I was like "Well, it's about time!" I have been waiting a long time for someone to put time and effort into this game. Unfortunately it looked there wasn't any put into this movie. 258 rerecords for over an hour of gameplay?
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
Cardboard wrote:
Sorry, voting no :/ I tried the first room, and played it a little sloppy, and left the room 22 frames ahead. I'm a little concerned when it comes to taking damage. Wouldn't it be faster to take some damage in the beginning of the run, instead of trying to kill/avoid enemies (Refering to the... thing that jumps around before the first Metroid-fight, among other)?
If you take damage from them you are repelled into the wrong direction, at least I got.
Cardboard wrote:
Lots of jumps seemed to be too high and/or too long.
Some aren`t perfect I guess, yeah.
Cardboard wrote:
The Metroid-battles themself seem a little... well... bad, I mean, couldn't you do the machine-gun-style used against that big mofo in the end against all Metroids up until that point?
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.
Cardboard wrote:
Too make matters worse, I'm afraid this run is actually slower than the SDA-run (It lands on 1:09:23, not sure about the timing in that run though, but still, the runner claims that 1:07:xx is possible).
Now that would make my run really bad :(
Cardboard wrote:
Finally, I think that an any% would be a better idea.
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
Judging from some short tests, vbm support is now working correctly. Good work!
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 ^^