Posts for BioSpark

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Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
But you have to pick up the etank anyway. The only slow part is waiting for the block to respawn. So there's a good chance it's faster. I'm not going to bother timing it yet because I won't be doing a 100% TAS for a while, and who knows how many more tricks you'll find before then. In fact, I won't even bother restarting the 0% TAS yet. There's already about 20 seconds that can be saved. I'll wait until we stop finding so many tricks.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
I'm not sure the early pb in sector 3 actually saves time. You go through that room anyway during cleanup. Though it's possible that grabbing the pb is almost as fast as going through the room normally. Might have to think about rerouting 100%, honestly.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
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ZX WHAT THE FUCK Time to restart the TAS, I think. Edit: Ok, add the room in sector 2 with tons of crumble blocks to the oob list. I'm sure there are others. Edit 2: SA-X skip saves 15 seconds and 16 frames. Edit 3: The OoB you found in sector 6 actually saves 45 frames or so in TAS.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
And the first early power bomb after many years: Link to video
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
kirbymastah wrote:
-After blowing up restricted sector and going up elevator. The room with the rippers and e-tank
I doubt this is faster than 2 or 3 spacejumps.
kirbymastah wrote:
-After getting SA, the two vertical pirate shafts you normally space jump up in sector 1
No, you'd run into one of the pirates. Those shafts are pretty fast just with jumping already.
Anty-Lemon wrote:
I wonder, could this be used to take the ARC-PYR shortcut instead of the elevators for emergency in FrankerZ? I don't recall if Adam locks you out of ARC
You can't reach the shortcut regardless at that point in the game. I don't see how this trick would help.
ZX497 wrote:
Well, I'm in favor of switching everything to RTA. I think that'd make for a more enjoyable TAS over all.
I probably will for next time, but I'd have to redo the whole TAS from Serris if I wanted to save real time as well.
Editor, Experienced Forum User, Published Author, Player (94)
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Those two locations in the wall ball video seem to be the only places where it saves time (at least up to animals, which is where my TAS is). They each save about 1.5 seconds. In the interest of actually finishing the TAS, I think I'll exclude the one in sector 4. I'll probably have to redo the TAS in a couple years anyway... Edit: actually, I could include it, and just spread the extra 1.5 seconds out in the nav rooms. It would be the same real time, but lower in-game time. I don't see any problems with that.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
I don't even know what to say anymore. You're ripping this game to shreds. Now I'll have to redo part of my 0% TAS. Hopefully I can hex that part in... Also, the door jump has been known for years. No clue why the ball thing works though.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
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Very nice job. I may have to start speedrunning fusion again. I'll look for other places where this might be useful. Does it have to be from standing on the ground? I've found several new oob locations. I'll make a video tonight if I can.
Editor, Experienced Forum User, Published Author, Player (94)
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Wow. That's so simple. I'm amazed no one stumbled into something like that before. Also congrats, you've made unassisted 0% runs pretty easy :P
Editor, Experienced Forum User, Published Author, Player (94)
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ZX497 wrote:
Would be a perfect opportunity to finally make that leap to Real Time ;)
I'm fairly certain it doesn't actually matter, for where I am in the run. It's only an issue when I decide to pause in order to manipulate luck.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
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Link to video Essentially the same thing as my ZM video. This isn't faster than the normal way to get 0%. However, resetting the in-game time should be possible, and my 0% TAS WIP aims for in-game time. I may have to reevaluate my goals...
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
ZX497 wrote:
Shouldn't Arachnus keep spawning until the event progresses past it, tho? Or does he function differently from Yakuza and Nettori?
All bosses work the same. They spawn if you don't have the item they give you, regardless of the event value.
ZX497 wrote:
Either way, managed to wrong warp to one of the rooms found in your "Unused Rooms" video. The first one in the starting area.
Can you keep vbms of these? I might ask you for one if I can't replicate it. Also, I'll make a list of corruptible values for fusion.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
ZX497 wrote:
Even if nothing useful comes from the event flag, it's kinda neat this might allow for a legit New Game+ type of a thing, lol.
I believe you'd get stuck as soon as you reach Arachnus, because it wouldn't be able to spawn. Guess I'll make a "lowest possible in-game time" vid for fusion as well, when I get a chance.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
ZX497 wrote:
Managed to wrong warp doing this, as in, after dying and reloading, I actually spawned to a different location. Once to an elevator shaft (completely stuck as I was unable to leave), and another time to the ship.
Yeah, I suspected this would be possible. It's setting the door value to 0, which basically corresponds to the first door of that area (so either the elevator shaft or the ship for main deck). I'll look into it when I have time, though I'm not sure this would be useful given how long the setup takes.
ZX497 wrote:
I think I'm actually reaching the event-flag. After spawning on the ship, the first event is active (event flag was at 68 before).
I don't think we can do anything useful with the event flag. You can set it to 0x80 but you softlock during the omega metroid cutscene.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
ZX497 wrote:
Mmm, thank you. I was about to ask for instructions on how to read this, but I think I get it.
The 'w' is the room's width. But keep in mind that everything is in two byte increments, so '+1' means the value 2 bytes away, and '+w' means the value w*2 bytes away.
ZX497 wrote:
Say like, if tempSaved Current Health (0x2038222) would be at 0135 (hex, so that's 3 tanks 9 health), and the PB blast would reach a corresponding block, that'd set the tempSaved Current Health to 040D (10 tanks 37 health)?
Yep. As soon as you touched a health drop, it would probably reset to max, though.
ZX497 wrote:
And the values not listed are not corruptible?
Yes, it won't be affected. However, it's possible to corrupt nearby values regardless of what they are, like I did in the video. Edit: This script will tell you the current area of memory that would be affected based on your position. It also tells you an approximate X and Y position you need for affecting the 'targetAddr', so change this as necessary.
targetAddr = 0x203821E
clipAddr = 0x2027800
roomWidth = memory.readbyte(0x30000B8)

diff = (targetAddr - clipAddr) / 2
targetY = math.floor(diff / roomWidth) * 64
targetX = (diff - (targetY / 64 * roomWidth)) * 64

while true do

	gui.text(2, 2, targetX)
	gui.text(2, 10, targetY)
	
	local xPos = memory.readword(0x30013E6)
	local yPos = memory.readword(0x30013E8)
	
	local currAddr = clipAddr + (bit.rshift(yPos, 6) * roomWidth + bit.rshift(xPos, 6)) * 2
	gui.text(2, 26, string.format("%07X", currAddr))
	gui.text(2, 34, string.format("%07X", targetAddr))
	
	vba.frameadvance()

end
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
ZX497 wrote:
Also, have you looked at the memory layouts of the other versions of the game (JPN, EU)? If the memory layout is different, maybe there's other stuff you can do with this.
They should be the same, or at the very least, they should be the same distance apart. So version doesn't really make a difference.
ZX497 wrote:
I guess corrupting current health to 0 wouldn't actually help, cause the changes only hit when you reload the save, huh.
Yeah, it only affects the saved values. The actual values during gameplay are unreachable.
ZX497 wrote:
Just randomly messing around in debug, apparently it's also possible to corrupt your item amounts to maximum somehow? I just ended up with 1024 max missiles after doing some corrupting in the room above, dying and reloading.
Here are all the possible values that can be corrupted: http://pastebin.com/y2X44nbp Most of them are are 0, but some of them are over 0x400.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
Link to video So here's a practical application of the memory corruption trick. I'm don't think it would obsolete the low% TAS, since this involves memory corruption. Besides, it would just resemble any% with several extra missile tanks.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
I've actually done that shinespark in the restricted sector before, though I guess I never put it in a video. Also, I'm surprised you managed to freeze that enemy in Sector 4. I've actually tried that before and concluded it was impossible.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
Oh, I wasn't aware that gate clip was a thing. Do you have a video?
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
Link to video Decided to make a video of the in-game timer corruption. Also, youtube made my video look like garbage. I think I'm going to upscale my videos from now on.
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
Yeah, the turrets, bullets, rinkas, drops, etc are all treated the same. I imagine by luring rinkas to the side, the rinka spawners will move and fire again regardless, which they didn't anticipate being a problem.
Editor, Experienced Forum User, Published Author, Player (94)
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There's some interesting stuff going on in that room. In terms of the actual number of enemies placed in the room, there are six turrets, six rinkas, and two zebetites. This is because filling all the turret/rinka positions with enemies would go over the limit of 24, plus it was probably done to reduce lag. Presumably, the turrets and rinkas move to the six closest turret/rinka positions near Samus. For the zebetites, when you kill the first one it respawns as the third one, and the second respawns as the fourth one. This weird behavior is probably responsible for the block glitch that lets you leave the fight.
Editor, Experienced Forum User, Published Author, Player (94)
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I made a drop prediction script, in case anyone is interested: http://pastebin.com/L7NmgGtL
Editor, Experienced Forum User, Published Author, Player (94)
Joined: 5/27/2006
Posts: 239
Now that I think about it, I doubt the floating glitch works in ZM. I believe ZM has a more robust method for determining if Samus is in the air. In fact, this same change is probably what's responsible for the falling glitch on frozen enemies, since the game is more likely to force you into a falling state.
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