Posts for Cpadolf

Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
The run uses a glitch to overwrite RAM in order to trigger a game ending event. I don't think it should obsolete a any% run without any major skips or game breaking glitches.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Yeah I'm hoping that will happen. I would have done it myself if I had good enough knowledge to do actually do it.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
"no door transitions, elevator rides or item fanfares", or, "no cutscenes after landing on crateria" was a bit too long. As for it being there in the first place, laziness.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well it's 1 click to skip the intro :P
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Pasky13 wrote:
Not a fan of the encode cutting out transition periods. It makes the run illegitimate in my opinion. If we're gonna start taking the stance of "it's needless wait time", we need to do it to all games, which means cutting out things such as score tallying at the end of levels in Super Mario Bros., Sonic games, cut out most RPG cutscenes, etc... It's part of the game, the TAS and should be there, visible. I know that for me, even though I know it's a legitimate TAS, I don't see it that way when I watch it because it's spliced to hell. Also...why was the beginning cutscene included and then door transitions taken out? This contradicts itself O_O.
I uploaded an unedited version too, but either way its just my personal channel and they aren't official encodes. The beginning is still in because the script that was used to get the cutsceneless .avi file leaves it in and I didn't want to edit it manually.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Yeah I just found it. I think it'll be somewhat close, both ways definitely need to be optimized to be sure.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Thanks total! Twocat, do you know which Y position you were at in the video Dessyreqt posted? The best one I've been able to find so far is a small platform at Y=9451, where you can do a quick jump to reach a door transition to the tube room.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Thats interesting! Is there any good method of spotting/identifying these blocks?
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Thanks! Also, does anyone know if the lua script to see block positions OoB is available in Bizhawk, or if it would take a lot of work to convert it? EDIT: And if anyone knows the reason for the game sometimes getting in a state where it will semi-freeze after the next door transition. It's impossible to move or even change equipment, but all enemies still move and samus can still take damage. It seems that once you have done *something* (touched some block, reached a specific position, etc), the game will always do this after a door transition, even though the very same door transition will not freeze the game if you haven't done that thing.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Anyone know what particular adress and value you should look for to know that you have triggered the explosion?
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Dessyreqt wrote:
Well, humans have once again beaten the X-Ray Glitch category, this time playing by its rules (instead of pulling out GT code shenanigans): http://www.twitch.tv/ivan/c/4128088 I'm pretty sure a TAS could still do this with only 6% though, it appears to be the same sort of setup as in the statues room. EDIT: apparently the method in that video is already obsolete and a new method can cut a couple of minutes off of the time. Not that that's relevant for TASing, it's just a different method to get stuck in the door deep enough.
That seems like it probably beats the EAC method. I guess I'll try to get back to this in a few weeks unless someone else picks it up :P It should be a pretty easy run too, It's basically the current X-ray run with somewhat less stringent drop requirements up till after X-ray, and then it's a cakewalk up until the X-ray part at the ship. The only challenge would be to figure out what drops/damageboosts are optimal.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
That's very cool! I hope that a good EAC TAS could be made for this game. I've had some ideas that might be fun if they could be realized but I don't have any of the knowledge necessary to actually make any of it.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Wait, I thought flying through locked doors as a fairy was an intended feature and from what I remember necessary at some point to complete the game. Guess I've always played it wrong.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
This jsut goes to show that when earth is threatened by alien supermen and our only chance for survival is to make the best damn TAS of all time, all the TASers of the world can really come together, put our differing opinions on the merits of speed/entertainemnt tradeoffs, ingame timers and arbitrary code execution aside and create something genuinely amazing. Becasue that is what we were doing right?
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Pfft, I dunno how much I give for this "Pro" crap. I saw a Super Metroid 100% run up there that finished in 59 minutes, which is pretty underwhelming considering I recently made one that finished with 999% in under 15 minutes. Color me unimpresed!
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Getting back to the intro after saving has been a known side effect of resetting the game state for a long time afaik, but having the escape sequence being triggered already when you land is just brilliant :P As well as doing any of that without the glitched beams of course. I'm unsure if it should be considered to be lower than 6%, considering that you still collect 6 items and if you go purely by the percentage that the game shows you could have it be 0% with ACE.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
amaurea wrote:
On the other hand, this leaves very little potential for arbitrary code execution: It's hard to do anything useful with only ff00 or 00ff.
Well if it turns out to be possible to use this to beat the recent ACE run for speed it would still be possible to find something cool to do with that run as a starting point so as to not let all the work to make ACE possible (and also getting there) go to waste over a run that would unfortunately (great discovery aside) probably be a lot less interesting to watch.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Patashu wrote:
W E L P http://www.twitch.tv/tewtal/c/3971198 Thanks to Total, x-ray OoB and space/time beam are now equally strong glitches. This makes low% glitched 1 % lower and might lead to an improvement for any% glitched no GT code
How does it make glitched low% lower than it is if you still need X-ray, maybe you mean for regular speedrunners? Anyway, really cool glitch. I wonder if there's another spot you can get off screen far enough quickly.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Yeah I meant without ACE.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
That would certainly be pretty cool. Anyway it seems to be possible to escape MB after killing her in one of two ways depending on when you consider her to be dead. You can trigger Space/Time directly after her HP hitting 0 in her final form to escape the room and then work your way backward through Tourian. But if you only consider her dead after the death animation and the timer being set, you'd have to charge Space/Time and then switch to a missile to store the charge to be able to use it after you get Hyper beam, then trigger the door out of the room and finally save warp back to ceres in order to get out of Tourian/get rid of the timer.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
My idea for an April Fools submission had always been a "true RBO" run that kills MB first, then Ridley, GT, Draygon, Botwoon, Phantoon, Crcomire, Kraid, Spore Spwan, bomb Torizo and finally Ridley on Ceres with the help of Space/Time beam. The problem is that it would be an insane amount of work (probably longer than the 100% run) for a joke submission. Not entirely sure that it's possible to escape after killing MB either but it definitely might be with Space/Time.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I don't really think it changes anything for runs that aim for ingame time. Becuse you don't actually reduce ingame time, you just trick the ingame clock. There's still an adress for "ingame time" that keeps running while your HP is 0. I still think aiming primarily for ingame time in the 100% run was the corerct choice for example, and don't think that not using the pause glitch goes against the goal set up in that run. Using the pause glitch to manipulate the clock would possibly add more than a minute of actual ingame time even though the clock would be lower.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Any reason in particular that some games are more sensitive that that stuff than others? Also is the SNES in gneral especially hard to emulate perfectly?
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Super Metroid doesn't sync in general on any emulator. There's a very small number of frames of difference on the more accurate emulators but as far as I know no one is perfect.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
But the X-ray run also skips almost all of the game as well. I don't really that run can stay published as a "less glitched any% run" alongside this one if it was published (especially since there are already not one but two "no major skips" any% runs). But as I've mentioned before it's still a low% run as well and if that is deemed as a worthwhile category for the game it could stay published as a low% run.
Agare Bagare Kopparslagare