Posts for Cpadolf

Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well I really don't think it could be enough to justify another round of refilling but I'd have to test taking it later more closely. EDIT: If I counted correctly then according to the test I made, taking the missile late seems to be about 90 frames faster if the damageboost on the waver on the way to speedbooster is taken on the first trip through the room. If the 20 energy that you lose doing this absolutely forces another round of refills it should still be slightly slower, but hopefully its manageable. smv
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Yeah, I have one that goes up to the pipe bugs after the speedbooster, but everything from the bubble rooms is preliminary. http://tasvideos.org/userfiles/user/cpadolf The damageboost on the waver definitely makes taking the missile late faster as I'm pretty sure that damageboost is not possible after taking the missile pack. I really really want to get two big energy balls from the green enemies but it's close to impossible to do so. I thought about refilling my health in the reserve-tank at this point to manipulate luck while in the pause screen, but this means I get full health before the first visit to the pipe bugs (and skipping it and doing an extra on the way back is ~40 frames slower). This is probably the most crucial part of the run, and it's accordingly frustrating.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Early missile pack does seem slightly slower, but the energy might be necessary to avoid an extra round of refills, (which saves a lot more time than getting the missile late), and there's no extra drop you can pick up anywhere else. Don't know how much time the damageboost on the ripper before the missile saves, if it's really necessary that could be skipped too if it doesn't cost too much. I don't remember all the charge/wave exclusive timesavers that were found or how much they added up to. I know that I thought it would be a close call but too much time spent on refilling might push it into being unlikely to save any time. Early PB or early Kraid can probably be ruled out though, it seems like early norfair must be the best choice whether you get charge/wave or not.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
15 seconds more than my old run, but not just refilling. It's 5 seconds for Charge, 5 for Wave and 5 for refilling (if it does take 3 more rounds than my old run).
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I'm beginning to get somewhat unsure of early wave/charge again. It's possible that there has to be 3 more rounds of refilling at the pipebugs compared to the old run, which would put the total deficit at about 15 seconds for getting charge/wave/refilling. That seems like quite a bit to overcome, even with all the new strategies.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Thanks for pointing that out, that was a pretty big miss. I think I'm picking up the missile early. The extra health and the missile pickup itself could be pretty important although it's hard to know if it'll end up being essential, I'll have what happens when picking up Wave. Does anyone remember the time difference between getting it late and early?
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Oh yeah that's probably true, it might save a few frames.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Wait, what trick? I don't remember this.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well several large parts of the run so far have already been optimized to a level where I can't think of any possible improvement, so all of those can be done rather quickly as it's only a matter of matching what already exists. Progress is probably going to get a lot slower soon :P
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Ingame. Which means that energy could be refilled manually, which I forgot about. That should probably remove one round of refilling at the pipebugs with a completely full R-tank.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Reached Norfair. I figure skipping to fill the R-tank at all and do a double refill on the pipebugs before going to the speedbooster might be the best, as recharging on the R-tank costs 1 frame per energy, although if it looks like it's possible to do one round less of refilling with a filled/semi-filled R-tank it could be worth redoing. bkm
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Yeah. I really don't know if going for the PB's before Kraid/Norfair is viable at all though, but it's hard to test for. EDIT: Though considering the detour and the loss of not having speedbooster at Kraids, it seems really unlikely that it would save time unless it takes excessively long to regain enough health at the pipe bugs before Wave Beam.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Eye Of The Beholder wrote:
So at this point i should ask, did anyone test if getting the Reserve Tank before the two Missile Packs is slower than the usual way?
I don't think so. I think there's almost no chance that it would be faster, but I'll test it. EDIT: I'm actually pretty sure that I did try it the last time I made the run. I tested both methods now and taking the R-tank first was 1 frame slower, and it felt like I had gotten the exact same result before. Anyway, managed to save 14 frames or so over the test I did of the new route in the super missile room.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Seems to be around 80 frames or so of extra lag, so it isn't really that much so far.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well I was only intending to use them short term. Didn't know the userfiles feature existed though, thanks for pointing it out! http://tasvideos.org/userfiles/user/cpadolf
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Good stuff! Made it to Green Brinstar now, so the actual interesting stuff starts at this point. smv bkm
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well I plan to get Charge and Wave early, other than that I don't know. I think there was a discussion of potentially going for the early powerbombs and doing Kraid before Norfair, but I don't know if a definite verdict was reached on that. I just wanted to get started with the thing and then tackle the problems as they come.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
hero of the day wrote:
I noticed that you did not use the reverse jump/hitbox trick to trigger the door earlier, as seen in the other recent SM tases. Did you purposely lose time here, or did it not actually cost any time at all. I didn't watch the run with memory watch, so I don't know how the frames compare.
You can trigger the door early without turning around using left+right (inverse walljump), which is equally fast to turning around and keeps momentum.
creaothceann wrote:
Unfortunately the best setting is this (this if 1 BizHawk at a time is enough).
That's what I suspected. It's going to be a pain as the run gets longer but oh well. Anyway, anyone who wishes can join in on the run in whatever capacity they want. The more the merrier and all that. I'm just trucking through Crateria at the moment as there's nothing of interest that happens until Green Brinstar.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I actually got it to work without delaying the intro sequence at all, only having to shoot twice in a door to get the correct pattern in the penultimate room. The timer isn't perfect though, I lost .01 on it in 4 rooms to randomness. Getting both to be perfect could be pretty annoying, it's actually really lucky that it worked out as easily as it did in Snes9x, as there are two rooms where you both have to get optimal steam patterns and clock patterns. Dunno if the clock really matters though, I don't really care about it because it's still the fastest time, but other people might care more. After landing on Ceres the run is something like 24 frames slower than Saturn's ingame run due to the added lag. BizHawk works very well in general, and the watch-tool is very nice. In Snes9x there's a 1 frame delay for every action in Super Metroid, and in BizHawk there isn't, so my brain is screaming at me that I'm doing literally everything at the wrong time, which is going to take some getting used to even though it isn't a bad thing in itself. But it's pretty frustrating how long it takes to go through the movie from beginning to end, as fast forward is at most 200% speed, compared to Snes9x which I could run at about 8000% speed (unless I'm missing some settig). It's possible to read the movie file and edit it directly in notepad, but the rows aren't numbered by movie frame so it would be a pretty tedious task to do so. Anyway, movie file and a watch for Super Metroid: http://www.speedyshare.com/MdwcA/download/SuperMetroid100.bkm http://www.speedyshare.com/HE48K/download/SuperMetroid.wch
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I'll try to do Ceres and see if I run in to any problems with BizHawk. Anyone know what the best method for hex-editing is with that emulator? I always just used the Quickhex tool with Snes9x.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
You can't manipulate the lava, but that's still a good improvement. The bugs need to be killed on the way to the missile and their drops picked up with grapple beam, but that shouldn't add more than a frame or two.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Yeah it's not possible without wavebeam actually. Hero found it during the making of the last 100% run but it couldn't be done with just Spazer.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
If you use the X-ray beam I think you could probably get away with only killing some Metroids and the pirates in the old motherbrain room. You'd have to go out of your way a bit to refill ammunition via powerups instead of enemy drops, but before Tourian the only enemies you should have to kill are the first pirates in Blue Brinstar. Everything else should be avoidable by picking up extra missile packs/E-tanks. In Tourian you'd most likely have to kill some but not all of the Metroids. I know that at the very least the first room is skippable, and the third is also very likely to be skippable as well. The second and fourth I'm not so sure about (vertical rooms tend to be much worse to skip). After that there's nothing you need to kill.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
That would be very awesome. It's nice to keep the external watch as small as possible.
Agare Bagare Kopparslagare
Experienced Forum User, Published Author, Skilled player (1433)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I really doubt that it would save any time to synthesize weapons. Considering how quickly almost all bosses/enemies are defeated I don't think it would save a whole lot of time, and the detour would be pretty big, especially if you consider going for Yeti at the same time, while not having Black Panther (and if you don't you have to add an additional warp, which takes a decent amount of time as well due to the warp animation). Also, because you have to go pretty early to actually gain anything from a better weapon, you probably wouldn't be able to upgrade it much at all.
Agare Bagare Kopparslagare