Wow, if TSA is right, you are almost 4 minutes faster than all the speed runs ...
Btw. the Tower Of Hera is the best dungeon so far. (While the lanmolas certainly are the best bosses so far.)
I always hated this tower and you made it look so perfect. I especially liked how you "played" with the floating tiles. I found it also absolutely astonishing how you floated over the pits. After beating moldorm it reminded me to "moon-walking" ...
And how you used the boomerang and the mirror in perfect combination. Absolutely great!
Keep up the good work!
cu
Fabian
6 seconds? ....
Woah, that is much more than anyone did think possible so far ...
Could you give us a guess on what you are working? ;-)
Btw. why can you post to this forums and not upload a file of keystrokes over the same connection?
cu
Fabian
Well, but if they play for some thousand frames, it might be possible to hex-fix those. Please upload some sources from your conversion tool. I would really like to give some old runs of Saturn a try with the new zsnes code ...
cu
Fabian
I enjoyed the game alos, but:
Slightly OT:
I assume you are using Fake Mute Workaround as the video was recorded with it on.
At least in linux if Saturn picks up a item (like some oil or ashes) I have the feeling the sound is "longer" then it should be ...
Overall sound quality "feels" quite bad under linux, but I have not checked if it would be much better without Fake Mute Workaround...
Or is ist just, because I'm using v1 of the Fake-Mute Patch? ...
cu
Fabian
Well we are very interested in seeing what crazy things you did come up now with.
I mean we all thought that Teri's run was already perfect, but you show us that there is more perfect than perfect :-). (but please also make it entertaining in pause phases)
cu
Fabian
Yeah, I really thought that nintsujas sandworms battle was already the fastest one, but this sandworms battle is just astounding ...
Well, you won't need arrows until the dark world - as far as I remember, but I remembered another thing:
I think you could also use the bow in the Tower of Hera against Moldorm, but I don't remember if it really was the case or just a humble attempt, because we never got it to work on the console ...
It might be worth trying out ... (But before you collect alls the arrows, please try out with moldorm - as I said I'm not sure about that one ...)
cu
Fabian
Oh, sure thats a problem. But unless someone is making a movie (where you have an exact frame counter anyway) you could just set it to 0 to measure frames since loaded savestate.
cu
Fabian
Anyway, how can I post a WIP? If you'll remember I'm working with several zmvs, not one smv that has been recorded over and over.
How many zmv's do you have from Start to Escape of the Station?
Perhaps we could start looking at conversion muplitple zmv -> one zmv/smv there ...
So could you please upload just the zmvs until you escape Space station?
cu
Fabian
Making frame counter work when not in a movie would require changing the save state format, so I haven't done it yet.
Huh?
Are you sure?
Why do you need to change the savestate format to just display the number of played frames since reset?
_I_ would just add another counter for that ...
cu
Fabian
Hi,
this is the first game, which needs some time to warm up before you can play a movie, which I found on linux.
So perhaps I can now spot the bug, but I'm more into watching at the moment.
Perhaps later ...
cu
Fabian
Ok. But for the lazy one though? Could someone implant a function that deactivates the turbo and pauses the emulator at a desired frame? Would be very handy when it comes to very long runs such as FF6 and Chrono Trigger.
I have that patch in my unix own tree (see my patchset), so it should not be too difficult to add.
Come on nintsuja, give this guy his wish ;-)
cu
Fabian
Thanks nitsuja, I recorded on exactly the settings you recommend (without left/right, up/down) and finaly realized why it still gets out of sync:
Everytime I enter a new screen the enemies are on different places (no matter what settings)
This reminds me strongly of the Zelda bug.
It might be that there are other variables as well, which are used by this game, which are not stored in the savestates, yet.
nintsuja: What do you think?
cu
Fabian
PS: I plan to port some of your things to unix this weekend, so I can also watch this Evermore movie ;-).
Better late than never, a *few* comments were added to the submission text, which hopefully should answer all questions (for example in regards to flying)
Thanks a lot to everybody for voting and posting positive comments, I'm kinda overwhelmed by this enthusiasm :)
A *few*: lol
Now please make at least a 11-level run to show a new world record in time attack and make it as entertaining as possible. (Most SMW movies are not as entertaining as a single level of your run)
cu
Fabian
Really absolute great run!
Even if I could not contribute any speed tipps (and my idea about flying under the pipe was wrong ;-) ), this run got me hooked on the snes9x code to improve the unix version a lot. (Some of those improvements seem to be now also in nintsuja's improved version).
So, thank you very much not only for this absolute great run, but also for the nice time that we all had in seeing the progress of it.
cu
Fabian
Hi,
I watched it too.
Impressive were the bosses. Fast clean and (mostly) very good.
Though the whole run did look more to me like a "normal" speedrun instead of a "perfect" one.
- Weapons could be used in a much more efficient and funny way sometimes
For example at Helmasaur: Instead of hammering his mask, you can also place some bombs. I think i combination with hammer this will be faster.
For me a perfect run, needs to surprise me by doing almost impossible moves and yes with Zelda even being a "slow" game, I think you could do some spectacular use of weapons, while not being slower.
For this you have the frame advance option to time things at exact frames.
One example: You can hit the sandworms (in 2nd palace, lightworld) with the bow and with the sword. (which should be faster than just with the sword)
- Sometimes (as far as I remember) you did switch switches unnecessarily. This looks "human", while imho a time attack should seize for perfection.
And there are some more of this "human" things.
- Hm, and now I forgot the rest I wanted to write, but its too late in the night to re-watch the movie now; sorry.
So in conclusion:
Its a good evaluation movie, which can help other runs, but its not a "real" time attack in bisqwit's definition, because I think there are too many small "mistakes".
Hope to see an update from you soon.
cu
Fabian
edit: And I can't believe I missed this, but when Zelda says "Sanctuary is just beyond that door. Pull that switch over there" right near the end... that's totally unnecessary, you can walk a bit to the right first and that dialog box won't be triggered at all.
Is this now done in the new video?
I still can see the Messagebox. Did you miss this idea, Omni?
cu
Fabian
Note to Fabianx:
I added the following lines before the other 2 added by your patch:
{OFFSET (OAMWriteRegister), 2, INT_V},
{OFFSET (BGnxOFSbyte), 1, INT_V},
because a comment indicated that the developers thought these belong in the snapshot as much as OpenBus1/2, and I think I saw it still desync sometimes until I added these.
Yes, thank you very much! I'm glad finally someone made a windows version. Those seem to also have been necessary though I could not get a desync with them missing, but perhaps I have not tried hard enough.
cu
Fabian