Posts for Reeve

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Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
hero, the idea is about this place: smv Edit: Btw, just out of curiosity, when going for the first Reserve Tank, next to the First Super Missile Pack, did anyone ever tested if it's slower to get the Reserve Tank first and then go for the two Missile Packs behind it? Edit 2: Managed to improve the Maridia Route Change a bit: Damage boosting from the falling crab makes possible to land more to the right without loosing time, so you can get more speed for the mockball saving some frames. If you shoot the pirate while samus is falling, he will turn to the right, getting closer to the ledge you have to land, so when you damage boost samus reach the ledge faster. smv Edit 3: Managed to improve it a bit more using a morph and unmorph to damage boost some frames earlier and Samus landed in a better position to start running. Also tried minimizing the most i could the lag during door transition, positioning samus more to the left in a way that it wouldn't change anything in the in-game time. I used Cpadolf's run to compare the times between the routes and the upper route seems to be around 35/40 in-game frames faster till now and looks much better. Probably still improvable. smv
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Joined: 5/12/2009
Posts: 748
Location: Brazil
Just a minor idea i couldn't test: In the Super Missile room above Phantoon's lair, while waiting for the PB to destroy the block on the right side, stay on the top of the robot and get a mockball through the tunnel. You can shoot the robot once when jumping for the mockball and using wave beam you can shoot it again right when samus land on the Super Missile pack. The idea here is that with a mockball Samus will travel faster through the tunnel and land closer to the hub, so she can jump from duck position for a ledge grab. Edit: Just for better visualization of hero's Kraid Exit trick. smv Edit 2: Got a better smv by 5 frames. Anyway, just trying to improve my TASing skills... smv Edit 3: One more frame saved. I think it's the best i can do, but it's still probably improvable. smv
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Joined: 5/12/2009
Posts: 748
Location: Brazil
Thanks for the explanation, KentaKurodani! Great Idea, hero! That looks nice! I've been very busy lately with work and couldn't search for anything. I was just messing around a few hours ago with that Maridia Pseudo Screw strategy to see what would happen in the previous room. I used Cpadolf's smv in some parts and replaced some inputs in a way that Samus could charge the beam. It seems the only way to charge the beam in time is unmorphing after the mockball, but it's probably possible to optimize it so Samus can unmorph earlier or something like that. I went through the next room (Samus emerged in the same position as in Cpadolf's run) and the result was an improvement of just 17 frames. smv Edit: I managed save 1 frame in the secret area by making samus to unmorph 1 frame eralier (by not pressing right before unmorphing) but because i had to turn around i have to make Samus unspin earlier to fully charge the beam, then she triggers the screen transition in position 102. In the next room, when Jumping for the pseudo screw, she touches the mini draygon and gets damaged. You need to trigger the screen transition at least in position 103 or Samus will get damaged when pseudo screwing. It would be much better if it was possible to fully charge the beam without having to unmorph in mid air in the previous room, don't know if it's possible.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Thanks for implementing the script, P.J.! Something i aways wanted to know, if anyone knows the answer: Was the doors in Ceres Station supposed to be destroyed? I mean, if you use the reset glitch and return to Ceres with PBs you can destroy them, but you were not supposed to have PBs in Ceres and it seems to be the only way to destroy them, so technically you were not supposed to be able to destroy the doors.
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Posts: 748
Location: Brazil
Sorry i didn't thank you before, Taco, but i really apreciate you tested that glitch and took the time to post it in details. Thank you! P.J., thanks for posting the script and congratulations for the great work!
Experienced Forum User
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Location: Brazil
PJ, when I start playing your video, in the first frame, there are different colors of blocks all around, as you were using a script to show the blocks "hitbox". Is it a lua script and if so, can you post it?
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
If we could understand "WHY" this happens, it could be easier know where it can be used and then find where it can save time if anywhere.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Interesting. Also, in the smv you posted, after the glitch, Samus falls pretty fast.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Yeah, it's pretty strange. I wonder if that only happens in that particular place. It seems like if the ceiling was just one block height samus could go through it without problems, given that her entire body was inside it. She couldn't keep up using that grapple because there was still ceiling above her. As soon as that happened i wondered it if that could happen in other places where it could be useful, like the ceiling before Spring Ball or others like GT ceiling that protects the Missile Pack. If that can be done in the Power Bomb room when leaving LN, if Samus can get at least a bit inside the ceiling, a turn around could be used to destroy the blocks and get a shortcut. Anyway, i'm just dreaming here.
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Joined: 5/12/2009
Posts: 748
Location: Brazil
Was playing around and found this strange stuff. Don't know if it is known or not, but anyway. smv Edit: Also some small timesavers: 4 in-game frames saved in Maridia. Maridia Also 2 in-game frames and 4 realtime frames saved in Brinstar. Brinstar
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Joined: 5/12/2009
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Location: Brazil
Don't know if this is useful or not, but anyway: smv Just ignore the Gravity Suit.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Decided to post some small findings here. WS Spiked Platforms Room: -------------------------------- Used the pseudo screw to cancel the invencibility time after the first damage boost in the spiked room, so Samus can damage boost again earlier. If i calculated right the smv is 36 frames faster than the strategy used in the current 100% run, though health management could be a problem since i took one more damage from the spikes than Cpadolf took in his run. smv Note: For this trick to work, Samus has to charge the beam before the first damage boost (or maybe just before the second) so she can use the pseudo screw to cancel invencibility. WS Walljump: ---------------- This is more an update of the walljump strategy found by Kriole in the spiked platforms room going for the ET. I managed to get a damage boost that makes Samus land in the right spot in the next room, so you don't need to run in the water to jump up. smv Under Charge ET Exit: ------------------------- This one is just 1 frame in-game time faster and 3 realtime frames faster. My idea at first was to use the reverse walljump trick to jump up in highspeed, but unfortunatelly i got the walljump animation too close to the wall, so Samus touches it and loose her speed. So, although i used a reverse walljump here, i could have used a normal walljump and the result would be just the same. smv Draygon's Eyed Door: ------------------------- Managed to hit Draygon's eyed door 10 frames earlier. smv Note: I only used memory watch to keep an eye on the in-game timer to see if the strategy was faster or not, so the SMVs are not optimized. Edit: Here is one that would probably save time but i couldn't make it work. Good luck. smv
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Thanks for the encode, antd! Yes vote.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Yes vote. Great run, dood!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Yes vote. It was entertaining for me.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Dooty.
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Joined: 5/12/2009
Posts: 748
Location: Brazil
thanks for the encode, antd! Nice improvement, Dooty! Yes vote.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
It descyncs to me too unfortunatelly. I'm using the same plugins and enabled that option in the video plugin too. Is there any other thing i have to enable/disable in the emulator for it to work?
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Easy yes vote! This run improves Zene09's old run by almost 6 minutes. Fantastic work as aways, Dooty! Congratulations!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Does asking for an encode do any harm to anyone? Is it against the rules?
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Could someone encode this, please? Thanks in advance!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
It works! Thanks antd! Arukado: it asked the same dll for me. I downloaded it somewhere in google and pasted it in system32 folder (it actually didnt work in system 32 cause my windows is 64, but right below the system 32 folder was the one i needed to put the file inside). Right after that it asked for other dll, i downloaded it and placed in the same folder and that's it. It's working!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Thanks antd! That movie file was amazing!!! This emulator really seems to be great! Unfortunatelly i don't understand anything of that source code stuff and have no idea what i have to do there. Is there any tutorial for noobs in this kind of stuffs to get the emulator working?
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Does anybody know of any emulator for PS2 that has a savestate and frame advance or slow motion option? Also, what is the best emulator for PS2 today?
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Finally!!! Will watch as soon as i get home, but judging by the wips, it's a yes vote for sure!
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