Posts for Reeve

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That's really cool to know! There's so long i played this game (and i played it a lot!) that i don't remember the differences between Leon A and Claire A, but iirc, Claire B completes Leon A, so maybe it's the best option, or Claire A and Leon B. I agree that there would be too many branches, but i never had problems with that, as long as the goal is clear, mainly in this game, where it was intentionally made for this many branches to be accomplished.
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Yeah, you're probably right. His run was amazing. I think he didn't submited it due to that long pause screen to manipulate luck. Hopefully he is working on something.
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Well, I wish more people share the same opinion. Hum... i have a feeling Saturn is working on something... probably an improvement for his low% ice beam route run.
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moozooh wrote:
Eye Of The Beholder wrote:
Also, i'm curious about if the new 100% run will really be slower in realtime. If so, this will be almost impossible to be published. Unless this new run improves the current run by any frame, although this new run will probably be more entertaining, it will be hard to accept an entertainment improvement with a slower run, considering this is not a playaround.
Actually, no, not at all. Judges are not stupid, they're well aware that more precise emulators might end up slower, and the difference might consume all the improvements. It doesn't mean the new run isn't better and thus isn't worth obsoleting the old.
Sorry, i was not clear. I mean, if the run is done in Snes9x, it will be slower in realtime, due to the additions of some door transitions. I don't know if the improvements found are enough to make the run faster, also, iirc, the current run could be faster in-game time if Cp was not optimizing door scrolling and stuffs like that, so, more realtime losses.
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hero of the day wrote:
I am hoping that lsnes/bsnes gets a proper GUI with full TAS tools in the near future.
Do you guys plan making the new 100% run using this new emulator?
hero of the day wrote:
It seems like we have all the information that we need to start a new 100% run now.
The only thing I still want to test is if there's an earlier spot where you can land a PB to open the Yellow door leading to Lower Norfair elevator area. I'd like to test subpixel by subpixel going from the door left of the blue gate to the small morphball passage. I'm just too lazy to start testing. Is there a way to know without testing, considering the distance from the door to the blue gate area and the range of the Power Bomb? If there is, it'll save me a lot of work. Other than this idea, at the momment, I have nothing more to offer. Also, i'm curious about if the new 100% run will really be slower in realtime. If so, this will be almost impossible to be published. Unless this new run improves the current run by any frame, although this new run will probably be more entertaining, it will be hard to accept an entertainment improvement with a slower run, considering this is not a playaround. Unless you guys don't mind about it beeing published or not.
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I played the PSX version, iirc, there was two disks, one for Leon and one for Claire, you would have to play as Leon and finish the game in order to enable Claire B and would have to finish the game as Claire A (without loading the finished game on the memory card) to enable Leon B. The B option would have to be loaded from the Memory Card.
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I was watching a realtime run on SDA and realized that there's no TAS for Resident Evil 2. Also, i don't remember hearing anything about a project for this game. Is there anyone working on this game or there's any issue with the emulator? Not that i'm going to start a TAS for this game, i'm just curious about it and would like to see a TAS of it.
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Are you still working on this game, X2poet?
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Cpadolf wrote:
Eye of the Beholder wrote:
Also, regarding your discovery of how an action in the first frame when entering a room can affect the time, what about not having any input in the first frame (maybe in the last frame in the previous room as well), could it save any time?
I think you misunderstood. It's not the action you do on the first frame after entering a room that makes a difference, but what you do before reaching the door of the previous room (like aiming down, which I found added lag in two of the doors in the game). This is how you can more easily manipulate luck in an ingame oriented run, but adding lag at the door by doing stuff like constantly switching on and of missiles or shooting just before entering a door. It's just that I had never found simply aiming to make a difference.
Big missunderstanding. Great run, Cpadolf! Congratulations!
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Even if it can't destroy them, can't they be used to pass unharmed through the pirates, like you do in the pirates room in Norfair, after Ridley? Also, regarding your discovery of how an action in the first frame when entering a room can affect the time, what about not having any input in the first frame (maybe in the last frame in the previous room as well), could it save any time? Edit: Yes vote.
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I really liked this run. Yes vote, of course! My favorite part was the bosses fights, in particular Psycho Mantis. I Never knew a granade could be used there.
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Everything is normal to me.
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You and other members that like this game should consider some playaround online. I'm always playing this game online, also Captain Commando and Cadillacs and Dinosaur. If any of you are interested, you can play it on ggpo, supercade. There's ArcLive too, but they only have Captain Commando and Cadillacs and Dinosaur and no Final Fight. Supercade have all of them and ggpo has only Final Fight. There's also the kailera, but imo the ones i posted before are much better. My username is l2eeve or Reeve. If you see me online, feel free to challenge me anytime.
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Cpadolf wrote:
I checked and you do indeed get a boost from the robots walking in the right direction. This should be pretty easy to manipulate too, since they will almost instantly start to move back when shot.
Yeah, i though it was strange that even pressing the same buttons the result was that Samus would activate the shinespark in different locations. I managed to make the second robot to move and give Samus a small boost to the right, enough to pass the ledge and activate the shinespark. It allows Samus to land 4 pixels more to the left than not using one boost in the robots, iirc. If it will save anytime or not i have no idea.
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Cp, regarding that Early Shot in the robots in the gravity stataue room, once you reach the robot area and unmorph to start running, something that intrigues me is how you get to the Missile Pack slight early than my attempts. In the first smv you posted you unmorph and Samus is in position 199 iirc, and the same happens in my test, then i sart running in the same momment as you and armpump all the way to the Missile pack, but Samus "Freezes" collecting the missile pack with a "no-armpump position" while in your smv she gets there with an armpump position. The result is you can press down earlier to charge the shinespark and have Samus in the right spot for the shinespark up, while i have her a little more closer to the wall. The strange thing is, edited an smv with your imputs, placing them in the right place for a Samus to go all the way till the end of the smv, but what happened is that, as in your smv you charge the shinespark earlier, Samus crashes in the very ledge of the ceiling. I was thinking that it could be the robots movements on the ground, if you get them to move to the direction you're running exactly when you are above them, they would give you a boost or something, changing your position slighty to the direction you're going, same as armpump. Is it right?
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I see. I knew about that shot in the door transition to get 23 instead of 22, but i didn't knew about the delay in the intro. Thanks.
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Kriole wrote:
Realtime runs don't get 49:23 in Ceres.
Lag frames?
Cpadolf wrote:
Eye Of The Beholder wrote:
Edit: I see that this one is different by the use of a cwj going for the morphball... does that really save time? i remember suggesting this but was told that it wouldn't be worth as you could reach the platform not using a cwj.
It's equally fast, I just thought it looked slightly better.
I see. Yeah, it does look better. Nice wip, Cp! I liked the enemies clean up in the first E.T rom.
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Is this the right smv? I watched just ceres, but you got 49:16 on the scape... what happened to the 49:23? Edit: I see that this one is different by the use of a cwj going for the morphball... does that really save time? i remember suggesting this but was told that it wouldn't be worth as you could reach the platform not using a cwj.
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Cpadolf wrote:
...plus the fact that with 1.5x the new run would be slower than my old run (the X-raying parts would add 10+ seconds alone) isn't really raising my motivation to switch emulator.
Sorry my noobish, but why would the later snes9x add 10 seconds?
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Cpadolf wrote:
For that to potentially be worth it I think you'd have to get all the way on top of the second robot with your damage boost, as it would take too long to jump over the second robot and then place the bomb. And it doesn't look like that's possible.
I understand. Well, I hope there's still something to be found while doing the run, cause right now, considering that nobody posted anything anymore, it seems that the ideas are over. I'd like to see Saturn or Taco around too, maybe they have some ideas to share.
Cpadolf wrote:
Anyway. I've started working on an improvement to my glitched run. I'm not really expecting to find all that much, but I figured I might as well while motivation is keeping high from all the discussion.
That's really cool! It's a shame that the run is so short. From Ceres to Brinstar elevator i gave up trying to find anything, that's because everything looks very optimized to me and since your run, the big finds, iirc, was the door-cwj going for the first Missile pack and the mockball after using Bomb for the first time, and iirc it saves less than 10 frames. Also, a long part of the run is about x-ray glitching, so this part seems to be as optimized as it can be (i know nothing about this). It seems to me that if there's anything to be found (if really there is anything) is in Brinstar. Good luck with your project!
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Had a minor idea but have no skill to test it to see if it would be faster or not. The idea is for Wrecked Ship, for the room above Phantoon's room where you get the First WS Super Missile pack after defeating Phantoon. My idea is, after jumping over the first robot, to use the sparks coming from the ceiling, the second robot shot, the floating creature or even a mockball in the very ledge of the first robot (and then a damage on the second robot shot) to reach faster the place where you have to destroy the block to access the super Missile area, but instead of using a Power Bomb, use just a regular bomb there. The idea is that if you get to the place where you land the bomb faster, then you would save time using just a regular bomb. Also, you can use the wave beam while collecting the Super Missile to shoot the robot for it to be in good position for a damage boost as done in the current 100% run. Here is an smv just to show the room.
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Cpadolf wrote:
Eye Of The Beholder wrote:
Do you mean with the door openned?
Shouldn't make a difference (also, with door block I mean the block that triggers the door transition).
I didn't know there was actually blocks to activate the door transition.
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Do you mean with the door openned? Edit: Btw, does anyone have any new improvement in mind or is trying to make some new strat/trick to work? I really can't find anything anymore no matter how much i watch the game.
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I'm curious about something i was thinking. When you Cristal Flash, Samus goes up a little bit from the position you landed the Power Bomb. So, what happens if you place a Power Bomb in the limit of a door transition in the ceiling? Would samus activate the door transition and Cristal Flash in the other side or would some bug happen? I thought about door transition and that big tube in Maridia that leads to the area next to the Plasma. I can't CF in the air, so could anyone test it?
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Thanks, guys. Now it's official, managed to save 1 more frame and now it's exactly 30 frames faster. smv Edit: Looking to Cp's run again i realized that it's actually 31 frames faster, cause i don't jump through the door to activate the early door transition. Edit 2: Wtf??? Why Botwoon is still alive when you return to his room? At least it is in Cp's 100% run. smv
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