Posts for Reeve

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Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
É isso aí, cara! Continua tentando baixar seu tempo até o limite. Mesmo que você não submita o seu TAS, você pode postar ele aqui pra que nós possamos assistir. Eu gostaria de assistir. Boa sorte! Keep trying to improve your run. Even if you don't submit your TAS, you can post it here for us to watch. I'd like to watch. Good luck! Edit: Da próxima vez que for postar nesse tópico, posta o que o google traduziu e o que você escreveu também em português, porque tá foda de entender o inglês do google. Next time you post in this thread, post the google translation and what you wrote for the translator in portuguese, cause it's being hard to understand google translator's english.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
It seems to me that x2poet is going to TAS Final Fight, and he has more experience than you in TASing, so you should wait for his TAS instead of working in the same game. So you can see where you did mistakes in your previous TASes. Hopefully X2poet is keeping track of your submissions, so he will know what can be improved. Me parece que o x2poet vai fazer um TAS do Final Fight, e ele tem mais experiencia que você em se tratando de TASes, então ao invés de trabalhar no mesmo jogo você devia esperar para ver o TAS dele. Através do TAS dele você pode ver onde você errou em seus TASes anteriores. Tomara que ele esteja acompanhando suas tentativas para que ele possa saber como melhorar o seu TAS.
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Joined: 5/12/2009
Posts: 748
Location: Brazil
Ok, it's getting better. But it's not the one for me yet. It can be improvable a lot. In this game, you can ignore most of the enemies and keep jumping to the end of the area or at least till the screen locks. Once you do that, the enemies that will unlock the screen are the ones that will apear in that part. You don't need to kill the ones that apeared earlier in the stage and can concentrate in the last ones, so you save time by not having to kill all the enemies. If they are going to bother you, stop and spin, making them fly back, and keep jumping to leave them behind. Another note for Beat'em up games is that you have to make the enemies go to the same side of the screen, so you can hit them all in the same time. In this case, you could infinite them all. For that, you should grab the enemies in the left and throw them to the right (vice versa) or manipulate them to just go to the right, for example. After beating the enemies that matters, always go to the spot of the screen where your character will leave the area sooner. Don't use knives to hit your enemies, if you're going to use a weapon, use the Sword to inflict damage in all enemies, not individually. Sodom: Killing him with punches is too slow. You have to grab him, and hit him with Haggar's head three times, then grab him again and keep doing this till he dies. To use the pipe to break the car is slower, at least the way you did. Andores arena: Maybe it would be faster to do like i did in the realtime smv, iirc, keep punching and grabbing each one to kill. Fourth Stage: You should have gone to the end of the screen instead of killing the enemies before getting there. Once you get there there's a cut scene with the fires on the ground before the enemies apear, so you could use that time of the cut scene to kill the first enemies. Rolento: You lost a lot of time by not getting to the right position to infinite him as soon as he got to the screen. You couldn't do that because you took too much time to kill the guys with knives. Oh god! What was that in the bonus stage??? You should avoid breaking all glasses and break only the last ones and with just one hit. The run descynced for me in the first area of the last stage, unfortunatelly. The run can be improved a lot. Keep trying!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Great to see this run accepted/published. Now a new battle awaits us!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
11-12 in-game frames for 3 pbs is amazing! That's great news! Thanks For updating!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Thanks for making this video, SDR, and i think this one is submitable. Cheats are allowed in some circunstances in this site and entertainment is a good reason for Street Figher. This is by far the most entertaining run i've seen for Street Fighter.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Yrr wrote:
Not sure if this helps, but my lua script doesn't skip through ceres:
a=0 

while true do 

   if memory.readbyte(0x7e198e) == 128 then 
   gui.drawbox(0,0,255,31,"#000000") 
end 

b=memory.readbyte(0x7E1842) 
if a~=b then 
snes9x.speedmode("normal") 
else snes9x.speedmode("turbo") 
end 
a=b 

   snes9x.frameadvance() 
end
It doesn't skip elevators, though.
Thanks, Yrr, but unfortunatelly your scrip is similar to the last one amaurea posted. Btw, don't know if you guys are into realtime runs for Super Metroid, but i did two test runs for NTSC and PAL for 100% runs, to help to find the difference between these versions. I tried to optimize the runs equally using the best known tricks doable in realtime for each version, though i forgot to use two small tricks for NTSC and left two little flaws in the run. It wouldn't change much, maybe three seconds would be saved. The PAL run is more cleaner. The final difference between PAL and NTSC came to 3min and 20sec, so if you give a margin of error of 20 seconds, the difference will be 3min in a 100% run using the same route. this means that Behemoth's new record of 48min in SDA is equal to a 45min run on NTSC. 100% Run NTSC in 42.32 100% Run PAL in 45.53 Used Snes9x 1.43 v17 to record both runs.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
It's kinda unfair how some people are treating this submission, imo. I've counted at least 5 "no" votes from members who said this movie should not be published due to the fact that the game goes for in-game time, and these 5 votes are just the ones from people who posted their votes, there's probably more. Also there was at least 3 or 4 people who said that they liked the run, that it was well done, but abstained from voting because they didn't want to dive in the realtime vs in-game time discussion.
adelikat wrote:
Prior to the current publication we had the in-game time and real time any% runs published along side each other. I personally would be open to restoring that situation.
It seems to me that restoring the cathegory isn't an issue, like the site manager said. Imo, this submission should be treated like an improvement. People should just judge the run seeing if it acomplishes the goals set by the TASer, if the run is well optimized and if it's entertaining, and vote based on that. Anyway, i know each one has his rights and can vote whatever they want, but it just seems to me that people are seeing this submission in a wrong way. Unfortunatelly for this game, in any% runs, it's not possible to achieve the best in-game time and the best realtime possible in the same run.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
I'm really sorry, Dark Noob, but this is not how a Final Fight TAS should look like. You should have posted in the Forums before submiting. This is much slower than even a realtime play to be honest. I played with Haggar and manage to beat the game in 24min and 20 seconds without the use of any savestate or re-record. In the Arcade version you can ignore the enemies and keep jumping backward (while your character is facing left, press jump and quickly hold to the right) till the screen locks, so you beat all enemies toghether and do the same again to the final of the stage. Also, it doesn't seem to me that Guy is punching the enemies as fast as he can. If you're interested in watching the realtime run i did, download it here: http://www.4shared.com/file/PA9wOJBV/Haggar.html Edit: See if it syncs for you, cause for some reason it syncs fine in the PC i recorded it, but it doesn't sync in my laptop. I used FBA v0.0.5.01 to record this movie. Edit 2: Never use punches on Sodom, just throws and knees. Also, after cleaning an area, you have to wait in a spot where the character will leave the area without jumping back.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
I see. Well, problem is if i erase that "istop = memory.readbyte(0x7E0009)" line, the script will not skip/ff the item-get, right? Anyway, i'll just use the script that amaurea posted in the previous page for Ceres and load the other one once Samus reaches Zebes. Thanks.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
The script you posted works fine... the only problem is i forgot that the pause screens are not in-game time and the script skips it. I don't remember if i copied the scrip you posted or someone else posted, but this is the one i was using. Maybe you can find out what's the problem and fix it. Thanks for helping.
while true do

   istop = memory.readbyte(0x7E0009)
   dstop = memory.readbyte(0x7E05F5)
   estop = memory.readbyte(0x7E0E18)

-- Items, Doors, Elevators

   if istop+dstop+estop > 0 then
   snes9x.speedmode("maximum")
else
   if istop+dstop+estop < 1 then
   snes9x.speedmode("normal")
end
end
   snes9x.frameadvance() 
end
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Thanks. Btw, maybe you can help me. When i use this script to skip door transitions, itens and the black screen in the elevator transition, and if i play a movie, the script skip all Ceres. Also, i thought this script wouldn't skip in-game frames, but once Samus gets to the elevators, the script skip all the frames Samus is in the elevator, and you can only see her arriving at the elevator and leaving it. Is there any other way that i can skip only realtime frames without skipping any in-game time frames? Thanks again!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
amaurea wrote:
22 Samuses frolic around Zebes: Link to video This is a comparison of all the Super Metroid submissions at TASVideos (except one which was rightly rejected for poor techincal quality). It also includes the RBO wip by Kriole, Taco and Herooftheday. It it interesting to see just how big an improvement Super Metroid has had through the years. The newest run gains 200 frames or so per room vs. the oldest one, for example.
Which script do you use for the door transition, amaurea? is it "turbo" or "maximum"?
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Getting a 3rd pb pack is not as troublesome as getting the grapple to push Samus up... unless she can stand there holding down after the cristal flash. Anyway, it seems too high for me for Samus to climb even using Hi-Jump Boots.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Thas was very cool, man! It's like a crazy marathon! Funny is to see an army of Samus against the bosses. Great Video!
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Joined: 5/12/2009
Posts: 748
Location: Brazil
Great improvement and great run, Aglar! Isn't there any other old runs that didn't use memory watch? Maybe there's some good runs to be improved the same way.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Feos, for some reason, the sound stops after 13:22 of the video and never comes back.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
AngerFist wrote:
Voted no. Certainly not different enough than the current published run.
The any% runs will certainly less and less different from each other. You can see that watching from Ceres to Norfair (With the attic room beeing a bit different).The difference between this run and the published one is the goal set by the TASer, in this case "51 seconds in-game time". The rooms of this game will be kinda, the same as perfect levels in sonic runs, if you can't save time, they're gonna be almost the same. The difference in Super Metroid is that the "levels" will be played in a different order/route if you're going for realtime or in-game time.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
There was an in-game time cathegory before, that was obsoleted by Taco and Kriole's movie, but if this one is faster by almost 1 minute (51 seconds) in-game time the in-game time cathegory could be brought back.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Cpadolf wrote:
...since the release of the game it has always been the goal of the Super Metroid speedrunning community to aim for clock-time rather than realtime, which is why its a desirable goal for almost anyone who has been speedrunning the game at some point.
Same opinion here. Yes vote! The run is very good and i liked the new route. Also, it would be really good to see a new 100% run done by any of the TASers, better if they team-up.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Iirc, the gravity suit will only apears after killing Phantoon... if you manage to go there before killing him, the Gravity Suit will not be there.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Use Snes9x 1.43 v15 to play the movie. For some reason, in v17 the run descync and Samus dies. Or there's some kind of setting we should use that i'm not aware of.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Tub wrote:
What would you gain from doing Norfair before Maridia?
Hummm... Maybe i'm overestimating this trick... So the only gain from a clean up in one trip to Norfair would be the two elevators transition, right? Also, maybe you could do the CF while GT is dying, so the in-game time costs would be less as you'd have to wait for the door to open anyway. Iirc each elevator transition costs 08 seconds and 30 frames x 2 = 17 seconds, also one or two more seconds by not having to go for the elevator... almost 20 seconds in-game time by not having to go for Norfair again. Maybe the gains are not enough to save time, though, as the trip to Lower Norfair would be slower.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
That's really cool. If it's possible to reach the needed position in time with Wall Jumps, then there's still hope and a Norfair clean up before going to Maridia would be possible. The only issue is the backtrack in the map to get the grapple. After getting the Speed Booster (100% run) they would have to come back for Crocomire and the clean up of his area, leave crocs area going up to get the Missile, clean up the Hi-Jump area, go up for the Ice Beam and enter the passage going to the Tower missile, then go straight to Lower Norfair. Well, it would still be a big time saver both for in-game and realtime, also there would be less backtrack in the run. I'm looking forward for what the next runs will be. Edit: It seems there would be losses by having to go for Kraid first without the Speed Booster, but to minimize the losses a trip to Red Brinstar earlier PB could save some time, and the Bubble room PB shortcut could be used and the PB pack could be usefull against Ridley too. Also losses by not having the Plasma for Ridley and less supers and Space Jump or Springball for some rooms...
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