Link to video
Well, I guess I finally found something that saves any amount of time, lol.
The same trick can be done unmorphed, but you can only get one jump off before you get clipped out of the door/wall. I actually made a video of that too but didn't put it in this one, since, well, honestly I just wanted to call the video Wall Ball.
Link to video
Here's the unmorphed one.
https://www.dropbox.com/s/81192rjquffrtr8/ballclimb.vbm?dl=0
And a link to a movie file, just in case there's some trouble with something.
Yeah, you need the ground I believe, at least I haven't managed to get this working without it. Also, this glitch (and every other form of respawn clipping) was actually patched in the JPN-version, in that version the respawning blocks work like in ZM, where they refuse to spawn no matter what, if they would push you at all.
Yeah, well, it's the same thing as with that power grip respawn clipping, lol. Sometimes the simplest stuff takes the longest to figure out I guess.
Other stuff:
- Sector 6 SA-X skip is a thing, using the respawn spin clipping. It doesn't help tho, since you can't trigger SA-X walking in the room, which stops the sequence from progressing. But kinda fun anyway. I'll make a vid of this when I can (no nearby saves atm).
- You can completely clip inside those rising pillars spread all around the world, if you have Screw Attack. As the pillar is rising, just spin jump to get inside. When a pillar has completely risen, it acts as a solid wall, so, if you do a same frame forward+jump, you can get 2 blocks of distance, which is occasionally enough to put you inside something else. Doesn't seem useful.
Right now I don't have anything recorded, just doing really rough testing for potential, using the debug rom (so, again, chances are none of this even works on the real deal, as its not identical, nor am I using a save obtained by legitimate gameplay). I'm not even using VBA-RR for this, just an emulator on PSP, heh, so can't keep a movie record going.
I'll mess around with the actual rom on VBA-RR later this week, I think. And then I can keep a movie record running just in case.
Shouldn't Arachnus keep spawning until the event progresses past it, tho? Or does he function differently from Yakuza and Nettori?
Either way, managed to wrong warp to one of the rooms found in your "Unused Rooms" video. The first one in the starting area.
Even if nothing useful comes from the event flag, it's kinda neat this might allow for a legit New Game+ type of a thing, lol. Shame this spot is not viable unassisted, cause that'd be fun to mess around with.
Ok, so, this is really stupid that I completely overlooked this before, but the 3block wide room I posted a video about earlier, yeah, you can totally get back in-bounds from that.
The thing about room ceilings in Fusion is this: if you jump and land, you get pushed _back_ one block. So, if you make your way to the far-right (or left) of the ceiling area, jump next to the wall while facing away, you get pushed inside the wall. Then you can just morph and balljump as usual to wrap the area around and enter back in-bounds from the side.
So uhh, yeah. The recent developments in the Memco-department should work fine here.
EDIT:
Doing some rough testing using the debug rom in that 3block room, and uhh, yeah, the potential seems to be there. Managed to wrong warp doing this, as in, after dying and reloading, I actually spawned to a different location. Once to an elevator shaft (completely stuck as I was unable to leave), and another time to the ship.
EDIT 2:
I think I'm actually reaching the event-flag. After spawning on the ship, the first event is active (event flag was at 68 before).
Mmm, thank you. I was about to ask for instructions on how to read this, but I think I get it.
Say like, if tempSaved Current Health (0x2038222) would be at 0135 (hex, so that's 3 tanks 9 health), and the PB blast would reach a corresponding block, that'd set the tempSaved Current Health to 040D (10 tanks 37 health)?
And the values not listed are not corruptible? So if health is at 6 tanks 99 (02BB), it's not possible to corrupt the value whatsoever?
That is amazing! Looking at the notes, I guess current health is also within the corruptable range, then? Cause if that's the case, why not die OoB by corrupting current health to zero? Not only would this be faster, it'd actually open up a bunch of opportunities as far as rooms go, most notably...
- The RTA viable room for Zero Mission (I'll make a rough vid of this shortly)
- The 3block-wide room in Fusion
Also, have you looked at the memory layouts of the other versions of the game (JPN, EU)? If the memory layout is different, maybe there's other stuff you can do with this.
Like you said, I don't think this should obsolete anything, cause it'd just be almost exactly like any%, with an extra trick near the end. Really neat stuff regardless.
Link to video
Here's the RTA room for ZM (Hard-mode only).
EDIT:
I guess corrupting current health to 0 wouldn't actually help, cause the changes only hit when you reload the save, huh. And then you'd just die after reloading anyway. Well, dang. But uhh, regarding the above room, maybe you could take a look at the possibility of corrupting the floor/ceiling blocks into a pathway?
EDIT2:
Just randomly messing around in debug, apparently it's also possible to corrupt your item amounts to maximum somehow? I just ended up with 1024 max missiles after doing some corrupting in the room above, dying and reloading. Such high item amount actually doesn't provide that impressive of an end-game percentage by default, tho, cause that counter overflows at 256. Could perhaps get 255% or 0% by overflowing / underflowing some values, and then collecting some tanks afterwards to fine-tune the percentage.
Link to video
Useless as always.
https://www.dropbox.com/s/oevoi9205fvqxpa/ShutterDoorClip.vbm?dl=0
Movie file link to above (VBA-RR v24).
Also as an interesting note, the debug rom for this game has much more lenient collision on doors when they're closing. In that rom, you can actually do kinda the same thing as in Super Metroid, where you spinjump towards the door as it's closing, and you clip inside. It's a pretty specific timing still, and doesn't work for the shutter doors, but pretty neat anyway. It was patched out before the game was released, so, now we're stuck with something like shown in the vid.
I got some details wrong, so let's clarify things a bit. If you enter the room to the left of your ship from the ship room, you can actually get to Tourian from the wrong direction (we can't actually do this entry, since we haven't been able to get past the Speed Booster blocks). There's nothing to do there, though. The door leading to Mother Brain is grayed out, since Tourian 1 will be loaded. Also the Power Bombs would not be there in this state.
If you'd enter the room to the left of your ship from the bottom-right door (by taking the Ball Cannon up from Brinstar), this'd actually load the post-game state for that room. In this state, the elevator leading to Tourian will be non-functional, as Escape 1 hasn't been completed yet. But if the elevator would work and we could enter Tourian, it'd actually load post-game Tourian, with the PBs still there. Also, if you'd enter the ship room like this, it'd also load the second state for that room, with the ship missing and the PB tank being possible to pick up.
So, a heap of problems, but strictly technically speaking, you can load the room states where the PBs are possible to obtain, without having to proceed past Mother Brain.
Yeah, basically so. Outside of Chozodia, there's only 3 PBs in the whole game: one in Norfair, one in Crateria and one in Tourian. There's two states for Tourian, and two states for the ship room in Crateria. For the first state in both cases, the Power Bombs are unobtainable.
Any PB from Chozodia can be collected at any time.
Sadly no, Axodo, because that door on the left is grey'd out when you enter from the right (also there's no loading zone inside the door anyway). If you enter from the left, the crumble blocks won't be there, so you can't get a shinespark.
Also there are other problems as well, one being that the Power Bomb upgrade near the ship is behind some Power Bomb blocks as well as Speed Booster blocks. Also, that particular Power Bomb upgrade cannot even be obtained until first escape has been completed: it is only a sprite, with no hitbox :P
As for if early Power Bombs would allow us to skip Mother Brain, yes, since that would allow an early Chozodia entry, which is the only real bottle neck.
EDIT:
Oh, actually you probably meant another PB expansion since you mentioned Tourian. Umm, well, even if we could break the Speed Booster blocks to the left of the ship, we still couldn't even enter Tourian from the wrong direction: The elevator leading there is actually inactive until Mother Brain has been defeated for whatever reason. Also, even if we could get to Tourian from that direction, we still couldn't get the Power Bombs from there, since it'd actually load Tourian 1, which is the version where Mother Brain is alive.
Link to video
Some old stuff some kinda new. Largely undocumented either way.
Also, yeah, youtube must've changed something with the way they encode stuff or something. The zeb skip one I encoded the exact same way as the previous 3-4 vids, and it looks much worse. This one I upscaled to 480x320, but it's still kinda bad.
Uhh, no, I don't have a video of that. But it's the same trick as this, just done in the Black Pirate room (again, using the red pirate that follows you. It will take a while for that dude to actually get in a position, lol).
Link to video
Also, come to think of it, just doing this and entering the Black Pirate room from the door might be faster than going the regular route. You'll still have to kill the black pirates if you enter that way, tho.
Another thing worth considering would be ballsparking through the tunnel (shortly after loading the save). If you do it off a frozen pirate from the previous room, it might be faster despite having to charge a spark.
And yet another, you could probably hold a shinespark through the Mecha fight, and use that for the return trip through that fairly long room. I haven't timed any of this, just pitching ideas.
Yo, that's amazing, dude! You didn't do the gate clip in the final area, tho!
I bet you could cut the one by doing it, since you're using chrono which makes it worth it. Also, come to think of it, you might need some E-tanks there. I know you asked about the requirements earlier, but I didn't connect chrono to the clip proper, since you didn't seem interested in it... so I didn't even consider that getting the optimal gate clip with chrono might need some E-tanks.
But, yea, if you gate clip in the final area (as in, use the red pirate that follows you into the Black Pirate room to clip through the shutter door), that'll save time. There might be a couple other more minor clips too.
Whatever tho, great work! It's a gimmick run but I love it so much.
Mmm, I think the reverse escape glitch is triggered just by the sprite limit being capped. I haven't done any thorough testing on this, but from personal experience it seems rinkas, turret bullets and drops (plus the gate) all share the same sprite limit, so, if that's filled up, then the gate just won't close.
Sometimes you can see the turrets misfiring too. They make the shooting animation and flash yellow but nothing comes out. Also yea, you're right about the zebs, they work in pairs so 1st one spawns the 3rd and 2nd spawns the 4th.