Posts for ZX497

Experienced Forum User
Joined: 10/8/2013
Posts: 126
Yeah I'll take a look at it later when I can. That's really neat tho!
Experienced Forum User
Joined: 10/8/2013
Posts: 126
Umm, maybe you're having the same problem I had with that chrono-bomb script I posted like, a year ago or something? I had to check the "Disable HTML in this post" checkbox for the code to show up correctly (might wanna check the BBCode disable box as well). I will take a script, tho, so drop it to pastebin if this doesn't work. For me, just locating the clip spots was the issue more than the clip itself, heh, but it's good to have assets at hand anyway. EDIT: Your script works beautifully now.
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Joined: 10/8/2013
Posts: 126
So regarding the early Nettori / Yakuza fights. I know they're not useful, cause they don't actually advance the sequence when done early, but uhh, my question is, does doing them early softlock the sequence? Like, would it be possible to do them early, then return to where you are supposed to go and still beat the game? I assume it'd softlock the sequence when you are supposed to fight those bosses later, but I dunno.
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Joined: 10/8/2013
Posts: 126
Oh, yeah there is actually one room in Chozodia where you can get back in-bounds. It's right under the escape ship, but it's only 2-blocks wide. Glasstube room should also work (edit, Glasstube won't work. Both vertical transition are blocked off).
Experienced Forum User
Joined: 10/8/2013
Posts: 126
Umm, yeah that sounds right. I mean, with Screw Attack added I guess you have everything now, heh. Not sure where the Energy Tank would come into play, tho. EDIT: Also, if IGT would get absolute priority, you would need to chrono. There is a skip you can do for Black Pirates (use the red Pirate that follows you to clip through the gate), but it takes too long to setup for it to save any time, unless you chrono to pause the time during the setup. Also, as the ship is flying off, chrono again. And Mecha dying too. And Mecha arriving. Lol. I mean, I can see excluding all of this just on the merit of this looking very bad, unless the pauses are edited out, but all this would save, like, 30+ seconds of IGT.
Experienced Forum User
Joined: 10/8/2013
Posts: 126
Nice. If you're still looking into this more, the room to the left of the Brinstar-elevator in Norfair would be an interesting one to test. There's no confirmed way back in-bounds for that room, but that's where you can do this unassisted (without having to chain together several space jumps). So, again, if the ceiling / floor blocks could be corrupted into a hole in that room, that'd be awesome.
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Joined: 10/8/2013
Posts: 126
Also, in Fusion, for steeper slopes (45 degrees), you can use Ball-Jump instead of a bomb explosion for reverse charging. For low-angle slopes, bomb seems to be required. EDIT: nvm. Doesn't quite seem to work with jump ball. Bad testing on my part, I was partially submerged in water.
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Joined: 10/8/2013
Posts: 126
Link to video So, Late Wave route is no longer just theory.
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Joined: 10/8/2013
Posts: 126
Ok, and uhh, yeah this is a thing in ZM too, might even be just as versatile. LATE WAVE is a thing now for ZM hundo, cause the Ridley Speed Jump room just got solved. EDIT: It is just as versatile. For both games, every slope is broken. Basically you stand near the top of a slope piece, facing downwards (like, 2 subpixels down from the highest point of that piece), then do: Fusion: - Jump, jump - Down, release, down - Neutral, neutral, neutral - Forward, forward - Hold back Zero Mission: - Jump - Down, release, down - Forward, forward - Hold back This is just one setup for this, by no means you absolutely have to do it like this (the key point is just hitting a specific part of the slope with morph ball). I just find this one very easy to test with. This also kinda means my script is almost pointless now. There's a clip every 64 vertical subpixels on every slope.
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Ok, you're right about the 1x1 45 degree blocks. Definitely possible to use those for reverse charging. So, it seems it doesn't have to be slopes connected to slopes, just slopes connected to... anything. EDIT: Yep, it's not even limited to 45 degree slopes. ANY SLOPE WILL DO. Any direction, any angle. This suddenly got very versatile.
Experienced Forum User
Joined: 10/8/2013
Posts: 126
going = true
right = false
boost = 2

if memory.readbyte(0x03001256) == 16 then
	right = true
end

while going do
	
	ypos = memory.readword(0x0300125C)
	rpos = ypos
	horpos = memory.readword(0x0300125A)

	for i=1,boost do
		joypad.set(1, {right=1,left=1})
		emu.frameadvance()
	end

	if right == true then
		joypad.set(1, {right=1,left=1})
		emu.frameadvance()
		rpos = memory.readword(0x0300125C)
		emu.frameadvance()
	end

	if horpos == memory.readword(0x0300125A) then
		boost = boost+1
	end

	vba.print(ypos - memory.readword(0x0300125C))
	if ypos - memory.readword(0x0300125C) == 2 or rpos - memory.readword(0x0300125C) == -1 then
		vba.print(ypos)
		going = false
	end
	emu.frameadvance()
end
Updated script. Now it takes into consideration the direction Samus is facing at the start, and will test appropriately from bottom of the slope to the top. When facing right, there is a chance the script will produce a false-positive at the very start of a slope. Also, yeah it's pretty weird you gotta give Samus twice the oomph when going right for her to do anything. EDIT: On further testing, there's a pretty big chance the script actually fails to locate the correct spot going right. Still needs tweaking. Left-facing slopes are horrible. EDIT2: Updated the script again, now it should work regardless of slope angle and direction. It's not exactly the most well thought out one, but functional.
Experienced Forum User
Joined: 10/8/2013
Posts: 126
Ok, left-facing slopes DO work as well. The script just needs a bit of tweaking.
Experienced Forum User
Joined: 10/8/2013
Posts: 126
You mean, like the slopes in many save rooms? I counted those as a double, heh. I mean, I don't actually know what kind of piece shapes there are, but it kinda makes sense to me for there to be two pieces there. Like, a smallest possible 45 degree piece you can have would be 1x1, since that always maintains the block formation. For the less angled ones (26-some degrees), the minimum block-size would be 2x1, since otherwise you'd end up with, like, a half-block of height. If you mean those one-block, very tiny 45 degree ones (like in NAV rooms), I haven't been able to work with those.
Experienced Forum User
Joined: 10/8/2013
Posts: 126
- The long Kraid zipline room, where most categories do a long shinespark across a lava lake. - For Hard-mode only, the very first room of the game (where you get morph ball from). Those are the only two ones I can come up with off the top of my head. There's quite a few more OoB locations available, but none with open top or bottom from what I remember.
Experienced Forum User
Joined: 10/8/2013
Posts: 126
Any two will work, the slope can retain its angle and still have a clip in there.
Experienced Forum User
Joined: 10/8/2013
Posts: 126
Link to video Figured out the slope clipping a bit better, so, now it's more versatile for reverse shine charges. Oh yeah, there's reverse shine charging.
going = true

while going do
	ypos = memory.readword(0x0300125C)
	joypad.set(1, {left=1})
	emu.frameadvance()
	joypad.set(1, {left=1})
	emu.frameadvance()

	vba.print(ypos - memory.readword(0x0300125C))
	if ypos - memory.readword(0x0300125C) == 2 or ypos - memory.readword(0x0300125C) == -2 then
		vba.print(ypos)
		going = false
	end
	emu.frameadvance()
end
A very rudimentary LUA-script for finding clip-able slopes. For Fusion, you can almost eye-ball it, tho, cause every slope connection is faulty (or so it seems). Basically, if two slope pieces are connected, and the slope is facing right, there is a clip there.
Experienced Forum User
Joined: 10/8/2013
Posts: 126
I dropped a movie file to the ZM topic. Also, yea, in ZM you can only move around in the open area, not the wall (since you can only move straight down while inside a solid object), so that might be an issue. The longest room, for ZM, you can get OoB from is 10 blocks wide, and that was the area where I found it to be possible to corrupt the ceiling blocks into a pathway back in-bounds (using debug, so result may not apply).
Experienced Forum User
Joined: 10/8/2013
Posts: 126
https://www.dropbox.com/s/qfix7p6dml8cvjb/ZMoobib.vbm?dl=0 Movie file for getting OoB and back inbounds (VBA-RR v24).
Experienced Forum User
Joined: 10/8/2013
Posts: 126
Btw, do you know if zeroing the timer could be a thing in ZM too? In ZM, there's a bunch of rooms you can get OoB at (on TAS, only two that I know of for unassisted, one of them before PBs), many of them long. Getting in-bounds is a bit trickier, but some of the rooms where it is possible do lack a ceiling so you can just fall back in, and at least on Debug, I once managed to corrupt 2 consecutive ceiling tiles into a hole, making for an impro way back. Also, yeah, zeroing the timer is basically a very boring thing, but I just find the concept of it amusing enough to actually wanna see it :P
Experienced Forum User
Joined: 10/8/2013
Posts: 126
Link to video Well, found a 3-blocker, but since the spot you get OoB from is too far from the room wall, you'll only be able to explore the open shaft above/below it... so, it's most likely worthless. Unless you can do some block corruption off of that area, to corrupt the area you're in into a more favorable shape or something. Decided to make a poorly TASed vid of it using debug rom anyway, just to share it.
Experienced Forum User
Joined: 10/8/2013
Posts: 126
Link to video Found another spot for BioSpark's ledge clipping. This one is interesting for two reasons mainly: 1. It's another OoB location. 2. It's actually possible to do without Tool-Assist. Maybe this room would work for resetting game time to 0? Also, regarding the map corruption, it seems if you save the game afterwards, some of it persists somehow. Like, some of the map I had obtained got actually "unmapped" when I loaded the save.
Experienced Forum User
Joined: 10/8/2013
Posts: 126
Link to video This is neat too.
Experienced Forum User
Joined: 10/8/2013
Posts: 126
Link to video Some stuff.
Experienced Forum User
Joined: 10/8/2013
Posts: 126
Link to video This isn't my vid, but it's definitely worth a check. A month ago, Aceearly found this way of getting into the debug room, and it's actually more versatile than the method I showed, cause it allows you to browse the whole menu! You can restore a limited amount of functionality by selecting 2739 -> BG -> Link Test, and canceling out of it. This way, certain elements of the debug menu sort of start working, quite nicely even. Most notably I suppose, 1967 -> Enemy works almost as intended: you'll be able to spawn whatever enemy you want, although you'll be put at the start of the game instead of the Arena. We're thinking the room you start from (the room you perform the 0HP glitch in) matters when accessing the debug menu like this. Thus far, I haven't found another room from where you could restore any functionality beyond the one shown in the vid.
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Joined: 10/8/2013
Posts: 126
Link to video It's possible to kind of access the debug menu like this. It doesn't really work at all, cause the game can't really handle loading it while it's running, but I guess it's sort of neat anyway. There's also a lot of other... stuff I guess, that can be found OoB, including the credits. Moving there is very slow, though, not to mention you may need some abilities to reach some areas, so I doubt there's speedrun benefits that can come out of this. Total Control maybe.