Posts for hero_of_the_day

Experienced Forum User, Published Author, Player (88)
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Well, I cannot really explain it other than the demo I posted was not 100% optimal. I failed to arm pump after exiting the tunnel, I failed to arm pump a few times in the previous 2 rooms. I also unmorphed slightly earlier than I needed to and lost 3 frames upon entering the door to the high jump room. Mind telling me in detail how you improved JXQ's near perfect ceres escape by 7-9 frames? I don't expect you to answer, but I think that being open with the community will be more beneficial to everyone including yourself.
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ok, thanks for the answer Saturn. And you still suggest that he fill up at the pipe bugs?
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yeah it's not 30, but I would say it is around 25-27 if fully optimized. I don't think getting the super missile is necessary either, because botwoon can be killed with 2 pb combos and 2 super missiles instead of 6. That would only be 40 frames slower, right? That would make a visit to the pipe bugs unnecessary. Please feel free to correct me.
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yeah you can shoot diagonally up or down. The only thing is that it will only work at certain spots because of the wave like nature of the beam. Don't worry though, I know there are quite a few different starting positions that can open the door. Other than that, no, there are no other conditions that need be met.
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yeah it is unlikely that you could open it the normal way in time. Remember that you can open it through a wrap around shot from many different places, you don't have to use the same spot that I used in that demo. Ideally you can use one of the spots on the platform to fire your beam, so you can spark earlier.
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Experienced Forum User, Published Author, Player (88)
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http://tasvideos.org/forum/viewtopic.php?t=5664 I agree that 1.51 has better emulation accuracy and graphics/sound, but the recording issues are far too overwhelming to ever use it.
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Good to hear, though it would be better if you got a 23:59 :) Also, you might want to consider using this strategy.
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Experienced Forum User, Published Author, Player (88)
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Well the fact that saves states don't load is another bug, but I think the desync issues are enough of a reason to not use it. It is a real shame too...
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I have a lot of faith in Cpadolf. He shouldn't have any trouble getting 23 minutes, since Saturn said it was possible even without the torizo skip.
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here is my more optimized test of it This is why I calculated a savings of ~30 frames. Compare my frame counts to JXQ's then take into account the amount of time lost from the shudder. At least Cpadolf said it saved 15 frames, which is far more than the 5 saturn says it saved.
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This is the exact same shitty issue that happened to me in super metroid. It appears that many games are affected by this stupid bug. Playing a movie from the very beginning to check for desyncs is a very difficult task, and it becomes exponentially longer each time you want to check for a dysync. This makes the emulator completely useless for recording movies on. According to my tests, I too believe the fade out lag is responsible for the desyncs. It is usually within the fadeout scenes that the missing frame is cut out.
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Experienced Forum User, Published Author, Player (88)
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Well it does save about 30 frames, I compared a pretty optimized version of it to JXQ's times. I don't know where you got the idea that it only saves 5 frames. I don't really care what you say about the steam boost either. I think it is faster. You still refuse to tell anyone where you found the extra 7 frames needed for a 49"15', so any new ideas I find I will post.
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hey Cpadolf, maybe this will be of some use to you. I just developed it :) here you go Oddly enough this technique only saves about 30 frames, after taking into account the shudder walking part. Also I think taking the bottom route might be slower than the top route after collecting the boots, but at least now you have a choice in what route to take.
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new damage boost at ceres station located. The top of the zig zag room contains a steam boost, and when hit properly a frame can be gained (possibly more, because I didn't test it fully). I figured I would mention it here, so that anyone else working on a new Super Metroid run can use it. .smv
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So it seems you are correct. Back to the drawing board :)
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I think I may have figured out a new method of opening the gate, which has a lot of potential. As you all know, when a super missile makes contact with any surface, the entire rooms vibrates. At first I thought that vibrations were just visual, but it turns out that the vibrations actually shift the hit boxes of all objects by a couple pixels. Here is a quick demonstration. Test #1 In this short movie, a super missile is fired when Samus' y pixel position is at 902, sub pixel position of 35840. The super missile clears the ledge. Test #2 Now a preemptive super missile is fired in order to cause the room to shake. A second super missile is fired in the exact same position as in the first movie (y pixel position is at 902, sub pixel position of 35840) This time instead of clearing the ledge, the super missile makes contact! What does this mean? Like we already know, a super missile can easily pass through the gate itself. And we already knew the super can pass literally 1 pixel underneath the green button. Now if a second super missile can be fired into the closest wall in time, the green button will be shifted and the first super might make direct contact. After some preliminary testing, the speed of the first super missile is hard to keep up with since there is a 17 frame delay before a second one can be fired. I have been within 2 frames of getting the shot off in time. I urge others to try this as well.
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Experienced Forum User, Published Author, Player (88)
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Here is my current idea. The shinespark is not necessary to get the super missile to cross the gate. Crossing the gate doesn't matter though, because it will always be below the green button's hit box radius. What needs to happen is to find a way to make the super missile pass through the top 2 boxes and be on the same level as the green button. Now if you fire a super missile from the correct spot, and the screen is not fully scrolled to the left, a super missile will pass straight through both the boxes and the green button. Unfortunately, since the missile is off the screen it cannot register for a hit. However, a shinespark might be fast enough to scroll the screen over, after the super missile has passed the boxes but has not yet passed the green button.
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Experienced Forum User, Published Author, Player (88)
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Saturn wrote:
1. There is no way to get a enemy near the gate in that room
Wrong. It is very possible, but it requires a ton of time for the enemy to crawl into that room.
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Experienced Forum User, Published Author, Player (88)
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Since when is a 5 second improvement a "huge joke", as you called it in your first post? Here is a quick breakdown of everything that was once "impossible". The following list contains things that most people did not think could happen, yet did. 1. Torizo skip, proven by moozooh to be possible 2. Maridia Shinespark without hi-jump, proven by hero of the day to be possible 3. Tourian x-ray entry without the crystal flash, proven by hero of the day to be possible 4. 100% Varialess route is faster, proven by hero of the day to be true. Soon to be proven possible: 1. The maridia green gate opened from reverse There was more things, but these were the major ones.
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Experienced Forum User, Published Author, Player (88)
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Here is another super sloppy test run showing how to obtain the wave beam using less than 300 hp and not ever tapping the reserve tank. Again, most rooms are done faster than JXQ's because I have the high jump boots, but not only that you can also see some of the new strats I have developed. If this were optimized, I would have collected a big energy ball from the fire ball enemy at the end leaving Samus with a potential 40-50 hp fully optimized. After exiting the room, I would then collect 2 more big energy balls from the little fire creatures in the bubble room (the ones inside the tunnel). I do believe the reserve tank would not ever need to be tapped, which would make the pipe bug refill area much much shorter. Not only that, but there are even more enemies on the way to crocomire which can give even more big energy balls. Oh yea, I am that good ;)
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Experienced Forum User, Published Author, Player (88)
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No, 3 hot rooms with 100 hp left afterwards. (200 damage total). Here is a very very shitty playthrough. Please note how unoptmized this is and how much energy I had left. On a real run, Samus could potentially have 120 hp left. Also please note that I went a little trigger happy with the super missiles, in a real run you would only need 2 or maybe 3 if you want to destroy the enemy in the 3rd room. here Now if your reserve tank is full (it should be because you can fill up at the norfair elevator room), you would have 200 HP at this point. Plus 2 more big energy balls gained in the bubble room. that makes for 240 hp entering the "hot" room with the pipe bugs. Upon entering, he could get another big energy ball from the green things hanging from the ceiling. Thats makes for 260 hp. JXQ needs to enter the pause screen one time in his run anyway so deequip the spazer, so he might as well do that now and load up the reserve tank at the same time. With that much energy Samus can make it to the Speed booster and back. The pipe bugs only need be visited once. Upon fighting the pipe bugs, he could fill up both tanks and the reserve (this is the only true delay in the entire route). It would be enough energy to make it to the wave beam and back. After wave beam, the only hot rooms left are very short and drain very very little energy. Upon killing crocomire he would have 3 full etanks which would literally put him in the exact same position he would be otherwise. Have the high jump would also speed up some of these rooms (another added benefit of the route). 36 minutes is very possible btw, there are plenty of other new (hero) improvements to be had in this game ;) Also he could have made some realtime sacrifices, but opted not to.
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Saturn, it is really a shame that you think this way. I have done rough run through of all the rooms. I am 100% positive that it is faster. I realize that in an unassisted run it would be impossible, so lets not compare to the conversation we had at M2k2. JXQ will have 2 etanks, the high jump boots, and a spare reserve tank. With properly timed hits, the first 3 "hot" rooms can be completed with 100 energy to spare and not even tapping into the reserve tank (and yes that is with collecting the lava missile tank). I timed it and I was faster than JXQ in the first 3 rooms (mostly due to high jump boots). There is no way in hell he would need to spend that much time on the bug refills either, it is much less considering he will have a full reserve tank at that point. The only hard part will be collecting the wave beam. After that it is easy as cake. I never said 25 in-game seconds either. I said 20. Maybe 20 is a little high, but seriously the realtime gains are ridiculous. 4 extra door transitions cut off.
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Sorry bout the confusion. The maridia gate won't change the 100% runs route. Because you need to get the mainstreet missile pack, you must enter from the bottom anyway. The 100% run can use one gigantic route change though. The norfair section should have been done without the varia. Since crocomire's area is not consiered a "hot" room, you only needed the varia for about 5 rooms, all of which could be completed with just 2 energy tanks and a little time spent collecting big energy balls. After killing crocomire, you will be given his power bomb set. With the newly acuired power bombs, you can complete kraid's lair immediately after exiting norfair and this has two huge benefits. 1) This eliminates the backtrack to collect kraid's missile tank, because you will have power bombs at this point. 2) You now have the speed booster for kraid's lair. Overall this route change would save ~20 in-game seconds and ~35 realtime seconds.
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Experienced Forum User, Published Author, Player (88)
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I know. The movie was just for people who wanted to work with the charged shinespark. I made the movie before you made your last post 9 hours ago.
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Experienced Forum User, Published Author, Player (88)
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If I ever got it to work, the ideal route would be Redbrinstar-Kraid-Varia-Speedbooster-Wave-Hijump. Doing norfair varialess would cost much more time than you would gain from doing kraid late. Refilling at the bug pipe can be a lengthy process, and doing kraid early is only about 6 seconds slower than doing him late. The only run that should do norfair without the varia is the 100% tas, because the slowdown at the bug pipe is much less than the backtrack to collect the kraid missile pack. If the green gate were ever opened, it would allow access to the top of maridia and thus removing the glass braking cut scene, and the entire descent down the red brinstar shaft. Fully optimized, I see this as a solid 25-30 second timesaver. It might actually be more, because you have to consider how much time is saved by having the speed booster and the wave beam in WS. I wouldn't worry too much though, it seems like it may be impossible to open the green gate. I will spend a couple more days on it, and I urge others to do the same. Here is a movie with the sinespark already charged, in case anyone else wants to try thier luck
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