Posts for hero_of_the_day

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nicely done evilchen. I see samus only takes 4 hits to the rinkas in that test of yours, which is good because she will not have any energy tanks in a real run. Surely less hits is possible too. 2 hits is the most samus can take, with only the power suit. If you have time, you should also try to see if you can get past the ceiling in the statue room without the crystal flash. I have been trying lots of different ways, but with no luck. I still feel like it might be possible though.
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Oh, I see what you mean. yeah, that is something that could be looked into. It would be a pretty big time saver.
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you would still need 15 stars to make mips appear, so it wouldnt matter anyway.
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because I am not heading towards the "exit" trigger at the top of the screen.
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Nitrodon wrote:
The scene moves you to the window of the candy shop, so it saves time to activate it while moving south.
Thats exactly why I thought it would be slightly faster. Either way, I am gonna keep it the way it is. It is one of only a few things that might surprise the viewer in the whole movie.
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I was also thinking of that too. I hope it doesn't crash the game. The game will freeze if Chrono goes downwards after the telepod event, so there is a chance that this may screw other things up later on. EDIT: ahhh, very lame news. I just played through the entire cathedral/yakra thing. When I get back to the present, the candy scene is automatically forced when I walk downwards with marle. Oh well, it will still save time, but not really that much.
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I never tried to piece a map together, but it may be very helpful in this case. I first played the cave in the light in order to get a set route, because I think there are a couple different directions that pan can take. After I knew the route, I just played it out. This level took me the longest time to complete, I am sure you can gain quite a few frames it it still.
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sounds interesting, I will take a look at this. If it is possible for Crono to get up quicker, it would save a good chunk of time.
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pretty much, yes. If you looks at the input on my movie file, you will see that I completely stop movement for 1 frame before walking towards Crono's mom. I also delay several frames before I move during the candy sequence skip.
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Damn, I was way wrong. I found the memory address. It is 7E0158, there are 255 (unless there is some pattern) variables, not 9. To test this, load up this save state. Press (and hold) the up button when the memory address reaches a certain number (any number will do). Load up the same state again and wait for the memory address to cycle through 1 time. Then press the up button when it hits the same number that you press up for on the first time. You will notice that Chrono's sprite will reach the exact same subpixel as before. Pressing up at different frames will result in different sprite positions for Crono, but as long as you press up at the same time on the same number in this memory address the position of Crono's sprite will always be the same. edit: It makes perfect sense now. Every time you move Crono the memory address resets to 1. When you stop movement, it starts to cycle again.
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Bisqwit, there seems to be a certain variable that changes every single frame. This variable goes through stages of (I think 9) before starting over. During each change in the variable, it allows Crono to walk past an event trigger by a certain amount before being compelled to walk back or stop. There is a point within this 9 frame variation that allows Crono to travel the maximum distance possible. Ex: Look at the conversation with his mother. Sometimes you get stuck right in front of her and other times you can walk almost right beside her before being stopped. With the candy lady, Crono doesn't actually pass the event trigger, but he gets close enough to the "exit" trigger on the top of the screen. The new "exit" trigger overrides the candy lady trigger. I hope that made sense. If not, I can explain it again.
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Thank you inichi. It is because of your awesome strategies that I am motivated to start the new run. Take your time with your run. It will be a while before I really start working on my new run anyway.
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Actually I have no idea how it works, no one does except the guy who found it. His English is horrible and he almost refuses to explain how the save system allows him to skip right to the escape sequence. evilchen, if you could watch the movie and explain it to me, it would be appreciated. Or if you can reproduce the glitch, I would love to see you work on doing the run. I know you have the necessary skills to do it. I can help you along the way too. If someone found a way to glitch into tourian without the crystal flash, it would make this into a 6% run. This would truly be the lowest percentage possible, even lower than the time/space beam glitch.
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Today someone posted a new glitched route that completed the game very quickly with only 13% of the items. This route uses the x-ray glitch to gain access to tourian early. It looks incredibly ugly, but maybe this game needs a glitch run similar to the runs for zelda 2, 3, and 4. You can see the run here I have gone ahead and modified the route, and I am sure that I can complete the game with only 10% of the items using the same techniques. my route
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looks awesome. You plan on doing the whole game?
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I had a feeling that the flying/running part in the beginning was improvable, nice to see how much can actually be saved. I don't understand how 74 frames were saved at the end of the level though. Almost 10 seconds ahead of my run now, that is awesome.
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I think that jumping is the only way to avoid having the drainer die. I think that fact that the drainer is off the screen allows it to survive despite being in the blast radius. My impression was that this technique would be useful in a RBO route, because I thought x-ray was needed for maridia.
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thanks moozooh. It isn't quite that much time saved actually, because I haven't entered the pause screen menu yet. In the old run, I entered it immediately when I gain control of Crono in his room. I am trying hard to make this run as frame perfect as possible, no more turbo buttons for me. Luckily with memory watch, the dialogue button presses are predictable by exactly 1 frame. Saturn, I got a question for you. Do you know if the battle message speed should be increased? After some testing it seems that it doesn't make a difference in the overall length of the battle. Confirmation would be appreciated.
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Saturn wrote:
Wow, even though there is a chance this might be a aprils joke, I believe you. Looking forward to see a WIP of a by now true TAS-genius no matter in which game. You just manage to come up with crazy stuff over and over again, respect!
Thanks Saturn, much respect to you as well. It seems like you and I enjoy similar games ;) And here you guys go, a present for April fools day. The start of my new run
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For you reference creaothceann, today is march 31st. I will be posting a wip in a little bit. I am only going to play up until Chrono goes back in time, then I have to wait for inichi to post his movie on the SDA.
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I started my new run today and I have already found something incredibly cool! Sorry to say Saturn, your movie is no longer perfect. I found a way to skip the candy lady on the way to the telepod! With this new revelation, I am going to attempt to skip the dialog with Crono's mom downstairs also.
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okay, just finished it. Here you go
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Yrr: Thanks for ignoring my posts, I really appreciate it. Its not like I know anything about this game anyway. Saturn: The missle shine tech is for people who collect the speed booster before wrecked ship, but skip the high jump boots. The walljumping without the hi-jump is much slower, so the trick saves a bit of time. The trick with the frozen drainer is very possible to use even with a power bomb. I should have posted a longer smv of it to show you. From above a power bomb can be layed which will destroy all the blocks and still keep the drainer alive. This tech saves easily 3-4 seconds, but it requires that you pick up the ice beam early. Tonski: That looks pretty good so far, keep it up.
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I have been following your notes over at the speed demo archive forums, inichi, and your strategies are very well thought out. I am really looking forward to seeing the finished product. With the advent of these new strategies, I have started to compile all the useful memory addresses for the game. It was kind of a pain to search through the game and find all these addresses, but I think it would be worth having them in the end. Since it appears no one else wants to do it, I guess the task of a new run falls on me. I want the new run to be much more precise than my old one, so it may take a while. I still have to wait for inichi's run to be posted on SDA anyway.
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Link_enfant: Thanks, SSBB does look absolutely awesome. I am looking forward to your console run, hopefully you can find something new ;) Tonski: Thanks for trying to find improvements and stuff. That smv you posted is slower than the way JXQ does that room, but at least you are trying new and different ideas. Yrr: kwinse is correct, that the cut scene must be completed in order for the glass tube to actually open up. I have tried on numerous occasions to escape the tube without waiting for the exploding animation, but it is impossible to avoid. As promised here is a bundle of demo smvs that I have compiled. Unless otherwise noted, all the smvs were made by me. It should be noted that some of these are slower than what is done in JXQ's movie, but some may be faster as well. I have also included some movies which can be very useful in a RBO route. check em out
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