Posts for moozooh

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Actually, my opinion is that a NBMB kejardon-run would be "the best of both worlds", since it would be faster than a normal any%, will have less items than a normal low%, will showcase the X-ray glitch and will skip all boss fights on top of that. How many items will it take is largely irrelevant as long as the amount is lower than a normal low%. Fastest completion should be the primary goal, imo.
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Tonski wrote:
How could RBO be a NBMB run at any way?
NMB, not NBMB. Saturn's run skips all minibosses that were skippable by the time he started making it (Torizo skip wasn't known back then, and Botwoon isn't skippable even now).
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Fredrik wrote:
So let's have all of them.
Heh, you wish. :\ This is a "YOU CAN'T HAVE MORE THAN 2-3 RUNS OF THE SAME GAME HERE" kind of site, at least until Tub's idea is implemented in some way.
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Possible categories, as I see them: 1) 100%; 2) any% — without X-ray glitch; 3) low% — without X-ray glitch (14%); 4) NBMB — with X-ray glitch (10%) or 4) RBO/NMB — without X-ray glitch. The problem with X-ray glitch is that it can be used to create not only a full no boss/miniboss run, but also both shorten the item collection to 9% (5% less than a proper low%), and shorten the any% completion time to about 17-19 minutes (about 5-7 minutes less than a proper any%). However, it looks much less entertaining as it cuts pretty much everything that makes a SM TAS entertaining away, and substitutes it with such boring sequences as killing bosses without anything but perhaps Ice beam, horizontal bombjumping and many other dumb yet inevitable things. 10% NBMB is, by far, the only run with X-ray glitch that has a certain concept (doesn't fight ANY boss), is fast and moderately entertaining. RBO, on the other hand, is another classic SM challenge that is heavily geared towards entertainment, but the only person who's working on such a run at the moment is Saturn — and he won't be finished until 2008 for sure.
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I see now. I haven't updated the package in a while. I replaced the file, redownload it from the same address. The newer version should recognize more emulator versions. If it won't, use plain Snes9x 1.43v9, not the bugfixed version.
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First of all, what emulator (name, version) do you use and what is its executable's name? Then, make sure you're using the right ROM. It should be identified as "Super Metroid (????)" by the tool (each time you open a ROM, the tool tells its internal name in the bottom row). I'm not sure what you could do wrong, actually.
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evilchen wrote:
- when should i start making a walljump to keep the maximum speed?(with highjump and without :) )
Experiment in each particular case. Monitor your vertical speed addresses. Keeping the overall speed above 3 pixels/frame is a good idea, but the amount of jumps is also important. The key is to distribute the jumps across the distance so that the speed won't drop below a certain level after each jump. Also, keep in mind that normal jump's force is higher than that of a walljump, so the first jump should preferrably be 1-2 frames longer or so. Actually, just watch what I'm doing in the old Tourian escape shaft, you'll get the idea.
evilchen wrote:
- how can i run down a bevel with L / R pumping? it allways threws me down the bevel
Yeah, that can happen often. Seems like the contact with the ground is lost under certain conditions I haven't succeeded in determining… yet. Having your subpixel position shifted by a certain amount sometimes helps. Skipping a pump in the problematic zone also may help. Moving at a higher speed helps, either, since the game seems to be adjusting the maximum shift in vertical position according to the speed you're running with (otherwise you wouldn't be able to use Speed Booster on any slope). You can adjust the subpixel position while running without stop if your acceleration hasn't reached 2.0 px/f yet. Watch what I do with my speed in my WIP at frame ranges 750—775 and 8225—8240.
evilchen wrote:
- do subpixel change the drops from enemys?
No, they affect nothing until they haven't added up to a full pixel. Except that contact with the ground thing.
evilchen wrote:
- am i able to reset the game while recording the movie without stop the recording (for the bit setting in the no boss run)
You need reset-modified Snes9x.
evilchen wrote:
- does the 10% no boss category have a value for publishing anytime?
Ask judges. I'd go for it.
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Each pixel is actually divisible further, though you obviously can't see it on the screen. By optimizing subpixels, you merely achieve more precise positioning, which in some cases can save a frame, or, as in the case with Torizo, more than 20 seconds.
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A quick and sudden improvement will likely not be the case with a run that took 1.5 years to make by two very experienced TASers. Then again, it's an improvement to a recommended movie; it can't hurt if it's given a priority.
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Well, it's not like you aren't allowed to do your own version of a certain run… It just might turn out to be inoptimal in case the other author has come up with something you haven't. It happened many times, including the Super Demo World 120-stars run, which has been attempted by Chef Stef (he had to quit it halfways since jimsfriend's WIP was faster at that moment). Then again, you could try improving one of the existing runs of the games you like, even if you think they're "good enough".
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Rick wrote:
I think this game has gone too long without a new video being put in it's place. Poor ol' Kuros has been forgotten about. =P
On a related note. Also, I think Cardboard is already working on it, though I might be wrong. You might want to contact him first.
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moozooh casts the first yes vote on a Zelda submission! Something is definitely wrong here. :P To tell you the truth, the previous LoZ run was pretty much the only non-glitched Zelda run I enjoyed watching. This does all the same, but better and faster. Manipulation is near-perfect everywhere, damage boosts — everything is top-notch. I think it was worth it to work 18 months on such an improvement.
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Tombad wrote:
If I was an authenticity fan, I wouldn't be watching movies made on emulators in the first place. Though if it *was* me deciding, I'd probably go for using filters since that's what I use on the emulators anyway.
Yes, exactly. :) I see no point in making it look 100% authentic since most of the time they fail to do so anyway. Why not enhance the quality while we are at that? We are already doing it for certain consoles, why not for the other? I have read the encoder guidelines a lot of times, and have yet to see something related to the game image authenticity there. Quite the contrary, I mostly see the concerns with image quality and pleasantness. If anything, that also helps discerning emulator recordings from unassisted play.
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Tombad wrote:
I think it's quite fine to publish the movies "as-is", or how the games were made. If you want to see it in colors, nothing is stopping you from watching the vbm. (Not to mention colors are subjective, and would generate whine anyway, since "it's not how it was intended").
If you are the authenticity fan, note that GB movies aren't created with real gameboy colors. Since gameboys themselves were dot matrix-based, thy couldn't actually show even half the contrast of the B&W picture you're seeing in the video. Go to VBA settings, "Gameboy -> "Gameboy Colors". Looking good, eh? But that's how it was intended! Also, I dare you to look at how N64 encodes are created: 1, 2. Does it make them look like the actual game looked on the screen? I also would like you to remember that SGB player allows pseudo-colorization on the console itself. SDA gameboy encodes are also pseudo-colorized for that matter — because everyone knows that even 8 colors are less boring than a B&W picture.
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Apparently, adelikat didn't want to encode it in color. Instead, he encoded it… in color! Because I don't know how else to call it: A B&W video with pink tint on one side and green on the other, awesome! \o/
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Impressive speedball action. I think you're actually getting way ahead on the schedule of completion time.
Tub wrote:
why don't you pick up the energy tank between the norfair elevator and ice beam? Drewseph did a larger detour for an additional energy tank later. Are you confident you won't need it? Or will you pick it up later, when traversing that room from right to left?
Don't forget, they are using different routes. That etank would be of greater use on the way back, when there will be no recharge stations on the way. In other news: I have updated this page with all (I think) the tricks used in this and future runs, together with short explanations and demos. If any of you think it lacks something, feel free to notify me. I will maintain this page as a repository for the SMR data until I consider it good enough to create SuperMetroidRedesignTricks.
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Spider-Waffle wrote:
I saw you doing rolls and flips in the same air; I guess that was faster than doing all flips?
Yeah, look at the boost values table. Each additional consecutive flip — even three of them — won't add as much as a single roll (flip city is 248 boost units, flip+roll is 304).
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Haha, wow, Genesis runs indeed do need improvement. >_> I'm also surprised by GB's performance in your chart.
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Comicalflop, before you progress further, I URGE you to use Snes9x 1.51 for this run. Not only you gain the access to the FX addresses, but also much greater graphics.
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This be one of my favorite runs of this year.
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Okay, finally watched it. Like many others, I enjoyed the idea of this run way more than the run itself. It's completely incomprehensible, mostly due to the aforementioned lack of visual synchronization between all games. It's a fantastic accomplishment and I really respect your dedication to this project and the quality of play, but I can't enjoy it at all. And the fact that I don't generally like MM games doesn't help this fact, either. I will abstain from voting, because it's a very high quality run, but it certainly needs its audience that I am not a part of.
Post subject: Re: Add a comment section on published movies?
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FODA wrote:
We must admit that only the TAS enthusiast is willing to go on the forum and create an account just to make a comment.
I don't want to admit that! (Furthermore, I don't even think so.)
FODA wrote:
But, I also wonder that this creates extra technical difficulties for a website with so many published movies, and that it would require some sort of spam/troll control...
The simpliest way I see is making comments from unregistered users moderated. But who will volunteer?
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For those interested, I have updated the SuperMetroidTricks page with some up to date info, including the elaborate instructions on how to skip Torizo on NTSC, and the new shortest charge technique — the result (not the final, I hope) of a research initiated by hero of the day. More updates pending.
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Saturn wrote:
The previous link on my site works anyway.
I need it to compare the cooldown values with the results I've achieved myself. It may be possible to improve it further (not that it matters much now, but still interesting).