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P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Haha, loved the ending. I had no idea you could skip Kraid like that
Zarmakuizz
He/Him
Joined: 10/12/2013
Posts: 279
Location: France
That ending was totally unexpected. Good job!
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Great TAS! I look forward to seeing where that category is going. I love arbitrary categories—you get to see so many of the little seldom-seen exploits and fresh, innovative routing.
Player (79)
Joined: 8/5/2007
Posts: 865
Great run! Of course the ending was awesome (I guess it counts as beating the game), but my absolute favorite part came at 26:33 in the encode. You freeze an otherwise inconsequential enemy then use it to build up a wavedash. It's not much, but it's pretty clever and funny.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
Bobo the King wrote:
Great run! Of course the ending was awesome (I guess it counts as beating the game), but my absolute favorite part came at 26:33 in the encode. You freeze an otherwise inconsequential enemy then use it to build up a wavedash. It's not much, but it's pretty clever and funny.
that trick was actually in the 100% tas. and it's called a shinespark, this isn't melee. :P
Player (79)
Joined: 8/5/2007
Posts: 865
BioSpark wrote:
Bobo the King wrote:
Great run! Of course the ending was awesome (I guess it counts as beating the game), but my absolute favorite part came at 26:33 in the encode. You freeze an otherwise inconsequential enemy then use it to build up a wavedash. It's not much, but it's pretty clever and funny.
that trick was actually in the 100% tas. and it's called a shinespark, this isn't melee. :P
Damn, I knew I was mixing my terms up. My bad.
Post subject: Metroid Zero Mission (Play without music)
geniusmind
He/Him
Joined: 6/6/2012
Posts: 38
Location: new york
Hello everyone. I am trying to play Metroid Zero Mission Without music only sound effects. What would be the best way to turn off the music for each section of the of the game using Cheat Search or Ram Watch. How exactly do I find the music section using Ram Search?
Active player (434)
Joined: 2/5/2012
Posts: 1693
Location: Brasil
i think it's easier to find an emulator that can cut sound channels but i'm not sure if it solves completely.i know it was a feature in zsnes,for example.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
geniusmind
He/Him
Joined: 6/6/2012
Posts: 38
Location: new york
I found this gameshark code that turns off the music 73001D1C 0000 83001D20 0100 83001D22 0000 but only when you enter a save room it is triggered. Once i get to the Giant Centipede the music starts again. I was wondering if there is a code to turn off hes music with ram search using the code that i mentioned above.
Joined: 10/8/2013
Posts: 126
Might as well drop this here: Link to video So what you don't see in the video is over 7 minutes of pausing and unpausing frame after frame. The in-game timer in Zero Mission is really wonky it seems, it's possible to chain together pauses while keeping the timer frozen. However, the game still progresses by one frame between the pauses, only Samus herself doesn't. From TAS point of view, this means every time you can make any kind of progress without Samus herself having to perform some action, that progress can be made instantaneously, as far as the in-game clock is considered. So, bombs explode instantly, your projectiles will hit the targets instantly, doors open instantly, bosses die instantly, crumble blocks disappear and re-appear instantly, enemies can be manipulated to be in favorable spots instantly... yeah, whatever you wish basically. The downside is that a TAS dedicated to in-game time would be UNWATCHABLE, unless the constant pausing and unpausing is edited out... like in the video. And yeah, it distorts the music, cause naturally when you pause the game, the music doesn't stop. EDIT: A very useful RAM address for this. 03000032 (one byte) - Pause Flag. values: 0 ----> game is running. 2 ----> game manually paused. 4 ----> map pick-up. 6 ----> new item pick-up. I'm not actually sure how to make the encoder exclude stuff based on RAM values (probably need to learn some LUA scripting?), but yeah, this allows you to figure out exactly the right frames to encode.
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
All of the currently published ZM TASes aim for real time. It could potentially be a reason to make an ingame time run though, even if it gets vaulted
Just a Mew! 〜 It/She ΘΔ 〜
Joined: 10/8/2013
Posts: 126
http://pastebin.com/cNUBPuAS Right, here's a script to encode only the correct frames (by default only manual pause frames are filtered out). Credits to Phase4 for the original avi-recording script, and to JRP2234 for modifying it. EDIT:
while true do

	pause = memory.readbyte(0x03000032)
	unpause = memory.readbyte(0x03000005)

	if  pause == 0 or unpause == 2 then
		joypad.set(1, {start=1})
	end

	emu.frameadvance()
end
And here's a little script I made to automate the pausing and unpausing for frame-perfection. The flag I used for unpausing goes through numbers 0-4 during the pause, with "2" being the value it gets the first frame you gain menu control.
Joined: 10/8/2013
Posts: 126
More stuff. Link to video TAS can do this with just regular missiles, by running against the lip, shooting a diagonal missile downwards with such a timing it'll clear the edge, getting damage boosted immediately afterwards, and then chaining a few pause buffers to keep the momentum. That also means TAS can do this same trick at Kraid and enter in reverse there as well.
Joined: 10/8/2013
Posts: 126
Link to video This might be useful somewhere.
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
ZX497 wrote:
This might be useful somewhere.
o_o Input please?
Just a Mew! 〜 It/She ΘΔ 〜
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
Yeah, can you post the .vbm for that? Probably not possible in fusion, but it's worth looking into.
Editor, Expert player (2014)
Joined: 8/25/2013
Posts: 1199
ZX497 wrote:
This might be useful somewhere.
Is it only possible in this one area, or other areas as well? If it is, you could well end up skipping a lot of the game (or at least be a nifty time saver).
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 10/8/2013
Posts: 126
Oh. Yeah, sure. here's the input file. https://www.dropbox.com/s/ze5uyuqhz6o2xc7/EscapeOrderBreak.vbm?dl=0 It's for vba-v24m-svn480, and is done using the Debug Rom of Zero Mission, which can be found here: http://depositfiles.com/files/h6zkalnj2 The reason I use the debug rom is just for easier testing, there's no differences between that and the actual game as to functionality.
Joined: 10/8/2013
Posts: 126
arandomgameTASer, it works in a lot of areas using a lot of different enemies. Freezing the enemy to the correct spot is key: it needs to be at just the right height, and its hitbox needs to reach inside the block. I've been looking at possible uses, and honestly, there hasn't really been anything yet. All the things that naturally come to mind (like getting any of the Power Bomb containers in Chozodia early) just don't work, the areas just manage to be just the right shape to prevent this. You can potentially (haven't tested it, but should be possible) get to the Power Bomb tank outside of Pirate Mothership, but that is blocked by a single Power Bomb block. The only interesting things I've found thus far are the video I posted and getting from Brinstar to Crateria without the Ball Launcher. You can go Out of Bounds, wrap around the entire area and hit a loading zone at the top. Normally, OoB stuff isn't any useful, since you can't actually get back in, but there are a hadful of exceptions to this rule... namely, the elevator shafts. EDIT: Oh, yeah, you can also get past the gate that blocks your way to the Escape Ship, but, since you can't actually use the ship before Mecha is dead, that's also useless. You could skip killing the Black Pirates by skipping the gate, but I'm pretty sure that'd be slower than just killing them, since you'd have to wait for a Red Pirate to get into position.
Joined: 10/8/2013
Posts: 126
Link to video Half-way to pacifism.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
Can you elaborate on the floating glitch? I messed around with it for a bit in fusion but I couldn't get it to work. Though I've always felt that frozen enemies have some glitchy properties, so maybe I could find something eventually...
Joined: 10/8/2013
Posts: 126
Well, there's a couple of ways to activate it. You can drop down from Power Grip onto a frozen enemy (it needs to pretty much touch your feet), or you can plant a bomb, get on top of a frozen enemy and unmorph on the same frame the bomb explodes. All this recent stuff uses the bomb-unmorph method for the glitch. The bomb method is frame-perfect on the unmorph, but enemy position is not strict at all. Speaking of Fusion, maybe it's worth checking if chaining damage boosts with rapid pausing-unpausing can get you to places. At the very least, it should be possible to clip through one-block thick ceilings using two frozen enemies.
Joined: 5/13/2013
Posts: 2
Great new tricks. I'm very confident that getting early power bombs from Norfair is possible with the pause abuse. If someone could test it out, that would be great. Entering Tourian from the erong side seems viable too, since the shinespark can be held indefinitely. Unfortunately power grip seems still unskippable, since you can't shinespark through it.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
vervalkon wrote:
I'm very confident that getting early power bombs from Norfair is possible with the pause abuse. If someone could test it out, that would be great.
How would pause abuse help? afaik bombs don't give you any height in water/acid so there's really no viable way.
vervalkon wrote:
Entering Tourian from the erong side seems viable too, since the shinespark can be held indefinitely.
No, it can't. When you do pause abuse, everything advances one frame at a time except movement you actually control. The example he gave involved a zipline, which moves Samus for you.
Joined: 10/8/2013
Posts: 126
Yeah, BioSpark is correct on both counts. In ZM bombs don't give you any boost whatsoever underwater, so getting the PB tank from Norfair is still out of the question. And yeah, while shinecharge itself can be held infinitely, since you can't progress while doing so, it doesn't really let you cover any extra distance with the charge. Not to mention, as it is, entering Tourian from the opposite direction would sadly be useless unless some other major skip is found, since the door leading to Mother Brain is gray. The loading zone is there, and if you could get inside, you could get straight to MB, but yeah, too many obstacles on the way still :P
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