1 2
12 13 14
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.
Joined: 10/8/2013
Posts: 126
Link to video So, Late Wave route is no longer just theory.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
ZX497 wrote:
- 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).
The in-game timer can be reset at around 5 hours, it turns out. Might be even lower by using other rooms with different widths (if the PB explosion routine finds what it thinks is a 4x4 block, it will clear three other values and their location in memory depends on the room's width).
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.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
Well, turns out you can reset the timer just by having a very specific amount of seconds and frames when you save, meaning you could do an all out TAS and waste only a minute in the worst case scenario. Can you help me brainstorm? If we're giving in-game time highest priority, what's the minimum number of items you'd need to optimize the end sequence (from last save until end)? I've got: - 1 energy tank - enough supers for the boss + robot during escape - high jump - long/wave/charge beam for black pirates - speed booster - powerbombs to clear out some blocks And of course any items you'd get in any% normally. Am I missing anything? Edit: I think screw attack would save some frames...
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.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
Whoops, I somehow equated 99 energy with 1 energy tank. I meant no energy tanks. Mostly to make killing yourself after the corruption faster. So here's an outline for a TAS that optimizes in-game time first, real time second: - follow a modified any% route, getting the items mentioned above - clear out the powerbomb blocks a few rooms before the final boss - save in the nearby save room with exactly 1 second and 28 frames on the in-game timer - get oob in the big water room in crateria and lay a powerbomb in a specific location - fall back in bounds and die - reload the save and beat the game as fast as possible Edit: saw your edit, let's just have a no pausing rule then :P Only matters if someone actually made this TAS though.
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).
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
I haven't finished disassembling the save data layout for zm, mostly because I'm very busy, but once I do we can determine what other values could be affected. Though for most values it's not very useful to set them to 0.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
And they tried so hard to prevent it. Link to video
Joined: 10/8/2013
Posts: 126
Yeah, that's a neat one. The collision out there is really odd, but I guess there wasn't really a need to make it match anyway.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
Now that I think about it, I doubt the floating glitch works in ZM. I believe ZM has a more robust method for determining if Samus is in the air. In fact, this same change is probably what's responsible for the falling glitch on frozen enemies, since the game is more likely to force you into a falling state.
Joined: 10/8/2013
Posts: 126
Link to video For low%, I guess.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
There's some interesting stuff going on in that room. In terms of the actual number of enemies placed in the room, there are six turrets, six rinkas, and two zebetites. This is because filling all the turret/rinka positions with enemies would go over the limit of 24, plus it was probably done to reduce lag. Presumably, the turrets and rinkas move to the six closest turret/rinka positions near Samus. For the zebetites, when you kill the first one it respawns as the third one, and the second respawns as the fourth one. This weird behavior is probably responsible for the block glitch that lets you leave the fight.
Joined: 10/8/2013
Posts: 126
Mmm, I think the reverse escape glitch is triggered just by the sprite limit being capped. I haven't done any thorough testing on this, but from personal experience it seems rinkas, turret bullets and drops (plus the gate) all share the same sprite limit, so, if that's filled up, then the gate just won't close. Sometimes you can see the turrets misfiring too. They make the shooting animation and flash yellow but nothing comes out. Also yea, you're right about the zebs, they work in pairs so 1st one spawns the 3rd and 2nd spawns the 4th.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
Yeah, the turrets, bullets, rinkas, drops, etc are all treated the same. I imagine by luring rinkas to the side, the rinka spawners will move and fire again regardless, which they didn't anticipate being a problem.
Active player (258)
Joined: 8/14/2014
Posts: 188
Location: North Kilttown
I just want to say that I'm loving all of the finds recently and hope this continues. I also find it funny how much Zebes tends to keep continuity between glitches. The door glitch from the original game is present in SM and now the Zebetite Skip from SM is in ZM.
Somewhat damaged.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
Link to video Decided to make a video of the in-game timer corruption. Also, youtube made my video look like garbage. I think I'm going to upscale my videos from now on.
Joined: 10/8/2013
Posts: 126
Yo, that's amazing, dude! You didn't do the gate clip in the final area, tho! I bet you could cut the one by doing it, since you're using chrono which makes it worth it. Also, come to think of it, you might need some E-tanks there. I know you asked about the requirements earlier, but I didn't connect chrono to the clip proper, since you didn't seem interested in it... so I didn't even consider that getting the optimal gate clip with chrono might need some E-tanks. But, yea, if you gate clip in the final area (as in, use the red pirate that follows you into the Black Pirate room to clip through the shutter door), that'll save time. There might be a couple other more minor clips too. Whatever tho, great work! It's a gimmick run but I love it so much.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
Oh, I wasn't aware that gate clip was a thing. Do you have a video?
Joined: 10/8/2013
Posts: 126
Uhh, no, I don't have a video of that. But it's the same trick as this, just done in the Black Pirate room (again, using the red pirate that follows you. It will take a while for that dude to actually get in a position, lol). Link to video Also, come to think of it, just doing this and entering the Black Pirate room from the door might be faster than going the regular route. You'll still have to kill the black pirates if you enter that way, tho. Another thing worth considering would be ballsparking through the tunnel (shortly after loading the save). If you do it off a frozen pirate from the previous room, it might be faster despite having to charge a spark. And yet another, you could probably hold a shinespark through the Mecha fight, and use that for the return trip through that fairly long room. I haven't timed any of this, just pitching ideas.
Joined: 10/8/2013
Posts: 126
Link to video Some old stuff some kinda new. Largely undocumented either way. Also, yeah, youtube must've changed something with the way they encode stuff or something. The zeb skip one I encoded the exact same way as the previous 3-4 vids, and it looks much worse. This one I upscaled to 480x320, but it's still kinda bad.
Fortranm
He/Him
Editor, Experienced player (781)
Joined: 10/19/2013
Posts: 1116
Just curious, if it ever becomes possible to get Power Bomb early, will you be able to skip Mother Brain?
Player (76)
Joined: 3/13/2013
Posts: 31
Location: Zebes
This is amazing ! Do you think it would be possible to use the trick used in Crateria to break shinespark blocs next to your ship and so going to Tourian and have early PB ?
La Hollande, c'est un Pays-Bas comme les autres...
Joined: 10/8/2013
Posts: 126
Sadly no, Axodo, because that door on the left is grey'd out when you enter from the right (also there's no loading zone inside the door anyway). If you enter from the left, the crumble blocks won't be there, so you can't get a shinespark. Also there are other problems as well, one being that the Power Bomb upgrade near the ship is behind some Power Bomb blocks as well as Speed Booster blocks. Also, that particular Power Bomb upgrade cannot even be obtained until first escape has been completed: it is only a sprite, with no hitbox :P As for if early Power Bombs would allow us to skip Mother Brain, yes, since that would allow an early Chozodia entry, which is the only real bottle neck. EDIT: Oh, actually you probably meant another PB expansion since you mentioned Tourian. Umm, well, even if we could break the Speed Booster blocks to the left of the ship, we still couldn't even enter Tourian from the wrong direction: The elevator leading there is actually inactive until Mother Brain has been defeated for whatever reason. Also, even if we could get to Tourian from that direction, we still couldn't get the Power Bombs from there, since it'd actually load Tourian 1, which is the version where Mother Brain is alive.
1 2
12 13 14