That part's tricky, it won't always work. You have to start pumping from a specific frame, and you still won't clear the third one (it requires a small jump, or using the morph ball).
Edit: You'll see on my 100% run that I wait a bit before arm-pumping, and this is the reason why.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
I'm not sure what else to say about that part. If you're having trouble still, you can watch my run in frame-advance and turn controller input on to see specifically when I press each button to get through that part.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
The worst thing about morphball is that Samus comes out of it crouching. If she is on the ground, she stays like that if nothing else is being held; if she is in mid-air, she starts falling on the next frame. The only way to avoid the slowdown is to avoid the crouching stage which is [currently] impossible.
JXQ asked me to determine the fastest walljumping strategy, so I came up with…
…The indepth walljump mechanics essay™! :D
So I decided to post it here for the sake of it.
Starting from the first frame of jump (basically, the next one after you start holding the button) without the speed booster, Samus's vertical speed goes right to 4.875 px/f, and deccelerates by 7168 subpixels (~0.11 px) per frame. On 45th frame, the memory address will show a strange value (which apparently doesn't affect anything; it merely serves as an inflection point, thus the Y position doesn't change), and starting from the next frame, increase at the same rate of 7168 subpx/f (unsurprisingly, that means Samus starts falling).
Reminder: Samus's horizontal/vertical speed meters show how much distance will she travel on the next frame of continuous motion.
Releasing the jump button on frame n, except 45th (when it is no longer needed to maintain the maximum height), leads to an immediate loss of the upward speed, however Samus will start falling only on frame n+2, granting an additional frame of floating inbetween.
For the fastest walljumping, you need to fly from the wall for three frames, releasing the jump on a second of them, and pressing it again on the third. Each successful walljump will reset the vertical speed on the next frame after pressing jump, and will start with a speed of 4.625 (0.25 px/f less than from the conventional jump!) with the same decceleration rules applied.
So, according to my calculations and tests, the fastest walljump sequence is:
EDIT: removed until I'll get how the hell to determine it correctly. :|
I realize which thread this was posted in, but just for clarification: does this apply to Super Metroid, Metroid Redesign, or maybe - through some strange mathematic coincidence - even both?
nice work there by the way.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Well I can't guarantee that it's 100% bullet proof for a number of reasons. However I notice if you're not using a special chip which lacks some variables in the save state, or certain buggy features, it shouldn't desync. I've made quite a few movies with rerecording as much as 30 minutes long with no desyncing. However there are cases where it does desync like S-DD1 games I noticed.
We'd also appreciate help in hunting down any remaining bugs, but at this point we're confident that it can be used at a basic level for rerecording. Hopefully with some more feedback and help we'll be able to make it good for all advanced rerecording too.
There's also a multitude of movie features available which you won't be finding in other movie formats.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
JXQ:
Without HJ Boots, the fastest way to walljump up depends mostly on the distance you have to do walljump. Different but correct intervals often result in a same fast speed in the end. Generally it's recommended to keep at least a 10 frame interval between releasing and pressing the jump button again, and around 15 frames for max interval. Test the different intervals between the walljumps so that you can spread them evenly between the needed part in order to get the best result.
i can't figure out how to jump to a lower height when in mockball at full speed. I press jump for two frames and i go up as high as can. I know there's a way to jump lower because JXQ did it in his run. Can someone explain what i'm doing wrong?
Thats the jumping bug in Super Metroid. In order to avoid it, just gain the high you need first without morphing during it, and AFTER releasing the jump button do the morph. Same thing happens with Spring Ball btw, which is again avoidable by using the mockball first, and then make the Spring Ball jumps.
i need to make jumps not full height AFTER being in mockball for a while AND going full speed. JXQ does it at time=1:05:10 in his run, i just want to know howto do it.
Thats what he did in 1:05:10, using a mockball first and THEN do the jumps.
Apparently you don't know how to execute a mockball: You have to morph into a ball just before touching the ground, but in order to do that without losing the entire speed you have to press the jump button INBETWEEN the morph ball progress which requires you to press down 2x. So for mockball it's like "Down" ---> "Jump" ---> "Down", all while being in midair and during a falling position before the ground. After that hold forward all the time and you can use the Springball jumps at any high you want.
If you still don't get it, just watch JXQ's smv file of this run with enabled Input, so that you can see what buttons he pressed. Enabling of "Input display" in Snes9x is with the "," key by default.
no, you misunderstand me. i already AM in mockball. I am going full speed. I need to jump to a not full height, but whenever i jump i go all the way up.
Then you didn't execute the mockball correctly. You must be able to roll (without jumping) on the ground at full speed without losing it for more than 1 frame. You apparently just morphed to a ball in air while falling, but WITHOUT contacting the ground during the morph progress. This isn't a mockball but a falling mid-air speed-morphball, in which jumping with height control isn't possible.