i never wanted to ask that because i thought i should find out myself or analyse the movies of you guys with frame adv.
but now i guess i need them for a better version:
- when should i start making a walljump to keep the maximum speed?(with highjump and without :) )
- how can i run down a bevel with L / R pumping? it allways threws me down the bevel
- do subpixel change the drops from enemys?
- am i able to reset the game while recording the movie without stop the recording (for the bit setting in the no boss run)
- does the 10% no boss category have a value for publishing anytime?
ps: yo! now you think what a n00b :( shame on me
Speaking of subpixels, how did you guys manage to find the memory locations for subpixels? For pixel position, you can just move a bit and then check to see which memory locations increased or decreased, depending on which direction you moved. But is it possible to move less than a pixel at a time in order to use a similar method for finding subpixel memory locations? I may end up sounding stupid here, because I don't know much about the physics of Super Metroid, but I'm curious.
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.
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.
No, they affect nothing until they haven't added up to a full pixel. Except that contact with the ground thing.
You need reset-modified Snes9x.
Ask judges. I'd go for it.
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
We used a bit of zen. The sub-pixel position was right next to the pixel position.
Also Kejardon has a RAM map http://drewseph.zophar.net/Kejardon/RAMMap.txt
evilchen, what is a bevel? You can reset the game as long as you have snes9x 1.43 v10 or snes9x 1.51. "Value for publishing anytime"?
wow fast answers ;)! thanks moozooh
moozooh knewed what i meant with bevel its too hard to explain for me with my english skills i guess(i just googled for bevel)
so well i see i need 1.51 for the next version because of the reset in tourian :)
"value for publishing this category?" - i ask because there is an any% run which would be kind a slower but more entertaining for some people
but dont break your mind for the purpose of answering this question.. it was just something unserious
Hi, I can't use the memory watcher provided on your website moozooh... I put it in the same directory of my emulator and it always show 0 after the value. Example:
X position 7E0AF6, 2u = 0
X subpx position 7E0AF8, 2u = 0
etc...
What should I do to resolve this problem?
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.
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.
> does the 10% no boss category have a value for publishing anytime?
There is a low-% category for SM, no? And 10% is lower than 14%. No-boss as a specific category wouldn't be good, but you can of course skip the bosses if it makes the movie faster, or the collect% lower. Just don't make it your goal.
In short, yes.
Joined: 11/14/2005
Posts: 1058
Location: United States
This cannot serve as the low% movie, because technically 9% is already possible. The only categories it can satisfy is a "glitched out/fast as possible run" similar to the Zelda 3 run, or a no boss/mini boss run. Though I think the 14% should remain as the low percent run because it doesn't use hideous glitches in order to skip 90% of the game.
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.
I think RBO should have it's own category, and not interact with any kind of NBMB run. It's a totally different and special concept, and as moozooh said, heavily oriented to entertainment, which is always good.
Regarding the low% problem, I agree that the 14% one should be recognized as the official low% run, because it's the only legit one.
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.
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Well, I would think that the "legit" low%/any%/100% would be published as straightforward runs, whilst the RBO/NBMB/Xray glitched runs would be non-published (but still accepted/appreciated) runs.
Just an opinion, though.
I'd actually like to see as many Super Metroid TASes as possible. :) All those runs discussed in page 69 interest me a lot. One question though:
How could RBO be a NBMB run at any way? It doesn't make any sense, as RBO has to defeat all the 4 main bosses, just in exactly the opposite order that's meant to. NBMB (No Boss Mini Boss) in other case doesn't kill any bosses (except Torizo, and even that's if played on console) but aims for getting as many items as possible without killing any bosses.
I can't link RBO and NBMB to eachother. If someone can somehow please explain to me too. :)
<Deign> .dice 1d1999191023443691
<BisqBot> Deign rolls a blackhole and destroys the planet.
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).
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
We could have 14% any% 100% and glitch 9% and glitch any%
We could put reverse boss order in the concept demos
btw, without the ?s
Check this out.
Ran into it when I was running to Brinstar.
I dont know what was causing it, but I think it was the "HYPERSPEED-thing" in the beginning(where I start the recording). The screen isnt quite whit me and I think that is the thing that causing it. If I dont do the hyperspeed the glitch is not there.
http://frenom.areta.org/fmv/supermetroid-frenom-ju-graphic-glitch.zip
It only affecting when I run(ning)/go left. Kinda cool anyway, if only I could get those 2 energy tanks ;)
Rom used "Super_Metroid_(JU).zip"..
watch it. :)
Thanks Moozooh, I guess I misunderstood. :P Too bad you can't skip Botwoon, although the fight makes a nice add to it I'd love to see how you could skip that worm.
P.JBoy, sounds great, but I don't think would 9% and any% Kejardon runs be reasonable. I mean the 9% most certainly, but if that's done I don't know why to do an any% run the same way. Wouldn't it just be the same run but with some more items collected? (some which aren't necessary at all?
<Deign> .dice 1d1999191023443691
<BisqBot> Deign rolls a blackhole and destroys the planet.