and bio spark: you mustn't go to see the speed of rolling or jumping you will not be able to see this in game code because rolling goes straight,but it gets slowed down in like 70% of the rooms because of the sloppy grounds of metroid prime.
also jumping doesnt go straight,means that you'll have to time every room.
and yea this boost stacking still makes my head hurt because i think it is possible on nearly every room and that would save huge amounts of time if it's used right
i'll try to use everyone of it i can find <.<
but yea i have no real idea of it i really wish to know more about it because it really confuses me...
video about booststacking: http://www.youtube.com/watch?v=XOpDzUwihl8&feature=channel_video_title
So, decided to investigate some things about jumping.
Samus has a cap on her vertical velocity of 11.667/s. This cap is raised to 14.000/s when you acquire the Space Jump Boots. This is why Samus's first jump is higher with Space Jump Boots, as the last frame of upward thrust from her jump hits the lower cap. This is also why unmorphs go higher when you don't have Space Jump. Her acceleration due to gravity is -35/s/s.
The Morph Ball has no cap on its vertical velocity. A bomb imparts an upward velocity of 23.516/s when it explodes. This is entirely independent of the Morph Ball's previous velocity. The acceleration due to gravity for the Morph Ball is 85/s/s when traveling upward and 67/s/s when traveling downward. This could also be thought of as an acceleration due to gravity of 76/s/s and an air resistance of 9/s/s.
On the frame you unmorph, you lose about .1/s of your vertical velocity. This is somewhat inconsistent.
Is there a way to run dolphin in debug mode without it actually disassembling code so you can use the memory watch and whatever?
I noticed running with the debug option slows it down by about 2/3's.
OK, I can finally settle the question of whether to get the Ice Spreader. The answer is no, because I managed to find a way to do the Prime fight even faster. It's possible to hit Prime while he's charging at you. It's an extremely difficult shot, but it allows you to get two full charge shots and an uncharged shot on him before he changes color.
The Ice Spreader does 225 damage to Prime, while 2 full charges and a normal shot do 210. Prime's phases have 220 HP each, and the extra 10 damage can easily be provided by the Wave Beam. This, combined with the freeze time of the Ice Spreader, should make the Prime fight go faster without it.
hi guys,
is this true? - Dolphin is NOT ready for tasing Prime yet?
:(
Iam interested in trying some wips/tricks on MetroidPrime.. is there any hope for a better dolphin version sooner or later?
i think the answer is yes because the first powerbomb you'll collect in a tas is near to the ice spreader.
this trick isnt confirmed yet but i will test it once i collected the plasma beam.
you also can use the ice spreader in a few fights for example the invisible drone which also save time because you can luck manipulate a few missiles.
new goal for tas: 55 minutes
for "perfect" tas: 53 minutes
not sure how much time new dashes will save maybe.. 7minutes?
means it will come around 48 or something we'll see
Based on the movement you had in your Frigate escape, I'd say you'd be able to save about 3-4 minutes compared to a realtime run with the optimised movement of dashes. I suspect you're not going to go below 55 minutes given current knowledge, unless there are major sequence breaks or secret rooms discovered. Don't be so optimistic, just do as best as you can, and then let the result speak for itself.
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
About the waiting periods, are you guys aware that you can turn off the speed disc option? If not, please give it a try and see if Dolphin then properly emulates the waiting periods. If so, we have one less thing to worry about.
What is the 'speed disc' option? Are you saying that it may give more accurate emulation for the load times? I wouldn't doubt Metroid Prime could be sub 0:53 if we had faster load times, but that's more of an emulation advantage rather than actually being faster. Seriously, taking off just 2 seconds per waiting period would reduce the run by at least a minute.
EDIT: I just looked it up; it is called "Speed Up Disc Transfer Rate" and you access it by right-clicking a game and going to properties. Sadly though, it is disabled by default, so regardless we have faster load times than the GC. When you checkmark the box, it makes load times almost go away. I played my RE4 .dtm file, and after the first load screen, I had about 3 seconds of idle time before any controller input was finally provided. A 3 second advantage within the first 20 seconds of a video...not a fan of that, considering I am already a few additional seconds ahead because of load times with default Dolphin settings.
I think trying to match GC load times is stupid anyay. We are TASvideos. We play on emulators. Everyone knows it and if not they should.
Why would we prolong loadtimes? They don't show gameplay. TASes can't be compared to console runs anyway.
Call me a purist I guess. I would prefer as accurate of an emulation as possible, regardless of what is being emulated (load times included). Of course we will never have Dolphin be like the GC, but 95% is good enough. Besides, with increased performance of emulators, it causes different TAS possibilities and routes. May I reference MegaManX2? There is a time saving glitch in Crystal Snail's stage that can't be done on emulator because it requires lag frames (which only console produces in that area).
You extend load times to make things more directly comparable to realtime speedruns. Because like it or not, people compare TASes to them all the time. And you want the time difference to be down to the difference between skillful human play and inhuman play, not down to inaccuracies in emulation.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
i think it's important in a game like prime because i bet a lot of people are anxious to see how the in-game time of a tas compares to the fastest in-game times of real time runs. personally, i would aim for in-game time in a tas anyway.
plus, there might be a few things you can do while waiting for a door to load (pick up refills, set up a scan dash, etc.)
I'd prefer having no waiting times. Like Slowking said, TASes aren't speedruns, and they will never be. Of course, we want the games to run as vanilla as possible, but in the end, people will still know that an emulator just skips loading times, the game as a whole is still there. And besides, how could there be a proper loading time emulation? In some clips I see, doors take ages to load, in others, they load almost instantly. My GC and Wii in particular are, somehow, very fast at loading stuff.
I'm Espyo from the SRB2 Forums.
Current project: A Pikmin fan engine, Pikifen
It would certainly be more entertaining to not have the loading times, but if we were going to allow that because loading times 'don't show gameplay', then I don't see the difference between that and removing cutscenes and text screens from games, because they also 'don't show gameplay'.
To be honest, I wouldn't mind seeing "streamlined" versions of runs with no loading or cutscenes. But if you get into that, then what happens in games where there are interactive cutscenes that are a part of gameplay (RE4 comes to mind)? You know what will ideally happen in those cutscenes, but they ARE gameplay. I guess the issue of instant-loading is actually Pandora's Box.
Joined: 5/13/2009
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There are Great parts, but with the cutscene-like-Loading-screen not emulated properly, it just looks liek you skip to places. I know some of those are cutscenes that are skipped, and that's fine, but i think we may need to wait until Dolphin can Emulate Load times properly. That being said, this was an awesome run!
[19:16] <scrimpy> silly portuguese
[19:16] <scrimpy> it's like spanish, only less cool