Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
It's a bit more than halfway done, up to just after the diagonal shinespark in Maridia.
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Hoandjzj
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Joined: 4/6/2010
Posts: 240
A halfway done! That's awesome :D
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Here is a new idea I had for the draygon missile pack area. Let's see if anyone can find a way to improve upon it. http://dehacked.2y.net/microstorage.php/info/735410618/maridia_gauntlet_grapple.smv
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Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
That's a very cool strategy. I managed to improve it enough so that it was faster than the old one, though only by 1-2 frames. It's too bad that it's not possible to more heavily manipulate the vertical speed after releasing. http://dehacked.2y.net/microstorage.php/info/1393024390/Draygon_Missile.smv
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Joined: 5/12/2009
Posts: 748
Location: Brazil
It's really cool this strategy is faster, cause it looks much better. Nice find, dood! Edit: Cp, i got the smv to be 2 frames faster by letting Samus fall in the end of the grapple momentum instead of jumping.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I noticed that you could crouch in midair to lower yourself to be in a better position, which made it 6 frames faster than the old smv. http://dehacked.2y.net/microstorage.php/info/1188539498/Draygon_Missile.smv
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Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Very nice dude. It looks really good now. This got me thinking. Would it actually be faster to get the missile pack after taking out draygon? This would allow you to use the grapple beam to get high speed into the gauntlet room when exiting the missile room. The only downside here would be that you cannot press the run button, but upon thinking about it, you wouldn't be pressing the run button at anytime anyway.
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Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I tested and it seems like it would be something like 20 frames slower or so to take the missile later. The test was somewhat lacking in optimization at a few points and was 30 frames slower. It doesn't seem like it's possible to get high enough speed from the grapple for it to be faster to use the grapple glitch to get into the gauntlet.
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zwataketa
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Joined: 9/1/2012
Posts: 309
Hey this doesn't have to do with TASing, but does anyone know how to do the cosmic reset correctly on ZSNESw151? Like I said, it's not for TASing, it's just for a Youtube project I'm doing. I want to be able to restart the game with everything, which is what the glitch is supposed to do. I've tried it right next to the ship and in the wrecked ship area, and it always triggered the ending. then I tried it in old tourian, which usually works for other people, but it freezes the game for me. can anyone help me set it up please?
I quit TASing.
Joined: 7/2/2007
Posts: 3960
At a guess, ZSNES is not an accurate enough emulator to do it properly. There might be some emulator-specific way to trigger it in different circumstances, but I wouldn't know what it'd be. I'd suggest using SNES9x instead, on the assumption that BSNES isn't an option for some reason.
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zwataketa
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Joined: 9/1/2012
Posts: 309
one problem, I've already done my whole playthrough on zsnes. unless there's a way to convert my zsnes save file to snes9x (and unless I can figure out how to get snes9x-no wait, it was lsnes that didn't work. never mind), I can't do it without having to start over! DX Edit: Apparently, I didn't need to do anything special to my save file to load it in SNES9x. :P Also, it worked. THANK YOOOOOOOOOOOOOOOUUUUUUUUUU!!!!!! :D
I quit TASing.
Joined: 3/18/2006
Posts: 81
Location: Finland
When I rewatched current 100% run, I noticed that right after you get spazer and you have to get back down from upper part of the room, it just requires quite amount of time to morph, put the bomb and to wait it to explode. I was wondering if it possible to charge your beam and release bombs already when morphing into that narrow section. I realize that narrow section is quite long, and although I'm famialiar with the game, I have no idea if you are able to get any momentum for bombs (to roll one of those to the correct spot).
Joined: 5/3/2011
Posts: 17
Location: England
I'm pretty sure that can't be made quicker, after doing a quick test myself. You have release the bomb spread some way into the tunnel for the furthest bomb to reach the destroyable block in the floor. Another detriment is the block sitting next to it which has to be shot when exiting the spazer room door, which means the beam has to be re charged while jumping.
Joined: 3/18/2006
Posts: 81
Location: Finland
Oh! How I didn't think about that first block at all. Sir, you are right. I should have tested whole scene myself (at least little bit).
Patashu
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Joined: 10/2/2005
Posts: 4045
New category!!! Link to video Beeline to GT Code, equip the Space-Time Beam, and then destroy the coherence of reality in the name of going fast. Very glitchy, very silly, reportedly works on console the same way. It is very inconsistent and often crashes or softlocks the game though, so real time speedrunners are interested in finding out what alters the behavior of the space-time beam (what code and variables it calls, etc) so they can make better setups.
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Zarmakuizz
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Joined: 10/12/2013
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Location: France
Dafuq did I just see.
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
Did he just enter Tourian backwards? I've been dreaming about this. Literally.
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
OMG that's why I love this game =D
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I think the fact that the GT code is necessary probably would make such a TAS unfit for publication here, and Space/Time beam is kind of tricky territory to begin with as its behavior is at least somewhat emulator dependent and might not be the same as on console. But I guess it could be interesting to throw together as a proof of concept and see what kind of time is possible to reach (most likely somewhere around 00:10). Either way It's great that someone finally took the time to sit down and make a legitimate effort with Space/Time.
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Patashu
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Cpadolf wrote:
I think the fact that the GT code is necessary probably would make such a TAS unfit for publication here, and Space/Time beam is kind of tricky territory to begin with as its behavior is at least somewhat emulator dependent and might not be the same as on console. But I guess it could be interesting to throw together as a proof of concept and see what kind of time is possible to reach (most likely somewhere around 00:10). Either way It's great that someone finally took the time to sit down and make a legitimate effort with Space/Time.
'I think the fact that the GT code is necessary probably would make such a TAS unfit for publication here' Is this really true though? The old Earthbound glitched TAS accessed the debug menu (via a glitch, but it was still accessing a developer intended debug feature). So what's the difference? That you access the GT code by the developer intended way? (e.g. if it was glitched into triggering mistakenly it would be ok?) (I'm also curious - does an emulator as accurate as bsnes-derived core still have differences in its Space/Time emulation relative to console? Or do the worries mostly stem from snes9x/zsnes/etc?) Seconding that a TAS of this would be sick, all concerns aside :D
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Joined: 7/2/2007
Posts: 3960
I seem to recall that Saturn made a TAS using the GT code and it got rejected for using a cheat code.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well I'm not completely familiar with the workings of some other glitched runs that have been accepted on the site, I just feel that the GT code is kind of similar to entering a pre-programed password to access the last level in a game right away. Anyway, I'm thinking of doing a quick testrun using Saturns GT-Code run as a starting point to see how it would look (because of the source movie this would mean Snes9x 1.43 is used).
Derakon wrote:
I seem to recall that Saturn made a TAS using the GT code and it got rejected for using a cheat code.
True, although that was also slower than the current glitched any% run so it didn't really have a place anyway.
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Patashu
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Derakon wrote:
I seem to recall that Saturn made a TAS using the GT code and it got rejected for using a cheat code.
But in the case of Saturn's GT code TAS, it didn't do anything interesting with the GT code. A GT code into space/time beam TAS shows off something you will never see in any other category, complete annihilation of the game.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Apparently you don't need to fully charge the S/T beam before using a missile, just charging it for 1 frame before switching to missiles will store the effect of the beam, so most setups should be possible to do very quickly. Finding semi-optimal spots to trigger door transitions seems pretty frustrating.
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Editor, Player (44)
Joined: 7/11/2010
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Is it faster to enter Tourian backwards even when not using the GT code? Or is the X-Ray scope method still faster? And yes, the GT code is pretty clearly a cheat code; it's in a location where a cheat code would be helpful for playtesting, the trigger is a cheat-code-like trigger, and people who have looked at the source say it looks like it was intentionally programmed in.