Player (38)
Joined: 1/22/2014
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Cpadolf wrote:
Nice! That's pretty quick still even though the extra supers have to be collected, and it should be improvable by a decent amount as well. Also, is the only goal in the room after GT to reach a certain position, or does something else have to be done as well?
Yes, the goal is to get to the right position and release a charged space-time beam. One issue though is that you cannot charge the beam normally, because it leaves a space-time projectile behind as soon as you start charging. This is solved by using x-ray and starting the charge while x-ray is active.
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Ok, then I'm thinking that it would probably be fastest to use the time it takes to reach that position to use up 3-4 of the PB's so preferably only 1 has to be used each time in GT's room as that would save a lot time on lag and not having to wait to escape GT's room. As long as it's possible to jump through the room with Spring Ball without getting stuck. Do you have a RAM watch saved for lsnes btw?
Agare Bagare Kopparslagare
Player (38)
Joined: 1/22/2014
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Location: Sweden
Cpadolf wrote:
Ok, then I'm thinking that it would probably be fastest to use the time it takes to reach that position to use up 3-4 of the PB's so preferably only 1 has to be used each time in GT's room as that would save a lot time on lag and not having to wait to escape GT's room. As long as it's possible to jump through the room with Spring Ball without getting stuck. Do you have a RAM watch saved for lsnes btw?
Yeah that should be a bit faster. It might be a bit tricky to get through there with springball since there's some repeating blocks in the air that you'll have to navigate around somehow, but it's probably doable. Here's the memory watches I used, you want to have the values as following the frame you release the beam: b04 = 82 b05 = 11 b06 = 37 http://tas.speedga.me/pos.lwch EDIT: I also updated the lsnes-port of the OOB Lua script that I posted earlier, it now draws a bit more correct, and uses the larger framebuffer of lsnes to show more OOB area around you.
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Hmm, I don't get any values when I load that watch, I just get a "#syntax (illchar)" next to the watch name. Anyway there's still some way to go before I reach that point in the run, I'm just entering norfair.
Agare Bagare Kopparslagare
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Cpadolf wrote:
Hmm, I don't get any values when I load that watch, I just get a "#syntax (illchar)" next to the watch name. Anyway there's still some way to go before I reach that point in the run, I'm just entering norfair.
The watch file looks to be in new format that appeared in rr2-β16.
Player (38)
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Ilari wrote:
Cpadolf wrote:
Hmm, I don't get any values when I load that watch, I just get a "#syntax (illchar)" next to the watch name. Anyway there's still some way to go before I reach that point in the run, I'm just entering norfair.
The watch file looks to be in new format that appeared in rr2-β16.
Yeah, I used rr2-β17, but essentially you just want to set hexadecimal watches for the addresses 0x0b04, 0x0b05 and 0x0b06.
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Ah, ok. Thanks!
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Cpadolf wrote:
Ok, then I'm thinking that it would probably be fastest to use the time it takes to reach that position to use up 3-4 of the PB's so preferably only 1 has to be used each time in GT's room
When playing around OOB a few days ago, I experienced that power bombs would get stuck after exploding OOB. Once a few of them were in that state (5 or so?) I could not lay any new ones. I haven't looked into the cause of this, so I don't know how common it is. But it's something to watch out for.
Tub
Joined: 6/25/2005
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I guess using the special charge beams to get rid of PBs has been considered, but rejected because it'd introduce another pause menu?
This is solved by using x-ray and starting the charge while x-ray is active.
Wait, do you even have x-ray at that point? AFAIK GT code doesn't give it to you. Do you keep it if you picked it up on your way to GT, or is there another trick up your sleeve?
m00
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The PB combos take 2 seconds to charge so they wouldn't be able to speed things up that much even without the pause screens. Also you do get X-ray after the GT code, but the item selection graphics don't update so you won't actually see them, but they can still be selected. EDIT: Up to GT again. It turned out to be about 30 seconds faster in realtime to skip Kraid in favor of the pause abuse. From the lava dive and forward it looks like a mess because of the constant pausing, but at least I got to do some slightly more interesting drop farming in a few spots. Also apparently If you unpause mid jump you lose all speed (though you keep momentum), but if you are in ball form you keep it. This made me lose a little bit of time in two spots, but nothing major.
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Can someone provide an encode, please?
Joined: 4/13/2009
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Eye Of The Beholder wrote:
Can someone provide an encode, please?
Encode Youtube encode
Joined: 5/12/2009
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Thank you very much, dude!
Player (88)
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Thanks for the encode EEssentia! I gotta say the pause screen abuse looks less horrible than I thought it would. It is nice to see that it does indeed save a nice little chunk of time. When it is finally done, an encode can be made using the script to remove all doors/items/pause screens, which will make it almost unnoticeable anyway. I really like the energy farming in the first few norfair rooms. Looking forward to seeing this one completed. Keep up the good work man!
They're off to find the hero of the day...
Skilled player (1431)
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Ok, I reached the point where the ending should be triggered now, although I'm unsure if everything is set up properly because I was unable to get the correct memory address values to check (must have had some setting wrong when putting them in). I reached the same X and Y positions as total did in his test when I release the charged beam (though maybe a frame early or a frame late, I don't know), but I'm facing the other direction (don't know if this makes a difference), and instead of using X-ray I used the cooldown from one of the PB's to start charging the beam which again I'm not sure if it's allowed or not. Someone with more knowledge will have to look to see if something has to be set up differently, otherwise I think I'm done.
Agare Bagare Kopparslagare
Player (38)
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Cpadolf wrote:
Ok, I reached the point where the ending should be triggered now, although I'm unsure if everything is set up properly because I was unable to get the correct memory address values to check (must have had some setting wrong when putting them in). I reached the same X and Y positions as total did in his test when I release the charged beam (though maybe a frame early or a frame late, I don't know), but I'm facing the other direction (don't know if this makes a difference), and instead of using X-ray I used the cooldown from one of the PB's to start charging the beam which again I'm not sure if it's allowed or not. Someone with more knowledge will have to look to see if something has to be set up differently, otherwise I think I'm done.
I took a quick look at it and it looks good, but it seems like the charge counter isn't high enough for it to count as a charged shot which is needed for the code execution. I think it needs to be 60 or over for it to count as charged. EDIT: Also, regarding facing direction and such, as long as you're falling downwards or standing on top of a block and don't aim down when you hit the required position, it should work fine. Another thing I noticed is when using the powerbomb cooldown it seems that the game will crash when the charge counter hits 120, so you will need to release the shot somewhere between 60 and 119 on the counter. I did a quick test as well with just landing quickly on a platform to charge up a while longer to make sure it'd work properly with the charge method you used as well, and I had no problems getting it to work. It finished nicely with a quite impressive game time :)
Skilled player (1431)
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Ok, I'll try to find the quickest way to get a properly charged beam to the correct position tomorrow. BTW does the Y position have to be exact as well or is it just the X position? Thanks for all the encodes EEssentia! EDIT: I think the PB thing only happens if you have them selected, and probably has something to do with the PB combos.
Agare Bagare Kopparslagare
Player (38)
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Location: Sweden
Cpadolf wrote:
BTW does the Y position have to be exact as well or is it just the X position?
Yes, both X and Y positions have to be exact, and you should let go of the X-button one frame before you hit that position so it releases the charge at exactly that position. If the game just completely freezes then when you're at the right position, it's all setup properly. EDIT: I uploaded a Bizhawk 1.6.0 watch-file with the memory-addresses to: http://tas.speedga.me/smglitch.wch
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Cpadolf: When you reach the bubble room, after landing the Power Bomb, would it take too long to get to the waver close to the left door (the one that leads to a save room) and kill it to pick up a big health?
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As of Japan's today, March 19, 2014, Super Metroid is 20 years old. It was released in Japan on March 19, 1994, according to Wikipedia. The North American release was on April 18, 1994, but it had the same ROM as the Japanese version, even using the Japanese version's "SHVC" board and chip numbers.
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Eye: I think the waver is too far away to make it worth it, and either way because energy is consumed so much faster in the lava I'd need something like 25-30 energy to avoid one more pause screen in that room. Thanks for the RAM watches total!
Agare Bagare Kopparslagare
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Cpadolf wrote:
Thanks for all the encodes EEssentia!
No problem! Keep the great work coming!
Skilled player (1431)
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Think I got it now. Don't know if TASvideos will actually accept it but it should be ready to be submitted once the ending has been triggered. I think amaurea and total should be co authors for developing and executing the method to get control over the game and triggering the ending considering how big of a part it is to the run.
Agare Bagare Kopparslagare
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If nothing else, it will have a place on youtube ;)