Joined: 7/2/2007
Posts: 3960
You can short-charge the Shinespark in a number of ways. The simplest is to not press run until you've walked a few steps. The Super Metroid resources page has more detailed information.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Baka94
He/Him
Joined: 2/17/2014
Posts: 39
Location: Finland
I couldn't find anything that would closely match what I did. But, what happend was pretty close. I still don't understand how I managed to do it cause I just started running normally. Anyway, there is something else that I want to ask. I few days ago heard about X-Ray climb, but I can't seem to do it correctly. I can get stuck in the door, but it doesn't let me use the X-Ray visor. I can't really find anything that would warn you about this or tell you how to avoid it.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
If you are "forced" into a crouch position you won't be allowed to use X-ray. This could for example happen when you do a spinjump into a hole that's 2 blocks high meaning there's not enough room to stand in. Basically if you want to get stuck with the spinjump method you have to get stuck in the door in such a way that you are standing in it when you land, then crouch manually and start climbing. The timing for this is very fickle but the thing to aim for is being as far down as possible when triggering the door transition without going so low that you don't get stuck in the door at all.
Agare Bagare Kopparslagare
GamingAori
Other
Joined: 1/26/2014
Posts: 35
does gives a 3% tas? because i found yesterday a 3% non tas run but i can't find a tas of this category
I'm new and I'm german. My english isn't the best sry ^^
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Yes it's a very new discovery that has lead to this, but no optimized run has been made of it yet. I'm working on it at the moment but there is still some research to be made regarding possible improvements. The way it looks right now it'll be about 30 seconds faster than the current run on this site unless some new tricks are indeed discovered. It's a 4% run though. It's possible to get "3%" but the way to do that is to save warp back to ceres in order to have missiles removed which will make the game think you only have 3 items. But you still have to collect 4 items. It might be possible to skip missiles anyway with extensive glitching but even if it does work it will be much slower. This new discovery is based on something I found when making the 100% run, which is that there is a 1 frame windows when unpausing where you can move without triggering any door block. I didn't think much of this at the time but Sniqq found that by doing this over and over again you could get OoB without X-ray, effectively letting you skip bombs and super missiles, glitching straight to the PB room to the upper right of the landing site, and then glitching past the green door and taking the elevator to red brinstar to grab X-ray and then finishing the game as usual. Unfortunately it takes something like 40 seconds to get OoB even when optimized as ~12 pauses are necessary to get far enough to go OoB.
Agare Bagare Kopparslagare
GamingAori
Other
Joined: 1/26/2014
Posts: 35
okay thx for your answer :)
I'm new and I'm german. My english isn't the best sry ^^
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
why get xray when you can get oob without it?
They're off to find the hero of the day...
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
It's still needed to trigger the escape sequence.
Agare Bagare Kopparslagare
GamingAori
Other
Joined: 1/26/2014
Posts: 35
I found an interesting thing. I played yesterday with the reset glitch (casual). A nice result is this: http://www.directupload.net/file/d/3646/lny25hj7_png.htm i think this isn't good for a TAS because with this i can't skip anything.
I'm new and I'm german. My english isn't the best sry ^^
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Cpadolf wrote:
It's still needed to trigger the escape sequence.
How so? What's the difference using Xray causes? :o
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
jlun2: Using the X-ray scope while out of bounds can overwrite a large range of memory addresses. It this case it is used to overwrite the event flags, triggering the planet's exploding state, I believe. I haven't looked into it in detail yet (I really should, though). It would be nice to see an analysis of exactly how powerful this glitch is, and whether it could change the game state variable, for example, or even lead to arbitrary code execution.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
X-ray can do some pretty weird stuff that can potentially improve the run even further, though I don't understand that well how it works. You can, for example, create wrong warps and seemingly generate items. http://www.twitch.tv/sniqwc3/c/4144580 http://www.twitch.tv/sniqwc3/c/4420749
Agare Bagare Kopparslagare
Player (185)
Joined: 10/8/2006
Posts: 145
http://www.youtubedoubler.com/?video1=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D0JsGQiFxq6g&start1=&video2=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DsWBzTirpWf8&start2=&authorName=snoopsagan for your viewing pleasure. seems to be starting out of synch, sorry hope you will appreciate the effort anyway. it is very enjoyable.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Not sure it this would be useful in an any% run (or any run) but... Just a few frames faster anyway. After Hi-Jump Boots Use snes9x 1.43 v18 to play the smv.
Experienced player (589)
Joined: 2/5/2011
Posts: 1417
Location: France
Can we have the movie file to check if it's really WR?
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
1. It has to be from a clear rom, no saves allowed. 2. It's very sloppy for being a TAS, even slower for real time runs. 3. And as Got4n said, please provide the input file, otherwise this won't mean anything.
Editor, Skilled player (1537)
Joined: 7/9/2010
Posts: 1319
Tompa wrote:
1. It has to be from a clear rom, no saves allowed. 2. It's very sloppy for being a TAS, even slower for real time runs. 3. And as Got4n said, please provide the input file, otherwise this won't mean anything.
4. He don't explains what he's doing. 5. I like how he uses a screen capturing software. 6. The way he calls this WR makes it look very suspicious. edit: lol he removed it.
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Aran_Jaeger
He/Him
Banned User
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
Hello altogether, I am not a TASer, but I research all kinds of glitches and mechanics for Super Metroid and try to analyse various categories for this game, so I figured that it could potentially be useful in general if I provide my resources here, since I do not know if most of my new stuff is well-known already. The place where I usually update and gather everything regarding Super Metroid that I have is in this thread over at the Metroid Construction forum: http://forum.metroidconstruction.com/index.php/topic,3204.0.html Edit: I finally read through all 257 pages of this thread more or less carefully, and found some more glitches/tricks that I did not know yet and will add that knowledge into my Super Metroid physics compendium at some point. Also, are there categories or TASes that are still worked on in here? To my knowledge, the only items that could be generated OoB up to now are R-Tanks (but then the game crashes) and Varia-Suit (without crashing the game) due to Sniqq´s research.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Joined: 12/15/2014
Posts: 2
Hello TASers! I've been a lurker here for many years, but I'm finally working on something to contribute (sort of). I am a SMILE user (for anyone who is familiar with SM hacking) and am working on a half-hack project - not one of those terribly difficult ones; it is meant to be fun for players of most skill levels. As a huge fan of TAS movies, I am also going to be including many elements that will apply to TAS runs only. I realize that its sort of a pipe-dream to have a SM hack TAS'd but hey, one can hope right? To the point, I am engineering several things to be accessed early through TAS methods only. What I need to know is in regards to the wave beam room and the jumping through ceilings glitch. The resource page says that horizontal platforms thinner than a full block can be passed through simply by jumping straight up through them if the vertical speed is sufficient. Is it possible to enter the wave beam room from the bottom door, run under the spikes and jump up the platforms on the very far right of the room with enough vertical speed to pass through the ceiling? If that works, that would put samus directly in front of the door to the wave beam. I realize that would be redundant in a normal speedrun, but it would be very useful for a certain route through my project. Thanks in advance for anyone who can help!
Joined: 7/2/2007
Posts: 3960
purplehelmet wrote:
To the point, I am engineering several things to be accessed early through TAS methods only. What I need to know is in regards to the wave beam room and the jumping through ceilings glitch. The resource page says that horizontal platforms thinner than a full block can be passed through simply by jumping straight up through them if the vertical speed is sufficient. Is it possible to enter the wave beam room from the bottom door, run under the spikes and jump up the platforms on the very far right of the room with enough vertical speed to pass through the ceiling? If that works, that would put samus directly in front of the door to the wave beam. I realize that would be redundant in a normal speedrun, but it would be very useful for a certain route through my project.
I don't remember that part of the map super-well, so I looked up the full tile map of the game. Those don't look like half-height tiles to me. The ones you can glitch through are things like the blue platforms in the old Tourian escape shaft. They aren't very common; most platforms in the game are at least a full tile tall.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 12/15/2014
Posts: 2
actually, they are the half height tiles there just with slopes underneath based on looking in smile. The point at the center of the tiles where the slopes meet on these particular tiles should behave just like a half height tile at that one point. might even be pixel perfect which would make this trick practically impossible but hey this is tas conditions we are talking about right? That's a pretty awesome map BTW
Aran_Jaeger
He/Him
Banned User
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
Purplehelmet, actually those blocks are two 16pixel*16pixel blocks with standard height and length of a solid block. If the height was 8pixels like the thin horizontal slopes in the Craterian climb room (or old Tourian escape shaft, respectively), one could shinespark through them if the shinespark is started at an appropriate height. In the case of pre-Wave room, a Ceiling-CF. with Grapple-shot afterwards [https://www.youtube.com/watch?v=ktsGHEN8pxc] to get pushed upwards and the Reserve-Mode Force-Stand method [https://www.youtube.com/watch?v=i_S75DqLOaw] (which uses the greyout-glitch) are (probably) the only obvious (at least they would be obvious for people who care about my stuff :P) potential options to get past those blocks next to the door to Wave from below. Otherwise one usually would need either a frozen creature at an appropriate place, a crouch-jump started on ground about 2 block-heights below 1-block-thick platforms, or one would need to simulate having ground below a platform using infinite-Grapple-jumps and extend a crouch-jump via delayed shinespark [https://www.youtube.com/watch?v=ISGuKG8FyXE]. If you want to know about ceiling-clips in general, you might also want to read Act(E1) or parts of Act(Y) in chapter Y of version 1 of my old compendium [http://pastebin.com/xs2zHG01].
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Joined: 5/12/2009
Posts: 748
Location: Brazil
Pretty cool videos, Jaeger! I liked the infinite grapple jump trick followed by the going through ceiling. I suggested something like that for the 100% TAS to go through the ceiling before the Springball when finding improvements for the run, but the crouch jump wasn't enough unfortunatelly. It would save a good chunk of time for sure if possible. Here's the best we do. You'll need snes9x 1.43 v18 to play the smv. http://dehacked.2y.net/microstorage.php/info/1123168727/Maridia%20Check.smv
Aran_Jaeger
He/Him
Banned User
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
Another gate bites the dust (in Red Brinstar): https://www.youtube.com/watch?v=ceYDHO82T0k
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)