1 2
11 12 13 14
Joined: 10/8/2013
Posts: 126
So, finally something that can be useful happened. Link to video Again, credits to ScroogeD for the warp glitch, and Dragonfangs for figuring out pipe bugs worked for this. I just added some finishing touches. This clip here would most likely negate all the time lost getting the Ice Beam early for 100%.
Joined: 7/2/2007
Posts: 3960
So is this just unmorphing while killing the enemy you're on with bombs? Maybe the game tries to figure out what you're standing on and dereferences a dead enemy, getting zeros for your height?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 10/8/2013
Posts: 126
We're not entirely sure on the exact specifics, but the basic gist is, that you're on top of two enemies at once, and you kill them on the same frame. This causes the game to put you on the vertical position,where the respawnable enemy spawns... in this case, that vertical position is right where the speed booster blocks are, which allows you to clip through. It's a little more finicky in practice. For example, for this RTA method, killing the red orb, and collecting the drop, if there is a drop, is _required_. The only thing this does, is open up a slot in the memory, since an enemy was killed, which causes the second respawnable bug here to be placed in that open memory slot instead of the default one. That memory slot has a higher priority than that of the first pipe bug, and this influences the glitch in a useful manner somehow, among other things giving the second bug a higher freeze priority. So, standing on two dudes, blowing stuff up, object priority, clippity clip. There, I'm sure this helped :P
Active player (377)
Joined: 6/5/2006
Posts: 188
Location: Malmö, Sweden
My best guess is that if you're standing on multiple enemies and one of them dies your vertical position is forced to be on top of the remaining one(s). Except in this case, the "remaining" enemy is also dead and has already set its position to its new spawn point in preparation. Pipe bugs are a bit special since this immediate respawn only happens for the first bug. This is likely why we have to shuffle the enemy slots around a bit for this to work, to make sure this evaluation happens in the correct order and we're forced to the position of the first bug specifically.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
Joined: 10/8/2013
Posts: 126
All of this seems to make sense, yeah. To add a little bit to what Fangs said, you get transported to the spawn location of the enemy you landed on the frame it died. Object priority has no direct relation to this, it's just A LOT easier to land on a lower-priority enemy than a higher priority one. It is possible to land on the higher priority one as well, but for this to work you have to time your movement to frame perfection... not an issue for any TAS, sure. For the RTA setup, both enemies are in perfect vertical alignment. I guess in this case, it all does boil down to object priority, and the inner workings of the game, when rendering the next frame: the higher priority enemy dies first, and you land on the lower-priority one. And thus, that's why the red orb has to be killed to clear the slot, so the first pipe bug has a lower priority (since that's the only pipe bug that immediately spawns). EDIT: Also, both enemies do not necessarily have to die, only the one you land on has to.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Sorry the noobish, but what exactly that Ridley clip means for a 100% run and if it saves time, is it already possible to know how much?
Joined: 6/22/2012
Posts: 81
Eye Of The Beholder wrote:
Sorry the noobish, but what exactly that Ridley clip means for a 100% run and if it saves time, is it already possible to know how much?
In the posted Speedrun they need to enter and left in the room in the right to get speed boost to break that little "bridge"
Active player (377)
Joined: 6/5/2006
Posts: 188
Location: Malmö, Sweden
Well the current route doesn't have Ice Beam in Ridley, so we'd need to grab that earlier in order to do the clip. I'm still confident it will save time even with that though, but I'm not sure how much. I'll do a rough timing of it this weekend I think.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
Active player (377)
Joined: 6/5/2006
Posts: 188
Location: Malmö, Sweden
So did some tests today and the time save seems to be around 6 seconds.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
Editor, Expert player (2089)
Joined: 8/25/2013
Posts: 1200
Dragonfangs wrote:
So did some tests today and the time save seems to be around 6 seconds.
Nice! Now the real question is where this can be done in other places.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 10/8/2013
Posts: 126
The other seemingly useful thing would be using the rinkas as a quick transport elevator after killing all the Metroids in the last Metroid room. Beyond that, I can't think of any other locations where this would be useful, unless memory corruption in some particular room turns out to be special somehow.
Active player (279)
Joined: 4/30/2009
Posts: 791
https://www.youtube.com/watch?v=o6fS2EeBLfQ Multi-game input TASes are nothing new, but didn't think it could work for Metroid games, until finding this. Would love to see a TAS of this Metroid Zero Mission + Fusion run.
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
Toothache wrote:
Multi-game input TASes are nothing new, but didn't think it could work for Metroid games, until finding this. Would love to see a TAS of this Metroid Zero Mission + Fusion run.
Well, you could probably make it work for any two games really. I doubt anyone will attempt it for these two games though.
Joined: 7/6/2012
Posts: 84
Toothache wrote:
https://www.youtube.com/watch?v=o6fS2EeBLfQ Multi-game input TASes are nothing new, but didn't think it could work for Metroid games, until finding this. Would love to see a TAS of this Metroid Zero Mission + Fusion run.
ohey that's my video It wouldn't work very well for fusion+zero mission, since they aren't straightforward level-based platformers like mario & megaman (i.e. not left-to-right). Also fusion is longer than zero mission and has a lot of extra text. This video was just something for-fun I did, but it wouldn't really be worth doing an actual TAS of and wouldn't look that impressive.
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
kirbymastah wrote:
ohey that's my video It wouldn't work very well for fusion+zero mission, since they aren't straightforward level-based platformers like mario & megaman (i.e. not left-to-right). Also fusion is longer than zero mission and has a lot of extra text. This video was just something for-fun I did, but it wouldn't really be worth doing an actual TAS of and wouldn't look that impressive.
Fusion and ZM have a left+right quirk which makes Samus move in the direction she's facing, which would make a TAS of it look more optimized compared to RTA than usual
Just a Mew! 〜 It/She ΘΔ 〜
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
Anty-Lemon wrote:
Fusion and ZM have a left+right quirk which makes Samus move in the direction she's facing, which would make a TAS of it look more optimized compared to RTA than usual
That doesn't work for jumps though. Also, Fusion any% is longer than ZM 100%, plus it has a ton of dialogue, so the ZM run would get too far ahead.
Joined: 7/6/2012
Posts: 84
Anty-Lemon wrote:
kirbymastah wrote:
ohey that's my video It wouldn't work very well for fusion+zero mission, since they aren't straightforward level-based platformers like mario & megaman (i.e. not left-to-right). Also fusion is longer than zero mission and has a lot of extra text. This video was just something for-fun I did, but it wouldn't really be worth doing an actual TAS of and wouldn't look that impressive.
Fusion and ZM have a left+right quirk which makes Samus move in the direction she's facing, which would make a TAS of it look more optimized compared to RTA than usual
The problem is it wouldn't really be very impressive. Even TAS can't do much about getting around both games going in opposite directions about 1/3 of the time. Also, as biospark said, mzm 100% is shorter than fusion any%; you'd spend a lot of time just screwing around in one game for the other to catch up. The video I put up was a for-fun challenge i did. It wouldn't really be impressive as a TAS-watch.
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
I find multi-game runs much more interesting when the characters are clearly doing the same thing in both games. In particular, it wouldn't be fun for me unless Samus moving left in one game meant she moved left in the other game (and the only way to "desync" the routes would be to catch her on terrain that only worked in one game).
Joined: 7/2/2007
Posts: 3960
I'm with ais523. Unfortunately, I don't think we could come up with a reasonable definition of what "allowable desyncs" are in most multi-run games.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
kirbymastah wrote:
The problem is it wouldn't really be very impressive. Even TAS can't do much about getting around both games going in opposite directions about 1/3 of the time.
Er, that's my point. Samus can go in opposite directions if she is facing opposite directions and left+right is held. Jumping is another problem, but the creative solutions to that are what TASes are for :) If just walking in opposite directions was difficult, of course there would be little chance for a decent TAS
Just a Mew! 〜 It/She ΘΔ 〜
Joined: 10/8/2013
Posts: 126
Link to video Some stuff.
Joined: 10/8/2013
Posts: 126
Link to video This is neat too.
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
That Metroid stuff it cool. Looks like it should save time. You should apply your creativity to fusion. I'm sure you could find some tricks if you tried.
Joined: 10/8/2013
Posts: 126
https://www.dropbox.com/s/qfix7p6dml8cvjb/ZMoobib.vbm?dl=0 Movie file for getting OoB and back inbounds (VBA-RR v24).
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
ZX, are there any other rooms where you can get OoB and then back in? This trick might be useful if power bombs were obtained earlier in the game.
1 2
11 12 13 14