Posts for Alter


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I watched this yesterday but didn't get to commenting yet. First, looking good, awesome Metroid battles. Some possible improvements: Once or twice you spin jumped instead of glitching (while going to higher ground). Unless I'm overlooking something that slows you down? Towards the end, when you use the spiderthrow on top of the ledge you could go back to normal morphball before hitting the ground and spiderthrow again.
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My face is on fire! Awesome run.
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Well... it should have, like, a name, right? ^^
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On the Metroid battles: If for example you shoot an Alpha, and he then dodges upwards, of course I rewinded, and jumped to get in position for the next shot. Problem is, if you do that, they will not go upwards, but downwards/left/right instead :/ I know what you guys mean, but as far as I know so far not very much can be done about it. If we manage to find better techniques for killing them I will include them in another version.
and I think the Ruins 2 route can be significantly improved
How? I am certainly interested in route changes! Maybe you can post them in the Gameboy forum?
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Which part are you talking about? Tubes filled with green sludge don't ring a bell...
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There is no %-count in the game itself, so it's up to interpretation whether picking up the beams counts towards 100%. I decided they do and picked them up towards the end because it's faster. Could be done differently for added entertainment, but would slow the run.
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The planning looks solid, and your first Metroid battle is pretty awesome. I just submitted my run (http://tasvideos.org/forum/viewtopic.php?t=5233), hope you guys enjoy it!
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I am finished. Unfortunately I get a desync in the finished spliced version, but I hope I can get rid of that :/ Just some quick info: 206968 frames (finished as early as possible) \ 00:57:29 ingame timer: 0:55 I'm quite satisfied with the run, and hope I can upload the finished file tomorrow. By the way Cardboard, I forgot jumping at the same place I told you to jump before ^^*
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Cardboard wrote:
Alter I suppose you already figured this out but the Spider Throw must not be activated when Samus lands, just, sometime during a bounce has effect enough. Not that it really matters since it cuts off both speed and height but... well. Good stuff to know.
Yes, I did. Are you sure it subtracts from speed? I think it is even faster than running, definitely faster than jumping of course (for horizontal movement). I think it can be used in quite some situations, but further testing is needed...
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Yes, I am almost finished already (break and nothing to do ^^), so I will just not include the Spider Throw for now. I guess it can save about a minute, but the 100% will be fast as it is already. Then, when we have an actual TAS benchmark, I will redo the whole thing, because I am sure many more oppertunities for improvement will come up as they always do.
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There`s a color hack, but when running a video for the original with the hack it desyncs rather fast...
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Yeah, it looks pretty funny. Let`s see if we can put it to good use somewhere. At 18000 you can jump the last part, you know, spider a little, unmorph, jump. No biggy. Looking forward to your test run (which looks pretty optinized to me ^^*)!
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Nice move, didn`t know that one yet. I`ll see if I can use it somewhere. Edit: It seems the Spider Throw can be used all the time, as long as you fall from high enough (if you would be bouncing, it works). Check this out: http://dehacked.2y.net/microstorage.php/info/4325/spider%20throw%20flat.vbm I`m not sure if that move is really useful once you have Varia though... well, testing more ^^ Edit 2: Seems to be working only from right to left :( One small time saver you forgot: At around 18000 you could have jumped up instead of spidering. Apart from that your movie looks pretty much optimal ^^
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Ah, I see. I got that once, but randomly. And yes, that would be hell to do for every fight. Spider Throw? What exactly do you mean by that?
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I guess you upped the wrong video, because the Metroid battle lasts longer than that, nothing special ^^ General: Good going! A little faster than me, mainly your Metroid battle was better.
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Truncated, thanks for the answer. I have done some testing on the Omegas today. The fastest way to kill them is NOT to shoot them from behind, because you can only hit them every 35-45 frames (the exact figure seems to change), but in the face. Here`s some tests I did, the last one being the fastest. The key technique is sto force the Omega where you want to have it by using the Screen (they scroll with it) and the Screw Attack (if you don`t have it it`s going to be harder, but still the fastest I guess...) Videos on the tests: Hitting the omega from behind, not the fastest but the least missiles used. Good luck getting that Omega to turn it`s back on you though :/ http://dehacked.2y.net/microstorage.php/info/4287/omega%20test.vbm Trying to get behind it again, no luck. Then killing it`s face. Note how much faster you can hit it from the front, but it`s moving away pretty fast. http://dehacked.2y.net/microstorage.php/info/4288/omega%20test%202.vbm Moving the Omega by scrolling: http://dehacked.2y.net/microstorage.php/info/4289/omega%20test%203.vbm The fastest method. http://dehacked.2y.net/microstorage.php/info/4290/omega%20test%205.vbm Well, for an any% run you`d probably still have to use technique 1, which is a pita to get to sometimes :/ Some general progress on my run: This is me getting the Screw Attaack after a imho pretty cool Metroid battle. Also notice how incredibly fast it looks when corners are cut correctly out of the Morphball. http://dehacked.2y.net/microstorage.php/info/4291/042%20teh%20screwattack.vbm
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Baxter wrote:
Alter wrote:
As for the PS3... let`s wait for PS2 emulation first, now shall we ^^
The author of this thread ended his question with "for this site", and for this site (so with rerecording functions and stuff), lets wait for a PSX emulator first.
True true ^^ So... are there any news on that while we`re talking about it?
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Isn`t the XBOX rather easy to emulate because the hardware resembles a PC so much? I recall reading that somewhere... As for the PS3... let`s wait for PS2 emulation first, now shall we ^^
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I`ve made some good progress. Here`s from the acid dive up to the last two energy tanks after the first Zeta Metroid. http://dehacked.2y.net/microstorage.php/info/4280/Metroid%20ii%20100%20wip%20acid%20dive.vbm Again, rerecord count is of course wrong. For the final submission, would it be accepted to edit the VBM file for the actual rerecord count? I am now roughly 7, 8 minutes ahead of the reference unassited run.
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moozooh wrote:
... First of all, there's no need to glitch-jump if height of the jump is out of question (that applies to all the cases when the platform you're jumping from is equal or higher than the platform you're landing on), because you're sacrificing one frame of moving forward and stay airborne for 2-3 frames longer. Basically, you were losing 1-2 frames in each of such cases, but most likely less than 2 seconds overall. ...
I have tested this a little more, and if I am moving already I land on the same frame as with a normal jump (where I tested anyways). This is with Varia Suit and Hijump Boots, gotta test without those too.
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That worked, but yeah, it desyncs :/ Also, VBA crashes on loading savestates made with the GB version it appears. Ah well, sticking to black & white then...
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I have exactly the same problem right now. You can hex edit your movie file, the 16th byte flags the system, as described here: http://tasvideos.org/VBM.html That might or not might solve your problem. It didn`t solve mine ^^ What I want to do is see if the movies I made for my Metroid II run also work for a patched Metroid II DX. However, when I start playing a (hex edited) movie (for a working patched rom), the screen just goes white and nothing happens. When opening the movie file , it correctly displays as a gbc file, however If I click Options -> Gameboy, the normal gameboy is checked, and I cannot change it. Anybody any ideas?
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moozooh wrote:
Alter wrote:
http://dehacked.2y.net/microstorage.php/info/4242/Metroid%20ii%20wip.vbm
MUCH better! Now, comments. First of all, there's no need to glitch-jump if height of the jump is out of question (that applies to all the cases when the platform you're jumping from is equal or higher than the platform you're landing on), because you're sacrificing one frame of moving forward and stay airborne for 2-3 frames longer. Basically, you were losing 1-2 frames in each of such cases, but most likely less than 2 seconds overall. Also, 44640 — missed a springball jump. The rest is excellent, metroid fights are straight impressive now.
Thanks for the compliments, and thanks for the advice. As for the missed Springball: >< I hope I can edit that in somehow, I`m not really firm with Hex editing and stuff. I just did the acid dive - boy, that was annoying! Frame precise jumping is tedious under normal condition, but when you cannot frickin see your character! ... Add that to the TAS unfriendly games thread ^^
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Some progress, from picking up the Varia Suit until shortly before the acid dive. Again, using the non TAS as a benchmark I am at roughly 30:30, being about 5 minutes faster. http://dehacked.2y.net/microstorage.php/info/4242/Metroid%20ii%20wip.vbm If I didn`t make any major mistakes the only thing that could be improved should be the Metroid battles. I hate them ^^