Posts for Cpadolf


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Figured I might as well post what I have so far. I'm up to the pre X-ray room, and 58 frames ahead at that point (only 9 ingame). The pre X-ray room is not quite done yet, as I think a few more frames can be saved while still getting the extra drop (if lucky, it might even be possible to do it without wasting a missile on the waver). Having 1-2 extra missiles should probably speed up the last bit of refilling enough to justify wasting a few frames to get the drop, though I'll test it both ways. Feel free to share any ideas for improvements. smv
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I ran a quick test and by the looks of it there's an additional frame of lag per turn due to differences in emulation, and that adds up to a lot in the statue room.
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I dunno, I'm already like 9 minutes in to the run at this point, plus the fact that with 1.5x the new run would be slower than my old run (the X-raying parts would add 10+ seconds alone) isn't really raising my motivation to switch emulator.
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For that to potentially be worth it I think you'd have to get all the way on top of the second robot with your damage boost, as it would take too long to jump over the second robot and then place the bomb. And it doesn't look like that's possible. Anyway. I've started working on an improvement to my glitched run. I'm not really expecting to find all that much, but I figured I might as well while motivation is keeping high from all the discussion.
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Eye Of The Beholder wrote:
Do you mean with the door openned?
Shouldn't make a difference (also, with door block I mean the block that triggers the door transition).
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I'd imagine the crystal flash would just clip through the door blocks just like it clips through normal blocks, and you wouldn't hit the door block until it was completed.
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Wait, where and why would you shoot a super missile?
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The problem with morphing in mid air to clear the ledge after the E-tank is that you'll continually rise through the air until your momentum drops to 0, which means you lose a lot of time floating in the air. For the noob bridge, it is possible to get a high enough speed to skip the mid air morph, but it's actually faster to just go full speed with armpumps and do the mid air morph to reach the platform. For the Gravity Statue room, it could be possible, but I think the second robot will be in too bad of a position to go down quickly if you do this.
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True. I think it's the correct choice for the glitched any% run, since that aims for the absolute lowest possible time. But I'd say all the other runs are better of not optimizing door lag.
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It would be significantly faster to just run through the door. The reason I jumped through it in my run was to save realtime (lessening door scrolling), I think I lost 20 frames or something ingame from that. EDIT: Extremely cool findings btw Hero!
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It does indeed look likes it's 2+ frames faster. Smv Btw, does Snes9xWatch work for anyone in v17, or do you all use the built in one? If anyone has it working, could you post the target line for it in s9xwconf0?
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Hmm, I'm not sure what I meant by that. As far as I remember I never tried blowing up the tube early before (as in doing it after norfair), although I could be wrong seeing as it was over 3 years ago. I might have just been talking about entering the door earlier or something (in a way that would be faster ingame but cause more transition lag).
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Eye Of The Beholder wrote:
Here is a "maybe" better spot for the wrap around in the landing site. This time recorded using the Wave/Spazer. I get the wrap around in the fourth attempt, be patient.
Tested this out and managed to get it about 30 frames faster than my initial test (and although that was improvable, it's definitely not improvable by 30 frames). Theoretically it should be possible to do a jump that's one frame shorter, or jump slightly earlier, but your vertical position has to be incredibly precise, and the lower you jump the better your position must be. The minimum falling speed you need is 2.5120, and with that speed your vertical position has to be greater than or equal to 363.60416, but less than 363.65535. I got extremely close at one point (1/16th of a pixel away), which would have saved another 3 frames, but had no luck getting closer. It should probably be possible to shoot from an even earlier position with a much higher jump, though at that point the jump might have to be too high to save any time (if such a spot exists at all). Anyway. Smv. I also managed to improve your test at the Gravity Statue by 7 frames, so it's faster than Saturn's strategy. Smv
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Sure. It's not much to behold though. Smv
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I think it's something like 5 seconds and 8 frames to collect it early, and then you gain 12 frames or so when getting the E-tank under Charge. So just under 5 seconds.
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A quick test suggests that the landing site wrap around should save about 1:40, though you need 1 more E-tank to do it (this is probably not a problem). So early Charge does look pretty good now.
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I skipped the kago trick on the statue to make it more comparable to my old run. Actually, when I rewatched it I saw that I did it in a different way in my old run anyway, but there's only a few frames of difference. Anyway, the way I think wavebeam might improve the old strat is that it might make it possible to hit the 2nd robot before the 1st one falls into the pit, which I couldn't do with only Spazer. Destroying the blocks without a PB seems to only be possible if you stand to the right of the statue, so unless a better spot can be found, that won't save time.
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Damn, that's really cool. If this could be done well enough it might help to justify taking Charge early. EDIT: It's possible to do both in one trip, though obviously not while keeping your speed. Still, if optimized, and combined with placing the PB before going into the Gravity Statue, it should probably save a good chunk of time. Probably not enough to make Charge early clearly better, but it might make it a serious question again. EDIT2: This is a little more than 2 seconds faster than my old run, though the usual method might be improvable with wavebeam, so it could be less than that in the end. But if you take it as 2 seconds, then combined with the gains from the Croco shinespark and the bomb spread in the bubble room, that's about 3.5 seconds. Plus whatever amount of time the landing site wrap around could save, if any, and possibly being able to save in on a couple of super missiles, and potentially something undiscovered. It could be a pretty tough choice.
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Eye Of The Beholder wrote:
Regarding that First Super Missile room, i never thought it was faster to reenter the room instead of the strategy used by Cp in his run. Does anyone know how much in-game frames it saves?
Shockingly enough, it's almost a full second faster. Couldn't find an smv of it so I made one here.
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Yeah, I could almost not believe that it saved any time at all with how it looks. But anyway, I tested and it seems that taking the LN E-tank early is slower ingame as well by a few frames, so that's good at least.
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I think my main problem is with the Green Brinstar super missile one and the potential lightbugs one, because they really look and feel like detours which is untrue for the rest of them. I guess it's not too bad, although I suspect you might be right that a new run colud then be slower in realtime compared to the old.
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Damn, forgot about half of those. To be honest I'd rather avoid adding door transitions for small gains ingame, while still optimizing for ingame time on a room to room basis (thus getting a minimum amount of detours and a maximum amount of speed through the rooms). The bad part about that of course is that you don't fully aim for either goal, which is kind of shitty. And it would make early Wave unfeasible which is s shame.
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12? Where would all those come from?
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Man, that's a lot of applications for the Wave beam. It would be really nice to get it, even though I don't entirely like adding door transition like that. I guess the Pipe Bugs will be the final decider on what happens, as it might just as well be impossible to manipulate your luck well enough to get all the necessary health in a reasonable amount of time.
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The method used to perform the zebetite skip with Screw Attack is the same that is used in the RBO. At most it could be a few frames slower because of possibly having to do the first jump different to properly take damage with Screw Attack.
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