Posts for Cpadolf


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Saturn wrote:
Seeing that a 0:35 was only 4 sec away to get, I would definitely rather sacrifice the few realtime frames at the door transitions just as much to break the 0:36 barrier, simply because nobody would notice/care about them anyway. But you probably didn't know it would get so close until almost the end of the run, so it's not a bad thing.
Yeah, had I known that a realtime optimized run would get me this close to 00:35 I would most likely have scraped the door optimizations and go for it. But when starting I thought that 00:36 would be pretty hard to reach, and once the MB stand up trick was revealed I still thought that under 00:36:30 was more or less impossible. It was not until around blue brinstar cleanup that I realized how close I was going to get.
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IIRC you can just copy paste the script into a .txt file, change the ending into .lua and then you can run it in Snes9x (don't know how new the version must be, but Improvement 12 works fine).
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gstick wrote:
BTW, I found this weird trick some days ago. I had thought of uses of it since then. And I came up with this idea while I was watching this run. I succeeded in improving more 22 frames than this run. However, there's a few lack of optimization, maybe.
Holy crap, that was really surprising.
Acheron86 wrote:
It's .smc, he just wrote it wrong.
No it IS .swc, almost all my ROMs are .smc but for some reason the version of the SM ROM that I have used for all my runs is a .swc file. No idea what the difference is.
Tub wrote:
(although you made it tight on purpose, didn't you? ;))
Only once. The acid dip before the crocmire E-tank could have been done while having 5 or so hp left.
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Warp wrote:
I would like to watch this, but I can't: 1) I have no idea what "Super Metroid.swc" is. 2) I tried with some JU smc files, and it always desynced after about a minute. Is the 1.43v12 (beta 10) requirement strict and could it cause this? (I only have 1.43+ v11 (beta15) for linux.)
Oops, I accidentally wrote the wrong ROM name, I updated it with the correct one now. I'm pretty sure version differences in the emulators does not cause desyncs so I think that it is the ROM that is causing your problems.
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Warp wrote:
I wonder if it would be possible to write a lua script which automatically counts the number of kills (as the number of explosions). That would make things enormously easier.
I think it is, because in the submission thread nitsujrehtona mentoinded that the movie had a little over 3300 kills, and he even knew some enemies that survived by spawning ofscreen.
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I aimed to destroy everything destroyable (with the exception of the rocks falling after the level 4 boss, it was impossible to take all of them so I skipped shooting them since that looked cleaner) so I guess you should do that to for consistency.
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Diman wrote:
I belive it goes faster, the way I grabbed the flag.. That is the precise frame that you get 5000 points...
I'm very sure it is not faster to jump just high enough to get 5000 points. In most cases it doesn't matter where you grab the flag at all, and if it does every time I can remember it did, grabbing it at the highest position was always better.
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Still don't really see what you did at the flagpole that was faster than my run...
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Can't be a timesaver, doing it like that forces you to come to a complete stop, and having to accelerate again, while jumping over the blocks only requires you to slow down ever so slightly. And now that you didn't start with dirty sram you where actually 8 or so frames slower than me to start the game. And what flagpole movement?
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Diman wrote:
It's amazing how you guys on this site can see things I can't see.. :P ;D
I simply checked the framecounts and noticed that you lost 21 frames on the first level (in reality you probably lost a little less than that, but a frame rule makes almost every final gain or loss in the game 21 frames, or 42/63/84 and so on). My guess is that you lost the time collecting the mushroom which looked a little slower.
Diman wrote:
Now, is there anyone who knows some speed-boosts in this game?
I didn't find anything that wasn't present in the first run (other than sometimes gaining time from grabbing the flag at a higher position). So basically it's just doing a backwards jump at the start (as low as possible) then just running, jumping and trying to keep your speed as constant as possible. Because of this most levels should be perfect already (because running speed is maintained all the way through). Jumping constantly is not faster (or if it is, it is by an extremely small amount than never saved me any time).
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Well you manage to start the game 16 frames faster, don't really know why maybe because you held start all the way. But you finish the first level 21 frames slower (frame rule). So if you want to beat my run you better start over :)
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Why do people always speak about Europe as if it is a country...
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This also works with bombs.
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Depends what games you count. This one took some days longer for example, and soulivers GB Super Mario run probably waited longer too. And I bet there are more back from the 2 page submission queue days.
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I did once, he was not very hard... But anyway, that reminds me. Save for ceres ridley and motherbrain it is actually possible to do a complete RBO, including minibosses. Going, Ridley - GT - Draygon - Botwoon - Phantoon - Crocmire - Kraid - Spore Spawn - Bomb Torizo. It only requires that really long botwoon skip, which also means early plasma is needed, but still. I don't think anyone should do this though... But you can at least :)
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He made it long before he posted it here, and by the time he did post it JXQ's first 100% run was already published, and it was way more up to date, thus it was fully known that the run where improvable by several minutes. So he canceled it (I think that's why at least).
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Kriole wrote:
....What?
You walljump all the way up there, but there are grapple blocks on the wall on the pillar to the right, it should be a lot faster to use those to get up considering that when I tested this in my SM:I run it was several seconds faster to use a snail to climb up the room, which in turn should be a lot slower than using grapple on those blocks (because it looks like grapple climbing like that is pretty fast, judging from the shaft a bit before draygon). Solon: http://www.mediafire.com/?himaehaaaen
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Very nice run, really entertaining, I'm a bit unsure though about how optimal the route post ridley was (but I guess since you made it that quick you just went with what seemed good/entertaining), but either way it was very interesting. I do think that a time around 00:30-00:29 could be possible, considering that there is a significantly faster route pre ridley (and perhaps post ridley too, I don't know about that), and that there is a lot of time to gather from optimization (most noticeably the snail room in maridia). I also keep loving the stylistic choices you make, big kudos on that. I'll eagerly be awaiting too see what you and Taco can whip up in the end. And btw, where are you at this point?
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I vote no because it was all just a dream, good run though.
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Solon wrote:
1. Is that seriously it for Ridley? Or is that a decoy? 2. Are you supposed to fight him first, or are you really screwing with the boss order?
1. It is the real thing, Satun only abuses his for this hack exclusive weakness against pseudo screw attacks (charging your beam and then making a spinjump against an enemy). 2. Ridley is supposed to be the last big boss before tourian (a.i Saturn sequence breaks in to LN, which is meant to be entered much later).
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Kriole wrote:
This happened to me while TASing the Super Metroid Gravy hack (I think it was). The super missile passed through a Super Missile block, and opened a red door behind it.
Making the Super pass through the block was done deliberately, I thought it would be the best way to open that door without wavebeam (which it was, until proven otherwise), what surprised me was that the missile started to explode without stopping or actually exploding, which I have never seen before. And about the edgehogging. Yeah, that is pretty obvious, pretty ugly, and not very useful... I have actually used it though (100% run), in the same room even by some odd chance. But not really for the same reason. When going down through the PB blocks when going to botwoon it reduced lag to keep yourself from jumping up to the roof before starting to fall, and "endgehogging" was used to gain full speed before the blocks disappeared without that jump.
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What the hell, how much damage does ridley take from a charged wavebeam shot... Seems pretty ridiculous. Excellent WIP, not knowing the route before watching really increases the entertainment value. Will we be allowed the smv later?
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Lol, I think I made one of the two parts of the Super Missile blow up while the second one kept going, at least an explosion appears at the back of the super but it keeps going and opens a door. Similarly you can make it look like the missile blows up in thin air if you shoot it a little earlier, I think this is because the projectile goes of screen and the explosion stops traveling forward. 1 2
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Damn, I would have loved to have something like this in English.
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Kriole wrote:
The cactus is a bit tricky, there is a margin of frames you can manipulate until the trick does not save time anymore, unfortunately, none of these gave us the wanted the result.
Well since you are optimizing for ingame time, you could perhaps change it's pattern by inducing lag at the door after getting spazer, or by simply pressing away the "spazer get" message box some frames later.
Kriole wrote:
Getting below 30 energy will make all monsters drop energy, until you have above 50 energy again. Thus a missile was impossible to manipulate.
Oh, I forgot you went into health alarm earlier.
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