Posts for Cpadolf


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adelikat wrote:
But other than that trick, my movie is perfect :-)
Voting yes because of that comment. Also because the dinosaur is totally rad.
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moozooh wrote:
So, uh, was I a spiky haired gang leader or a king of spades?
Surely both. Anyway, I wonder how many more april fools submissions we'll have to sit through... probably a lot. It's gonna be awesomo!
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Also to my knowledge no one will have any use of the tricks we have found (since most are only useful for a 100% run)
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Yes he did.
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Yup, none but you and Saturn as it looks now. I have known about the glitch for ages though.
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I'd be willing to bet some less important limb/internal organ that 00:35 will be possible one day. Today though at least 30 seconds is lacking, probably 40.
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We could always do two smv's making the run branch at this point. Still even though the pause menu is needed I would prefer to use this, to most people it would be very surprising to see mother brain defeated during the cinema.
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Saturn wrote:
Very interesting. I didn't thought it's possible with it. But even with a additional pause screen, it's still much faster in both time categories in the end.
Well naturally no. Still it's kinda sad that we won't get to use one of the tricks we thought were going to raise some eyebrows. (hero's discovery BTW) EDIT: Also by being slightly slower I was of course not comparing to the MB glitch thing but to skipping the zebites solely.
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Saturn wrote:
Check the smv. You don't need a additional pause screen. Simply de-equip both suits right when you have to remove the Screw Attack for the Zebetite glitch anyway. The additional 22 realtime frames are probably saved due to better lag management.
Well we had a way to bypass the screwattack de-equip without using the shinespark method... I guess we won't get to use that now as it is probably slightly slower ingame than not having it equipped :(
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Saturn wrote:
First time performed in one of my testruns in mid 2006, this trick obsoletes the Murder Beam in a 100% or a RBO run even when they aim for fastest in-game time. Compared to JXQ's 100% v2 run, the above demonstration saves 810 in-game frames (13,5 sec), or even 832 realtime frames, making a 0:36 100% a easy goal with it now. Go for it, guys. :-)
OH MY FUCKING GOD THAT IS SO UNBELIEVABLY AWESOME!!! We already saw 00:36 as a pretty easy goal once we realized the gains from the route change, with the improvements we have made now in combination with the ones we know can be made 00:36 is already reached. Also how can it save more realtime than ingame time if you need a pause screen?
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Saturn wrote:
Thinking about everything you guys said, and the in my opinion not justified threats towards me, I decided to follow one of your suggestions and avoid commenting on new tricks in the future here (at least as long as I don't contribute a new trick myself), to not annoy you anymore. I will just quietly work on my run further as much as the time allows
Marvelous idea.
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I think this is somewhat known, I have managed to do it unknowingly on console a couple of times but only just realized how to do it. The frontal boost. I love it, it looks funny.
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This has to be the most constructive lash out at Saturn I have ever seen. Impressive.
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I think it might already be actually. But let's save that for later...
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Pausing doesn't affect damage at all, all it does is keeping you alive after hitting 0. And you can't pause after being hit by the hyper beam.
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Tested it now, the only thing that happens is that you regain full health (of course) and then the R-tank automatically depletes.
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Saturn wrote:
What I wonder, did you got the Missile Pack in the bottom right corner of the green bubble room, or would the additional damage boost force another refill before Crocomire, and therefore likely slow the run more down than just getting it after Ridley?
We got that pack on the first time through. By my calculations it is ~5-10 frames slower but we needed the extra missiles and we get a big enrgyball on the way down and only lose 10 energy there, so we gain 10 energy which turned out to be very very important.
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moozooh wrote:
continue recording with "sync samples with sound CPU" option.
So will that work for the whole movie if I do that now?
mmbossman wrote:
I can try to find RAM addresses for bosses if it would help you out, just let me know.
Thanks for the offer, but after fiddling around a little with RAM searching I figured out how it worked. So I have found the the boss hp ones, and I don't think there are any other important ones.
Tub wrote:
anyway, two questions: I guess the missiles weren't used in KRocketNeo's run due to causing more lag than actual damage. What happens if you set missiles to a different button in the options, then use them only whenever useful? Or are you confident they won't help score an additional kill (or faster kill in lag-situations) at all? second, by setting the ! powerup to Mega Crush, you can use additional bombs. I didn't try it on the later levels, but wouldn't that allow more kills or at least some instant lag-reduction if you time your powerups wisely?
The missiles might help to kill some more things in one of the later levels but I think I could do the same amount of kills with chargelaser (running in to things) Maybe maybe it could be useful, but I'm not sure. Mega crush still only kills small easy killable enemies, like regular bombs they don't work on for example the bubbles. Also it would take ~2 seconds to get to selecting it since you would have to chose and wait for the blinking to quit on 3 more selections. And I would only be able to use them very rarely.
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WIP2 Hah, ~1120 frames ahead after boss2, so roughly 900 frames of improvement in the second level. At least 90% of which were lag. That being said there is still a LOT of lag, those bubbles are real devils. Also this is probably the most boring level in the game, so it's nice to have that out of the way.
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moozooh wrote:
And don't forget that you can use a bomb item to kill enemies with less lag
Yeah I will use the bombs when it is beneficial, I've skipped all of them hitherto because the areas where I could have used them where lag free.
moozooh wrote:
By the way, in case you're wondering about how the bubble stage looks on the original version, here it is. And it's only the first loop, out of like, six.
Ha, this game is insane... Anyway, what I really meant with the stage being tough is that it is really hard to TAS, it lags a lot and if you are to kill all enemies it is very hard to do anything about it.
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This thread is old... Anyway, I looked at the recently published Gradius TAS and got rather interested about the game, I also thought that it looked kinda suboptimal (a thought that was strengthened by the rerecord count) so I decided to try out the game and look for improvements. Here is what I've got so far, it ends in the beginning of the bubble level (that one is really tough) and it is 200 or so frames faster than the published run. 50(!) frames was gained in the menu, another bunch was saved on lag reduction (especially at the big sand worms) and a whole lot was saved on the boss battle by finding his hp in the RAM watcher and having a second option there. Now I'd like to know if anyone knows anything useful about this game, like RAM addresses or other information about it that might be useful. (I've only played it once before) Also I'd like to know what you think about the run so far so I'll know if it is worth to continue or not.
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2nd kraid room, depending on how that room turn out though we might have to rework from norfair shaft for further improvements.
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Then prepare to be amazed when we are done :)
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We are collecting 100%. However the optimal (thought to be optimal at least) route to do so involves going to norfair before kraid and skipping wavebeam until after ridley.
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Indeed good. The only downside is that the spazer/wave beam is IMO the coolest looking beam in the game.
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