Posts for Cpadolf


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I guess it might be worth trying out, the problem would be that an R-tank would be needed to survive the elevator and the PB in the gold pirate room (need 1 hp while going on the elevator and you can't pause during a PB explosion). I think only 40 energy would be necessary for the R-tank though, which could be collected somewhat quickly if the E-tank before Hi-jump is also grabbed (which is probably faster in that case as it would remove several pauses). You're doing amazing work amaurea! EDIT: On second thought it probably wouldn't be faster to take the second E-tank anyway because it would need to remove about 10-12 pauses to make back the time lost. It looks like it would cut it quite close to skip Kraid, which is about a 6000 frame detour. I'd imagine it would take about 1500 frames or so for grabbing the R-tank and getting all the extra refills/avoiding damage before norfair, and it looks like all the pauses would be pushing at least 4000 frames of extra delay.
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Well I definitely hope that Murder Beam can speed things up, there's about 23 seconds to go to get to 00:06! Also I improved the run up to GT slightly. I found a way to improve the lava dive before LN just enough to manage to get a walljump on the right side earlier, which in itself gave me enough extra health to be able to take damage from the blue enemies in the gold pirate room to save some time falling down This left me with 1 health and 0/0/0 ammo, which is kind of satisfying.
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From what I can understand it seems like the room conditions have to be pretty specific in order to achieve total control, what are the chances that these conditions can be met in a reasonable time in a room somewhat close to GT?
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I've seen similar things happen on some slopes in some hacks of Super Metroid (not going straight through the floor but sinking down and getting stuck), I guess it happens when slopes aren't designed perfectly because how samus is pushed down constantly while running to keep her on the ground. Never seen anything like it happen in the main game before so I guess the programers where aware of it and managed to mostly avoid it. Probably of no real use but it's a pretty funny glitch. @amaurea: I noticed that controller 1, 2, 4 and 5 were used in the smv to trigger the ending, is the numbering of the controllers important (as 3 was not used) and would this prove problematic for Bizhawk which doesn't seem to support a 5th controller?
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Damn that is pretty far out, never though something like this would be found for Super Metroid! I assume that the Super count has to be 32 and the PB count has to be 4, right? Also, will it be possible to do in any room because if it's restricted by that it might still be faster to end the game by triggering the escape sequence to the right of the ship. Anyway, I just reached GT in the run I've been working on. It went pretty quickly because so many parts of the run could be lifted with only minor adjustments (mostly realtime optimizations and some drop manipulations) from other runs, and the only really difficult part was Kraid because of the drop requirements. It's about 40 seconds faster in realtime (~13 ingame) compared to Saturn's GT code run despite Bizhawk losing probably a few hundred frames of realtime thanks both to skipping Hi-jump and optimizing lag/doors. Guess I'll hold off here to see how the total control stuff pans out.
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Thanks Garrison! Also, amaurea, I don't understand half of it but it sounds very interesting! Would be pretty awesome if it was possible to warp to the ending from GT.
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Anyone know if there's a way to do the lava lake before LN without high jump or gravity suit?
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Eye Of The Beholder wrote:
Really nice! Not sure how judges will deal with a run that uses GT code even if it beats the glitched fastest run. Given that when judging Saturn's run it was treated as a cheat code, i think it would still be considered a cheat code, so it would kinda not be a leggit glitched run. So, if this is the case, the way you, Cp, completed the game in the current glitched run might be the fastest way without cheating (i'm not saying GT code is a cheat code). Even if TASvideos doesn't accept a glitched run that uses the GT code i'd still love to watch a fully optimized run.
Yeah I'm not sure it would be accepted either because both the GT code and S/T are very iffy. I'm still interested in making it though, can't have speedruns beating the TAS time! Just trying to figure out the best way to get enough health to skip the Hi-jump E-tank which will definitely be slower to collect in realtime. EDIT: Also the game resets in several spots, it might even be most times when S/T is used. I tested it in 3 random spots and every spot reset the game state (items and missile doors at the very least). EDIT2: And an S/T is probably still faster without the GT code too, depends on how long it takes to collect Plasma with X-ray.
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Haha, man that's really cool that you got it to work on console finally! Gotta say I'm really considering doing a full run now.
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Well in most rooms I tried semi-blindly for a while to see if I noticed any pattern and then tried to work myself in a good position to appear in a good spot for the next room. I basically tried around with missiles and supers and shooting in different directions at different spots while running or jumping. Shooting purely with the beam rarely seemed useful and was more likely to just crash the game. I never tried murder beam but I don't think it's capable of doing anything like the S/T beam. There were a couple of rooms where I didn't really try it out where I maybe could have (first few Red Brinstar rooms for example). There seemed to be some rooms where it was only really possible to trigger one specific door transition, for example I tried a lot of spots at the Red Brinstar shaft and everything just triggered the upper right door. There were also some rooms where it didn't seem like it was possible to trigger a transition at all, like the big Green Brinstar room. I might have simply missed it but S/T seemed to behave a bit differently in that room. Also any of the elevator rooms I wasn't able to find the elevator transition which I guess might be possible and would save a lot of time.
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Finished up a quick run with Saturns GT run as a starting point. Final time was about 1.5 seconds away from 00:08 which would definitely be reachable as the overall level of optimization is pretty low here. I'm sure there are some better spots for some of the S/T setups as well as probably some rooms where S/T could be used but no spot was found (all of the escape in particular, where every transition I hit pushed me to the wrong room). Realtime would have been about 19:15 with the rest of the run included, or around high 16 low 17 with the timing used by the speedrunners. http://dehacked.2y.net/microstorage.php/info/1882621194/GTCode_SpaceTime.smv www.youtube.com/watch?v=BmKUraqJApY Used Snes9x 1.43v12 to make it.
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Yeah but the whole point of having a "no X-ray glitch run" was to have a relatively intact run that plays through the whole game with no major glitches. A S/T run would be even more glitched than the X-ray run, but slower.
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Well without the GT code I don't think S/T is that useful because the time it would take to collect all the beams would negate the time saved with the glitch so it'd be slower than the current glitched run. Also, as far as I know the escape trigger glitch has only been done on Zsnes and though it might be possible to do on some other emulator or console, it at least can't be done in the same way.
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Apparently you don't need to fully charge the S/T beam before using a missile, just charging it for 1 frame before switching to missiles will store the effect of the beam, so most setups should be possible to do very quickly. Finding semi-optimal spots to trigger door transitions seems pretty frustrating.
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Well I'm not completely familiar with the workings of some other glitched runs that have been accepted on the site, I just feel that the GT code is kind of similar to entering a pre-programed password to access the last level in a game right away. Anyway, I'm thinking of doing a quick testrun using Saturns GT-Code run as a starting point to see how it would look (because of the source movie this would mean Snes9x 1.43 is used).
Derakon wrote:
I seem to recall that Saturn made a TAS using the GT code and it got rejected for using a cheat code.
True, although that was also slower than the current glitched any% run so it didn't really have a place anyway.
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I think the fact that the GT code is necessary probably would make such a TAS unfit for publication here, and Space/Time beam is kind of tricky territory to begin with as its behavior is at least somewhat emulator dependent and might not be the same as on console. But I guess it could be interesting to throw together as a proof of concept and see what kind of time is possible to reach (most likely somewhere around 00:10). Either way It's great that someone finally took the time to sit down and make a legitimate effort with Space/Time.
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I only voted for Yoshi's Island. As great as I feel some of the other runs where, I simply don't think that anything else came close to excelling to the same extent in every possible aspect as the YI run did. It's in my mind undoubtedly the greatest TAS of the year and quite possibly the greatest TAS in the history of the site.
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Great run all the way through, you managed to save more time through pure optimizations than I would have thought was possible at this point and I like the route change
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From Super Metroid, the ending of Saturn's RBO Draygon fight and the WS attic from the current 100% run. Together with the frozen Mocktroid bridge posted by Kriole they are probably my 3 favorite moments in Super Metroid. And I really like the Ridley fight and the Rio bridge from the low% Zero Mission run, though both of those are rather long. EDIT: Dragonfangs ninjaposted the Rio-bridge.
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Well the encodes I checked where the ones on YouTube and bittorrent. Some of them had subtitles at the landing and some at Ceres, but I don't think any of them had them at both places.
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I don't think there's any currently published run of Super Metroid which follows that rule though.
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They are placed right after the intro credits at the Ceres elevator.
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Thanks a million for taking your time to make the encodes without any cutscenes feos! Makes it so much more enjoyable to watch.
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mklip2001 wrote:
The menu pauses were a little bothersome, but it's nothing too bad.
It should be noted that the second one probably saved 10-15 seconds in total, so it would have been necessary no matter what kind of time the run aimed for. The first one was solely for ingame time purposes though, even though it saved more time than just the time gained from emptying the R-tank in the menu rather than automatically.
Eye Of The Beholder wrote:
In the second round, instead of a pattern where Draygon spit gunks around, Cpadolf got a pattern where he just swoops on the screen going to the left. By doing this Draygon get's faster to the center of the screen where he is killed. In a second round where Draygon spit gunks he goes very slowly to the spot where he is killed. There's probably a better explanation for it though.
No that's basically it. There's not really anything too special about it, it's just been overlooked for longer than it probably should have. For 100% runs anyway, a run like the ingame any% run is probably too dependent on the extra drops you get with the slower pattern for the faster pattern to be beneficial.
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Torn338 wrote:
For the screenshot, for those listed at least, my money is definitely on 53663 or 95700. All of the other screenshots, as a long time Super Metroid player (although I haven't in quite a while), don't quite stand out to me, mainly because they're something that looks like it can be done easily enough in real time compared to the first screenshot, or as unappealing as the second one. At first, I was leaning more towards the second, but the more and more I look at the first one, the more awesome it becomes lol.
Well Screenshot 4 and 8 showcases tricks that have never been done in any other run (and can't really be done on console), though they may not say much unless you know the context. The Draygon one is partly due to being unusual among TASes in how it kills Draygon (which is significant as it saves a lot of time), and also because I like how it looks like Draygon, due to his backwards pointing bloodshot eye is freaking out and trying to escape from being run over by the oncoming shinespark train. The 5th just looks funny to me and 3 and 7 where mostly chosen for aesthetics (as well as being unique to this run), but are perhaps the least interesting. I'd probably go with 1, 2, or 6 myself.
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