Posts for Cpadolf


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Here's an alternate version that saves the animals and finishes with a time of 34:59:49 (close!). Tried to upload it to my userfiles but for whatever reason it didn't work.
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It's actually not a trick at all, I just jump with the running speed that gives me the best jumping speed and that's enough to reach the missile.
Dessyreqt wrote:
Just waiting for the console verification!
IIRC BizHawk still goes a few frames off synch to the console over a longer period of time so that probably won't work.
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I tested and it seems like it would be something like 20 frames slower or so to take the missile later. The test was somewhat lacking in optimization at a few points and was 30 frames slower. It doesn't seem like it's possible to get high enough speed from the grapple for it to be faster to use the grapple glitch to get into the gauntlet.
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I noticed that you could crouch in midair to lower yourself to be in a better position, which made it 6 frames faster than the old smv. http://dehacked.2y.net/microstorage.php/info/1188539498/Draygon_Missile.smv
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That's a very cool strategy. I managed to improve it enough so that it was faster than the old one, though only by 1-2 frames. It's too bad that it's not possible to more heavily manipulate the vertical speed after releasing. http://dehacked.2y.net/microstorage.php/info/1393024390/Draygon_Missile.smv
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It's a bit more than halfway done, up to just after the diagonal shinespark in Maridia.
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How much faster is it in total ingame so far? Love the new Acid Worm Skip.
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It's not possible to get into the right position using that method. There's just solid blocks directly to the left of the doorblock that you crash into.
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Found something that's a bit interesting, don't know if anyone else knew about it already. Apparently there's a 1 frame window during the the fade-in after a pause where you won't trigger doorblocks by touching them (or something along those lines), which means that with high enough speed (either a shinespark or near full speed running) you can go straight through doors. Can't think of any real applications of this but it's another method of getting out of bounds if you have speedbooster. http://dehacked.2y.net/microstorage.php/info/825362247/WrapThroughDoor.smv
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Here it is. It uses X-ray abuse though so it's not that exiting. It would probably make an interesting movie to do an "all bosses" run newgame+, but it's a lot of work and half of it would probably just look like Saturn's GT code run anyway.
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That's some very good stuff, look forward to seeing more! What's the planned route change if I may ask?
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I haven't played this game enough to notice these things, so I have to ask: What are the things you managed to do to achieve the good ending without collecting all the stars, and are these things possible in an unassisted run? Anyway, good stuff overall, definite yes vote.
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Vykan12 wrote:
How long do x-ray tricks take to perform, on average? The Tourian entry takes minutes, whereas Hoandizi's SZM run had x-ray exploits that only took a few seconds and didn't at all hinder the run's entertainment potential. If x-ray tricks are usually quick and painless to watch, then I would encourage them. Otherwise, the run would probably be hard to watch without dedicated use of turbo / skipping of some sort.
Depends entirely on the room. I think something like the 11-12 screen long climb into tourian is very rarely needed though, although the running around OoB can sometimes take a very long time too. Either way, I think such a run would need to go all or nothing, it would just feel weird to be allowed to use X-ray sometimes but other times not. I mean you need to use it to finish the game but you also need to use it to maximize the actual goal of the run. "Glitched" vs "not glitched" makes no sense since it's already used to break in to tourian and to skip MB (which would also be necessary considering the actual goals of the run).
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You can't get all the items even with X-ray climbing (for one, no items in WS exists until Phantoon dies), though you can probably get a fair bit more than 73%. It would be pretty silly to disallow X-ray but use it to get in to Tourian. Not that I think that it would the most interesting run anyway, but allowing X-ray would at least the very least push the limits of such a run, instead of just finishing with the same percentage that was achieved like 10 years ago on console.
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Ok, well that's definitely a very substantial improvement then considering how close this is to the time of the last run. Anyway I had already voted yes but I was curious :)
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Do you know in rough terms how much ingame time you saved through improvements and how much time was lost due to the changes made in the hack (considering that the ingame time is slightly longer than the last run)? Great run anyway, incredibly fast and entertaining with a ton of cool tricks and strategies.
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All it could do is potentially get a slightly better position before making the final jump, but Kriole already got a position that was extremely close to perfect so I don't think it could make a difference. It'll probably be re-tested once we get there but I doubt it's possible.
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Ok, so Ice ends up saving almost exactly as much as the time of the detour (around 5 seconds), but due to the extra drops required to survive the run to ice would almost definitely take slightly longer, and would require 3 additional pause screens because the plasma pirates was actually slower with ice due to missing a damageboost in that room. So, best case scenario it's pretty much exactly as fast as taking it later but you get several extra pause screens. Therefore it definitely seems like it should be skipped Eye: Taking of gravity suit shouldn't make a difference because it's not the actual speed you are traveling with that pushes you through the roof, but the boos you get from a crouch jump that makes your hitbox go inside the block.
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I think having wave would probably solve that, I think all the enemies in your way could be frozen with 1 shot and then killed with another one or missiles without slowing down.
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We are going to hold of more on public WIPs, but maybe we could set up something more private for people who are more involved with the run (you and Eye Of The Beholder come to mind). Depends on what the others think. On further inspection early Ice could be worth it, we'll have to test more closely exactly how much time it takes to grab, and all of the areas where it can save time. The ones that come to mind are the red brinstar shaft, the shaft before plasma, the pirates in the room with plasma (freezing cancels the invincibility timer so they can be killed faster), and of course getting springball. Unless I'm mistaken it'll only add 1 door transition and 1 pause screen which is not too bad either. Ice would be kept on until varia/spazer are disabled and the R-tank emptied (for the GT CF, this costs no time if at full health) somewhere around the turtle E-tank, and then enabled again at some point between Draygon and springball. Don't know if it would waste time anywhere. I guess there might be a few drops it would make more difficult to get due to freezing but I can't think of anything it would truly slow down. I guess all the wrap around stuff might have to be tested with Ice but I don't think Ice ever makes any difference to the hitbox so it probably wouldn't change anything.
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Yeah, croco has been finished and it went well. The whole section with the drops before and after speedbooster was changed to get better drops which sped things up a bit. And croco could be finished with 3 supers without any delay (only having 2 supers caused a delay of 8 frames). Also, Kriole and Taco joined up with me recently which should help the run significantly!
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That's definitely possible. Might have to run some tests on croco though. Anyway, I don't think Ice beam seems to be worth getting early. The detour seem to be a little under 5 seconds, and adding the extra time it would take to get icebeam without springball, possibly having to refill on the crawlers and definitely not being able to damageboost on them on the way to icebeam, as well as probably having to spend some extra time refilling before going to the ice beam to survive the heat with enough health for Kraid it's probably getting closer to 6 seconds or more. The time saved getting springball looks to be around 4.5 seconds, and I don't think there are many more gains.
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Yeah I used the refill pause to manipulate the first wave after speedbooster. I considered doing what you said, but because I was relatively close to full health I couldn't have gained an optimal amount of health on the second round without some of it going to waste. The big energy ball on the way to wavebeam is definitely necessary, because although I leave the area with 23 HP I get down to 4 or something before I reach the refills at the end. Doing the damageboost when leaving the speedbooster area cost 6 more energy than not doing it, which again would make me go under 0 before leaving the wave area. Although, it might be possible to still use it and do a pause when I reach 0 HP which would keep me alive, and if I could reach the door before entering the pause screen the pause would be cancelled. About the super missiles. It's possible, I don't really know exactly how much time each one would save.
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Eye Of The Beholder wrote:
Edit 2: Just watched your wip, Cp. In that room with the missile pack inside the lava, the one before the lava rising room, isn't it worth getting a big health drop from the first crab?
Yeah it was, it was actually even faster to get it that way, so that's good :P Great work on the smv too! EDIT: Managed the run to Wavebeam with 4 rounds at the pipebugs, which is the best that could have been hoped for. Had to make some small sacrifices on the way to wave though, getting an extra energy ball from a fireball on the way down and opening the first red door with only missiles. I still need some pretty good drops at the two spots with pipebugs before croco as I'm low on supers and still pretty low on health but it should be possible. Still didn't manage to get two big energy balls from those green enemies that hang from the ceiling which is frustrating. Also didn't manage to get en extra energy ball on the way down after speedbooster either in the way the previous RBO did, but I think that costs ~20 frames to do so it might not have been worth it anyway if I can manage with what I have. I'm probably going to look through some parts again before proceeding to see if there are any possible improvements. http://tasvideos.org/userfiles/user/cpadolf
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I think you need to place the PB too high up for it to possibly be beneficial, because placing it after getting up doesn't really waste much time. But with boosting on the spikes and maybe a few more frames from optimization, it does put it almost exactly at the time it takes to get another refill at the pipe bugs. This is perhaps another slight help to justify early charge/wave. Without them, and without picking up either that missile pack or the missile pack on the way to wavebeam, and also wasting the additional 5 missiles back at the first super missile as well as not having charge on croco, missiles would probably run a bit short at croco (and potentially at Phantoon) and some time would be wasted refilling them.
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