Posts for Cpadolf


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Fuck, I just realized I don't even have a verification movie for this run as I just used the save data generated fro gocha's testrun. I guess I'll play through the entire game unassisted, start a new run from that and pray to god every god that I can get it to synch.
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Kriole wrote:
Cpadolf wrote:
I managed to get it to be 2 frames slower than my 100% run, but it's not fully optimized, so there might be another frame to save, so it could be a good strategy (and if it's equally fast to the alternative it at least looks better imo). smv
Pie
Oh wow that's a pretty silly miss I made there. I think the part leading up to the damageboost might be improvable too because there were a lot of variables I didn't test there. Anyway, I threw together a quick test of the attic room, and managed to get it to actually be faster this time (about 20 frames I think). I think the problem I had last time I tested it was that me speed was too low so I had to do a lot of extra damage boosts to get all the way to the end without reaching the ground. This isn't really optimized either, if possible it could be faster to go even further back to get up to full speed before the jump, and the damageboosting in general needs a lot more testing. A problem is energy, as that might get pretty tight before the gauntlet, but it is possible to manipulate two big E's for refilling. smv
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Eye Of The Beholder wrote:
Strange, the smv link is normal for me. Maybe a problem with microstorage.
No I mean I couldn't find the smv of me doing it. Sorry, should have been clearer about hat.
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Can't find the smv but I have a faint memory of testing that, and managing to get all the way to the other side, and it being slower. It's worth looking into more though.
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I managed to get it to be 2 frames slower than my 100% run, but it's not fully optimized, so there might be another frame to save, so it could be a good strategy (and if it's equally fast to the alternative it at least looks better imo). smv
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I never really use Google Projcets, so I don't think that's necessary. Thanks for the code though, it should definitely help at longer stretches of backdashing. EDIT: Up to Dark Chapel now. I'm thinking it'll probably be better to go down to Rahab and the bat before Dimitri and Malphas, because it should allow me to cut out one trip to a save room. dsm
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I tried it without high-jump which allowed me to get slightly closer to the ceiling on the frame before the jump due to the lower speed (450.6something vs 451.4something in Y position, with the next frame also being about 13000 subpixels away from touching the roof), but couldn't get through with that either.
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Man, this game is pretty annoying to TAS due to the input intense movement, but I'm making decent progress. The Ice spell turned out to be pretty neat. dsm
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It is possible to do a crouch jump out of the grapple glitch, but there shouldn't be any way to get lodged into a ceiling in such a way to be able to jump through it. Was there a particular place you were thinking about? Nice improvement on the LN entry. The WS one I'm more unsure about, it'll depend on energy concerns before the gauntlet shinespark.
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Excellent run, though it would be great if someone made a "cutsceneless" encode, as there seems to be about as much time spent watching the star collection as watching the actual gameplay :P Anyway, easy yes vote and one of the better runs I've seen this year.
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Aims for fastest time without game breaking glitch
If high speed walljump allows you to finish the game with 1 star, would you not agree that it is game breaking? Anyway, I'm not able to watch this now but I bet it's a very good run. Can't imagine I'll vote yes though.
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Made a short test of a Julius Mode run, up to getting Yoko, which is about 2.5 seconds faster than Gocha's test run. That's mainly from better movement patterns with Julius, and hitting the boss with the whip on his first vulnerable frame each time, as well as getting an additional axe hit in. I'm going to try to do a full run unless someone else is working on it. dsm
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I'm pretty sure you'd be able to grab ledges in the suitless part even if you didn't pick up PG. They do give you high-jump during that part whether you got it or not, so I think her abilities during that segment are unrelated to what you picked up earlier (except for E-tanks of course).
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In particular the strategy you used for Kraid was very helpful. Also, without your Ridley fight to compare with, mine would have almost certainly ended up a lot slower due to not knowing how frequently you could get him to shoot fireballs.
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You can replace my one in the main post with it, that's completely fine by me.
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That's probably true, but mine is not an official site encode.
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23:48 is the ingame clock time that is shown at the end, which is usually the time Metroid runs are measured by.
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I think the 4th one looks best.
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I didn't know that a Rio could be frozen either, I found it randomly when refilling before Kraid, where I accidentally managed to freeze one. After working on the Rio room though, I'm suspecting that they freeze at most 10% of the time you shoot them, or I was really unlucky. I'm actually done with the Zeebites at this point. When I posted the last WIP I was almost done with Tourian, but didn't want to post it while it was unfinished. They were really damn annoying because you can't really get that room to be super fast, since the Rinkas are so damn slow. After breaking the two first barriers pretty quickly I had to backtrack a little bit in the room twice for the next two. MB was a lot easier as there where only two continuous sources to refill from. Unless I run into trouble on Meta Ridley this shouldn't take much longer to finish. It will all depend on how much you can manipulate his patterns, and how easily it is to do so.
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Eye Of The Beholder wrote:
Very cool WIP, Cp!!! Congratulations! Btw, is there significant improvements to the 100% and any% runs of this game for new runs?
As far as I remember there's only like a frame every here and there for the 100% run in the comparable places. For the any% run I think there's a few seconds but still not super much. It should be easier to tell if High-Jump is worth it when this run is done though, and maybe if it's possible to cut down on missile pickups too.
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Up to Tourian now. Things are going smoothly most of the time, though the randomness of when a Rio freezes and when it doesn't is the most bullshit thing in the entire game. The big room in Tourian and MB are definitely the biggest obstacles left. After that I think it should be mostly smooth sailing unless there's something I'm forgetting. 4000+ frames ahead of the old WIP now. WIP
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Very nice work dude, really solid improvement! Happy to see that my run (and the game) provided a bit of a challenge too :P
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Looks like he only reacts to your movement/position at specific times during his pattern, and also sometimes when you take damage at just the right moment (and also RNG, but that's only good for getting his first pattern right). If I manage to do this right and get almost all of the drops possible each round I should be able to save a lot of time here.
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Does anyone know how Ridley's AI works/how you can manipulate it? It seems to be based at least partially on randomness, because I can't get him to shoot flames at me as quickly as in P.JBoy's run even if I mimicked his movements perfectly, but I don't know if there's any good way of affecting it without wasting a bunch of time.
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I've made some more progress, and just beat the cocoon thingy. Besides a few unlucky moments with enemy manipulation everything has been going very well. The cocoon fight went just about as well as I could have ever wished for. I managed to get enough refills from the first burst of spores to be able to make do with just 2 from the second one (this is a bit difficult since it seems you can only get 2 drops at a time here, and have to pick up one of the drops in order to get a new one). Then I managed to make my way over to the other side and use up all my missiles, and with a margin of just a few frames managed to shoot the second burst of spores on the first frame possible. I think I gained about 400 frames over the old 9% WIP on that fight alone, and am ahead by about 1000 frames at this point (plus maybe 50-100 frames which were lost from emulator differences). No idea how I'm going to optimize Ridley properly though... WIP
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