Posts for JXQ


JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Strange, I tried to record it and it didn't work for me either. Maybe it's some specific condition that got it to work last time I tried it.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Re: Thank you all!
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
* Draigon quickest kill by using X-Ray on/off technique Could someone school me on this?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
If you shinespark into Crocomire's stomach, you lose energy at a ridiculous rate and die almost instantly. Didn't try his mouth though.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I have shinespark charge for 30 more frames if I don't use it when I do, and it takes at least 50 frames to run to the right after charging, and 20 frames aren't saved in that tiny jump to make up for it. The shinespark in the next room is very specific since I'm not using a Super Missle to open the door, just a regular beam. I have to make sure the beam doesn't leave the game's memory, and also that I don't go too early and hit the door. It's a very small window. I also just tested your red-door replacement, and it is indeed 11 frames faster to 5-missle the red door you mentioned than it is to 5-missle the Wave Beam red door. And I haven't mentioned it yet, so thanks to everyone for watching so closely and giving me lots of ideas!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I guess your best bet at this point would be to play the movie and fast-forward (using TAB) to where you watched previously. All I could think was that maybe you stopped movie playback before making your savestate? That can cause trouble.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Saturn: Hmm. I'm not completely convinced but I am intrigued. What about the third room where the lava is rising and you must jump high in ball form to barely make the jump? Would High-Jump affect the speed of that room? It's a bummer that Crocomire is off the screen mostly, but I figure that it's been seen by most players. Also, when shinesparking to the right, you get to catch a glimpse of him half-melted, which I think is the coolest part. creaothceann: I see what you mean, but the shot doesn't seem to get to the door any quicker. I'll be going through this tube-section again, so I'll find out then I suppose. Torgen: 83-85 collected later will benefit from the gravity suit, which will let me dash through the bottom second room and shinespark back, making it significantly faster. Edit: I'd also have to re-walljump up the bubbles to get to the Wave Beam afterwards, and this isn't very fast. I can collect 86 while waiting for a power bomb to explode in order to enter the bottom left door quickly. I won't make it to the missle and back before the bomb explodes, but I'm at least overlapping some wait time.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
So what's faster, dashing or sliding? Why did you mix them up? Otherwise, oh my sweet crap I can't say enough good about this progress. Very well done and extremely fun to watch!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Answers! Various arm-pumping questions - Arm pumping doesn't increase Samus's velocity, rather, each pump bumps her position forward a tiny bit. Speed when jumping or mockballing is based on Samus's velocity at the time of the jump. So if I need to make a long jump and don't have a lot of platform to run on, I can obtain a faster jumping speed by not arm-pumping (essentially making the distance traveled longer, giving me more time to gain speed). 33900 - Confirmed, unfortunately. It's tough to make that part look smooth. 35000 - If it's possible, the distance traveled in ball form is so tiny that I doubt it would even save a frame. I didn't specifically try it here, but I tried it in Crateria after the bomb boss, and a mockball ended up being slower with preparation time. 37800 - No, I need enough speed to make the jump in the next room, so I can't move to the right very far until I'm on the ground. I just shot the door when I had the chance so I wouldn't have to worry about it later. 40000 - I've never seen this trick, myself, but if it worked, it would probably allow for a couple more arm pumps. 41500 - Nope. Doors heading up or down place Samus higher or lower than it would seem, depending on the direction. 44700 - Facing left puts my "location" more to the right, so I can acquire the Varia suit a few frames earlier than just jumping at it, and since my momentum is reset, it doesn't matter where I am when I collect it. 46200 - I tried this the same way Michael did, but the enemies were diving at me too quickly. I also tried boosting off the one to the right I didn't kill, but this way was 4 frames faster. 51500 - Ok, I think I finally understood what you are asking. I jump a bit more here because I have to wait for the door to open anyway, and bringing the door up cuts down on the time between rooms, since the game sloooooowly scrolls up before scrolling to the right. Normally I don't care enough to optimize this type of thing because it can make for sloppier play during rooms to save frames between rooms. But I made an exception here since I was waiting for the door to open anyway. 53158 - No, the opening for this missle is very narrow, and also you have to jump slightly after shooting, or you will run into the block that hasn't quite desintegrated yet. 55200 - This is actually probably faster than the five missles at the Wave Beam door. Crap. I used five missles at the wave beam door because that extra Super Missle is better used on Crocomire. I don't max out on Super Missles until a couple rooms before him (bubble room) and I don't know of any places to spawn a super missle in those few rooms between there and Crocomire. But five missles on this door is probably faster. I spent about 20-25 frames using them on the Wave Beam door, probably more like 5-10 on this door, max. 62200 - It is possible to shinespark over Crocomire right after he starts to die, but if he is on the screen at this time, it causes lots of lag. I don't think I could be any lower, though. Either way, it doesn't cost time, because I have to wait for Crocomire to make his way to the left. 62500 - No, Samus is slow in lava, and also I need all the energy I can get for the next few shinespark and lava rooms. 63400 - If you run to the left immediately, then you have to sit there for a while and wait for Crocomire's bubbles underwater to move far enough to the left. I did the running to demonstrate speeding up Samus's leg speed without actual speed. 51500 - You go a bit higher than the platform here? But it was a large jump up, so I don't know if it's possible to jump exactly to the platform here? 65300 - Hitting with shoulder while turning around...is this the thing MF did a bunch? Turning around while spin-jumping is faster in general, similar to Varia suit. 67800 - This would probably work if I had the High-Jump boots, but I can hardly get anywhere to the right while jumping (which I must do if diagonal will go to the right far enough), all the while trying to have decent jumping speed, and keeping shinespark charged. 71800 - I don't know exactly how long a charge lasts, but definitely not long enough for this. It's possible to slow-charge on this platform and skip the grapple beam usage, but that's around a second slower. 72500 - Running through the acid from stationary speed isn't fast at all, and like I said, it doesn't matter, I need to get to Crocomire's skeleton at that specific frame. 73600 - Same meaning, the turn-around-shoulder thing? This is faster. I'm not sure what MF was going for in this room, but I beat him by 18 frames here.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
This thread has games that can all be improved with FCEU. See if any of those that aren't being worked on are interesting to you.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Do you have any preferences as far as system or genre of game? Edit: This is in the NES thread, I'm retarded
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Bag of Magic Food wrote:
Aren't they all there, anyway? I mean, you can click on the movie that a movie obsoleted, and from there you can see what that movie obsoleted...
Or just go to more... under the recent movies on the front page.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Well I'm not going to lie, that's one of the strangest comments I've seen on the forums here. Besides, my Mom's not too good at Super Metroid, although she could always kick my ass in Asteroid. For Intellivision.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Answers! 64223: This manipulation wasn't friendly to me, Super Missles seem to be rare after Crocomire (as compared to Phantoon, for example). Most frames didn't give me any, or one, or two but one was high in the air. This was the best I could get (and was a 15 frame delay to the scene) 68338: Enemy knockback is annoyingly specific. I need to be in non-ball form, and facing left in order to take advantage of it, and that platform may be too high anyway. The best I could do here would be to mockball past all the enemies, turn around while in ball form, un-morph, and then run to the left to get hit and knocked back. However, then I'd have to open the door afterwards. If I instead shot after un-mockballing and then turned left, turning around takes 8 frames or so and the enemy would be far away. I took damage from that enemy specifically so that in the next room, I could walljump through the first blue enemy with the damage invincibility. 71650: The door? I may have been able to shoot it earlier but I don't remember. But the gate? No, because Super Missles travel so flipping fast that they become off the screen too quickly to use them before hand. Once I pass the gate, I start shoulder pumping until entering the door, so even if the door (not the gate) could be opened earlier, I wouldn't have entered it earlier. 76668: The stop is used to charge for a shinespark, so I can't remove it, or it will make the next couple rooms slower. I also do that stop at the first frame that will give me the charge. I could do the slow-charge trick a bit, but that would cost some time and eliminate the fastest part of that running stretch. The speed after the door does affect my jumping speed where I shoot twice and shinespark to the left, but that is only 10 frames of movement or so, and I still must wait in order to let the shot travel to the door. 78940: Enemy knockback might travel faster than a Power Bomb explosion at parts (I haven't thorougly tested, and I don't plan on it; just doing individual tests in each case), but for this room, that strategy was 22 frames faster than Michael Flatley's (which used that strategy, because he didn't have any Power Bombs at that point). I was also able to gain 10(?) or so frames by taking a hit just before entering that room instead (I couldn't have taken both hits because damage invincibility doesn't wear off fast enough). 82916: I'm not sure if I fully understand this question. The door on the right is an orange door, so that Power Bomb is as far to the left as it can be while still opening the door. Afterwards, I travel to the left far enough to be able to charge up a shinespark for the next room (with a tiny bit of room left over to help my jump over that small pit).
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I think we should add Anonymous to the list of initial contributors for this run's description, along with Sleepz and Genisto. Anonymous did find the most time-saving trick for this game, the up+down ladder zoom. Asking to be an editor will probably come around and bite me in the ass someday with ideas like this.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Thanks hero :) Ok I wasn't planning on posting at 30% because there isn't too much new, but the demand is there, so why not? Same link as before, which is here. I'm pretty much falling ass-backward into missles for this stretch, which is good because I burn through some of them on Phantoon. Phantoon is probably going to be the coolest part of the run, big props to Michael for that trick, hopefully he visits here again someday to read that. There is also some good luck manipulation to make sure I have plenty of Super Missles throughout this segment, since my maximum is still only 5. That will change very soon, though. A couple route differences here, but from the high-jump room to the top-left room in Brinstar that Michael didn't visit, I gained 120 frames, and from Crateria to Phantoon's death I gained 41 more. I also got extremely lucky on the item spawn following Phantoon without pausing, so that will gain some time as well. 40% is the gravity suit, so I'll probably update again once I'm there.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Tetris DX does not suck and neither does Sprintgod's! I've never played Tetris 3, but N64 Tetris was another one of my favorites.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
If you ask me, throwing an "April 1st publication" option onto a workbench movie is a cop-out on actually making a decision on this submission. I haven't voted yet, so how about "no". Sure there are parts that are basically impossible to duplicate tool-assisted, but the overall feel of the run certainly doesn't seem tool-assisted, and to me, it doesn't fit in with the site's current content.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I think part of the reason I'm not too interested in this run is because for being so short, it still has to play through part of the castle twice. However, I believe I voted too harshly on the last submission. While I still wasn't too entertained by the run, it seems to be played precisely and that deserves some credit. So I'm going to vote "meh" this time. To right my wrong. :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Alright, glad you finished this! Also glad that I was able to contribute :) Yes vote!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
This is a good idea; jimsfriend and I have been discussing it recently. It's impossible to be certain without checking how the game's code works, but all signs so far point to no, unfortunately. The way the running code seems to work from my observation is with two different variables; velocity, and a counter for super speed. For each frame -> and Y/X are pressed, velocity increases, and the counter for super speed increases. Velocity tops off pretty quickly, so Mario is at his mid-running speed. As the correct buttons are held longer, the super-speed counter continues to increment until it breaks a threshhold, and Mario is granted a faster velocity and a super-speed flag. For each frame Y/X isn't held, the counter decrements. This can be shown by running nearly up to super-speed, and then releasing Y/X for varying amounts of frames before holding it again, and testing how long it takes to reach super speed. This is all based on evidence from the game, however. It also may not even help in certain situations if it were possible, because the ratio of Mario's mid-running speed to flying speed is not as steep as the ratio of Samus's early running to shinesparking.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Nach is still uploading the only copy of it, and he has a very slow upload. Until his upload finishes, the download will go slowly.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
A couple new songs up at the music page of my site, for those interested: http://jxq.skuzz.com/music.html The 2 new tracks are How It's Done and What's Up. Explicit lyrics on these tracks. I put this collection together to send it into a local college radio station that plays music by amateur artists. As I Write was already sent in. It was pretty neat to hear my own song on a real radio! Anyway, enjoy. Feel free to comment on any of the tracks, good or bad.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Probably the biggest obsoletion percentage ever (90%)! HOW DID YOU DO IT ZLOL?!!? This was pretty fun to watch. It definitely made the level look easy, which I'm sure is not the case.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
If you have gained 53 seconds in six levels by dropping a ball here or there, then I say keep it up. I always felt three balls were kept in order to make the levels fast. If you have less than that to break bricks with and you're still gaining such a significant amount of time, then I think that is impressive enough to warrant a lack of balls. Insert random "balls" joke throughout my post.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Re: what you say!
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
moozooh wrote:
frame 46500: was it possible to do a mockball there?
The time the mockball takes to perform isn't worth the frames gained.
Kraid stuff
I saved a lot of time in lag by not showing off as much when Kraid emerged. However I lost most of it in order to collect the items I did after he died.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)