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Cpadolf wrote:
For example in my first any% (v4) WIP posted here I used it in the RB shaft before the PB's. I missed it in the other RB shaft though.
Ahh, I see now. Sorry for missing it before. As for the conditions to get it to work, like said before, you need to be in a falling state, which is activated if you run off a platform without jumping for example. If you jump off it, then Samus will simply turn around when you hit the opposite direction while aiming down. Oddity: I think Teri used slowdowns as well in his runs. The quality is not as high as the current standard obviously, but it still looks far better than something done with only savestates.
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This tech was actually used in many older runs already, when falling down from the Draygon-Shinespark to not hit the platform below it. Unfortunately nobody (even not me, despite knowing about this weird tech during the console playing times already) got the idea to try it in other places, so thanks to hero to find it. It indeed has some good time saving potential as already seen in hero's recent run, for example in the Red Brinstar shaft when going to Kraid.
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Nice tech, hero. It's actually possible to combine the moozooh-jump with it, but it requires you to land on a platform anyway, in order to switch to the falling animation instead of the jump-falling one, which makes your tech impossible to execute. It's still not faster that way though.
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moozooh wrote:
Kriole wrote:
the true meaning of life is pie
And also one of the ways I wanted to improve your WIP. I only saved one frame there, though, because I jumped on and off the ledge instead of double walljumping.
No, jumping "on" the ledge is exactly what makes it impossible to save any frames here, because as I said before, you get yourself too far to the right that way. Are you sure you are serious here? If so, can you please show a demo smv that would be one frame faster than what I did even if landing on the ledge like you said? I'm pretty sure the double walljump as they showed is the only way to save any frames here at all.
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>:-/ You actually just should ask yourself: Why do you need to slow down before the Ripper if using the usual route? Because you are too far to the right of it and have to wait until getting to the left first. So the obvious solution should be: Don't bring yourself too much to the right in first place, like you guys did. This makes me feel stupid to never consider it before. :-( You guys rock!
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Warp: Again, doors in rooms that are longer than 2 screen blocks can't be opened fast enough to shinespark through them. If you shoot them earlier, the projectile gets offscreen before hitting the door. If you hit the door on the earliest possible frame before getting offscreen, the door is still 1-2 frames too slow to fully open before you can shinespark through it. Running to the right in the pre-Ridley room before shooting the door would only work if you pass one full screen block in that room, which (due to the small platforms that don't allow you to get fast enough running speed) make your charge timer run out way before you even get close to the needed position before a possible spark. And yeah, offscreen Kraid door is a exception here, and it only works if you are touching the door before shooting.
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As long as you don't skip the 4 main bosses or don't use out of room climbing with X-Ray everything is allowed in a legit run. Hero already used all possible tricks to get minimal realtime in his TAS though, so all you can hope for is to gain a few frames over the entire run at most, which however wouldn't be worth the effort for a new run IMO, unless you can manage to get 0:23 ingame time with that realtime route as well (extremely unlikely to ever happen with the current standard). But it's always great to have new TASer trying this game, so you are welcome to try a run in any case. As of now, the best choice one could do is to improve Teri's Low% run, which is already very old. Although moozooh is already working on it, he likely won't get it finished in this year anyway.
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It's not possible, I tried it carefully long time ago. ;-) It's not about the charge timer (you have more than enough time to carry it into the next room), it's about the length of the pre-Ridley room. Basicly the rule I figured out is: All rooms that are longer than 2 screen blocks won't allow you to make a distance shot to open the door on the other side fast enough to shinespark through it without hitting (the only exception to this are blinking grey doors, because they open 6 frames faster). As Cpadolf said, the speed of the spark just gets too high after more than 2 screen blocks.
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I'm not really for the NBMB idea to obsolete this run, since it's likely the most entertaining form of any SM runs (max speed/pace and variety while still max legal ingame completion time), but it would probably be the only fitting obsoletion choice to avoid too many categories. Anyway, nice decision to accept both runs for now, Bisqwit. Thanks for taking the time to encode them.
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Cpadolf wrote:
People here really just can't let it go...
Indeed. It's just pitiful. Chris: Whoever you migt be, congratulations to create a fake account just to hide your true identity here. Also, in case you didn't know, the PM button is here.
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Guybrush wrote:
and he's got a bunch of 100% PERFECT ™ RPG TASes.
It's amazing that there are indeed people who seem to not get what I mean with "perfect" and with "100%" regarding my RPG walkthroughs. So let me tell you the obvious meaning about it, which, as I at first expected, a 5 year old would usually understand by himself: Perfect = The route and various strategies I used in them (has nothing to do with speed) 100% = item colleciton As you see, I collect all items by using a optimal route with minimal backtracking to achieve that, so everything is true about this 2 words when describing this runs. Hope that clears everything up for the few who didn't get it at first. Oh, and please, if anybody still has some problems, just PM me next time and we will solve it without disturbing other people here. Thank you.
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Twelvepack: More Powerups (HJ-Boots, Plasma, Space Jump) = Greater Speed (vertical rooms, MB fight, large rooms without nearby walls). Any doubts?
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Hmmm, I thought they still exist in gocha's 1.51 improvement. If that's true, then it might be good to try 1.51 if only to find out for sure whether the desyncs are indeed fixed. Lag: Yes, sound is a bit different too. Whether it's superior to v1.43 is a matter of opinion though.
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Kriole: I strongly don't recommend to use Snes9x v1.51 to record TASes. It has some serious bugs in the movie recording engine when it gets mixed with savestates, which will make you experience very annoying and unpredictable desyncs in the run. Now that hero created a lua script that fixes the glitchy line around the item bar, there are no benefits left at all to even use v1.51.
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JXQ: As much unbelievable as it may sound to you, please don't forget there are actually people around who don't have mental problems like you seem to have with me. To clarify, the thing with the route wasn't really a argument in the first place, I just felt to note the actual facts about it to avoid confusion for those who might be new to SM-TASing. If you disagree for whatever reason with that, thats fine (what else would you expect from JXQ), but there is no need to spam the forums trying to push your somewhat sick view about my style into everybody else. That is indeed just worthless and unnecessary bickering. Remember, people can have different opinions on things, so just accept that, like they accept you.
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The argument is closed, thanks to someone as cool and rational as hero of the day. Take a example of his attitude, JXQ.
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Hero: Yeah, you were the first to make a almost optimal in-game route public. The only flaw I could see in it was getting the Kraid E-Tank, which as suggested a few posts later (and seen in Cpadolf's run), is faster to skip in any case here.
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The best item collection order is obvious in this route, and I listed (and obviously used in my any% way before that already) it in m2k2 as well when Cpadolf asked for it (see a couple post below in hero's link). Of course you likely got the same route independently of me, being a excellent route designer in general, but there is no need to hide the actual history of this route.
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hero of the day wrote:
I will also agree that his run is more entertaining overall. I should know, I designed both my route and his route.
Strange. Seems like I could somehow foresee Cpadolf's in-game route in my old any% way before you "designed" it. Must be some magical power, it seems...
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Awesome idea, hero! This is a great solution to remove the glitched line, and should definitely be used when encoding further SM runs. As of encoding this run, Bisqwit is apparently doing so already, so no need to do it for me.
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A great lossless codec I recommend is Lagarith. It's a very fast one, and still achieves one of the best compression values. Ideal to use for ripping through Snes9x and editing with VirtualDub before encoding into a fully compressed file like XviD or x264.
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Is anybody encoding this run already? If nobody plans to do it in the next days, let me know please. I could make a max quality vid in ~3 days if you want me to. Hero: I guess it's the Maridia Tube.
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Really nice music video, hero! Good and well mixed song choices. I was especially surprised you picked a Rammstein song, seems they are well known in america as well (but probably not well understood in the lyrics, or am I wrong? :-P). The highlight of the vid IMO is the ending part from Maridia on. The last 2 songs are my favourites of the collection and fit extremely well at this parts of the run, especially the very last one. It indeed sounds as if the song was exclusively written for your MB fight, since the synchronization is just unbelievable there. But why did you use Windows Movie Maker especially when it limits you to 30 fps? Smart guys use VirtualDubMod. ;-)
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LagDotCom wrote:
Does picking up more items and sitting through more fanfares make it more entertaining too?
Depends on how much attention you pay to them. I too simply fast-forward through this scenes anyway, but even without, it's not a serious issue to me. Of course it can be different for you though. Comicalflop: I didn't try to overwrite your opinion or anyting, and it also doesn't have something to do with my one here, it's just a obvious case that this route is more entertaining for reasons stated before. Nobody who knows SM well enough can deny that. Of course, if one pays too much attention on door transitons or item pickup screens rather than the run itself (which is probably your case since you stated to not be much into SM), then he might think otherwise, but I just assumed that most people don't care too much about them.
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FractalFusion wrote:
Or if you mean shorten the name string in any possible way, then one could give each character a one-letter name.
Which would look stupid though. IMO it's definitely not worth to do that just to save a few frames (or even seconds) in the entire run.
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