Posts for Saturn


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Nice and entertaining WIP Kriole. The CWJ before the bomb blocks looks really cool even though slightly slower. I also see that you found a trick I discovered during my any% TAS in mid 2006 in the Super Missile room to shot the Waver and avoid the knockback. This saves 10 important energy points without any slowdowns at all. Only downside is that Samus is offscreen for a while, but that doesn't matter much. Good job on spoiling that. ;-) Btw, do you aim for real or ingame time? If the latter, then you did a small mistake. Before getting the Supers it's around 50 frames faster to first get the crumble Missile pack, exit and re-enter the room to collect the Reserve Tank (and the Missiles if necessary) and finally the Super with immediate falling and exiting through the left door. Even if you do it like in your WIP (realtime route), the crumble Missile is probably still worth a take, as it's hardly more than a sec delay when coming from the right. The way you did it isn't a bad choice either though. Regarding Torizo, Cpadolf is right. You indeed can exit one frame faster than you did by using the release turn around. Both strategies are indeed exactly same fast in the end. Hopefully you will have the patience to pull this difficult project off till the end, as I'm sure it will turn out great when it's done. Good luck! EDIT: Posted before seeing moozooh's post.
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moozooh wrote:
Yeah, I think Fano reported that in the m2k2 TAS thread some time ago. It happens if you let go of jump at a certain point, but I have no idea what logic makes Samus touch the door trigger in this case. IIRC, it was even a bit slower due to longer fall in the next room or something like that, though.
It's same fast as already said on IRC. You lose 1 frame in Torizos room during the exit, but save it back in the next room due to skipping the turn around animation.
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Yeah, sure. It's in most countries like that.
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Germany of course. :-)
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moozooh wrote:
each new year's holiday period they broadcast the certain mandatory set of movies no-one wants to watch anymore. I have no idea why; it's worse than everything Disney's studio has created over the span of its existence.
I think it's in most countries like that, since it's traditional to show popular movies or series that are suitable to this time. "Kevin Home Alone" is one of such movies here, and probably in other countries too. Anyway, Merry Christmas everybody.
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There is no question that Redesign is superior to Impossible in the design and amount of work category. It's easly the best Super Metroid hack out there and I really hope it gets accepted on this site. And as everybody knows, the main goal of Impossible was to make a hard and challenging hack that sets a new level of difficulty for video games, and improves the SM realtime skills of those who try it, while intentionally keeping similarity to the original Super Metroid. Because of that I too think it's not worth to be accepted here. If somebody finishes a good TAS of it though, I will definitely add it into the main post of the SMI topic so that everybody can see and enjoy it. Regarding challenge vs exploring, it's always up to the players taste. I think Redesign is a hack that offers both things pretty well without getting too hard in any of them, which is why I really enjoyed playing it the first time. It was a great experience.
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I'm still in the middle of WIP5, and most likely won't be able to finish it this year. However I could make a exception and release the incomplete WIP (which at least has 2,5 minutes of new and unexpected stuff in it) before 2008. I will think about whether it's worth it...
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Definitely better than the previous version. Alot of cool shell kicking and other moves in various levels, and once again many unexpected glitches that kept me interested till the end. I really liked: - Colour glitch at the Key hole in the first Cave Level - Unlimited coins in one of the autoscrolling Sky Levels - Death Skip in CI2 - Falling into death after hitting the flag in CI3 (funny :-P) - 3-Up silver coin pwnage in CI5 (probably got more than 100 lives in that level alone) - Mario and Yoshi duo death at VOB1 - Capeless run through Larry Castle (cool to see how fast it can be in a TAS) - Larry Battle This run has also a much better pace, mainly because the death-routes were much better planned, so that you could catch up into the level pretty quickly after them. All in all a good and entertaining run I enjoyed watching, so I vote YES.
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This was a very entertaining run. I really liked how you managed the shell kicking in 5th level of 1st World, and most levels in the Giant World. Though the by far greatest moment was the unlimited shell (and 1-up) jumping in the 2nd level of Ice World. This one was just a killer. I also liked the extensive use of this rare special characters like the Hammer Mario, Frog etc. and how you pwned bosses with them, especially the poor Bowser. Although this run doesn't aim for speed once again, it looked very fast paced and just generally more entertaining than your SMW run for me (although SMW had more glitches to show for that). I enjoyed this run thoroughly and therefore can only give this a YES vote. Well done Genisto.
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Well done mix, good job guys.
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Simply amazing and top quality run! I didn't expect the 2-player mode to offer so many options to improve the current run so much. You also did it in a very entertaining style. The bump-each-other glitch to move twice as fast in Zone F and J were absolutely new to me. I just wonder why you used it only 2 times in this run. Is this glitch not applicable in any other levels? This could surely save even more time, though you probably tried it already, without success, right? Anyway, I enjoyed this run very much and give it a big YES vote! Very nice work, dragonxyk.
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Pretty cool run. It shows many weird glitches I have never seen before. I especially liked: - the unlimited coin and 1-up mushroom glitch in a level before Ludwig's Castle - Bonus Level screw up with alot of lag and unexpected stuff in one of the forest levels - the death skip in Choco Island 3 Other than that there were some really interesting moves and little tricks all over the run. Despite the run showing alot of cool glitches, I have to give it a meh, mainly because it doesn't have a clear goal, nor aims for speed in any way. Also, to everybody who has doubts about Genisto just because of this run now, I want to note that he is still one of the best TASer on this site for sure. If you ever battled him in a serious TAS, you would understand what great skills he has when it comes to optimizations.
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Yeah, you can't compare the Torizo skip (and definitely not a entire run of Chronp Trigger) with this single gate. As Cpadolf said, it was really close there, and the only key that I forgot to consider was the turn around "before" collecting the Bombs, with immediate landing (which I thought is not possible while in spinjump mode, but with a very high jump before, it indeed works). Regarding this gate, you don't even have to try opening it with a far horizontal shot, because it's like running against a wall with the head. We can believe what we want, but a fact stays a fact.
Comicalflop wrote:
From what I remember, Hero was really close from using another missile to shake the screen, and was 1 pixel away from getting it to work.
Thats what I mean, people seem to ignore the facts. It was already clearly stated that the shaking screen from a Super Missile has 0 influence to the gate. It's a pure visual effect without any changes in the actual physics anywhere. Hero was indeed a pixel below the switch to open the gate, but thats the limit to skip the first solid block in order to pass the gate. If you fire it a pixel higher, the Super would hit the 2nd solid block, which will prevent one to ever hit the switch due to the 2-solid-block rule you can't pass. I have the impression that people who still argue about this gate, just aren't able to imagine the technical facts about it. It gets pretty clear once you realize them (which is admittedly not easy if you don't have much knowledge about the game's engine).
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ShadowWraith wrote:
Personally I feel Saturn is throwing around superlatives like perfect and impossible without any feeling for how strong the words are. I'm sure he personally believes that when he's using the words that they're applicable, but it's pretty short-sighted of him to do so. Things like the Maridia gate opening from the wrong side should be labelled as "very unlikely" rather than impossible until it's been confirmed that there is zero chance of doing it, likewise nobody should call their runs perfect until it's been proved beyond a shadow of a doubt that there is no way to improve it. (it's even less appropriate when the run in question isn't even finished.)
Thats exactly my point, to pick strong words in order to make the facts about the Maridia Gate clear. It's already confirmed, tested and calculated that a far horizontal Super Missile shot won't ever have a chance to pass 2 solid blocks in this conditions. And as Kriole and Kej already noticed, I just wanted to save people from wasting their time on something that is technically not possible anyway.
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Welcome at TASvideos, Kriole.
moozooh wrote:
Hey Kriole, while you're at it, can you confirm that doing the same is impossible with Maridia backdoor (the one accessed through the annex of red Brinstar shaft)?
Moozooh, in case you missed it at M2k2, I already said that it IS impossible to do the same thing on the Maridia Gate. It only works in the pink Brinstar Gate because the top block right in front of the gate and the switch is in fact a slope (although it doesn't necessary look like that in the game). You can see this easily in SMILE. A slope allows the Super Missile to pass it without touching at all if you fire it low enough, but it still allows the needed height to hit the switch on the other side. Krioles shot basicly just had to pass one solid block (the gate, while ignoring the slope before it) to reach the switch. A full solid block before the gate like in Maridia wouldn't allow to ever skip it and still being able to hit the switch, because they are on the same height. As said many times already, you MUST pass 2 solid blocks in order to hit the switch there, which as Kej already said is impossible unless you can fire the Super 2 screens away of the gate and still catch it on screen till it.
Kriole wrote:
I have actually been working on it, and I figured a method that might actually work: Jump, shoot, morph, roll into tunnel, roll out again. Though due to lack of motivation I have not been trying to make it work, or to check if it actually works. If someone is giddy enough, have a try.
If you intend to get the Super Missile offscreen, then catch it up again after it passed the solid block, this would definitely not work. Once a projectile (no matter which one) is offscreen, it's gone. Even if you would have the speed to catch it up again (which is definitely impossible since the speed of a Super Missile can't ever be matched with anything, not even a Shinespark) it wouldn't return back on screen. This is a technical fact. If you want to maintain a possibility to ever open the gate, you have to find another strategy than a far horizontal Super Missile shot of any kind. And yeah, the early pink Brinstar E-Tank will allow you to skip Crocomire in heros RBO route, and thus making it the fastest possible one for this run. A major reason why I started consider to redo my RBO run (no decision yet though).
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hero of the day wrote:
It will get done though, and it will be awesome when it is done ;)
I don't doubt that. It's hero after all. ;-) evilchen: Of course you can, it doesn't matter what I said. It was just a opinion for a case when people copy existing works nearly frame by frame. That way you just can't improve yourself, since you don't gain any own experience of it. Also the run wouldn't look unique that way, which is something I value very much. If you have to perform a difficult trick though, and you have problems to do yourself, comparing existing work using this trick is absolutely fine.
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moozooh: I see. Saving up to 14 frames there is indeed worth a try. Good luck with it. evilchen: I actually meant the really hard optimizations Taco showed from 49'08 on till now. Of course there are more people including you who contributed something useful there, but the gains until Taco came in weren't more than just a few subpixel optimizations which aren't really hard to do when you use memory watcher for subpixel (which I never even required for that).
evilchen wrote:
and the nbmb is not easy you cant imagine what effort we are putting in and we are beyond something we can analyse now :(
What is that you can't analyze? Maybe I could give a hint.
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moozooh wrote:
Er, excuse me, this is exactly what I'm doing: working on my runs. First you want me to work on Ceres, now you want me to move on…
Well, you tried Ceres and didn't succeed despite many different strategies. It's of course great if you plan on continuing there, but in case it turns out to be hopeless I meant to better continue the run. Besides my previous statement wasn't directed to you, but rather general.
moozooh wrote:
…Except you did? Like during the production of JXQ's v2 run, saying you were xx frames ahead, yadda yadda. And you also wanted to go back each time hero or myself found a new timesaver in the beginning, to implement it in your perfect run. Why didn't you move on and submitted it, instead of focusing on single frames?
But the thing with JXQs run is not a comparison here. I talked about "single frames", not seconds like it was in that case. As to my run, the only time I wanted to go back is after the "hero shot" got discovered. You know best that I didn't plan to restart after the catnap/moozooh jump only, as they were pretty minor compared to that shot. As of why I didn't finish/restart the run yet, it's mainly because it aims for ingame-time, which as shown recently, is not a recommended goal for this site anymore. I just don't feel like putting so much work into a run that is not appreciated here because of that anyway.
moozooh wrote:
I'm taking my time because I (surprise!) want to implement all the timesavers I come up with myself, and it takes time and motivation. You, of all people, should know it.
I know. I just heard that you already reached green Brinstar in NBMB a while ago, and there was still no progress since then, despite Brinstar being a pretty easy to optimize sector, as there are no annoying slopes there like in Crateria. If you are both too busy as well, then it would explain the slow progress of course. Nobody ever said that though, so I couldn't know.
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Didn't he quit SM-TASing more than a year ago? I never heard something from him after that.
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Fredrik wrote:
My only issue with all this is that new cool runs are not being worked on because all the tasers are spending their time on this stupid Ceres frame. Saturn, since these people don't know when to quit, you should either reveal the secret or finish your own damn run, just to let everybody move on.
You're wrong. The only TASer who truly developed something for Ceres except me is Taco. All other (moozooh in first place) are spending their time waiting for him to find this last frame so they can copy his work. I too would suggest everybody to simply move on with their runs, if they can't get that frame by themself. Hero, JXQ and Cpadolf are great examples here, as they didn't focus on single frames, but just moved ahead and finished their great runs everybody enjoys now. Who cares about single frames in them now? Nobody. Being dependent from other works in every single room and step is just very poor. Show some action with your own work, guys. As for my run, I'm just too busy with work to efficiently working on it atm. But that really shouldn't be a concern for everybody as stated above. I'm too looking forward to see evilchens and moozoohs NBMB soon, as this is a really short and relatively easy run to make. But knowing moozooh, I'm pretty sure we won't see anything from him until he gets a perfect run to analyze and duplicate for his own in every frame of it. Please note that I'm not being offensive or anything, I just state my view on this, as it was shown many times already. Of course there is nothing wrong with it, but with such a style it will just take forever to finish a run. IMO the best we can hope for atm is hero's new any% run. His WIP was excellent and he proved to be able to make his own runs in a very short time. Maybe he can clear us up on his progress status?
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P.JBoy wrote:
Isn't that hex editable?
As far as I know you can only edit the data "in" the smv, not the one that displays when you right-click on the smv and go to "properties" (or whatever it says in english). A direct downloaded smv would show the date you DL'ed it, but a zipped one keeps the original date. Maybe it's indeed possible to edit this date somehow if you have good programming knowledge, but I don't know about it.
Mlandry wrote:
I'd much rather see discussion about new tricks which are actually useful, and I'm certain a lot of other people would as well.
Don't worry, you will see plenty of them in my new run once it's done.
Cpadolf wrote:
Would you really need to do what?
Register as Taco for all this Ceres mess. This would be ridiculous and there is no sense at all to do that. Surprising people with new stuff in a new run is much more important for me than spoiling tricks just to "praise" myself.
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Fano: I mentioned many times in the past why I didn't share my Ceres work. There is no need to repeat that everytime a clueless person comes around. If you are able to read, simply check this topic a few pages back and you get the idea.
Cpadolf wrote:
But anyway, the possible 00:01 change in the clock will only come from changed clock behavior and not a saved frame right?
Yes. It wouldn't be a true gain, just a change in the timer-display.
P.JBoy wrote:
Also, if Saturn can upload an smv of 49'15 to a web-host that tells us when the file was uploaded and then when we finally get 49'15, he can give us the link (Badongo anyone?)
No need. I have a zipped backup from September 2006 which clearly displays the "last time changed" date of the smv.
Cpadolf wrote:
Like sometimes at night I wonder if taco is really Saturn slowly showing all his ceres timesavers in order to praise himself (no I don't really believe that, I just think of it as a unlikely possibility...)
Wow, would I really need to do that? Don't worry, I'm not Taco. Ask Bisqwit to compare our IP's or whatever to get the proof. ;-) Fabian: No need to blame Cpadolf for things he hasn't done.
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Fano wrote:
Just wondering, has anybody got 49'12 beside Saturn (which I don't really believe he got)?
Poor guy...
hero of the day wrote:
49'19 49'17 49'17 49'14 which is very strange behavior for the clock.
Same here. This is probably because the movie got stopped during the 49'17 frame, causing a freeze for 1 frame.
moozooh wrote:
I'll see if it's possible to optimize the beginning of the room… Two skipped pumps are two whole pixels. There must be a way to reach that steam puff sooner…
Seems my thoughts were right after all. Now that there is a possibility to bypass my time by '01 due to some randomness, the "silly challenge" suddenly got more important than anything. Interesting what a timer can do to change motivations that much. I'm glad to see you finally giving it a try. Good luck.
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moozooh wrote:
Having much knowledge doesn't obligate me to apply it everywhere anyone will point me to. I'm already a hard enough to motivate player, as if you didn't know. I do share my knowledge with everyone who asks me, though, so I bear no guilt on that part.
Yeah, I know. I just pointed out that your contribution eventually can be of use to the community. It's up to you of course whether you think it's worth it.
moozooh wrote:
If I start rambling about how you know so much (definitely not less than me) about Super Metroid and yet didn't beat my times on Zebes, would you start doing that until you have fully succeeded? I don't think so, as you have other things to do beside accepting silly challenges. And so do I.
I see. You are wrong about me beating your times in Zebes though. The only reason I didn't do so in my old run is because of the new jumps and a few missed subpixel optimizations (I wasn't that accurate before as I am now) that were discovered later (of course the Torizo skip too). You know that my run is pretty old already, so comparing to it with actual conditions is unsuitable. If I were about to start a new run yet, I would beat the currently existing Zebes best-time until green Brinstar you were majorly involved in without problems (I wouldn't say that if I weren't 100% sure). But you are right, it's not worth to do that due to other projects I have.
moozooh wrote:
My security, in fact, lets me not concern myself with anything I don't want to do at the moment (Ceres, for example) in the least, until I run out of better things to do and am fully up for it. What makes you keep on pestering me about optimizing Ceres does look like an insecurity, though, because you just won't let it go. I'm not bothered by personal achievements and persons behind them; you are.
Nope, I was just wondering because of your actions around Ceres. Maybe a misinterpretation from my side. In that case I'm sorry.
Tonski wrote:
I don't mean to jump into this, but lately I've seen Saturn's posts been rather offensive towards moozooh in different places... You know, kinda pushing him again and again to find those missing frames, while moozooh on the other hand isn't showing much interest in raising the clock by a few 1/100 seconds.
This is indeed a imputation. Why would I need to do that when I found the missing 2 frames myself already? And of course moozooh is interested to raise the clock as much as possible, otherwise he wouldn't try to lower the in-game time by single frames as well, would he?
Tonski wrote:
You know, it's really not too late for you to take the opportunity, show us your smv and contribute something useful for Ceres. ;-)
Not if I wasn't about to submit that run someday. :-)
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