Posts for Saturn


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evilchen wrote:
poor poor samus.. http://dehacked.2y.net/microstorage.php/info/2808/omg.smv (supermetroid) :)
Haha, nice glitch. :-) Imagine you do a tedious suitless run, and this happens and kills your entire savefile. This would suck.
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Yeah, great job so far, moozooh! 28 Frames improvement is alot already. I'm looking very much forward to see how you will handle the more complicated rooms with the first enemies and manage the refills and luck manipulation. Keep it up!
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Yep, this is the temporary Blue Suit. Old news actually: http://www.metroid2002.com/forum/viewtopic.php?t=3941 Kejardon discovered it more than a year ago. When planning the Maridia part of the RBO run last year I messed around with it alot in the hope to get a charge and shinespark through Mt. Doom, but as already said, it isn't possible, unfortunately. Anyway, here a smv for those who want to see how to get the Maridia mainstreet Missile with the temporary Blue Suit in NBMB: http://dehacked.2y.net/microstorage.php/info/2753/Temporary_Blue_Suit.smv
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moozooh wrote:
Moreover, I believe this WIP will only be useful for Saturn himself, and I'm somehow certain he'll miss the fact of its existence unless I post it separately,
You're wrong! ;-) The WIP looks very good so far, only possible mistake you did is to take the last knockback too high, so you waste some frames until landing. I'm not sure if this slowed you down though, as it seems you still go through the door just in the moment it fully opened.
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Dark Fulgore wrote:
Saturn wrote:
I wouldn't see it as a problem. If you like you can just write the actual frame counter after defeating Eyedol down in the coments, and explain that this one minute delay is just to get the full ending. Also you could ask Bisqwit to just replace the redone smv with this one, so that it won't require a unneeded re-submission (JXQ did it a couple of times that way).
How I can contact Bisqwit?? PM ?
Either PM through this forum, or directly through our IRC channel at irc://irc.freenode.net/nesvideos
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I wouldn't see it as a problem. If you like you can just write the actual frame counter after defeating Eyedol down in the coments, and explain that this one minute delay is just to get the full ending. Also you could ask Bisqwit to just replace the redone smv with this one, so that it won't require a unneeded re-submission (JXQ did it a couple of times that way).
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Dark Fulgore wrote:
The ending can't be skiped with start...
I actually ment to wait until Spinals ending is over and the "You are Victorious" text appears, so that when you press Start two more times, the scrolling credits of the game creators start to run. There is also a new song playing during them, which might make it worth for it.
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Yet another excellent fighting game movie! Very entertaining, showing many great combos and different endings, and has alot of variety. Very nice job of a experiecnced KI-player! Only mistake you did IMO is to cancel the movie recording too early. You should wait and press start as long as needed to see the full credits and the congratulation texts. Otherwise this would be missed which I think is not good. But whether you decide to resubmit it with the full ending or not, I give it a definite YES vote! It's for sure of great quality.
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Haha, JXQ attempts are very funny! :-)) Man, why trying to do techniques that are almost only possible in TASes! No risk, no fun, eh? :-P I thought I would also give it a try, although I really suck at this game and also got very rusty, but at least I beat it! http://dehacked.2y.net/microstorage.php/info/2675/Saturn%20-%20SMW%20Speedrun%20v1.smv
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If you want to have your SRAM data safe, the easiest solution would be to just copy the .srm file in a different folder, or rename it to something else. If you rename it, the emulator will automatically create a new one again when loading the ROM. Later when you need your old srm file, just replace it with the other one, so that it matches the ROM filename again.
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Tub wrote:
he skipped one quick super missile there, the one next to the crateria elevator. any reasons for that?
Only reason I didn't pick it up was because it was a small 1-pack Super. However if Drew is forced to take another 1-pack one later, this might be worth it, so he could skip the one with the bigger detour.
Tub wrote:
the demo shows the detour being around 155 seconds real-time. If you're confident that you can save that much time in red brinstar, go ahead. I'm still sceptical, but I'll see :)
We aim for a sub-hour ingame time, so you have to subtract all the door transitions and item pickup-screens of this time to get the real time loss in the game. Also note that this movie was not optimized very well (see moozooh's Springball alternative in the spike room, which I didn't bother to test before) , so I'm sure you could save even more time on this detour.
Tub wrote:
Did you already time the alternative route of just entering red brinstar the usual way?
We carefully checked for possible slowdowns in all rooms till the return to Brinstar if not having HJ Boots. The estimate time saver of having them early till this return is at least 1 min, but possibly even more. So it will almost sure make up, and even save more time in the end. EDIT:
moozooh wrote:
Here are some short videos I produced in the last month, some while helping Drew with his run, some while trying to do something new, or just while fooling around. Several new timesavers made possible with the early HJ: one ...
Doing a midair-morph Springball will cause a bug which won't let you controll the high of the spring ball jumps. Even if you release the jump button, Samus will still jump at max high in this case. This was the reason moozooh hit the spikes at the top, which slows down the progress a bit. If you make a mockball move first and then beginn to springball, you can avoid this jumping-bug and controll the jump-high. Also the mockball speed will slightly (in this case) increase Samus' speed which is twice as good. Here the demo of it, which is 140 frames faster after coming out of the pipe right above the Spike-Super Missile.
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mike89 wrote:
I feel obliged to point out that there was a recent run on SDA which you should probably use as reference.
Saturn wrote:
... The result is a new "personal" record for any%!...
Oh my, how could I miss that. Thanks for the old news!
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moozooh wrote:
Actually, I'd recommend keeping only the Ceres part of Saturn's TAS. The rest is improvable.
But of course! 10 frames improvement till Walljump Boots may be possible. Good luck though, to get all the 5 Missile refills back of the Kago in the semi last Crateria room, without slowing down. :-)
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After some practise I finally learned my last major speed trick, to pass through the Zebetite! So now I finally could avoid all the Missiles that were collected before to shot them, and save more time. The result is a new personal record for any%! 0:43 with 27% Welcome in the Club, Nightcom! :P
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I'm not a big Mortal Kombat freak, but this movie was entertaining to watch. I liked the crazy glitches and fetalities you showed in each fight, and I think they were worth the slow downs and the taking of damage in some of them. Also a nice and unexpected 2-player demonstration with showing some of the hidden fighters. Voting YES.
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A great discovery again, which will definitely save more time in the end, even for the detour it requires to get. Very nice job, Drew! It's nice to see, how bad Redesign got once again broken in the last week. Now I believe a sub 1-hour run is a possibly realistic thing to get, if doing everything 100% frame perfect. :-)
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JXQ wrote:
After TASing Super Metroid, I was able to finally do the mockball on console because I understood better which buttons needed to be pressed when.
So now I want you to break Scarlet's 100% record on SDA! :P But yes, I improved myself alot more in Super Metroid as well, after geting knowledge of TASes.
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Post subject: New Trick: midair morph IBJ!
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I already found one! The unmorph+morph trick Drew showed in the smv in order to get out of the lava gave me the idea of another new trick, that was thought to be impossible in Redesign because of the too high gravity: The midair-morph-IBJ! After some tests, I indeed managed to perform it! Here a simple example: http://dehacked.2y.net/microstorage.php/info/2532/midair-IBJ.smv I was sure there could be even more possibilities of this technique, so I decided to try a even more crazy version: The diagonal midair morph IBJ to early Varia - Successful! http://dehacked.2y.net/microstorage.php/info/2533/midair-IBJ-Varia.smv Hope you like it. :-)
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moozooh wrote:
BTW, I thought the biggest timesaver yet was Varia before Ice.
I think this one is even bigger. It will allow you to avoid the crazy morphball maze to the first PB (which now can be gotten at Crocomire) to save 2 min there alone, and it will also allow you to skip the IBJ to early Wave Beam (which was also required to enter the crazy morphball maze), so you can just use the speedbooster to get it and save another min just there.
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Awesome!!!! This is possibly the biggest timesaver during the entire run! I never thought unmorphing and morphing again during a ibj, especially with such difficult physics, could be abused that way. You are a genius Drew! Also thanks alot darckness, for this crazy discovery. Sorry that I didn't believe you before, it just looked so impossible at first. Now we come closer and closer to the goal of beating this hack in sub-1 hour, but even with this trick and more optimizings in general, it will be extremely hard or probably still impossible. Anyway Drew, as this got cleared now, would you consider to do a 2nd TAS, while having more knowledge at it now, and trying to optimize the moves even more?
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I do, at least unless seeing the smv. Think about it: Only way to get out of the lava surface is with a double bombjump. Now you have to lay the 3rd bomb early enough to continue it without falling through, which however the counter won't allow in any way.
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darckness wrote:
I'll try to make a video of how it's done, but I won't have any free time for several days. It took me several minutes to actually get it, and I had to slow down the framerate a bit in order to do so, but it's way better than sitting through the IBJ maze. I'd wager that if you played around with bomb jumping for a few minutes you could get it down pretty easily. It should look just like how you did it in your run, but when you get to the top of the lava you should pop out really quickly and then fall right back to a bomb that's in the same position as the one that initially blew you out of the lava.
I tried it as well, and I think it's impossible. The bomb-counter won't allow you to get the extra bomb to come out of the lava in any way. And if you lay a bomb even above the surface (even when the lava goes slightly down at this moment) while still don't having a empty counter, the lava catches you again when the bomb explodes. So please, proof it with a smv if you can.
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In this run, SM Redesign shows very clear what a huge potential it has. Optimizing it to 100% would be nearly impossible without planning ahead through the entire run. Nevertheless, Drew did a great job, if keeping in mind it was his first TAS ever! As this run most likely won't make it on this site, especially because it uses a savestate instead of reset-recording, I decided to encode it myself! So here you go: http://www.archive.org/details/Super_Metroid_Redesign_TAS-v1_by_Drewseph The original AVI (with best quality) is the "Cinepack" version which is actually encoded using the x264 codec. You can use VLC Media Player to playback it. Enjoy!
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Surely a disadvantage. But still I prefer ingame time. Geting it as low as possible is the goal that counts in speedruns and TAS (for me at least).
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Warp wrote:
My first thought was: "What? A speedrun which is 14 minutes faster than the current best TAS? How is that possible?" Than I read that the 32 minutes is not the actual length of the speedrun, but just the value of a counter (which has little to do with real time) in the game. I wish they used standardized timing for all videos, not a per-game one, especially since in Super Metroid that counter doesn't run constantly, and a longer video can actually have a smaller counter at the end, which doesn't make too much sense.
It actually makes much more sense to use the ingame counter in Super Metroid, because it is very accurate and only shows time the player did truly play. It skips the many random door transitions that vary in lenth depending on which position you enter them, so I think the ingame time in Super Metroid has much more value for a speedrunner and tells the watcher alot better and correctly on what skill-level the run truly was.
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