Posts for Saturn


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Not really. :-( I got up till the big room that has a Missile and a Super Missile near Botwoon but then noticed some improvements in the 1-walljumping strategy and Mt. Doom that could easily save more frames. Though because I have to redo all the previous underwater rooms again I got somewhat tired/bored of RBO for a while and during the break I continue to record a new any% run. However it's just something for change in TASing (which I need sometimes to get enough motivation for old project again) so I will probably continue RBO pretty soon again. :-)
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Yep, all the stats and level up bonuses are fixed and there is nothing you can do about it. At east this allows you to exactly calculate all the experience progress far ahead when testing things for the later TAS. I also recommend to check the following sites: http://www.terraearth.com/terranigma http://www.rpgclassics.com/shrines/snes/terranigma They have alot of useful information especially about Enemies - like how much HP they have, how much Exp. you get and how much money they drop. I can't guarantee that the values are correct though, so best is to check them in the game when TASing one more time to be sure. Also the Armor/Weapon Guides may be useful as they state all the bonuses of them, the location to find/buy and the price.
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Dromiceius: If you really plan to start a TAS on it I will definitely support you. Feel free to ask me anytime if you have questions or problems. Also posting WIPs frequently would increase the chance to find route mistakes or unoptimal leveling-up locations in time. I'm not sure if there are many Hex Adresses that are worth to watch (except the individual Bosses HP) but here is the only Adress I found to be of use (only tested on the original Terranigma (E) PAL version): 7E062E (3-bytes): In-game seconds For some reason I couldn't find a correct In-Game "Frame Counter" Adress so simply watch the realtime Frame Counter (while recording a movie) along with it to see the frames. Another strange thing is that the in-game seconds increase after every 60 frames and not 50 as it should be in PAL which is the reason why the in-game time is always lower than the realtime in this game (for comparison: I did a ~4:40 run though the realtime was 6:01 hours). PS: The NTSC patch is great. I didn't know something like this existed before. :-) I think it's definitely worth a exception to accept even if it's not a official one because NTSC is so much better and cleaner to playback on this game.
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Thanks for the hints Catastrophe. I'm not sure if I will ever TAS this game but if I do I will probably pick the non Enbu Pike route and try to manipulate luck to get best possible damage of the weaker weapon in this time which I think shouldn't delay that part by more than 2 min that are required to get Enbu Pike. Unfortunately I won't be able to find time TASing it this - and probably next year so it would be great if somebody else with enough Terranigma knowledge would do it by his own in that time.
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Guess I should throw in another 2-Player Demo of me against my cousin again for those who are interested in some SSF2 movies. Recoded just a couple of hours ago. http://dehacked.2y.net/microstorage.php/info/1951/SSF2_-_GroupBattle2_Cousin_VS_Saturn.smv I'm 2nd player as usual because my cousin doesn't like to play from the right side from which the special moves are harder to execute for him. It's another Group-Battle match which shows some more nice combos and realtime fight-strategies. We didn't use the "8 same Fighters cheat" so this time there are more different characters in use, not just Ryu's and Ken's. :-)
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Awesome work JXQ, my respects! Your songs are great and (for me) in no way of less quality than the many other popular Hip Hop Songs of famous artists. I didn't have the time to fully listen all of them yet but from what I heared so far I really liked the energetic "How it's done", "Knowledge" but also "My Voice", "You's a Hoe", "Goodbye" and of course "As I Write". I also have to say that your lyrics are very good with a deep sense. I checked the "As I write" one carefully and was shocked how much I understood wrong from just hearing this song. After much better understanding of what you are rapping in it this song become of even more quality for me. Keep up your nice Hip Hop work and hopefully we can hear more songs/albums of you in the future.
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samurai goroh wrote:
Oh and about your diagram Saturn, black's king is in a1, correct? Or is it h8?
If not mentioned otherwise it's always displayed from White's side so Black's King is on a1 threatening to convert his a2 and b2 pawns or capturing a5/c5. Sorry for my unclear diagrams...
samurai goroh wrote:
I think it starts with something like: 1. Nc5-b3 Ka1-b1 2. Nb3-d2 Kb1-c1 3. Ne5-d3
In your line Black moves 2....Kc2 instead and since White isn't able to give more checks Black simply converts a new Queen in the next move and wins later. :-)
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Sure, 1....Nf6 is currently the most popular response to 1.d4 though I agree with hopper, 1....d5 is a absolutely solid and good one as well which in no way does decrease blacks winning chances. The only advantage 1....Nf6 has is black can delay it's defense and either go Kings Indian Defense or still switch to Queens Gambit or whatever. As for the Game, a really nice one. I did expect a stalemate situation but I didn't expect black will win that way. :-) Remembers me on this nice Study of J. Timman which has a similar winning structure: White moves and wins For those who are interested good luck to find the correct line(s)! EDIT: Note that Black's King is standing on a1 and not h8.
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This simply won't work to 100% :-) No matter when you start to press the dash button your acceleration will always start from 0 so the earlier you press it the better. The slow...slow...slow tapping won't change anything here cause it's only Samus' animation which is only useful for the Speed Booster Checks that get you a Blue Suit / Charge. Doing this on short platforms will only decrease your acceleration room on it meaning you waste time and gain less momentum when jumping off compared to start dashing immediately there.
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Evil: I doubt this will be possible. Only nitsujas Snes9x improvement supports this. Just use the "watch" function on the Hex adress 7E1842 as 2-bytes to see the in-game frame counter. Oddity: No, never. The horizontal speed you gain through the momentum has nothing to do with the "Blue Suit / ready to Charge" situation. Unlike in SM-Redesign they are completely seperate factors in the original. And only because of this a short charge is possible at all since it doesn't require to constantly gain horizontal speed in order to get it.
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Cazlab wrote:
drunkmode http://images.hamsterpaj.net/images/photoalbums/images_15/14912_full.jpg
Haha, awesome pic! :-))
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That's because Samus can gain more momentum for the jump into the Energy Tank room saving time in the end. Arm pumping is in general slower if you have a short platform and have to make a long jump from it because during the jump you constantly keep the reached momentum which will be lower if doing arm pumps before.
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VirtualDubMod can convert frame rates. You can change them by going to Video --> Frame Rate and enter the desired rate in "Frame Rate Conversion". It also supports the "skip every other frame" (or decimate rate) option which however is not recommended because the animation will look very bucking that way.
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Thank you link :-)
Saturn wrote:
Maridia will surely take a while but after that the rest will be pretty easy and fast to complete. I hope if everything goes well (and I find the needed time for it) to finish this run in 2-3 months depending on the troubles in Maridia I don't know yet.
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Fredrik wrote:
Don't forget that the item jingle takes several seconds (this is not a concern if you only care about in-game time).
I aim for ingame time only, right. For me breaking the in-game time record is far more of value than a real recording time which is often based on luck during different door transition times, lag etc.
Fredrik wrote:
The energy tank I'm thinking of is the one by the high-jump boots; TS's energy barely drops below 100 after he picks it up; it's possible that slowing down on the way for a fraction of a second to collect health would be faster. But you're right that more shinesparking and knockbacks would probably require this energy tank.
If skipping this tank the biggest problem will be the shinespark to Wrecked Ship and also the small shinespark through this 2 rooms where the Spazer is located. Also you have to add in 3 spike knockbacks and 2 enemy knockbacks (in the room with the first Power Bomb). I doubt the energy will suffice if not picking this tank.
Fredrik wrote:
As for the Phantoon quick-kill, JXQ uses 21 missiles while TS only has 20 at that point. Can it be done with 20? Otherwise you'd have to pick up one extra missile pack.
Yes. 20 is the minimum. It will probably be 5 frames slower because you will use a normal beam shot to get rid of the last Phantoon "light" (which JXQ already did with a Missile that has a 5 frames faster cool-down till the next shot) but I tried it and it still works. No need to pick any more Missile packs. Evil: Good to know, thanks. About OgreSlayer: I think he did cancel it as far as I know.
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Fredrik wrote:
I hope another any% run will be done. I just watched TS's run again; it's amazing how much more optimization seems to be possible now. Every movement seems to take 10% more time in that run than in the most recent TASes. I also noticed that TS picks up one missile pack and one energy tank more than he needs; would they be required for some new tricks? Otherwise, perhaps 15 seconds could be saved on those alone.
I'm not really sure which run to start after the RBO. If Redesign gets accepted I would have more interest to do this run first. But after that I definitely will record a any% as long as no one makes a optimized one till then. About the Energy Tanks I doubt it's worth to skip one since the longest delay to get any of the 4 is 1-2 seconds but therefore you can use knockbacks much more often and you can shinespark in many more places without energy problems. About the Missile Packs I'm not sure either because you require all of them for the Phantoon 1-round kill. Only thing that might be worth to skip is the Spazer if doing Kraid first.
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This variant enters the door at frame 299 compared to JXQ's/Flatley's 301 because of the head bounce abuse. http://rapidshare.de/files/30154337/Ceres_1st_room.avi.html Just check the input to see what exactly to press.
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Graveworm wrote:
Also, mind to give me a movie saving 2 frames in the first room of Ceres? I never succeeded in saving any time doing that, but I never tried very hard either.
Just try to get a bounce of every platform you can reach while falling. It's pretty easy. After that you would apparently save even 8 frames till Ridley so you would be faster anyway.
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Oddity wrote:
Are those shinesparks gotten in shorter distance than the 100% run gets them? Those were like the only things I could think being possibly faster, as I brought up as suggestions in the 100% thread, but to no avail. But somehow they can take less distance now if the answer is yes.
The shortEST charge isn't faster than the one JXQ used. It's just as the names says "shorter" because of more optimizings of the Samus movements before the boost counter check. So except that it allows a Shinespark in some more places it doesn't necessary speed things up in locations where the normal short charge already works. moozooh: 3 Frames improvement is already great for the first attempts, respect. In the time I was stuck in RBO recently I also started a new run for a possible any% though I won't continue it before RBO. The head-bounce down of platforms while falling is indeed very useful and saves in the first Ceres room already 2 frames. To bad I and JXQ didn't knew that at the beginning. Anyway, with the latest knowledge I could save even 7 frames until Ridley. The best hint I can give you, try to experiment at the doors. Most frames can be saved there with sub-pixel movements which allows you to abuse the collision detection at the doors as well.
moozooh wrote:
Correcting all of JXQ's mistakes, however small they be, may drop the time to 01:10:10 or so, perhaps even lower with some possible route changes involving ultra-short charge. Who knows, maybe some day we will even see a 01:09:xx 100% run…
More than 3 minutes improvement? Sorry, but I highly doubt this will ever be possible. JXQ's run is already extremely well played and I don't think it can be improved by more than one minute (if at all).
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Thanks guys! Fredrik: Maridia will surely take a while but after that the rest will be pretty easy and fast to complete. I hope if everything goes well (and I find the needed time for it) to finish this run in 2-3 months depending on the troubles in Maridia I don't know yet. Kyrsimys: This is just a unofficial demo to show my progress so I don't think it's that important. Besides I don't really know how to add disclaimer in AVIs.
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Alright, after more than a half year of countless optimizings and redoings over and over the 3rd RBO Teaser is finally out! It's also a very big one with many new tricks and strategies and of course the highlight: Lower Norfair and of course the Ridley Fight! http://rapidshare.de/files/29925902/Super_Metroid_-_Speed_Demos_3.avi.html My thanks goes especially to Kejardon for giving me alot of important technical informations and the awesome hint to kill a Golden Pirate with Speed Echos to save 3 important Super Missiles for Ridley! Also thanks alot to catnap222 for the very smart tech to stuck in the door to start a Crystal Flash in Ridleys room immediately saving much time and the tech to run past Golden Pirates without taking damage. Enjoy!
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Didn't noticed that before. None of my movies work in any of the newest ZSNES versions. The only WIN version where 2 movies (Terranigma and partially Chrono Trigger) work on is the ZSNES v1.000 available on my site for download. I think the only way to let them playback in the newest ZSNES versions is to replace the movie-playback code from the v0.989c into them which however won't happen because of too much unnecessary work.
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Post subject: Some realtime 2P VS-Matches
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My cousin visited me recently and we decided to play some VS-matches on Snes9x the first time (instead of console). In case someone want to see some nice realtime tricks, techs and how we both suck in this game (joke) here are a couple of them played in the Group Battle Mode: http://dehacked.2y.net/microstorage.php/info/1621/SSF2_-_GroupBattle1_Cousin_VS_Saturn.smv I'm the 2nd player.
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I think only one ladder is hitting the corner at the bottom, not both. Otherwise this build situation wouldn't be possible. Here is how I see it, correct me if I'm wrong:
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About the TAS gag you are both correct. I actually meant that they create them parallel so 4.5 is correctly.
MahaTmA wrote:
An alley is of width X. Two ladders are standing in the alley so that one end is in the corner of the alley, and the other in on the opposite wall. They are situated so they form an X within the alley. One ladder is leaning onto the left wall so it hits the wall 40 metres from the ground. The other one hits the opposing wall 30 metres from the ground. The point where the ladders intersect is 10 metres from the ground. Determine the width of the alley.
Very interesting task. If I see it correctly neither Pythagoras nor any angle functions work here so I couldn't solve this. However I see that it has a possible solution, it's just beyond my mathematical knowledge to find the correct formulas at the moment. Let's see if someone else can do it.
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