Posts for Seppel


Experienced Forum User
Joined: 8/24/2004
Posts: 29
To get the hang of hitboxes, booster timing, etc. for a non-TAS run, I tried running Cave Story+ using Hourglass r81 on Win7 x64, but all it did was open a new window for the game and then hang with 100% usage of one processor. Here's my Hourglass log: http://furoticon.com/hourglasslog.txt Thanks! :)
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
Duh, I just realized that I didn't count the supercharge point towards the total needed to crack the sector 6 door. Nuking Asha is now completely the fastest solution. Now to find out if cracking the sector 6 door is the fastest solution. There's a lot of solutions to sector 6, and it's my personal favorite sector!
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
-Preface- Due to the complex upgrading system, an Iji speedrun must be entirely planned out from the beginning. Nano points, upgrade stations, items, and secret passages are scattered around each level in an act of genius-grade level design. I spent last night documenting all convenient nano locations, differentiating by "mandatory" nano that doesn't cost any frames to pick up, and "optional" nano that costs at least 1 frame to pick up. Not mentioned are incidental enemy deaths, which are very necessary for extra nano after sector 3. The two big nano barriers are (1) nuking Asha 1, and (2) skipping Asha 2. Nuking Asha 1 requires 17 points, and skipping Asha 2 requires 27 points. Putting extra points into Health can dramatically save time by taking damage. The goal now is to find the path of Nano collection that will lead to the fastest victory. Except for optimizing the bosses, everything else is child's play. INCOMING WALL OF TEXT ========================================== NANO REQUIREMENTS: +4 nano requirement per level (4, 8, 12, etc.) Level 1: 4 nano Level 2: 8 nano Level 3: 12 nano Level 4: 16 nano Level 5: 20 nano Level 6: 24 nano Level 7: 28 nano Level 8: 32 nano Level 9: 36 nano Level10: 40 nano Level11: 44 nano Level12: 48 nano Level13: 52 nano Level14: 56 nano Level15: 60 nano Level16: 64 nano Level17: 68 nano Level18: 72 nano Level19: 76 nano Level20: 80 nano Level21: 84 nano Level22: 88 nano Level23: 92 nano Level24: 96 nano Level25: 100 nano Level26: 104 nano Level27: 108 nano Level28: 112 nano Level29: 116 nano Level30: 120 nano Level31: 124 nano Level32: 128 nano Level33: 132 nano Level34: 136 nano Level35: 140 nano Level36: 144 nano Level37: 148 nano Level38: 152 nano Level39: 156 nano Level40: 160 nano SUPERCHARGES Each supercharge negates the need for the highest level nano required. So for example, the first supercharge for a minimum level of 30 saves us 120 nano. SECTOR 1: NO. Costs ~59 seconds SECTOR 2: NO. Too long and clever to even think about obtaining. SECTOR 3: MAYBE. Requires 9 points. Reboot required. Costs ~20 seconds. SECTOR 4: MAYBE. Costs ~15 seconds. SECTOR 5: MAYBE. Nuke Asha. Requires 19 points. Saves at least 1 second. SECTOR 6: MAYBE. Nuke the glass. Costs ~7 seconds. SECTOR 7: NO. Proxima? No. SECTOR 8: NO. The easter egg requires too much work including destroying two annihilators. No. SECTOR 9: NO. Takes ~50 seconds. SECTOR X: NO. The whole point of the speedrun is to NOT get this one. ========================================================== NANO GRABBING SECTOR 1 [01] Mandatory +8 on table [02] Optional +8 after warp, costs ~3 FRAMES [03] Optional +8 on bottom floor, costs ~3 FRAMES [04] Mandatory +8 at end TOTAL MANDATORY: 16 TOTAL OPTIONAL: 16 ------------------------------------------------- SECTOR 2 [01] Optional +16 near supercharge, costs ~1 second [02] Mandatory +16 at bottom of shaft [03] Optional +8 after warp, costs ~2 seconds [04] Mandatory +16 near Jump upgrade [05] Optional +8 after Jump upgrade, costs ~5 seconds [06] Mandatory +16 before crack door [07] Mandatory +12 after crack door [08] Optional +16 after crack door [09] Mandatory +16 at end TOTAL MANDATORY: 76 TOTAL OPTIONAL: 48 ------------------------------------------------- SECTOR 3 [01] Optional +8 at middle of beginning, costs ~1 second [02] Optional +16 at bottom of beginning, costs ~2 seconds [03] Optional +8 at right of beginning, costs ~2 seconds [04] Optional +18 at bottom right of beginning, costs ~2 seconds [05] Optional +16 after falling, costs ~20 FRAMES [06] Mandatory +8 after outside [07] Optional +32 near armor, costs 2 FRAMES [08] Mandatory +24 near warp [09] Optional +16 after warp, costs ~5 FRAMES [10] Optional +8 at Komato, costs ~1 second [11] Optional +8 at Komato, costs ~1 second [12] Mandatory +8 at Komato [13] Optional +16 at Komato, costs ~2 seconds [14] Optional SUPERCHARGE, costs ~20 seconds TOTAL MANDATORY: 40 TOTAL OPTIONAL: 146 COSTS 9 POINTS TO GET SECTOR 3 SUPERCHARGE (180 nano) ------------------------------------------------- SECTOR 4 [01] Mandatory +18 at beginning [02] Optional +8 in first area, costs ~10 FRAMES [03] Mandatory +48 before shredder [04] Optional +8 after kicking the strength 6 door, costs ~3 seconds [05] Mandatory +24 after kicking the strength 6 door [06] Mandatory +34 after powering up the reactor (+2 of that is from Tasen at end) TOTAL MANDATORY: 124 TOTAL OPTIONAL: 16 ------------------------------------------------- SECTOR 5 [01] Optional +?? at 1st conflict - don't rely on being able to manipulate luck here (but it's definitely possible!) [02] Optional +32 at top of shaft, costs ~1 second [03] Optional +?? at 2nd conflict - don't rely, etc. [04] Mandatory +48 in between conflicts [05] Optional +?? at 3rd conflict - don't rely, etc. [06] Optional +?? at 4th conflict (outside) - don't rely, etc. [07] Optional +?? at 5th conflict - don't rely, etc. [08] Optional +80 after MPFB skip, costs ~1.5 seconds TOTAL MANDATORY: 48 TOTAL OPTIONAL: 80 + ?? COSTS 17 POINTS TO NUKE ASHA (612 nano -132 from supercharges (~35 seconds) = 480 nano) (and 18 points to use crack 10 door in Sector 6) ------------------------------------------------- SECTOR 6 [01] Mandatory +48 before crack 10 door [02] Mandatory +8 on top path [03] Optional +8 on top path, costs ~20 FRAMES [04] Optional +8 on top path, costs ~4 seconds [05] Optional +16 on middle path, costs ~1 second [06] Optional +8 and supercharge, costs ~6 seconds [07] Optional +16 at bottom, costs ~20 FRAMES (also potential for nano from kills) TOTAL MANDATORY: 48 TOTAL OPTIONAL: 64 + ?? ------------------------------------------------- SECTOR 7 [01] Mandatory +16 in rocket passage [02] Mandatory +8 before armory [03] Optional +72 in armory, costs ~7 seconds [04] Mandatory +16 in Reaver Main Gate [05] Mandatory +16 in Reaver Main Gate Access [06] Mandatory +16 in Reaver Data Processing [07] Mandatory +16 in secret passage [08] Optional +16 in secret passage, costs ~20 FRAMES TOTAL MANDATORY: 88 TOTAL OPTIONAL: 88 ------------------------------------------------- SECTOR 8 [01] Mandatory +32 in first area [02] Optional +32 in first area, costs ~3 seconds [03] Mandatory +32 in second area [04] Optional +48 to +80 in gap between seconds and third area, costs ~15 seconds, extra depends on Annihilator defeating both Elites. [05] Mandatory +48 in third area [06] Optional +32 in upgrade area, costs ~6 seconds [07] Mandatory +80 in elevator room [08] Mandatory +32 in blast room [09] Optional +16 to +80 in blast room depending on what the enemies do, costs ~10 seconds [10] Mandatory +48 when about to enter the last annihilator room [11] Optional +32 when about to enter the last annihilator room, costs ~6 seconds [12] Optional +32 in the last annihilator room, depends on the annihilator [13] Mandarory +16 at the end [14] Optional +32 at the end, costs ~1 second TOTAL MANDATORY: 288 TOTAL OPTIONAL: 368 ------------------------------------------------- SECTOR 9 [01] Optional +16 at bottom before first elevator, costs ~4 seconds [02] Optional +32 left of assassin script, costs ~5 seconds [03] Optional +16 right of assassin script, costs ~5 FRAMES [04] Mandatory +16 at Bulkhead Lock C [05] Optional +16 at Bulkhead Lock C, costs ~20 FRAMES [06] Mandatory +32 left of Bulkhead Lock C [07] Mandatory +32 at Bulkhead Lock A [08] Mandatory +56 on the way to Bulkhead Lock B [09] Mandatory +64 around Bulkhead Lock D [10] Mandatory +32 before Bulkhead Doors [11] Mandatory +64 getting around elevators [12] Optional +16 if Komato Troopers die, costs 0 FRAMES [13] Mandatory +16 by console [14] Optional +48 by locked door, costs ~3 seconds [15] Mandatory +32 outside outpost TOTAL MANDATORY: 344 TOTAL OPTIONAL: 144 ------------------------------------------------- SECTOR X [01] Mandatory +16 in first bottom area [02] Optional +16 in first bottom area, costs ~2 FRAMES [03] Mandatory +32 after blasting the core [04] Optional +32 after blasting the core, costs ~1 second [05] Optional +48 before the gauntlet, costs ~5 seconds [06] Optional +96 in the restricted area, costs ~8 seconds TOTAL MANDATORY: 48 TOTAL OPTIONAL: 192 ------------------------------------------------- GAME TOTALS GAME TOTAL MANDATORY MINIMUM NANO (with fighting Asha 1): 1112 (+24 levels, +4 nano) -24 nano from a mistake above that I fixed EXTRA NANO REQUIRED TO NUKE ASHA AND CRACK SECTOR 6 DOOR: 240 MINIMUM TIME TO GET 240 EXTRA NANO: ~7.25 seconds, possibly ~3.25 with luck manipulation in sector 5. MINIMUM TIME TO DEFEAT ASHA 1 WITHOUT NUKE: At least 5 seconds with luck manipulation and kicking (turns out you can kick Asha 1). GAME TOTAL MANDATORY MINIMUM NANO (with nuking Asha 1): 1352 (+26 levels, +40 nano) -24 nano from a mistake above that I fixed GAME TOTAL OPTIONAL NANO: 1194 (Guess I won't be needing this after all) GAME TOTAL SUPERCHARGES: 4 (+4 levels) MINIMUM LEVEL: 27 (+9 crack, +9 tasen, +9 komato) PREFERRED LEVEL: 29 (+9 crack, +9 tasen, +9 komato, +2 health (to take damage to save time)) Amazingly, it may be faster to get optional nano than supercharges, and supercharge 6 isn't even necessary if nuking Asha. 104 optional nano can be collected in less than 2 additional seconds. At this time, I'm not sure what supercharges are worth it, but I'm 95% certain that nuking Asha is the fastest solution.
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
This happened on my WinXP Dell Mini9 notebook as well, so it's not vista exclusive.
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
moozooh wrote:
What difficulty/moral path are you doing? Sorry if I missed that from your description, it's been a while since I last played this game. It's great though, I'm looking forward to more progress.
I'm doing normal right now, though I'd prefer to do Ultimortal because of the forced Asha 2 fight (also added simplicity of the run), but that requires an ijisave.sav with Extreme completed, though. And at that point, why not turn on turbo mode as well? lol
nitsuja wrote:
Seppel wrote:
For some reason, the AVI doesn't start recording until a few seconds into the run.
This doesn't happen for me. What was onscreen when the AVI save dialog popped up? Could it be a problem with the codec or post-processing? If you do "audio only" and "video only" separately, do they start at different times? Can I see your movie file to check whether it syncs?
The regular Iji window appears at nearly the same time the AVI save dialog popped up (note that the small green loader box never appears when running Iji through Hourglass (and actually, Iji loads faster through Hourglass(!))). I'm running the game in windowed mode. I'm running Win7 64bit. Here's my movie file: here
nitsuja wrote:
Seppel wrote:
Savestating twice on the same frame crashes Iji.
This doesn't happen for me either. Can I see the crash log? (should be in hourglasslog.txt) Also, see if any of the following options help: - disable DirectSound creation (sound menu) - disable Pause Helper (runtime menu) - disable multithreading (radio button) - disable storing video memory or guarded memory in savestates (runtime > performance menu)
I disabled multithreading in my test run. I'll play around with the other options. Here's my hourglasslog.txt file: here
nitsuja wrote:
Seppel wrote:
Crack and wallclimb can be jump-canceled.
Cracking and upgrading and teleporting and landing from a height can be jump-canceled. I tried the ledge climb jump cancel in 1.4 and it seems to barely exist (maybe saves 1 frame if used with TAS precision?), despite the game's author saying it does and attempting to use it in a real-time speedrun.
When trying to do a real-time Ultimortal speedrun, I was bothered by the precision required to save frames for canceling wallclimb. Testing it now, I can see that it saves two frames.
nitsuja wrote:
Seppel wrote:
Iji stands still for 1 frame after each jump (it was the best way Daniel Remar could work the collision check, iirc), so jumps must be optimized.
Maybe it's more complicated than that, since I tried doing a test run where I smashed all the overhead lights, and it seemed like I would sometimes lose a frame and sometimes not, or at least there was some amount of variance.
[/quote] Oh yeah, his dev log speaks about ceiling issues as well: 14 Nov 2004 "Fixed Iji stopping momentarily while hitting ceiling when jumping." Apparently he didn't, haha.
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
Seppel here, reporting in that Iji works just fine in Hourglass. Sector 1: http://www.youtube.com/watch?v=Fpptk1pgFOc Problems: * For some reason, the AVI doesn't start recording until a few seconds into the run. * Savestating twice on the same frame crashes Iji. Notes so far: -Sector 1- * Non-forced dialogue can be skipped by pressing ESC on the first frame that I see the text. * No health upgrade obtained - need to take advantage of the checkpoint in sector 2 as fast as possible. * Upgrades are going to be tough to optimize. * Crack and wallclimb can be jump-canceled. * Iji stands still for 1 frame after each jump (it was the best way Daniel Remar could work the collision check, iirc), so jumps must be optimized. -Sector 2- * Grab the Resonace Detonator! * Upgrade to Crack 3! * Checkpoint abuse! * Get smacked around by Tasen Commanders! -Sector 3- * Maintain the truce? Tasen Commander between buildings disappears if truce is maintained. * Get the armor upgrade? * Need to determine how best to defeat Krotera: 1: Can Krotera's super-MPFB still damage himself in ver 1.6? If so, manipulate luck to have him do it ASAP. (~9 seconds plus 15 lines of unskippable dialogue) 2: Don't break the truce (~6 seconds plus 31(!) lines of unskippable dialogue) 3: Upgrade Tasen 3 / Assimilate 3 / Attack 4 (~8 seconds plus time spent upgrading, gathering ammunition, and gathering nano (may need to gather it anyway for sector 10's skip), plus 15 lines of unskippable dialogue) -Sector 4- [Minimum points: 6] * Reboot and get strength 6. * Take the beginning rocket in the face? -Sector 5- [Minimum points: 11] * Tasen 6 & Crack 5 for Spread Rockets skip. * Tasen 10 for MPFB skip. * Asha options: 1: Getting Tasen 10 + Crack 9 for Nuke seems very unreasonable. 2: Grab the Plasma Cannon in the Komato ship (requires extra reboots for level skip, can't do sector 6 MPFB skip, unlikely a viable option) 3: Shotgun! 4: Good timing with MPFB maybe? -Sector 6- * MPFB skip. * Many opportunities to take damage to go faster. Upgrade health? * Checkpoint abuse! -Sector 7- * Get the armor upgrade? * Checkpoint abuse! * MPFB/Nuke skip! * Proxima is going to be a headache! -Sector 8- * Must find fastest way to defeat elevator guards. * MPFB speeds. The rest of the level is fairly straightforward. -Sector 9- * Use shredders! * Assassin script skip! * MPFB speeds! * 2nd checkpoint abuse! * Iosa will be another headache. -Sector 10- [Minimum points: 30] * MPFB speeds! * Velocithor skip! * Tor should be straightforward (MPFB/Rockets/Reflector) and manipulate luck for attacks if necessary.
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
Yo! I'm the guy who originally tried to do Guardian Legend! I was cleaning out my hard drive and found my run that I made back in 2004! In review, it's very unpolished and sloppy: http://disasterlabs.com/Seppel/GuardianLegend.fmv * Moving diagonally is slower than moving in a cardinal direction. I did not know this when I was playing. * I believe I possibly collected one too many red landers. * The video desynchs at the start of Corridor 7. * I attempted to get a 100% kill rate / 100% accuracy rate on every level, but I was very shoddy about that and didn't even undo the simplest of retries. * Area 0 boss is absolutely horrible. * I used death as a shortcut whenever possible. My run was actually supposed to be more of a concept demo to prepare for a TAS than the TAS itself. No attempt at finding weapon damage values against bosses was attempted. I have no idea how far the TASing community has come with its technology, but here's what I'd need if I was to try this again (or someone to tell me how I can find out these values): * Enemy and Boss HP. * Weapon damage values for every level of Standard Gun and special weapons, and Enemy Erasers, vs. each enemy. I doubt any special weapons except Saber Laser, Cutter Laser, Fireball, and Enemy Erasers will be used.
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
Me neither. I'm not trying to start some SUPER RETARDED HOAX or anything. I just wanted to share this and I'd like to see if anyone could find this out, because it was hilarious to see. EDIT: Haze solved it. Requires an emulator with savestates and movies. Oh well. Still hilarious to see it work. http://www.happybivouac.com/supermetroid.txt
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
Alrighty, as luck would have it, Misteroo still had all the old files. Here are all of them. These were recorded either on zsneswv1.36 or earlier. Here's the old SNESLypics thread if anyone cares: http://p067.ezboard.com/fstarfoxdotorgfrm28.showMessage?topicID=146.topic Misteroo never posted the results for the time he hosted. Boo. http://eni-dmd.com/tomp/oml-smetroid.zip EDIT: Took the rom out. Dunno how you'll find out which one it is, though, now. image.bmp - A screenshot Misteroo took. Not much proof in itself. The videos show what's needed. oml-smetroid.srm - I think this is the saved data file. I dunno. oml-smetroid.zmv - Someone who wasn't Kavir oml-smetroid.zm2 - Someone who wasn't Kavir oml-smetroid.zm4 - Someone who wasn't Kavir oml-smetroid.zm9 - Someone who wasn't Kavir oml-smetroid.zm3 - Kavir's movie oml-smetroid.zst - The savestate Note that after every one of the .zm* movies, you can regain control and beat the game in 3 minutes. Finally, here's Kavir bemused at his replay, taken just a few minutes ago: http://tetratech.ath.cx/~kavir/METROID.JPG NOW, all that's left is to figure out what actually triggers this glitch.
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
I'm Seppel, of Disaster Labs as well (one of the lesser known until WSET comes out). Same with Haze.
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
I'm going to try to contact Misteroo today so we can get more details about the files used. The savestate was loaded at the first Ridley fight so we didn't have to trek all the way to Ridley. I'll also ask him if he did anything unusual beforehand.
~Seppel
Post subject: Super Metroid in 3 minutes?
Experienced Forum User
Joined: 8/24/2004
Posts: 29
I was watching the Super Metroid speed run, and I completely forgot about this glitch until now. We don't have all the details yet, but enough to start looking. For reference, SNESlympics was a silly SNES challenge thing we did a long time ago with five games, goals, and set time limits. We would record movies to show what we did. They were sometimes funny, sometimes dumb. The person who did the best won. For Super Metroid, all there was was the .smc and the .zst. As of now, we don't know what version of the .smc it was and what version of ZSnes we used. Apparently there is some glitch in the Space Colony scene during or after the bomb sequence that deposits Samus on Zebes. Entering Samus's ship ends the game. Here is the entirety of the conversation: [02:48] Seppel: Since he has only 10 missiles 10 super missiles and 5 bombs. [02:48] Seppel: No grappling hook nor speed boots [02:48] Kavir: I got the credits where Samus only wears the skintight black bikini when SNESLympics bugged up due to my sheer incompetance [02:49] Haze: a new speed record for SMB3 [02:49] Haze: they all follow the same path, no need to bother watching it over and over again [02:49] Haze: KAVIR YOU SHOULD'VE SUBMITTED THAT [02:49] Haze: HA HA [02:49] Haze: "Super Metroid in 3 minutes" [02:49] Kavir: I DIDN'T RECORD [02:49] Kavir: AND IT WAS CLOSER TO 45 SECONDS [02:50] Haze: if only we could figure out that bug. [02:50] Seppel: Haha. [02:50] Seppel: Mother brain is taking a long time since 10 missiles and 10 super missiles only goes so far. [02:50] Kavir: I failed to jump out a single level up from the end of the corridor after failing to kill ridley [02:50] Kavir: and tried to get up until the time ran out down there [02:51] Kavir: then I wandered back and forth after respawning since I didn't know how to open doors [02:51] Kavir: got back in the ship [02:51] Kavir: flew off zebes exploded I won [02:51] Seppel: haha, what the hell [02:51] Seppel: Really? [02:51] Kavir: yes [02:51] Haze: Zelda: A Link to the Past in 3 minutes [02:51] Haze: they accomplish this with some bugs in the game [02:51] Haze: so I think Kavir's metroid record is perfectly OK. [03:18] Seppel: KAVIR WHEN YOU BEAT SUPER METROID DID YOU ACTUALLY DIE IN THE SPACE COLONY OR WHAT? [03:18] Seppel: Trying to do it. [03:18] Kavir: I ran out of time [03:18] Seppel: Then you chose to try again? [03:18] Kavir: I may have died to Ridley one or more times [03:18] Kavir: Yes [03:19] Seppel: You can't die to ridley unless you're really lucky. [03:19] Kavir: and started back on the surface on the spaceship [03:19] Kavir: went to both sides of the screen and then jumpd back in [03:19] Seppel: OH [03:19] Kavir: probably didn't then [03:19] Seppel: You mean when you actually have to fight Ridley on Zebes? [03:19] Seppel: Not in the intro to the game? [03:19] Kavir: I DUNNO [03:19] Kavir: IT WAS A SAVESTATE [03:20] Kavir: BUT HE JUST FLEW AWAY [03:20] Seppel: HAZE ANY INPUT DID YOU DO THIS SNESLYMPICS? [03:20] Haze: yes [03:20] Haze: I think Misteroo made us do it [03:20] Kavir: I thought it was Neut [03:20] Haze: he gave us a savestate of Ridley in the intro and we had to shoot him to make him drop the Metroid [03:20] Kavir: didn't know Misteroo ever ran one [03:20] Haze: It was Misteroo's [03:20] Haze: I remember. [03:20] Kavir: okay [03:20] Haze: it's too abstract of a challenge for Neutrino to do [03:21] Seppel: Haha. [03:21] Seppel: So it was at the beginning of the game. [03:21] Haze: so if we failed, we'd just load the save state again [03:21] Haze: recording over and over until we finally did it [03:21] Haze: not a very good challenge. [03:22] Kavir: but we had very little time [03:22] Kavir: and I misunderstood the instructions or gave up or something [03:23] Kavir: SEPPEL AFTER LEAVING THE BIG TALL ROOM WITH RIDLEY THERE IS A SHORT CORRIDOR THAT ENDS IN A WALL YOU HAVE TO JUMPKICK OFF OF TO GET UP, RIGHT? [03:23] Seppel: NO [03:23] Kavir: WHAT IS IT [03:24] Seppel: THAT IS THE SECOND TIME YOU HAVE TO FIGHT RIDLEY [03:24] Seppel: FAR, FAR INTO THE GAME [03:24] Kavir: THEN WHAT'S THE FIRST [03:24] Haze: the first time is this small room [03:24] Seppel: The fight where you have no energy tanks, only 99 health, no missiles, etc. [03:24] Haze: where he's holding the Metroid capsule [03:25] Haze: dark blue colours [03:25] Kavir: I remember entering and leaving from the left [03:25] Haze: the second time is where everything is red [03:25] Kavir: I remember it being yellow or grey. [03:25] Kavir: huh [03:25] Seppel: haha [03:25] Seppel: Hmm [03:26] Seppel: Do you remember how much life you had? [03:26] Kavir: no [03:26] Kavir: I remember I didn't know how to use missiles if I had them [03:26] Haze: if it was a glitch, it should've kept him at 99 energy, no tanks [03:26] TheLastRoboKy: I have some speedkill avis of Emerald and Ruby Boss being killed [03:26] TheLastRoboKy: Emerald's the green one underwater right? [03:26] Kavir: I just jumped and shot a lot [03:27] Seppel: HAZE OR KAVIR DO YOU HAPPEN TO (for some dumb reason) STILL HAVE THE SNESLYMPICS FILES? [03:27] Kavir: and didn't take more than 99 damage if I had multiple tanks and didn't die [03:27] Haze: okay I took a screenshot [03:27] Haze: no I never kept them. [03:27] Kavir: I did until I reformatted [03:28] Kavir: ancient history [03:28] Haze: http://www.lylat.net/neoguri/ridley1.png [03:28] Haze: that is the intro fight [03:28] Haze: the one Misteroo wanted us to do [03:28] Haze: so can you compare what happened to that? [03:28] Kavir: that doesn't even look like the same GAME [03:29] Kavir: but the blocks are in the right place [03:29] Kavir: MEMORY HAZY [03:29] Haze: http://www.lotusreaver.com/articles/metroid/m3_ridley.gif this is the second Ridley battle [03:29] Haze: I think this site dislikes hotlinking [03:29] Haze: but I just pushed enter in the address bar and it appeared [03:30] Seppel: it works [03:30] Kavir: okay it was definitely not the second [03:30] TheLastRoboKy: loads fine [03:30] Kavir: definitely no lava pit [03:30] Seppel: Okay [03:30] Haze: okay, it just gave me some weird message when I got it from Google [03:30] Seppel: We've established that it is indeed the first fight. [03:30] Haze: for that one, you entered from the top right, and fell down to the lava pit [03:30] Kavir: I remember entering from the left though [03:30] Haze: okay [03:30] Kavir: and leaving that way and running down the hall [03:31] Seppel: Yes? [03:31] Kavir: and getting to a 'dead end' [03:31] Haze: unless it's a really weird glitch, then it's not the second Ridley [03:31] Kavir: and jumping a lot and not getting up [03:31] Haze: yeah, that's the intro space station [03:31] Kavir: the timer ran out there [03:32] Kavir: unless there was any hazard to kill myself on without going back from the dead end [03:32] Haze: there isn't [03:32] Seppel: None [03:32] Haze: there's falling blocks that slow you down, but that's it [03:32] Seppel: They don't damage you. [03:32] Kavir: ran out of time then [03:32] Haze: that's the only way to die there [03:32] Haze: okay, so what happened next? [03:32] Seppel: Then did you see the space colony blow up, if you remember? [03:32] Kavir: I respawned back on samus's ship [03:33] Seppel: ...really? [03:33] Haze: if you saw a planet blow up instead of a mechanical thing, then it'd be weird. [03:33] Haze: do you remember if it was a planet or space donut thing? [03:33] Kavir: I don't remember any cutscene between running out of time and respawning [03:33] Kavir: but it could have been the space station blowing up [03:33] Seppel: Okay... [03:33] Haze: playing this again.... [03:34] Kavir: samus's ship was on a planet, probably zebes since when I jumped back in after going to both sides of the screen and not opening any doors the zebes blowing up animation played and the credits rolled [03:34] Seppel: haha [03:34] Kavir: just dirt and rocks [03:34] Kavir: there wasn't even anything in the area [03:35] Haze: no rain? [03:35] Kavir: maybe [03:35] Haze: I assume the ground wasn't blowing up around you. [03:35] Kavir: no enemies or hazards or items [03:35] Kavir: It was... dirt [03:35] Haze: THE SECOND BOMB SEQUENCE [03:35] Haze: there's never any enemies around the ship [03:35] Seppel: Maybe something to do with the bomb sequence triggering, and possibly glitching out. [03:35] Kavir: I think there was a door on only one side, and I think it was the right [03:35] Kavir: unless there were more up higher [03:35] Haze: alright [03:36] Kavir: since I couldn't get up higher [03:36] Seppel: Then the game thinks there's a bomb sequence going, and accepts it as the end of the game. [03:36] Seppel: I dunno. [03:36] Kavir: I'm pretty sure there was no rain [03:36] Kavir: it just seemed completely static [03:36] Haze: normally, to finish the game, you have to go back to that area and jump into the ship, then it takes off and the credits roll [03:37] Haze: but at that time, there's a timer ticking down [03:37] Haze: so the key here is to figure how it gets from the space colony, and somehow time warps to Zebes. [03:37] Seppel: So something either during or right at the end of the first bomb sequence triggers a glitch that makes you respawn at the ship, while still thinking there's a bomb sequence going off. [03:37] Kavir: hmmm [03:38] Haze: oh yeah, one question.... [03:38] Seppel: This is a job for people who stare at thousands of memory addresses. [03:38] Haze: when you pushed to continue, did you see any map screens pop up? [03:38] Kavir: I don't remember that part at all [03:38] Haze: some weird hexagonal map [03:38] Kavir: I remember it as skipping immediately to the ship [03:38] Kavir: I don't even remember the continue screen [03:38] Haze: really? [03:39] Seppel: Did Samus pop out of the ship, just appear there, or make the DOOODEEEDOOODOOO DOOOOOOOO noise? [03:39] Kavir: not sure it wasn't there, but it feels that way [03:39] Kavir: NO SOUNDS WITH THIS MEMORY [03:39] Seppel: Haha. [03:39] Seppel: Okay. [03:39] Seppel: I think we have enough to start a wild goose chase. [03:39] Kavir: I think it did the platform coming out of the ship thing [03:40] Kavir: may have been a landing sequence for the ship [03:40] Kavir: ...not really, but at a guess, it was in mid-jump while the helmet was slamming into the median [03:41] Kavir: like hitting the floor bit on the way down from a failed jump-kick [03:41] Haze: did you shoot Ridley at all? [03:41] Kavir: either that or standing underneath it facing the wall [03:41] Kavir: I tried, don't know if I hit and can't remember if I figured how to shoot before the time ran out but I think it wasn't that short [03:42] Haze: jump kick, you mean the spinning jump? [03:42] Kavir: the one where I have no idea what I'm doing and am pretending I'm playing Megaman X [03:42] Seppel: Okay [03:43] Seppel: I managed to get the space colony to explode twice (haha), but no instant win yet. [03:43] Haze: did the screen start rotating? [03:43] Kavir: hmm, that means you broke the bomb sequence [03:44] Kavir: I'm pretty sure the screen didn't rotate [03:44] Kavir: might have been shaking [03:44] Haze: okay, then it's not the last room [03:44] Haze: was it a horizontal room? [03:44] Kavir: it was the first room [03:44] Haze: or that part where you're jumping up [03:44] Kavir: I didn't travel vertically at all [03:44] Kavir: after leaving Ridley's room [03:44] Haze: the room with the computers and stuff? [03:44] Kavir: it looked very nuclear powerplanty [03:44] Kavir: don't know about computers [03:45] Kavir: I just ran left [03:45] Kavir: take a screenshot if you can [03:46] Seppel: Okay. What I did was I made it to the top of the final screen as soon as timer hit zero, since you have about one second after it explodes to reach that spot. [03:46] Seppel: Space colony explodes once. [03:46] Seppel: You have the option to continue. [03:46] Seppel: If you choose yes, space colony explodes again, this time with samus escaping [03:46] Haze: http://www.lylat.net/neoguri/ceres0.png [03:47] Haze: the first hallway after leaving Ridley's room [03:47] Kavir: that's the hallway allright [03:47] Haze: http://www.lylat.net/neoguri/ceres1.png the computer room [03:47] Haze: http://www.lylat.net/neoguri/ceres2.png further into the computer room [03:47] Kavir: don't remember that, keep going to the end [03:47] Haze: http://www.lylat.net/neoguri/ceres3.png the room after that, you have to start going up [03:48] Kavir: did those doors have to be shot open? [03:48] Haze: nope [03:48] Kavir: okay, I think that's exactly it then [03:48] Kavir: couldn't get up there [03:48] Haze: they open after a second if you stand in front of them [03:48] Haze: so it's that last room you couldn't get up [03:49] Kavir: Yes [03:50] Seppel: Do you remember a room that tilted left and right? [03:50] Haze: he said he didn't get to that one [03:50] Seppel: Like actually tilted instead of being vertical. [03:50] Kavir: I jumped at that over and over and ran up and down the stairs [03:50] Seppel: Oh okay. [03:50] Kavir: for about 45 seconds [03:50] Haze: hah, I happened to have a savestate right at the second ridley fight [03:51] Haze: how lucky yet useless [03:51] Kavir: it was god [03:53] Seppel: haha [03:53] Kavir: I may have backtracked to the other rooms, don't think so though [03:53] Seppel: THROWING THIS AT THE NESVIDEOS FORUM TO SEE IF THEY CAN COME UP WITH ANYTHING [03:54] Kavir: GIVE ME THE ROM AND I'LL TRY [03:56] Kavir: oops I don't have an emulator [03:56] Seppel: http://zsnes.com [03:56] Kavir: THANKS [03:56] Haze: we were using an older version of Zsnes, but not sure if that may have had an impact [03:56] Seppel: I gotta go to bed, but good luck from here. [03:57] Kavir: I WONDER IF THIS IS WHAT THOSE RAPE VICTIMS ON LAW & ORDER FEEL LIKE AFTER HAVING THEIR MEMORY PRODDED [03:57] Kavir: goodnight [03:57] Haze: then again we also had savestates and whatever [03:57] Seppel: I'll try to see if Misteroo still has the rom and savestates and such. [03:57] Seppel: Haze: Regardless, that shouldn't've happened. [03:57] Haze: you posted on their forums? [03:57] Seppel: Not yet. [03:57] Seppel: SHOULD I? [03:58] Haze: oh I thought you said you did [03:58] Haze: CAN'T LET THEM STEAL THE GLORY??!??! [03:58] Seppel: THROWING [03:58] Haze: I doubt they'll have any clue. [03:58] Seppel: Yeah. [03:58] Haze: it's too obscure. [03:58] Seppel: This is the kind of thing that requires everyone's effort. [03:58] Seppel: JUST TO SEE IF THIS IS REALLY A GLITCH [03:58] Haze: somehow the only way we can "prove" it exists is that Kavir has never played the game before [03:59] Seppel: Haha. [03:59] Haze: and he was able to describe some of the stuff later on [04:08] Kavir: SO HOLDING THE JUMP BUTTON MAKES YOU GO HIGHER [04:08] Seppel: haha [04:08] Kavir: well I continued at the entrance instead of going to the ship [04:09] Kavir: the savestate was already at the entrance to ridley's room [04:17] Kavir: aha, you can't die at the beginning because the faster you hurt yourself the fast he flies off [04:17] Haze: YES [04:17] Haze: he retreats as soon as you go below 30 energy [04:20] Seppel: Well, maybe if you purposefully aim youself at him, you might be able to. So there you have it. I'll get back to you on any additional information.
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
So we're pulling out old SNES games and replaying them. Naturally, when we found an awesome glitch in Illusion of Gaia, the first (and only) place I figured anyone would care is here. So anyway, it's a good thing you're only a litte past point where the glitch occurs. I haven't watched the speed run, so I don't know if you exploited it, but here goes anyway. This bug can first be executed at the Great Wall of China, after you get Will's spin dash to catapult yourself over slopes. I don't know if it has any uses after this, as I don't even remember using the spin dash more than twice. It you manage to align Will in the air with the exact pixels required to go in a door (in the background), he will instantly enter the door without any walking animation. This'll probably save you about 40 frames every time you have to do it.
~Seppel
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Joined: 8/24/2004
Posts: 29
Perhaps it's your amazing sound pack, Mr. 12, that is making the midis not sound accurate. Probably 95% of the non-remixed songs on VG music are 100% accurate. I have heard a few that manage to leave out an entire track or two (ie. Sonic 2 Final Boss, none of the four that are up there are 100% accurate).
~Seppel
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Joined: 8/24/2004
Posts: 29
Heh, yeah. Oh well. I shall be quiet now. =3
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
It's probably been said many times before, but just in case, I'll bring it up. Would going to level 8 after level 1 save any time in the matter of obtaining keys? Also, on the issue of manipulating randomness, if there's different versions of ROMs, wouldn't that make it theoretically possible to manipulate luck from the source? Get thousands of copies of the cartridge and port them all over to see which one has the best random selection seed (if it works that way at all). At that point, you would be able to plan it out way in advance and produce perfect luck without any slowdowns or lost frames, lining up every enemy as you desire. Of course, that would take probably a year at least, and it would supercede any videos done that rely on luck, ever. Funny how there's the possibility of even greater perfection.
~Seppel
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Joined: 8/24/2004
Posts: 29
I was so horribly unsatisfied with the ending when I finally beat the final boss, which drained all my potions and items that were once thought useless. In the ending, a mob cheers (pummels) the Addams Family in glorious two-frame animation and then it goes back to the title screen.
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
Alrighty, fixing with a hex editor... this is oddly difficult to fix. I think I need to insert a few frames.
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
Oh no. With only three flying stages left to beat, I decided to view the movie in full... and it desyncs about 75% into the movie so far. I'm gonna play it at 1x size and 100% speed to see if it still desyncs. Yup, still desyncs. I'm not gonna continue or fix it unless there's an .fmv editor out there.
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
...and that's included in the math. =P
~Seppel
Experienced Forum User
Joined: 8/24/2004
Posts: 29
Garbage cannot fall while in the middle of a combo or chain. The stack cannot be raised while in the middle of a combo or chain. I do not know the max garbage you can safely have, but I'll guess it's probably no more than 12 blocks high above the stack, and getting more than that in a regular game is nigh impossible. The stack can go 12 blocks high. The stack is 6 blocks wide. This allows for 144 blocks. The smallest possible chain size is 3 blocks. Thus, the largest possible chain is 48x.
~Seppel
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Joined: 8/24/2004
Posts: 29
Yup, cutter laser is the way to go. Also I just realized I didn't die efficiently at one spot, crap. TIME TO REDO Maybe this thread should be moved to the NES games forum?
~Seppel
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Joined: 8/24/2004
Posts: 29
Also I broke down and turned turbo on because of how horribly keystrokes seem to be handled, so the consecutive firings are nullified. Probably 95% of my rerecordings are due to pushing a button and not seeing any attack appear. I'm going for 100% kills in the flying levels, but there are some levels like the first one and probably Corridors 7 and 8 which have stationary enemies on the left and right that zoom by fast enough so you only have your choice of attacking one. This excludes enemy projectiles -- they can be shot down and I'm doing my best to get all possible, but they're impossible to all defeat. So due to the nature of the game, I'm going for 100% theoretical kills, heh. Yeah, it's one of my favorites too. It's also very well-programmed.
~Seppel
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Joined: 8/24/2004
Posts: 29
Yes, with the 40 enemy erasers the linear pats grants you, I intend to use them on bosses such as Grimgrin and the final boss. Each enemy eraser takes about one second to execute (swapping to it and then back), so I don't think it would save any time to pass up one additional red lander. Skipping the earlier ones means that you wouldn't have enough to buy the 600-chip red lander when you walk by it. You could possibly skip one of the two minibosses that grant you one in areas 6 and 8, but that would mean having to fight bosses with only 400 or 800 chips, which is definitely not enough against Grimgrin. Also, for the Optomons, the fireball works best, but it wouldn't save the extra minute it takes to get it, so Saber Laser and Cutter Laster are going to be my friends throughout the run. Thanks, I'll see what I've gotten myself into now. =3
~Seppel
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Joined: 8/24/2004
Posts: 29
Alrighty, I just played through it. The nastiest parts seem to be Grimgrin of Corridor 8 and the final boss. I don't even remember beating the final boss without game genie as a kid. Anyway, I mapped out a route that takes advantage of dying while collecting as few items as necessary. Ending with a shield power of 3 instead of 7 and a life bar of 12 instead of 22 will make the last few levels hellishly hard. Weapons: Saber Laser x2 Cutter Laser x3 Back Wave Enemy Erasers x2 Items: Red Lander x7 Consecutive Firing x2 Attack Power x2 Shield Power x2 Also required to get but useless: Spiral Shot, Multibullets, Seeker x2, Bullet Shield The route planned battles five optional bosses for the two Attack Power bonuses and three Red Landers. There's 8 Red Landers in the game, and you only need 7 to have enough chips to beat the final boss. Six would most likely take more time than the 20 seconds it saves to grab one more, as random luck of powerups is pre-planned way ahead of time. The only glitch I know about is the instant chip/life refill on the walkaround map. There might be one or two places that this could be useful. Anything else I should be wary about before recording a run?
~Seppel