Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
I'd be interested of making any% tas of this game, but I have a few questions.
1: USA version (slower text but has ledgegrab clip glitch) or JPN version (has faster text but no ledgegrab clip glitch)
2: real or igt?
3: emulator?
4: useful ram addresses / lua scripts?
5: estimated number of optimal energy tanks / missile ammunition for any%?
Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
Just to clarify, the time it takes for door to center from offcenter isnt lag. Neither are sounds which prevent door from loading. Using powerbomb to clear soundqueue would have exactly same effect on all emulators (old tasers have intepreted sound delay as lag as a mistake.)
Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
Faster bossfights? How? RT TASes are just as fast except they are faster because more lag reduced.
Emulator: lsnes / bizhawk run at correct 60.098... fps and is almost cycle accurate compared to real console. Snes9x runs at incorrect 59.94 fps and is overall very poor emulator.
Ingame-oriented run's point isn't to save IGT? What? All currently published tases couldve used pausing much more, whether it wasnt even the 00 energy abuse, but for other things. If you're going for IGT then whats the point of not optimizing it fully?
IGT is already irrelevant in the speedrunning community, as 99% of the people who speedrun this game care only about RT.
Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
Feos:
Majority of the time saved comes from significantly better optimization and especially realtime optimization.
Underflow was just berry on top of the cake.
In-Game-Time (IGT) is possible to abuse in numerous different ways, which makes me think IGT oriented TASes don't make sense anymore for this game
-Constantly pausing while having 00 health stops IGT from running
-Constantly pausing while walljumping makes it possible to do better walljumps
-Pausing to perform mockball after falling off ledge
-Pausing after CWJ to allow releasing jump but keeping spinjump pose + speed (spinjump is slightly faster than unspinned samus)
-Pausing to turn off items in purpose to save time much more often than Saturn did is possible
-Pausing or delaying doors with sounds to get favorable RNG. This makes TASing this game much easier, since you can wait million years until perfect RNG happens.
-IGT runs don't have to care about lag, which is a cheap way to go for lazy TASer.
Best example is Namespoofer's 14% Tourian vs my 13% Tourian. Mostly due to lag reduction effort difference, 13% is ~15 seconds faster even while using laggier lsnes emulator rather than snes9x 1.43.
Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
Don't worry guys. The TAS will be using completely newly thought route and crazy never before seen strategies. I think people will like it. I wouldn't categorize underflow in the same category as the other major glitches because underflow doesn't make it possible to skip bosses or clip through walls or anything crazy but that's just me.
Also is it important if the TAS gets accepted or rejected? I like to make new any% TAS in this setting regardless of the decision. By the way theres 2 categories about to be cleared out so theres potentially space for more now (2x 14% -> 1x 13%, 2x any% -> 1x any%).
Also I would like to see someone finish the underflowless version that Taco was doing. At the moment we don't have many Super Metroid TASers in the duty sadly.
Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
I'll actually use the Draygon ammo underflow tech and some other crazy strategies that I've planned. And skip a lot of previously necessary items.
But idea is to do this run without OoB.
Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
Thanks, especially SM TASers Taco & JXQ. And everything is basically correct what you said, JXQ. Blue suit's mission was to trigger Draygon's escape AI, but without using PB (also allowed to farm basically all his Goo, which PB wouldn't allow.)
Also saved like 5-10 seconds on 2nd round by ending it much quicker, since 4-round fight is a must unless someone otherwise proves.
I hope you return to TASing this game one day.
4n6: I like the Phantoon image.
Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
It is due to realtime goal.
I did enter botwoon and kraid with walljump check though by using left+right combo.
As for Ceres Ridley , jumping right in front of door causes spinjumping sound and delays the transition by 2 frames compared to just running to it
Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
I restricted the allowed stuff just like the previously published 14% runs.
No memory corruption, No out of bounds, No ammo underflow (this was my choice because it ruins the goal of low% setting). Someone may think otherwise
Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
It centers the screen perfectly and gives more vertical speed downwards earlier , resulting in landing 3-4 frames earlier in next room's bottom so yes it is faster
Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
https://archive.org/details/13Wip
Here is a WIP of 13% tas final version , up to ridley door (music video with doors & cutscenes removed / shortened.)
I realize the audio is a bit silent but i'm too lazy to upload better one with my bad connection.
Introduces 2 completely new tricks:
1: Using powerbombs in earthquake rooms clear sound queue and make doors load quicker. That saved total of 54 frames on 3 rooms where this was done.
2: Kraid lag reduction. It reduces lag if samus is blinking due to invulnerability (and morphed), thus 53 frames were saved over Taco's new any% due to less lag and optimization.
Around 1500 frames saved from previous version when ridley door is reached.
Turn HD on otherwise the video stays black.
Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
You cannot really put a category that does underflow glitch (completely eliminates requirement of ammo management) 13% into same category as no-underflow legit 13%.
As a finder of both categories I'd say have 2 categories. The fastest underflow itemset 13% as one category , and the legit no-underflow 13% as other category.
So just what aran jaeger said should be the best choice.
And no, doing underflow glitch does nothing to your collected items %. It just underflows "current ammo" , not the "maximum ammo".
At the moment I think we should find out which of the 13% underflow categories is the fastest (13% pb-xray / pb-pb / pb-ice / pb-speed).
Experienced Forum User, Published Author, Skilled player
(1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
Ingame time any% is arbitrary since there are ways to trick the timer. Both low% tases on the site are obsolete since 13% is new low%, making them arbitrary (my opinion).