Posts for Sniq


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Experienced Forum User, Published Author, Skilled player (1322)
Joined: 6/27/2014
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Location: Finland
Suggested screenshot Frame 90063 http://imgur.com/a/o9F1v
Experienced Forum User, Published Author, Skilled player (1322)
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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%?
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boct1584 wrote:
On the one hand, I agree with Cpadolf that the new route in conjunction with the ammo rollover glitch was wonderfully entertaining. [/i]
boct1584 wrote:
2. Personally to me, as a TAS enthusiast, underflow, while cool, removes some entertainment, for exactly the same reasons it's cool to as a casual.
Try to decide :P
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Saturn wrote:
Stopping the timer with the well known pause-abuse trick (or other nonsense resulting from it) was never the point of an ingame-oriented run. It is to provide maximal pace by focusing on gameplay quality in normal conditions rather than some weird moves to lower emulator-dependent lag, using an as accurate and reliable timer as possible.
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.)
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Saturn wrote:
The 0 HP timer stopping glitch shouldn't be taken into account IMO, as it's simply a form of cheating that has nothing to do with optimization, since one could delay the run infinitely in most places without affecting the timer.
If you disallow this for IGT TAS, you also disallow gravity statue skip and 13% maridian mountain reserve spark strat.
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Saturn wrote:
Ingame time has its benefits, especially for TASes where limits can be reached and emulators can differ: * more precise overall movement * greater mobility, more variety, faster boss fights (in legit conditions for any%) * universal timing independent of emulator choice (in 10 years there might be an even more accurate emulator developed, after which all actual realtime-runs could be off again) Stopping the timer with the well known pause-abuse trick (or other nonsense resulting from it) was never the point of an ingame-oriented run. It is to provide maximal pace by focusing on gameplay quality in normal conditions rather than some weird moves to lower emulator-dependent lag, using an as accurate and reliable timer as possible. Obviously lowering realtime is still a secondary goal to avoid pace interruptions, as is in most TASes.
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.
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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.
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AngerFist wrote:
All in all, I feel uneven about as far as I could tell having unlimited amount of ammunition. For lack of better word, it feels like cheating. In this community, we explore unknown territories like back when Masterjun blew up the internet with his ace runs. I don't reminisce we have seen other type of tases exploring games like this. I bet I will get bombarded with links showing we have loads of runs similar to this :) Anyway, I truly appreciate the effort and time spent on this run but in the end, I feel the premise is not the same as the previous any% and thus cannot obsolete current any%. I have to vote no.
Dear Angerfist, the topic asks if the run is entertaining or not, not if it should be published or replace other tases.
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Submission text is still a WIP. Cpadolf: Sure, if you team up with me to do it. My knowledge of 100% routing and stuff is limited.
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moozooh wrote:
Yeah, if you submit an underflow any% run first, you'll be immediately institutionalizing it in the branch. An any% that avoids this glitch will never be accepted over it once the glitched run is there, so keep that in mind.
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.
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moozooh wrote:
I suppose you won't be taking any more Energy Tanks other than the High Jump one, or will you be skipping the HJB in this route?
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.
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I uploaded a new any% tas wip that I've been working on for some months now, which will use new route that I've designed. Most of it isn't visible yet in this wip anyways enjoy. Youtube: https://www.youtube.com/watch?v=2nuQn1dMPIQ lsnes input file: http://tasvideos.org/userfiles/info/36208532992045040
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arandomgameTASer wrote:
Have you considered doing a new 100% run?
Finding optimal route would take years so at least not in near future.
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Saturn wrote:
There is also a more than one second improvement possible in this route: In the Green Brinstar elevator room, it's faster to refill the 5 Missiles back immediately after opening the red door and go straight to the Reserve Tank instead of the double detour to the Supers and back.
Do you have input file proof of how this would be done?
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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.
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Cpadolf wrote:
Saw the rest of it. Highly entertaining run for the majority of the running time, looks very well researched and optimized, and displays a lot of new techniques and unique challenges that make the run seem fresh even as the game has to be one of the most submitted on the whole site. Underwater walljumping does get old, and Motherbrain and Ridley run long, but those are fairly minor parts of an otherwise excellent run, and it does a far better job at making those two boss battles entertaining and interesting than previous runs with similar equipment restraints. So a clear yes from an entertainment standpoint, and obsoleting two outdated runs from a retired category is a major bonus.
Thanks. Your old 21:25 glitched run helped a bit for tourian section but not necessarily well enough due to more lag caused by accurate emulator.
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Hetfield90 wrote:
Ah, I see. Another question, how come some boss rooms with downtime at the start are entered with a walljump check(Ridley 2, Draygon, etc...) while others aren't(Ridley 1, Botwoon, Kraid, etc...)?
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
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Radiant wrote:
Please elaborate on why this TAS uses certain glitches but does not use certain other glitches?
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
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Hetfield90 wrote:
How does the Mach ball at the end of the Terminator room save time(and how much does it save)?
It allows the screen to scroll to a bit better Y-position, effectively cutting 7 frames off the door transition.
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There is also a new timesaver d-boost on kraid lair entrance when coming back towards norfair elevator which I found. It saved 6-7 frames
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lxx4xNx6xxl wrote:
Is it really faster to boost into the door after the elevator in upper norfair?
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
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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.
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Samsara wrote:
Okay, yeah, that's alright too. As long as there's only one category.
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).
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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).