Posts for Sniq


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Could this be a first major moonwalk timesaver? hyperwalk + icebeam made this possible. It's apparently possible to just switch directions from moonwalk and speed is kept. Without moonwalk, there was no space to get 3rd or 4th tap on 2 blocks wide spike platforms!!!!!! (even with frozen mochtroid extension) This could potentially save time in RBO at least: http://dehacked.2y.net/microstorage.php/info/1667108765/colosseum%20shinespark%20hyperwalk%20icebeam.smv
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Cpadolf wrote:
Best I got was another 0.75 pixels or something, and that's with abusing the potential of the airwalk, otherwise I think it's 1/16th of a pixel. I don't think that's enough for anything significant still, but it might be possible to improve it more.
Insane Also , I guess this could finally allow pal to charge spark on ridley's platform. -------------------------------------------------------------------------------------------- I guess the dream of 2 taps + able to jump never happens... http://dehacked.2y.net/microstorage.php/info/1256850219/colosseum%20speedcounter%202.smv
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Cpadolf wrote:
I was able to get it another 24576 subpixels shorter (so 1.5 pixels in total), but I haven't been able to do a moonwalk on a platform that close to the edge. I've only been able to do it when I'm 53248 subpixels away from it or more. Could you provide an smv of that?
I tried to combine it with unequipped speedbooster, can you try to optimize this too? It might make the thing 3-4 pixels shorter overall =D! and below is smv of airwalk provided http://dehacked.2y.net/microstorage.php/info/1090698864/airwalk.smv edit: you cannot start airwalk from 0 subpixel, 49152 seems to be the minimum with dash held edit 2: but this gives like 1/4 pixel or 1/2 pixel more distance for charge right?
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Alright, I was able to shorten Resources page pattern with only moonwalk by 1 pixel and 8192 subpixels :P Note that this only works on platforms without wall behind samus, because samus can walk on air for 1 frame without falling: http://dehacked.2y.net/microstorage.php/info/552956398/1%20pixel%208192%20sub%20shorter.smv
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lxx4xNx6xxl wrote:
Sniq wrote:
We finally have an use for moonwalk! I named this trick "Hyperwalk". It allows turning around while keeping all previously gained speed and / or speed counter. The trick is to unmorph same time as getting hit by spike and then using moonwalk on the same magic frame where flash suit glitch works. Great idea by taco. http://dehacked.2y.net/microstorage.php/info/708173985/hyperwalk.smv http://dehacked.2y.net/microstorage.php/info/417521542/hyperwalk%20speedkeep%20turnaround.smv http://dehacked.2y.net/microstorage.php/info/193147810/hyperwalk%20stuff.smv http://dehacked.2y.net/microstorage.php/info/1883847329/hyperwalk%20stuff%202.smv
Wow that is amazing to here that the Moonwalk might actually have use in a TAS, nice find sniq!!! Also I can't play the files for some reason what version of the emulator are you using?
I'm using both snes9x 1.43 rerecording and 1.51 rerecording. Those smvs are for 1.51 rr
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We finally have an use for moonwalk! I named this trick "Hyperwalk". It allows turning around while keeping all previously gained speed and / or speed counter. The trick is to unmorph same time as getting hit by spike and then using moonwalk on the same magic frame where flash suit glitch works. Great idea by taco. http://dehacked.2y.net/microstorage.php/info/708173985/hyperwalk.smv http://dehacked.2y.net/microstorage.php/info/417521542/hyperwalk%20speedkeep%20turnaround.smv http://dehacked.2y.net/microstorage.php/info/193147810/hyperwalk%20stuff.smv http://dehacked.2y.net/microstorage.php/info/1883847329/hyperwalk%20stuff%202.smv
Experienced Forum User, Published Author, Skilled player (1322)
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Cpadolf wrote:
The best I could find for PAL so far is 4-4-5, with dash held on frames 1-5, 8, 10-11 and then 14 and hold until you hit the first booster level to make the running animation as short as possible. It's just under 2.5 pixels shorter than the old pattern (and about under 6.5 pixels shorter than the new pattern for NTSC).
Great! http://dehacked.2y.net/microstorage.php/info/1043706183/PAL%20ridley%20platform%20charge.smv almost worked at pal :P
Experienced Forum User, Published Author, Skilled player (1322)
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Alright, thanks to the new shorter charge, it is possible to get 2 taps in 3 blocks wide platform now. It could maybe be used somewhere in the game for speedkeep with spikes that weren't wide enough before. http://dehacked.2y.net/microstorage.php/info/686665924/colosseum%20test%203.smv small edit: its not possible to jump unfortunately.. samus falls off ledge just as the 2nd speedcounter is executed. If it would be possible to shorten the charge a bit more, shinespark could possibly be charged in colosseum
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Btw Cpadolf can you do this same test for pal version? I'm curious how short the charge can go there
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but now 2 taps can possibly be gotten in shorter distance :P (useful for spike-speedkeep)
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Experienced Forum User, Published Author, Skilled player (1322)
Joined: 6/27/2014
Posts: 87
Location: Finland
This might not be too interesting thing to mention, but I found a way to charge shinespark in shorter distance (big thanks to eterniseddragon for suggesting speedbooster on / off) by starting the charge with speedbooster turned off and just before 1st speedtap, turn it on from menu! My best result this far was 4096 subpixels shorter distance compared to the input pattern that is on tasvideos resources page! This could still be possible to improve so I didn't give up yet. Smv shows the first 2 taps only though. I'll make better smv later with possible improvement http://dehacked.2y.net/microstorage.php/info/37671485/935px%2020479sub.smv EDIT: 8192 subpixels ahead already!! http://dehacked.2y.net/microstorage.php/info/1772552352/935px%2016383sub.smv