Posts for cak


cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
I will patch the ROM using the codes and see how that works...thanks garrison. edit: Patch works great. :) Potentially solves my problem of not being able to use select+B mashing on Kraid (holding start temporarily disables the save state mapper).
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
Hello there...I was wondering if anyone has advice on what to change in a Metroid ROM to achieve the same Kraid position on Powerpak as on console. On Powerpak, whether from poweron or reset, Kraid is further away from door. Thanks.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
You can also get an early balloon in the highest room with the scorpions, saving probably 4 seconds. Also, this looks like a case where the TAS loses a bit of time compared to a RTA, due to recording from power-on.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
veggie direction: R L R R L R L L
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
Be at or near the bottom of the vine and start climbing up just before the Shyguy touches you. Climbing will reverse direction and you'll end up going through the floor.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
Yeah, I more or less figured it out...not gonna happen in my runs I'm afraid. Thanks.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
Hmm, I can't figure out how to consistently skip layers of sand through Shyguys in the digging parts. Any ideas? edit: Ok, I figured out that quickly pressing jump before digging the last layer seems to trigger something.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
Ok, that makes sense. I'll probably just refine my method of jumping under, since I would lose a Birdo cycle in 3-1.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
Regarding 3-2: http://www.youtube.com/watch?v=EcijxfDN7C0 You can see in the beginning of the video that I'm able to jump off the Beezo and over the Panser, but on console the Beezo spawn is consistently different and I have to jump under the Panser's fire, which is difficult. Is there a trick to manipulating the Beezo spawn? Maybe some pre-level controller input? Thanks. edit: I should add that I'm using a Game Genie to start on world 3. I dunno if this affects anything.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
It's not the rom, it's FCEUX. Just keep reloading the rom until it shows the title screen, then make a save state. After that, you can just load the state and it'll work every time.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
adelikat wrote:
cak wrote:
Totally awesome job on the 2600 emulation. Hopefully the Pitfall II mapper can be supported soon.
Is it by chance the E7 mapper? Or does it use something I'm not aware of?
DPC, I think.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
Totally awesome job on the 2600 emulation. Hopefully the Pitfall II mapper can be supported soon.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
Just hopped in to say thanks for the link to the old FCEU versions. I've been looking for those for awhile now.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
Sorry for the bump. I have a question for TASers of Metroid, regarding the last door in the game. I noticed that sometimes you can walk through the door just as it materializes (without shooting it), therefore advancing to the final room slightly faster. I was wondering if it's known what causes this behavior. Thanks.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
Oh no, it was definitely when Wart was flying backward. But I think I did the glitch on console with game genie attached, so that might've changed something in the game code. Hopefully not. Good luck on your attempts too. I am fairly adamant about doing a perfect run...I just hope my DVD recorder is good enough quality to be accepted by TG/SDA. This run is too important to be done on VHS, which isn't accurate enough time-wise.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up
cak
Experienced Forum User
Joined: 1/7/2010
Posts: 16
Location: Oregon USA
Interesting...I randomly stumbled on a similar glitch over a year ago, except I used the vegetable that appears after Wart is defeated and I threw it as Wart was flying backwards in the air. I think the result was the same...the sprites became scrambled and Wart suddenly fell off screen like a normal enemy. If reproducable, I'm sure this could knock a couple seconds off the TAS (and possibly a human speedrun), but I could never figure it out myself.
speedrunner of SMB2, Metroid, Pitfall II, Blinky Goes Up