Posts for hero_of_the_day

Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
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amazing... you have no idea how much I tried to pull that off in my run. A few more improvements like this, and I am sure 23 will be obtainable with the real-time route.
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Experienced Forum User, Published Author, Player (88)
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thanks alot HHS! :D It worked perfectly.
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Experienced Forum User, Published Author, Player (88)
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Can someone help me with writing a code? I was wondering if it is to write a script that would fast forward the game when a certain memory address is not actively increasing, namely an in-game timer. I have realized that almost every game has some sort of internal timer that stops during screen transitions. something like: (pseudo code) If (memory address) != (memory address) on the previous frame then snes9x.speedmode("normal") If (memory address) == (memory address) on the previous frame then snes9x.speedmode("turbo") Though I haven't got a clue how to write it correctly. Any help would be appreciated.
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Experienced Forum User, Published Author, Player (88)
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Are the power rangers still working on the RBO run? Or was it the any% run?
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Experienced Forum User, Published Author, Player (88)
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True, refilling for the wave beam would have been a killer. Good thing we axed it :D
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Experienced Forum User, Published Author, Player (88)
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Saturn, I see your maridia demo was slightly different than catnap's. I appreciate you sharing it with us. By the way, we can give a pretty accurate estimate on how much time the varialess norfair route saved. 12-14 ingame seconds will be the net gain, with an absurd real time gain on top of that. Seems I wasn't crazy after all when I thought of doing norfair varialess ;)
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Experienced Forum User, Published Author, Player (88)
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cool, is that all of them? I wonder if we can ever find a way to activate it without having to lose downward momentum. That would be an excellent timesaver, and make the moozooh jump usable again :D
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Experienced Forum User, Published Author, Player (88)
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falling state would include jumping down, which obviously does not work. edit: maybe I misunderstood. How about we just look for various ways to enter the "falling state"
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Experienced Forum User, Published Author, Player (88)
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okay, so now there are 4 different ways to activate the momentum trick: 1. Demorph in mid air 2. After a shinespark 3. Fall off a ledge without jumping and now 4. After using the grapple beam to kill an enemy How many more ways can we find? Also we should start thinking of a name for this trick. I suggest "down back trick" because those are the buttons required for it to work.
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Experienced Forum User, Published Author, Player (88)
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Saturn, that's pretty old news actually. Catnap was the first to post of this tech on his website about a year ago. I consequently posted his smv on this forum a while ago. Not only that, but I applied the same trick to go downward, which saved time by not going all the way around (to get to the bottom).
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Experienced Forum User, Published Author, Player (88)
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100% refers to the amount of items collected. There are 100 items in this game. any% means that the game is played as fast as possible without regards to the amount of items collected. Certain glitches can be used to make the game even shorter, which might be classified as a glitched any% run. low% is classified as completing the game with as few items as possible. 14% is the lowest possible without major glitch usage.
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Experienced Forum User, Published Author, Player (88)
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though it is not likely to work at such a high speed, an upward CWJ might allow the non-high-jump jump to reach the ceiling.
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Experienced Forum User, Published Author, Player (88)
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hell yea! That is an awesome find you got there evilchen. Amazing how we all overlooked that. It's such a great timesaver. edit: High jumps only... well at least my any% run cannot benefit from this :P
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Experienced Forum User, Published Author, Player (88)
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I don't feel like reading all this, but Cpadolf was certainly the first (out of me and him) to understand and use the momentum tech in a run. He used it in the red brinstar shaft well before me, props to him. After I learned about it, I just looked in a million different places for practical uses of it.
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Experienced Forum User, Published Author, Player (88)
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I accidentally obsoleted the moozooh jump.... ooops but in all seriousness, it is actually the exact same speed as the moozooh jump. You can either do this tech, or the moozooh jump, but not both.
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Experienced Forum User, Published Author, Player (88)
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the smv is pretty outdated... I designed an entire new route which does not use the crystal flash to reach tourian. No one has made a full run using the new route, yet. moozooh and evilchen are working on the NBMB run, but it is slightly different than an 'as fast as possible' run. I outlined the entire route a while ago, but if you are really interested I can revise and post you a route to run. You would just have to specify if you are aiming for in-game or realtime.
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Experienced Forum User, Published Author, Player (88)
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This was a pleasant surprise. Much thanks and respect to Bisqwit for publishing both runs.
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Experienced Forum User, Published Author, Player (88)
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I kinda doubt it. How would you get back there? I suppose if it were possible, it might save time skipping the zebetites.
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Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
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what was the time difference? I forget if I even tested this when I did my run, though I probably did.
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Experienced Forum User, Published Author, Player (88)
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yeah let's end it here. I hate to see the community divided on such trivial matters.
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Experienced Forum User, Published Author, Player (88)
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Saturn, Okay fair enough. And yes I got the route independently of you, since you never posted the exact items you would be collecting. Maybe it is kinda "obvious" to us which items to get, but some people might not know. A lot of the stuff I factored into the route did require basic timing and testing. I know you may have been the original designer, but I figured the route out on my own and was the first to make it public.
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Experienced Forum User, Published Author, Player (88)
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that's amazing how you detailed every single item he should get and in what order... kinda like I did over at Metroid 2k2. But please, feel free to prove me wrong ;) edited: For those who really care, here is where I posted my entire in-game route strategy. here Saturn just typed "Phantoon > Draygon > Kraid > Ridley" as his route. How on earth does that constitute a route? There are exactly 100 items along the way which he failed to mention. I specifically mentioned all details of the entire run.
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Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
Posts: 1057
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Botwoon escape might have looked slow due to not having the high jump boots. What other places looked noticeably (more than a frame or two) unoptimized? I may have done too much bomb jumping, but I wanted the run to look different than Cpadolf's. I know he is much better at making stylish samus moves, and I would rather look more boring than to copy him. I did try to do as many quirky things as possible, for example the shinespark in the mother brain room. I will also agree that his run is more entertaining overall. I should know, I designed both my route and his route. The ridley and mother brain battles are very boring in my run, but that is the sacrifice I must make to save real time. There is no win/win situation. It's either time or entertainment.
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Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
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Hey Saturn, Since you are willing to encode this run, can I ask you for a favor? Could you please record the movie using the lua script version of Snes9x? I think gocha even has a version which fixes the colors of the sky on the landing site. If you can, please use this code when recording;
while true do

	if memory.readbyte(0x7e198e) == 128 then
	gui.drawbox(0,0,255,31,"#000000")
end
	snes9x.frameadvance()
end
It draws a black border around the entire status bar at the top of the screen. It only appears while the status bar is on screen, so it does not interfere with cut scenes. It blends in perfectly and eliminates the horrible strobe like glitch that is normally present at the top of the screen. This will make the run look so much nicer.
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Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
as suggested by mz, here is a script which will automatically advance the text (press A) in the dialog box on the very first frame. It sure beats the hell out of frame advancing through each dialog or using the turbo buttons like I did in my run \o/
local buttons = {A=1} 

while true do
   if memory.readbyte(0x7e0129) == 7 then joypad.set(1,buttons) end
   snes9x.frameadvance()
end
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