Posts for hero_of_the_day

Experienced Forum User, Published Author, Player (88)
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I agree with moozooh, best GB run to date. 6 minutes improved is damn impressive. Voting yes.
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Voting yes. Great improvement to an old famtasia run. Tampering with the rerecord count should be frowned upon. I think that type of information shows just how much testing an author did and how much work a future author may have to do if they ever wanted to improve the run. We already have two runs with incorrect rerecord counts, Metroid 2 100% and SMB, one of which is now falsely placed on the movie statistics page.
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That red katana has sure made some incredible new tactics possible. Great job as always Inichi, glad my movie could provide you with some help :) 45 seconds is an awesome improvement. I predict the nizbel battle will now be reduced to 2 rounds due to having the red katana.
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This isn't exactly relevant to the conversation, but I would like to hear some opinions on this. There are actually 2 internal clocks built into the Super Metroid engine. 1 clock stops during door transitions and item acquisitions, but the 2nd clock is a continuously running clock which starts ticking after the save file is selected. Now is this 2nd clock any less valid than the other? It is a essentially a real-time clock built right into the game itself. It is pretty interesting when you think about it. If it were a goal to minimize that clock, you would be aiming for real-time exclusively but at the same time it would also be an in-game timer. This 2nd built in clock syncs up very well with the actually frame count of the movie, give or take a couple hundred frames. Question for all in-game clock fans, why is this 2nd clock less important? Is it only because it does not determine the minutes shown at the end screen? I am not trying to make an argument or anything, just want to hear some feedback on this.
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Experienced Forum User, Published Author, Player (88)
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oh man, this run rocks. Great set of goals you picked, Baxter. Never losing a ball really made the run look better. Ending the input early was cool too. Star it up!
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inichi wrote:
By the way, what would you think if I said I have managed to use a Barrier on Ayla before Lavos uses the first Laser Beams?
Really!?! That sounds like it would make the lavos battle happen a lot sooner in the story line. A barrier would allow her to survive the initial attack, and then revive the entire party. No more green dream required?
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nitsujrehtona, Thanks for the comments :) As for me using a desyncless version of 1.51, it now becomes a much more difficult decision. JXQ's recent tests have shown that the timing is horribly off in that emulator. 10 frames of artificial lag is added to every single door transition, a total of about 15 seconds would be added to the entire movie. 15 seconds that would not be present if the timing was correct. I love that fact that it fixes a couple of the noticeable graphical errors, but the timing is just too much of a factor to overlook. I doubt I would use it until that particular issue is also fixed. I realize this would require a total rewrite of the emulator's core, so I don't expect it to happen. Unfortunately, for the time being I will have to stick with 1.43. Though I applaud any effort you make to fix the desync issues in 1.51. I think before you invest too much time into this, you should make sure the timing is not messed up in every other game. It would be bad if we start obsoleting our current runs with slower ones only to find out later that the timing was more accurate in 1.43.
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Not much to say other than excellent work with these new strategies. Any idea how much faster your test run is than my run up to this point?
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That's cool. I am not sure what you did differently, but it seems like Kraid's starting position is determined by what frame you enter his room. Is that right? This would be a pretty good timesaver for the run. Sometime in the future I might be motivated to make a 2nd run, since there is another potential timesaver in the first vertical shaft.
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Welcome back Saturn :) The running over holes tech was something else I was thinking about adding to the 100% route. Though my calculations may be wrong, I estimated that it would save 60 frames to collect the Spazer beam last. I made a test of it and compared it to JXQ's spreadsheet, but when I talked to JXQ he said it was actually 60 frames slower to collect it last. I will have to run through the numbers again. Anyway, if it is collected last, that area must be done without the plasma beam (spazer auto equips). So samus would have to run over the holes with only 1 or 2 of the yellow things frozen. When tourian is finally reached, the screw attack can be taken off and the plasma reactivated, thus removing a whole pause screen menu without costing any time at all (if my tests were correct). I still don't plan on making a 100% run, though all these little improvements should be compiled somewhere. Sweet super missile variant on the elite pirates. I guess the x-ray scope does not need to be collected early.
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P.JBoy, the reason I said that is because it is indeed faster to collect the plasma beam for in-game time. If I was aiming for in-game time I would have collected it. If you don't believe me, just count the realtime frames if takes for Cpadolf to collect the plasma beam. My statement is true, collect the plasma = going for in-game time, don't collect the plasma = going for real time.
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hahaha :P Not gonna happen. If you want me to change it you need to provide cold hard numbers proving your claims. If I collect plasma, I would be going for in-game time. I don't go for in-game time.
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P.JBoy, Like ShadowWraith said, it is not in my route. It is totally unfeasible to collect the plasma beam at all. The ~15 door transitions it takes to collect it is more than the slower spazer MB fight. Collecting Plasma also makes Ridley the last boss to fight instead of Draygon. I've done an absurd amount of tests, I am 99% sure that my route is the fastest possible route for real time. Almost 8 months have passed, and I have not even thought of a single thing to change in the route. The items collected will be the same, and the rooms will all be traveled in the same order. I am always open to hear other people's suggestions.
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Though I know you guys are just kidding around, a minimal door route would actually be almost identical to my route. The only exceptions would be that I would not collect the spazer, the wave, or the icebeam, and thus cut out only about 7 door transitions. Not collecting those 3 beams would tack on about 7 minutes to the entire run :P
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Just out of curiosity, how does Cpadolf translate to RetardHitler?
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Experienced Forum User, Published Author, Player (88)
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Or I can used a charged/wave/spazer/ice shot to compensate for 1 super missile. Using regular bombs on botwoon would be very slow.
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The first shinespark after ridley only saves 1 second according to Saturn, but I plan on using it anyway. I know that I can get at least 11 big energy balls from botwoon (220 e). The question is, with the ice beam always equipped, how the hell am I gonna kill enemies in a timely manner to manipulate super missile drops? I need an extra 4 super missiles just to kill botwoon alone. After killing botwoon I am gonna need 1 to open the green door, 1 to open the eye door, and 3-4 for draygon. All of this could be avoided if I use the PB combo. Sigh.. the difference is going to be minimal either way, though a pauseless run is more visually appealing.
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The 2nd shinespark after ridley has been eliminated (it is slower), saves 65 e. The draygon battle can be done losing only about 20-30 e. The 50 e damage boost may be eliminated as well. I actually plotted out all the energy concerns a while ago, with good botwoon drops I will be able to do it. Now thanks to moozooh, the new concern is weapon management.
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haha, awesome! :D Now I have to do a good amount of new tests. Right off the bat, I lose 60 frames to botwoon. I don't even know how I would handle Draygon. Weapons are gonna be so depleted by that point. Getting to botwoon with 10 super missiles might not even be feasible, since there is a green door en route. Though eliminating the final 2 pause screens would save some good real time and make it into a pause menu free run.
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Hey Tonski, I like what I have seen so far. Keep up the great work. The walljump from the door idea was actually found by evilchen, it is a clever little timesaver.
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Thank Kejardon, it all makes sense now :) Cpadolf: My old run had 3 pause screens, 1 of which can now be avoided. I have no choice but to turn off the spazer and ice beam, because with them equiped the huge shinespark 2 rooms before draygon would not be possible. Without the hijump boots, the shinespark has about a 0 frame margin for error (much like torizo skip). The only beam that can open the door fast enough to make the spark possible is the solo wave beam. Of course since I turn off the spazer and ice beam, I must spend another pause screen to turn them back on. The pause screen that I can now eliminate is the one I used for the gravity jump in draygon's room. I plan on using bombs jumps to exit his room while he is slowly exploding. I will be right next to the exit door as soon as it becomes flashing. This is a MASSIVE timesaver, both in-game and realtime. The trouble is that it will require very tedious energy management, but should be possible.
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Experienced Forum User, Published Author, Player (88)
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samus' hit box radius plays a part in how much lag is added to door transitions. The bigger the radius, the less lag there is usually. I cannot however, explain why it happens. Anyone know the memory address for the space jump cooldown counter (the amount of time is takes before you can jump again)? I can usually find the address myself, but this one is eluding me.
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yeah JXQ, I remember you telling me this a long time ago. I recently tested this, and it is 3 frames faster in real time to just run through the door instead of doing the collision detection trick.
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Without screw attack samus cannot take as many spike boosts as was done in your run. If you collected the ice beam early, the drainer bug tech would become an option. Collecting the ice beam early may be slower overall.
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Yes, like Cpadolf said, the key to performing the CWJ is actually to release the forward button for a single frame anytime during the jump. Doing this can bring the odds of a CWJ possibility from nil to almost guaranteed. Amazing little trick, eh? So I just developed this incredible new Elite Pirate strategy. The only problem is that the x-ray scope is required, and the current 100% run route does not collect the x-ray until the end of the game. I spent some time trying to find a logical means of collecting it early, but in the end it would be slower. Oh well, I guess the application of this trick will never be used in a real run. Let me explain how this works. I recently found out that the elite pirates can take damage even when they are not in their yellow attack form. When they throw their arms at samus, they are actually vulnerable for 2 frames. If you hit them with a charged/plasma/wave/ice, you will do 900 damage. They only have 1,800 hp, so 2 hits are required. If you turn on the x-ray just after it makes first contact and wait for 10 frames, they will become vulnerable again and a second hit will happen from just the one beam, killing them instantly. here we go
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