Er, excuse me, this is exactly what I'm doing: working on my runs. First you want me to work on Ceres, now you want me to move on… I can't even get myself a consistent reason to be blamed for, wtf.
…Except you did? Like during the production of JXQ's v2 run, saying you were xx frames ahead, yadda yadda. And you also wanted to go back each time hero or myself found a new timesaver in the beginning, to implement it in your perfect run. Why didn't you move on and submitted it, instead of focusing on single frames? I'm not sure you're in the right position to blame people.
A load of bullshit. I'm taking my time because I (surprise!) want to implement all the timesavers I come up with myself, and it takes time and motivation. You, of all people, should know it.
I'm amazed. It's not particularly surprising to see a JXQ run surpassed technically, but surpassing it stylistically — and by this much — indeed is something pleasantly unexpected. Yes vote, awesome job!
So, I've tried entering the door to the debris room at a different (worse) subpixel position to try preserving contact with the ground (so that I wouldn't have to skip a pump), but for a reason yet unknown to me, the door allows you to start pumping this early only if you enter it at a certain (integer? 45.0 in this case) position, prohibiting me from varying it without losing a frame or a great chunk of distance. I saved half a pixel on the stairway by releasing the run button instead of skipping an armpump. That, however, wasn't enough to jump on the higher ground a frame earlier (I was this close, it has to be possible!), so it screwed with the jump, resulting in a miniscule gain in distance (~24xxx subpixels) overall. That didn't change anything, unfortunately (in fact, the change in position synced with the rest of Taco's smv). Here's the smv, if someone wants to try something else with it.
I'm still certain there's more to it than that. Can't be that the improvements stop here.
Nope, it did decrement to '16, might have been the excitement that shrouded your emulator. :)
But this timer bump was certainly unexpected. If you look closely, you'll see that Taco was only 3.5 pixels away from overriding the frame rule of the door in the debris room. If it's possible to save them, then it's 49'17 alright, with 3130 on the ingame timer as well, which would be the ultimate victory!
I'll see if it's possible to optimize the beginning of the room… Two skipped pumps are two whole pixels. There must be a way to reach that steam puff sooner…
Having much knowledge doesn't obligate me to apply it everywhere anyone points me to. I'm already a hard enough player to motivate, as if you didn't know… I do share my knowledge with everyone who asks me, though, so I bear no guilt on that part. If I started rambling about how you knowing so much (definitely not less than me) about Super Metroid didn't beat my times on Zebes yet, would you immediately start doing that until you have fully succeeded? I don't think so, as you have other things to do beside accepting silly challenges. And so do I.
My security, in fact, lets me not concern myself with anything I don't want to do at the moment (Ceres, for example) in the least, until I run out of better things to do and am fully up for it. What makes you keep on pestering me about optimizing Ceres does look like an insecurity, though, because you just won't let it go. I'm not bothered by personal achievements and persons behind them; you are.
Haven't tried yet. I've had a couple ideas, though, and might try them soon, perhaps today.
[EDIT] improved grammar.
I think the last two frames would be opening the door in the debris room two frames earlier. The smv we used had just enough leeway for optimization of the previous room door entry and the runway before the steam boost to take damage a frame earlier in the room and reach the door in time. I did a sloppy test a month ago, and was less than a pixel short of the required distance.
Emulators and ROMs are there alright, but none of the emulators are able to emulate them even remotely well at the moment. Too early to worry about DS. (And yes there is a topic for it so you're not the only one wondering.)
While the premise (button states occupying a bit each) is right, the information is stored in bytes, not bits. As such, any number of bits will get rounded up to the closest multiple of 8. One SNES controller should theoretically occupy at least two bytes per frame. The rest (the 31 KBs mrz got) is movie header and all that kind of technical data not having direct relation to the actual buttonpress content.
Oh yeah, you have to keep in mind that if you, for some reason, won't be able to see your fleet coming home when it does (due to a power loss, sudden appointment, being out of internet, anything else like that), you may safely consider it dead and your planets robbed by a a top-200 player attacking you with like 200 destroyers or battlecruisers, and then a dozen of small fry parasites cleaning up the remaining resources and defense.
There's no way to influence that or the outcome of the battle once the enemy fleet reaches you. That's why I quit OGame: there's no such thing as fair fight there, and everyone will be ready to feed on you once your defense has been breached once. For the record, I got to about 17k points before I quit, and it's taken me about a month to earn them.
Might be a controller issue.
In fact, playing at a higher speed does improve your reflexes, at least temporarily — until your brain has re-accomodated to the normal (slower) speed, you will have a benefit of having your reflex basically overclocked for a few hours. However, it also may throw off your timing if you are relying on it more than on pure reflex in your runs (which may be especially obstructive in memorization-heavy games). Playing game at a slower speed almost always hurts your ability, though.
It was mildly funny, but I think he needs to learn how to laugh from this guy (watch from 1:40 to 8:00). It's awesome when you watch a failure of a comedy club host being easily outperformed just by a random old man's laugh. :)