If you are the authenticity fan, note that GB movies aren't created with real gameboy colors. Since gameboys themselves were dot matrix-based, thy couldn't actually show even half the contrast of the B&W picture you're seeing in the video. Go to VBA settings, "Gameboy -> "Gameboy Colors". Looking good, eh? But that's how it was intended! Also, I dare you to look at how N64 encodes are created: 1, 2. Does it make them look like the actual game looked on the screen?
I also would like you to remember that SGB player allows pseudo-colorization on the console itself. SDA gameboy encodes are also pseudo-colorized for that matter — because everyone knows that even 8 colors are less boring than a B&W picture.
Apparently, adelikat didn't want to encode it in color. Instead, he encoded it… in color!
Because I don't know how else to call it:
A B&W video with pink tint on one side and green on the other, awesome! \o/
Impressive speedball action. I think you're actually getting way ahead on the schedule of completion time.
Don't forget, they are using different routes. That etank would be of greater use on the way back, when there will be no recharge stations on the way.
In other news: I have updated this page with all (I think) the tricks used in this and future runs, together with short explanations and demos. If any of you think it lacks something, feel free to notify me. I will maintain this page as a repository for the SMR data until I consider it good enough to create SuperMetroidRedesignTricks.
Yeah, look at the boost values table. Each additional consecutive flip — even three of them — won't add as much as a single roll (flip city is 248 boost units, flip+roll is 304).
Comicalflop, before you progress further, I URGE you to use Snes9x 1.51 for this run. Not only you gain the access to the FX addresses, but also much greater graphics.
Okay, finally watched it. Like many others, I enjoyed the idea of this run way more than the run itself. It's completely incomprehensible, mostly due to the aforementioned lack of visual synchronization between all games.
It's a fantastic accomplishment and I really respect your dedication to this project and the quality of play, but I can't enjoy it at all. And the fact that I don't generally like MM games doesn't help this fact, either.
I will abstain from voting, because it's a very high quality run, but it certainly needs its audience that I am not a part of.
I don't want to admit that! (Furthermore, I don't even think so.)
The simpliest way I see is making comments from unregistered users moderated. But who will volunteer?
For those interested, I have updated the SuperMetroidTricks page with some up to date info, including the elaborate instructions on how to skip Torizo on NTSC, and the new shortest charge technique — the result (not the final, I hope) of a research initiated by hero of the day. More updates pending.
I need it to compare the cooldown values with the results I've achieved myself. It may be possible to improve it further (not that it matters much now, but still interesting).
Exactly.
Also true. I did it just for kicks, to demonstrate the abuse.
Slower, due to one frame of no horizontal movement per every recharged spark.
Since it is very limited, there are only few possible applications:
1) helping to recharge less/faster during complicated multi-room spark sequences or sparks on heavily rugged surfaces;
2) slowing down a recharged spark without interrupting it.
Apparently, Drewseph did it twice in his run, but since the trick can be rather hard to spot unless looking at it under massive slowdown, no-one noticed it. Moreover, he told me he knew about it after I released the demo, and scolded me and Saturn for being so inattentive to the things he did in his run. :D
Alright, after a lot of testing and failed attempts, I did it: Torizo can now be skipped on NTSC.
Proof:
- SMV (needs Snes9x 1.51, though works on any emulator if done right);
- AVI.
I was close to skipping it a few months ago, but had my attempt at getting stuck in the door at X=28 (which is crucial for this to work) accidentally overwritten. That time I simply forgot to use the turnaround animation, but some time ago figured it was the only thing I needed beside that X=28.
I wish to thank Saturn and Hero of the day for poking me to try it more. Also, hooray for memory watch.
If you're bothered with the text, just skip it. There's a Tab button on your keyboard, it's usually used for fastforwarding in rerecording emulators. And it's even easier with the AVI.
Another trick that might be useful (then again, it might not, but still looks interesting): shinespark abuse (SMV/AVI).
The only requirement is that you must recharge on a slope before doing anything funny. After recharging, you have a limited amount of frames until you lose the ability to spark (14 to be more exact). You may draw further conclusions from the addresses I provided in the video (top two are pixel/subpixel speed, bottom two are pixel/subpixel momentum).
Why does it work? Because Samus doesn't regain full momentum upon recharging a spark, and has to do it gradually. You may use that time to jump and spark from mid-air. Since you can't recharge on slopes in SM, it won't work there.
Sadly, it does — maybe just not directly, but still does. :\
I tried it today, and got different results by executing different movement patterns for both myself and the metroids even if placing the bomb on the same frame. I'm not going to make it fully optimal, I'm afraid, since for all the 4-metroids rooms, I'll have to kill at least two of them with the same bomb each time, and trying to nail the perfect luck would take me years.
It was the same when I manipulated the kago drops back when I was TASing SMR: being at different pixel positions (maybe just tiles, whatever) affected the drop that was being generated. It really sucks.
[EDIT]
Is there an address that could say me what drop is being generated or at least allow me to see if the RNG is being shuffled? I suppose that would help greatly. So far randomness is pretty much the only thing where I [can] lose frames.
Either by taking an additional etank, or by taking both an additional etank and an Ice beam. But if you're going to do it the hard way, you need to get more hp and take knockbacks only from the wavers on the way to the X-ray room, and trying to do the same on the way back (which will be harder). You know, I would rather consider taking the Ice beam in any case, since you wouldn't want to spend hours luck-manipulating metroids to give you only powerbomb refills.
Ok, what exactly was the message of this post, other than to contradict yourself (you say you won't worry about rerecording VBA, yet you have two GB TASes as your potential projects)?