Posts for moozooh


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Dromiceius wrote:
I don't think a current-generation emulator would be out of the question... for TAS purposes, I mean. If it's possible to write an emulator for the hardware, what sort of performance would we really need when running it?
It takes an average 64-bit CPU to run GameCube games on Dolphin x64. I suppose it wouldn't take too much to emulate either of the Xboxes because of the PC friendly (AFAIK) code of their games, so that the main difficulty would be to actually run the games on outdated computers.
Warp wrote:
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jaysmad wrote:
some missed shots got me wondering, is there a reason?
Do you mean those that are done to speed up the turnaround speed?
Warp wrote:
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Alter wrote:
http://dehacked.2y.net/microstorage.php/info/4242/Metroid%20ii%20wip.vbm
MUCH better! Now, comments. First of all, there's no need to glitch-jump if height of the jump is out of question (that applies to all the cases when the platform you're jumping from is equal or higher than the platform you're landing on), because you're sacrificing one frame of moving forward and stay airborne for 2-3 frames longer. Basically, you were losing 1-2 frames in each of such cases, but most likely less than 2 seconds overall. Also, 44640 — missed a springball jump. The rest is excellent, metroid fights are straight impressive now.
Warp wrote:
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I don't know, try it.
Warp wrote:
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Yeah, great and slow. ;)
Warp wrote:
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Alter wrote:
Metroids in general are still a major pita for all the dodging, I doubt this can be really optimized :/
Well, you just should keep in mind that making them turn around is highly beneficial, unless it takes more time to make it turn around than what it can possibly save. Other potentially useful addresses: 01:CE5A — X position (2u); 01:C026 — Y position (2u); 01:C072 — internal frame counter (2u). The problem with them is that I can't seem to figure out how to make them display in the memory viewer pane (I could only manage to monitor them from the cheat search window, which isn't convenient at all), unlike 00:xxxx addresses.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Another thing worth mentioning: metroid HP meter. It's located at address 00:C60C. I'm actually surprised by how useful it is. For instance, omega metroids have 40 HP. If you hit one from the front, the missile will do damage of 1 HP. But if you hit it from behind, it'll suffer 3 HP damage. %) That will get it harder to optimize but allow to save seconds on each metroid. Metroid queen's HP meter is located at 00:C3D3 and its initial value is 150.
Warp wrote:
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Ok, another small note: at around frame 79xxx in your run, you're being slowed down by bomb explosions. You can avoid that by spidering one of the walls on the next frame after being hit by the explosion (if everything is right, any destructible block adjacent to the explosion should disappear on the same frame you should turn spider ball on), then immediately turn it off for faster landing. Here's a demo which improves this segment of your run by about 130 frames.
Warp wrote:
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Some testing revealed that the speed while running with Varia suit equipped is equal to rolling in ball form (everything else doesn't matter). That means every time you roll instead of running after having acquired Varia suit, you're likely to lose frames… many of them. (At least until you get to Spring Ball.) Sorry to present it so late, Alter, now you'll most likely have to redo everything after the acquision of Varia. :\ EDIT: On the other hand, there might be better news. I'm watching your submission at the moment, and it's much faster (duh) than carlmmii's single-segment run at SDA, despite having greater total time. I think the main reason for this disrepancy is that your routes differ enough to put you behind on time. This is something definitely worth considering, because if his route allows enough leeway for an SS run to still be faster than a TAS, then even if you do it with full precision, the run will be improvable by minutes. I suggest that you watch carlmmi's run and compare the routes; I'm pretty sure his route can also be improved (especially in regard to refilling). With all the speed tricks involved, sub-hour should really be trivial. I'd aim for something like 55-57 minutes, depending on the route choice.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Post subject: Re: #1467: BioSpark's GBA Metroid Fusion in 1:36:57.52
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P.JBoy wrote:
What happens in this screen?
I assume something like this.
Warp wrote:
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AngerFist wrote:
I think Bolt is working on this, and DragonFangs is working on a 0% run or Im as always confused of who is doing what but can you blame me? There are 99 people working on any%, 0%, 100% runs of various Metroid games.
I have a list of runs I'm waiting for, together with WIPs and links to respective forum threads. Very handy, if you ask me. ;)
Warp wrote:
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What mmbossman said.
Warp wrote:
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Boco wrote:
How many do you need to do the acid dive
Two with Varia, and most likely up to four+ without it. As for the items, Bombs, Varia and Space Jump are a must, other items directly affecting speed include High Jump, Spring Ball and Spider Ball.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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evilchen wrote:
what high jump gltich do you mean? and how to perform it?
Watch my demo, specifically the first two jumps. You will notice that the first one is the conventional jump that takes Samus 9 frames of holding A button to jump up the standard block height. The second jump, however, takes only 4 frames because of the jump glitch. This little trick allows to gain about half a tile of height at the slight expense of horizontal distance. I've explained how it works in one of my previous messages. Basically, you run for 2 frames and jump standing.
evilchen wrote:
and sometimes it looks like you fall with accelerated speed is this a glitch or a phantom?
Yes, this is the cornercut glitch explained at m2k2.
Warp wrote:
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Ok, that's already good enough, keep it up! On the subject of frames lost, you seem to have lost 2 on the first jump, regained one of them a bit later on the jumps, then lost one again on the first re-morph sequence (frame ~800), then regained it on the following roll-down cascade, then lost it once again on the first scroll-down pit (at frame ~1400). If you maintain this level of optimization throughout the run, it would be just awesome.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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LodeRunner wrote:
the decency and open-mindedness to enjoy the website and Bisqwit's runs even though he is a christian.
What? "Even though"? Is it normally not supposed to be like that or something?
Warp wrote:
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That looks much better, although you might still want to experiment more with frame precision and more careful jump testing. Here's a very short test demo I made two hours ago, it ends landing on the turf 5 frames faster than Ferret Warlord's WIP, 47 frames faster than Cardboard's WIP and 73 frames faster than Alter's WIP. Boo on you guys! I suggest that you examine it and clean up your mistakes (or better yet, find any in my demo). ;) Note to Cardboard: to perform the high jump glitch, run for 2 or more frames, then jump without holding any direction for one frame. Similarly, when jumping after rolling in ball form, unmorph by holding up (NOT up+other direction, otherwise you'll lose a frame), hold either direction for 2 frames and jump. So good luck guys, it's about time we nail this game. \o/
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Maza wrote:
Isn't it sequel to Super Metroid? Since Metroid Fusion being fourth Metroid in the saga.
Though you are, in fact, absolutely right, the continuity of Metroid games is somewhat shifted on this site: Super Metroid is a sequel to NES Metroid, so Fusion should be a sequel to Metroid II. :P
Warp wrote:
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Harm133 wrote:
you're roms?
We're roms? :-0
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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I vote for sit and watch; then, after the situation resolves in either way, probably invite him over and discuss things. I'm 99% certain that he knows about this site.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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hero of the day wrote:
On an unrelated matter, has anyone seen this semi-tool assisted run? found here. I call this semi tool assisted mainly because it is very sloppy for our standards, but is way better than a human could normally do.
Wow, this guy sure is a copycat. :D He doesn't seem to know most of the indepth stuff written at our trick page here, hence all the missing optimizations. That is, he does something because it works, but doesn't understand why or how does it work, which is the reason for inconsistency. Some up-to-date tricks require precise timing and knowledge on how to use them, thus, we won't see them in the run. However, judging from the noticeable quality increase from earlier to later segments, he might have checked the TASes more carefully (or at least tried to experiment with optimization). For instance, looking at his Lower Norfair segment, I can say for sure that he has watched Saturn's 3rd RBO teaser. ;)
Warp wrote:
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VBA + gocha's memory watcher. Next comes Snes9x + gocha's memory watcher. %)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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BioSpark wrote:
Dunno what you mean by ugly, but it was necessary to save a frame (by cutting the corner).
Ugly as in out of place. I really hate such moments, they make me thinking "damn, it's so close to being RIGHT, no way it's impossible". Another example is the first SA-X encounter, where you jump against her.
Warp wrote:
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Wow, much faster indeed. Yessing this!
Warp wrote:
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BoltR wrote:
I believe it increments the in game frame counter every frame, not every frane the RAM/gfx have been updated...
Certainly not the case for Metroid Fusion, though (and also any other game I know that has internal timer). As if you couldn't check that yourself. ;)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.