Posts for purplehelmet

Joined: 12/15/2014
Posts: 2
actually, they are the half height tiles there just with slopes underneath based on looking in smile. The point at the center of the tiles where the slopes meet on these particular tiles should behave just like a half height tile at that one point. might even be pixel perfect which would make this trick practically impossible but hey this is tas conditions we are talking about right? That's a pretty awesome map BTW
Joined: 12/15/2014
Posts: 2
Hello TASers! I've been a lurker here for many years, but I'm finally working on something to contribute (sort of). I am a SMILE user (for anyone who is familiar with SM hacking) and am working on a half-hack project - not one of those terribly difficult ones; it is meant to be fun for players of most skill levels. As a huge fan of TAS movies, I am also going to be including many elements that will apply to TAS runs only. I realize that its sort of a pipe-dream to have a SM hack TAS'd but hey, one can hope right? To the point, I am engineering several things to be accessed early through TAS methods only. What I need to know is in regards to the wave beam room and the jumping through ceilings glitch. The resource page says that horizontal platforms thinner than a full block can be passed through simply by jumping straight up through them if the vertical speed is sufficient. Is it possible to enter the wave beam room from the bottom door, run under the spikes and jump up the platforms on the very far right of the room with enough vertical speed to pass through the ceiling? If that works, that would put samus directly in front of the door to the wave beam. I realize that would be redundant in a normal speedrun, but it would be very useful for a certain route through my project. Thanks in advance for anyone who can help!