1 2
14 15 16
Fortranm
He/Him
Editor, Experienced player (877)
Joined: 10/19/2013
Posts: 1121
Is it possible to get into level 4 lock room early?
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
Fortranm wrote:
Is it possible to get into level 4 lock room early?
It is, but it's useless.
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
Link to video Useless in real-time like all the other chrono tricks, but it gets points for style (input)
Just a Mew! 〜 It/She ΘΔ 〜
Joined: 2/25/2006
Posts: 407
I have a question and I do not see it on the Game Resources page for this game: At 37:50 of this video https://youtu.be/9kUZJbLf_w0?t=37m50s he is about to collect a missile tank, as he is about to break the barrier blocking passage to the power up he is in Shine Spark mode yet performs a perfectly normal vertical jump (no spin jump) to the required height and can easily Speed Boost in to the wall at the correct height. How is this accomplished? Normally a regular jump from Shine Spark will cause you to soar vertically!
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
franpa wrote:
How is this accomplished?
It's because Samus does a straight jump if there's a ceiling above her. In this case, the ceiling is barely over Samus, so she gets pushed to the side when she jumps.
Joined: 2/25/2006
Posts: 407
BioSpark wrote:
franpa wrote:
How is this accomplished?
It's because Samus does a straight jump if there's a ceiling above her. In this case, the ceiling is barely over Samus, so she gets pushed to the side when she jumps.
Hmm, I figured it was something like this.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Joined: 2/25/2006
Posts: 407
What about the ability to shoot a missile through the wall after 19:28 in this video? https://www.youtube.com/watch?v=7pLW0x8crpM&feature=youtu.be&t=19m28s
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Joined: 10/8/2013
Posts: 126
Well, that's not actually a wall: he shot the missile inside a morph ball tunnel :P Bio does have a relevant video about shooting through things, tho. Link to video
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
So, Fusion almost had a sequence break. If you have an event value that is higher than the event for the Omega Metroid dying, you can enter the destroyed docking bay. From here, you can trigger the Omega Metroid to spawn, but it'll just keep swiping you and you'll become softlocked. However, if you exit the room (before triggering the fight) and reenter it, you'll hear the Omega Metroid dying (even though it's not there) and the ship will arrive, allowing you to beat the game. With the out of bounds memory corruption (as seen in my latest videos), you can set some values to 0, but there are also a few you can set to 0x80. The event for Omega dying is 0x6C. So theoretically, if you can corrupt your saved event value to 0x80, you can beat the game early. The corruption works on 2-byte values, so the value we'd want to corrupt is a combination of the event value and the number of abilities obtained (ranges from 0 to 16 or so). More specifically, the value would look like 0xYYZZ, where YY is the event value and ZZ is the number of abilities. Unfortunately, only a small fraction of the possible 2-byte numbers get changed to values greater than 0x8000. In this case, none of the possible event/ability combinations worked. You can see the list of values and how they change here: http://pastebin.com/YK8jXFb9 Pretty lame that it just came down to luck. Fusion just doesn't want to be broken.
Skilled player (1339)
Joined: 6/27/2014
Posts: 87
Location: Finland
I'd be interested of making any% tas of this game, but I have a few questions. 1: USA version (slower text but has ledgegrab clip glitch) or JPN version (has faster text but no ledgegrab clip glitch) 2: real or igt? 3: emulator? 4: useful ram addresses / lua scripts? 5: estimated number of optimal energy tanks / missile ammunition for any%?
Skilled player (1339)
Joined: 6/27/2014
Posts: 87
Location: Finland
bump
Joined: 7/6/2012
Posts: 84
[quote="Sniq"]I'd be interested of making any% tas of this game, but I have a few questions. 1 USA version (slower text but has ledgegrab clip glitch) or JPN version (has faster text but no ledgegrab clip glitch) 2 real or igt? 3 emulator? 4 useful ram addresses / lua scripts? 5 estimated number of optimal energy tanks / missile ammunition for any%?[/quote] 1. US Version, ledgegrab clip makes it more interesting 2. If you're using US version, you should just go by IGT IMO. The JP version would be significantly faster for RTA and text changes wouldn't make the run any more/less interesting from a viewer standpoint. So I'm basically saying either US+IGT, or JP+RTA 3. I believe dragonfangs used bizhawk for his zero mission TAS 4. no idea, poke biosp4rk/dragonfangs. I know dragonfangs has a script to display stuff for bizhawk? 5. Having energy allows you to use damage-boosting strats to speed some fights up significantly (in particular, BOX), but an etank costs around 2 seconds. The sector 6 etank barely costs time, but that's after BOX...
Active player (377)
Joined: 6/5/2006
Posts: 188
Location: Malmö, Sweden
Honestly, I would not recommend doing any% for this game at all, it will only be marginally different from 0%, a few extra missile tanks speeding up like 3 boss fights. Unassisted runs already pick up less than 10 items and a TAS should be able to settle for even less. And 0% is conceptually way more interesting. All published runs on the site are done in English right now, and switching version exclusively for language reasons was frowned upon last I checked, but I also haven't really been active for a long time so what do I know lol. Real or IGT is a bit tough, but going for IGT would optimally involve pausing mid gameplay for luck manipulation and that just looks bad to me. All previous runs were made on VBA but you should probably use Bizhawk by now. If you're still intent on any%, then probably grab enough missiles to get the glitch kill on Yakuza which is around 25. And MAYBE one e-tank, damage boosting isn't really that useful but enemies do a lot of damage late in the game, so even a few of them would deplete energy really quickly.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
I would suggest going for an improvement of the 0% category. Using JP is fine, but keep in mind that an improvement will not count if it was only achieved due to text. You will need at least one frame of better gameplay.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Memory
She/Her
Site Admin, Skilled player (1551)
Joined: 3/20/2014
Posts: 1765
Location: Dumpster
andypanther wrote:
I would suggest going for an improvement of the 0% category. Using JP is fine, but keep in mind that an improvement will not count if it was only achieved due to text. You will need at least one frame of better gameplay.
JP is exclusively slower outside of text. There are some newer glitches that are English only.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
I'm working on an improvement that's up to Zazabi. It'll probably be a long time before I finish it, though.
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
Fusion finally has a sequence break! https://www.youtube.com/watch?v=lnpelN7X11Q
Editor, Skilled player (1438)
Joined: 3/31/2010
Posts: 2107
BioSpark wrote:
Fusion finally has a sequence break! https://www.youtube.com/watch?v=lnpelN7X11Q
Holy crap. I never thought I would see this day in my life.
endrift
Any
Emulator Coder
Joined: 12/14/2014
Posts: 161
Great work!
Rolanmen1
He/Him
Experienced player (763)
Joined: 2/20/2009
Posts: 569
Location: Dominican Republic
AWESOME
Post subject: New 100% TAS made by Reseren
DruidVorse
He/Him
Joined: 2/1/2016
Posts: 18
Location: Argentina
I found this video and figured that I should post it here: Link to video From the description: "This is a tool-assisted speedrun. Emulator used is Bizhawk v2.3.0 with an mGBA core for console-accuracy. This TAS showcases new strategies aimed at saving real time as opposed to in-game time, including an up-to-date cleanup route. For this purpose, the Japanese version is used instead of English to save 2.5 minutes of text mashing. Credit goes to Biospark for a lot of the room and boss strats."
Post subject: Re: New 100% TAS made by Reseren
Editor, Skilled player (1438)
Joined: 3/31/2010
Posts: 2107
DruidVorse wrote:
I found this video and figured that I should post it here: https://youtu.be/jNLQzsL1ysQ From the description: "This is a tool-assisted speedrun. Emulator used is Bizhawk v2.3.0 with an mGBA core for console-accuracy. This TAS showcases new strategies aimed at saving real time as opposed to in-game time, including an up-to-date cleanup route. For this purpose, the Japanese version is used instead of English to save 2.5 minutes of text mashing. Credit goes to Biospark for a lot of the room and boss strats."
Wow, that was really cool. Thanks for sharing this. I just wonder why the author didn't use the zip glitches.
Post subject: Re: New 100% TAS made by Reseren
Memory
She/Her
Site Admin, Skilled player (1551)
Joined: 3/20/2014
Posts: 1765
Location: Dumpster
scrimpeh wrote:
Wow, that was really cool. Thanks for sharing this. I just wonder why the author didn't use the zip glitches.
They're fixed in the JP version. English version has faster gameplay, JP has faster text.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Post subject: Re: New 100% TAS made by Reseren
Editor, Skilled player (1438)
Joined: 3/31/2010
Posts: 2107
Memory wrote:
scrimpeh wrote:
Wow, that was really cool. Thanks for sharing this. I just wonder why the author didn't use the zip glitches.
They're fixed in the JP version. English version has faster gameplay, JP has faster text.
Ah, ty. I didn't know that.
Fortranm
He/Him
Editor, Experienced player (877)
Joined: 10/19/2013
Posts: 1121
If a run uses a non NA release for faster texts, it should have used the CN release for the actual fastest texts. Using a version that is slower for game play yet still doesn't have the fastest texts seems rather arbitrary.
1 2
14 15 16