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Player (88)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
moozooh wrote:
This one is really ugly, y'know. ;) However, seeing both glitched and unglitched runs is the option I'd choose.
Particularly if the glitched run was a lot shorter than the unglitched.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Well, it certainly would, because in that case there wouldn't've been any walls that could hold you back, so given the specific engine constraints, it would look more like passing the checkpoints (= metroid locations) in the shortest arbitrary order, disregarding everything that lies between. I'd say it could be done in well under 25 minutes.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 8/5/2006
Posts: 17
Location: Ireland atm
ok i just compared my run to ferret's and it seems i've lost about 15 frames to him while falling down the first 'pit' o_O i don't know why, he used the up+down 'glitch', either that made him fall faster or maybe because i jumped before falling (in all the other metroids you're a little faster then)... also he used the select-glitch at the bottom which gave him another 5 or 6 frames. so anyway that's not that much and i haven't set up my game for up+down so i'll just continue without that. as i said: after i beat the first metroid, i'll post a wip. @ bag of magic food: i see that different - as i mentioned in my above post :P
Love thy neighbour as thyself... ...and turn up the volume!
Joined: 8/5/2006
Posts: 17
Location: Ireland atm
finally: here it is i'm 107 frames behind ferret... i somehow couldn't manage to get past the last enemy before the first metroid without getting hurt o_O also i think my metroid fight wasn't 100% effective but i probably will just leave it there anyway. have fun
Love thy neighbour as thyself... ...and turn up the volume!
Joined: 6/9/2006
Posts: 614
Location: Mettmann
you deliver a very good quality - nice 107 frames.. still a nice wip hope you'll finish it
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Zar[ShAngO] wrote:
or maybe because i jumped before falling (in all the other metroids you're a little faster then)...
If you don't know for sure whether that jump slowed you down, there's no excuse for not finding out and fixing it if it did. Also, if left+right or up+down save small amounts of time without breaking the game, it's not enough of a difference to warrant a separate published category, in which case I think they should be used.
Zar[ShAngO] wrote:
I have an attitude against "cheaters"
Now why does that sound familiar...?
Joined: 8/5/2006
Posts: 17
Location: Ireland atm
yeah, you're right about your first point but i still don't think i will ever finish this anyway, so...
Love thy neighbour as thyself... ...and turn up the volume!
Joined: 6/9/2006
Posts: 614
Location: Mettmann
hope you get this done .. :( i want to get a metroid2 run done but :((( 3 days trying to beat the or even get close to your frames ... and still iam stuck ps: for anyone intereseted http://dehacked.2y.net/microstorage.php/info/1935/badwip.vbm (its my first attempt on a pure frame-advance run)
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
So that's it? :/
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
What kind of necro post is that? It served no purpose.
Working on: Command and Conquer PSX Nod Campaign
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Just want to know if somebody's still working on it...
Banned User
Joined: 1/2/2007
Posts: 92
Zar[ShAngO] wrote:
finally: here it is i'm 107 frames behind ferret... i somehow couldn't manage to get past the last enemy before the first metroid without getting hurt o_O also i think my metroid fight wasn't 100% effective but i probably will just leave it there anyway. have fun
Your movie stops after the 1st Metroid .I can't get it to continue on.
Skilled player (1605)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
I'm up for an any%-run, probably without abuse of the select-glitch.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Former player
Joined: 1/29/2007
Posts: 116
Cardboard wrote:
I'm up for an any%-run, probably without abuse of the select-glitch.
I will redo the 100%. So, shall we exchange techniques?
Skilled player (1605)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Sure, I figured some stuff out already, like when falling as a ball, one can stand up around 2 - 3 frames before landing and hitting down on the next frame to basically land as a ball without any bouncing (Booo where's the fun in that <- Stupid joke). Say that you land on frame 68. Then, press up on frame 66, and down on frame 67, and I think it should work. I noticed that when this game lagged, what lagged was the enemies, so their movement stopped as Samus moved at the correct speed, or something like that. I made a WIP up until the first Metroid, it contains no testing at all, so basically I re-recorded each jump until I made it, haha. I'll try to nail the first Metroid before uploading a WIP, but that's the things I know for sure right now. Edit: http://dehacked.2y.net/microstorage.php/info/4210/WeeCopy.vbm Behold a very improvable intro.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Former player
Joined: 1/29/2007
Posts: 116
I played a little further for advanced testing. What I got down so far: - frame precise jumping, except when it`s not possible when the jump is too high. - cutting edges to fall faster, that saves a lot of time. - okish Metroid battle Check it out here: http://dehacked.2y.net/microstorage.php/info/4211/alter%20mII%20100%20wip.vbm For keeping me from bouncing I press up 3 frames before I land, making Samus kneel on landing. I guess your tech is 1 frame faster?
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
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.
Skilled player (1605)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
moozooh wrote:
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
Cardboard wrote:
I made a WIP up until the first Metroid, it contains no testing at all, so basically I re-recorded each jump until I made it, haha.
Also this is my V1 man, and you know how my V-system works :D
moozooh wrote:
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.
Yeah, I got that to work a few times, I suppose, or, I should say that I used both styles a few times. The jump-from-a-ball made Samus Super Jump earlier as far as I noticed, rather than if you jumped. Also, I figured that the "standing" jump was more precise than the fake spin. You know what, I think I'm gonna use memory watch this time ;P
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Former player
Joined: 1/29/2007
Posts: 116
moozooh wrote:
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). ;) ...
I`m now 2 frames slower than you, no idea where I lost those though. http://dehacked.2y.net/microstorage.php/info/4224/001%20-%20To%20the%20first%20turf.vbm
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
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.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
some questions regarding the wips/posts now: what high jump gltich do you mean? and how to perform it? and sometimes it looks like you fall with accelerated speed is this a glitch or a phantom? ps: and sure its time to nail this game :)
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Joined: 8/4/2005
Posts: 5777
Location: Away
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:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 2/12/2007
Posts: 105
Is anyone doing the any% speed run in Metroid 2? It can be submitted along the 100% run. Can you look in the Speed Demos Archive for the Metroid 2 in Gameboy to try to aim for fastest time.
Skilled player (1099)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
You can indeed look in the Speed Demos Archive for the Metroid 2 Gameboy fastest time. http://speeddemosarchive.com/Metroid2.html
Former player
Joined: 1/29/2007
Posts: 116
evilchen wrote:
some questions regarding the wips/posts now: what high jump gltich do you mean? and how to perform it? and sometimes it looks like you fall with accelerated speed is this a glitch or a phantom? ps: and sure its time to nail this game :)
Here`s a part of my run that illustrates the speed of the glitched jumps and falls pretty well I guess: http://dehacked.2y.net/microstorage.php/info/4227/Metroid2%20100%20WIP%20jumping.vbm
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