Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
round 2 for 100% techs. This time I am showing off one of the biggest timesavers left untapped. damn nice gain right here another potential gain right here There are even more techs I am developing at the moment, as well as ones that I haven't posted yet. Still don't believe a 36 is possible? ;) Now if Kejardon answers the question I posted earlier, we might have another great timesaver on our hands.
They're off to find the hero of the day...
Joined: 6/9/2006
Posts: 614
Location: Mettmann
what does fiddling mean? and WOW hero you are begining to scare me :'(!!!!!!!! :D awesome tricks for that small part!
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
See fiddle at dict.leo.org (or dictionary.com if you're don't speak german). Just try changing some settings that might be related. hero of the day: What version of SNES9x are you using? I get strange garbage on the screen when loading the second video (rerecording v10).
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
that is the result of me using the time/space beam. I did that to reset all the bosses in order to test out new strategies and stuff. It doesn't affect the gameplay in any way other than the garbled mess on the status bar.
They're off to find the hero of the day...
Joined: 8/9/2004
Posts: 123
There's no way to open that door with a normal beam from that screen, no. A door on the *far* left can be opened from the *far* right pretty much all the time, a door aligned on the right of a screen can be opened from the *far* left in only very specific conditions, and I don't think there's any way to open doors on the top or bottom of the room with a looped beam. In your case, even if it was a door on the right you wanted to open, you're not at the far left of the room anyways - there's that secret powerbomb pack that's farther left of that screen.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
hero of the day wrote:
damn nice gain right here
lol, I was just in that room when you posted so I'm going to test how much it saves later today.
Agare Bagare Kopparslagare
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
thanks for the answer kejardon. I had a feeling that it wouldn't work anyway. It's too bad, it would have allowed for a nice smooth transition from the mophball tunnel into the next room. Cpadolf, would you mind telling how many frames you saved by using that technique I just posted. I haven't made any optimized tests of it so I am unsure just how much can be gained.
They're off to find the hero of the day...
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Maybe towmorrow, I noticed an anoying thing while trying this, with highjump you can't jump and morph directly to lay the bomb you hit the roof before youre completely morphed so you actually have to do a walljump on the right wall first then morph and lay the bomb... then the bomb explosion interferes with running to jump up to the next platform. Anyway I think that when LN is finished most of what's left of the run will be a cakewalk. EDIT: Anyway it should not be able to save more then a second now should it? It only removes the waiting part for the PB which is not very much.
Agare Bagare Kopparslagare
Joined: 1/11/2007
Posts: 279
Location: Finland, Lieksa
Well in my opinion let's say it saves a second exactly, that's a lot. 60 frames saved is pretty good in my opinion.
<Deign> .dice 1d1999191023443691 <BisqBot> Deign rolls a blackhole and destroys the planet.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
It should save minimally 40 frames of waiting for the PB to go off, and any additional time it takes for the explosion to reach the PB blocks. A 100% run has the luxury of using the spring ball to lay the bomb. edit: I am not sure what you mean by there not being enough room to morphjump. It works just fine with the highjump equiped. Frame1-A Frame2-A+Down Frame3-A+Down Frame4-A Frame5-A+Down Frame12-X to lay powerbomb at the top
They're off to find the hero of the day...
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Here is another good potential timesaver for the 100% run. I have no idea how it works though :P It seems like entering the room on different frames may play a part in how the sand crab goes below the surface. In JXQ's run, the crab is clearly in the way and this causes him to jump over and mockball. Now here is a way to avoid the crab altogether. here we go
They're off to find the hero of the day...
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Hero, you should do the 100% with the plethora of tricks you've been finding, which all add up to the amount of improvement that's already to be had. You just showed like 6 different strategies in the last 2 pages, and I bet your knack of constantly finding new and good stuff would suit the run.
Homepage ☣ Retired
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I agree with commyfloppers, anything to remove my "ugly nick" ;)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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Joined: 8/4/2005
Posts: 5770
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My view on it: <herooftheday> tempting <moozooh> lol <moozooh> it might be a good idea to wait with 100% for the time being. <herooftheday> though if I made the run, I would eliminate the two pause screen visits and that would cost some serious in-game time <moozooh> 1) it's not in as bad need of improvement as the other two runs are; <moozooh> 2) it's a longer and more difficult project so more tricks need to be accumulated; <herooftheday> yep <moozooh> 3) a desyncless snes9x 1.5x might appear during the next several months; <moozooh> 4) great effort must be put into style so that it won't appear more dull than the current run.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
I have considered it comicalflop, though I have doubts that it would be anytime soon. I agree with all the reasons that moozooh presented, especially the one about style. JXQ did such an excellent job stylistically, it would be hard to top. JXQ's run is also incredibly well optimized, and the only improvements will come from new techniques, not optimizations. Though there is now a plethora of new techniques, I am not sure if it is enough to warrant a new run just yet.
They're off to find the hero of the day...
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well I hit the roof all the time, solved that though. By my tests I would say the trick saves upwards to 90 frames, probably some less though since my test without it probably wasn't optimized enough, it saves at least 1 second and more probably ~80 frames, very good timesaver. I agree that hero is the right man to do the 100% when the time comes but he should definetly improove his any% first. But then do you mean that you would never change to wavebeam to fight draygon and botwoon? And would a 00:36 still be impossible then?
Agare Bagare Kopparslagare
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
At first I calculated that the wave beam combo only saved 60 frames in the botwoon battle. I would be willing to sacrifice 60 in-game frames in order to remove a pause screen visit. The draygon battle presents another challenge. I would have to hit him with 3 supers and a shinespark during the first round, I have a feeling that it could be done in the same amount of time. The last thing to consider is the shinespark crash animation trick. JXQ never used this trick in his run, and I think it might save a solid second on the landing site shinespark. If it turns out to save enough real time, it would be worth pausing to disable the spazer beam. A final alternative is to collect the spazer beam last. This would automatically deequip the plasma beam. Luckily, I would just re-enable the plasma beam when I go to the pause menu in tourian. The second pause screen visit can be avoided also, but that one really costs alot of in-game time and only saves ~50 frames of real time. Cutting out the pause screens would make a 36 insanely difficult unless a bunch more tricks are found.
They're off to find the hero of the day...
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
The run will be posted tomorrow if everything goes as planed, I have only 2 rooms left. The endtime will be 24:05 +- 1 second.
Agare Bagare Kopparslagare
Joined: 12/7/2005
Posts: 149
Location: Sweden
But I want it now damnit.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Because I want to be open new tricks that I have found and I won't finish my new run any time soon, here is my old run that I was working on for Snes9x 1.51. Though watching this will spoil most of the surprises, I feel like it would be hypocritical of me not to share. Note that there are many improvements that have been found since starting this. I made a list on Cpadolf's submission, and many of those improvements can be added to this run too. When I started, I did not fully understand the CWJ either, but have since mastered it. This wip can be improved by about 2 seconds. It desyncs at the kraid energy tank (thank you so much 1.51!!). You can see how much more input I lost after that desync, not cool. here
They're off to find the hero of the day...
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Nice, often noticeably faster then mine, seeing this deffinetly raiese my extecpations twoards your new run.
Agare Bagare Kopparslagare
Joined: 1/11/2007
Posts: 279
Location: Finland, Lieksa
I watched it too, very nice hero. Although with me it desynced already in the outer area after the WS top room. I thought of a timesaver at the WS lake, but couldn't get it to work although Samus is in the right position. What's wrong? http://dehacked.2y.net/microstorage.php/info/1122539378/WS_CWJ.smv
<Deign> .dice 1d1999191023443691 <BisqBot> Deign rolls a blackhole and destroys the planet.
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
He knows about that, he mentioned it in his big list of improvements in my submition thread. I think you are a little to far away from the platform and also IIRC you have to release forward for on frame (at any point in the jump is ok I think) then push forward again.
Agare Bagare Kopparslagare
Joined: 6/9/2006
Posts: 614
Location: Mettmann
Joined: 1/11/2007
Posts: 279
Location: Finland, Lieksa
Haha, that's what I was thinking. :) I think those jumps could save a nice amount of frames. Thanks evilchen.
<Deign> .dice 1d1999191023443691 <BisqBot> Deign rolls a blackhole and destroys the planet.