Tub
Joined: 6/25/2005
Posts: 1377
..just when you thought we finally knew all tricks and techs ;) great find!
m00
Joined: 6/9/2006
Posts: 614
Location: Mettmann
Tub wrote:
..just when you thought we finally knew all tricks and techs ;) great find!
do never think that please !
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Ah, I knew exactly what you had done as soon as I read you made the X-ray spark possible, so damn cool man :)
Oddity wrote:
Don't think I've ever seen a broken shinespark charge-up like that; No other applications for it?
No other known applications for a shinespark in particular (as far as I know), though the trick itself has been used before. In my 100% run for example, it was used at ~1:50 in this video, but to get speed echoes instead of actually charging a shinespark. The trick is that you can preserve your speed (and booster level) if you are morphed, and instantly unmorph after taking damage after bouncing from a high enough fall, and I think the damage must be taken from certain enemies/surfaces. So it's very weird and very restricted (and wicked cool). IIRC it was discovered more or less accidentally by Namespoofer when he was still quite new to the scene.
Agare Bagare Kopparslagare
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
hero of the day wrote:
I figured this thread needed some rejuvenation. Here are 3 new highly advanced techs I developed for a future 100% run. […] http://dehacked.2y.net/microstorage.php/info/261730260/xrayspark.smv Tech 2 - Red Brinstar Super Short Charge Finally Executed Once thought impossible... we can now spark all the way to the Xray room!
=D You never fail to deliver! These techs will cut a good chunk off the published TAS, awesome. Next step: finding a tech for reducing door transition.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
moozooh wrote:
Next step: finding a tech for reducing door transition.
Done. In some extremely rare, seemingly random cases you can reduce door transition lag by one frame if you shoot just before the transition!!!
Agare Bagare Kopparslagare
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Haha, I didn't realize there was a possibility of serious response to that. Got me there!
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
Cpadolf summed up the speed preservation trick pretty well in this post. I am still looking into further applications for it. Here is another tech I just created. Thanks goes to Cpadolf for his samus on crack demo, showing that grapple + speed booster + damage boost can lead to some pretty nifty stuff. here ye be It saves 85 frames compared to the spark that is done in the current run. This demo doesn't show it, but there is a problem with using this in the actual run. The last 2 enemies in the room must be killed before the door will even open. This may require some tinkering before it can be of use in the 100% run.
They're off to find the hero of the day...
Player (209)
Joined: 2/18/2005
Posts: 1451
Nice techs, but...
hero of the day wrote:
http://dehacked.2y.net/microstorage.php/info/603799561/gravitystatue.smv Tech 1 - Super Quick Gravity Statue This tech uses the speed preservation trick in combination with the forward damage boost tech. This is a damn fine looking tech.
...this will unfortunately not be of use in a 100% run, because the position of the robots on the way to the Reserve Tank will be much worse if not using the traditional shinespark here, resulting in a bigger delay to clear the passage either way. There are still good news though. You can save ~13 frames by using my GravityKagoTech, which offers a optimal combination of the early PB placement, as well as closer position to the morphball hole once you fall off the statue's hand.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
heh, nice kago trick dude. Are you sure the robots will be in the same position every time the room is entered?
They're off to find the hero of the day...
Player (209)
Joined: 2/18/2005
Posts: 1451
Pretty sure, yes.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
IIRC they can be manipulated by entering the room on different frames.
Agare Bagare Kopparslagare
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Here is my latest creation..... "The Hero Charge Bluesuit on a Dime" http://dehacked.2y.net/microstorage.php/info/437710861/hero_.smv This trick also lends itself to some of the craziest game physics ever, breaking the game in many ways. Hint: Try jump or reversing direction while in this state. I am currently looking for nice legal uses for it though... I am sure I'll be posting quite a few.
They're off to find the hero of the day...
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Holy fucking crap dude
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Seriously. o_0
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
If it works, you could perhaps use it at that gate you guys have tried to pass for so many years.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
It would work, but only if there was a viable damage source near by. It requires a '60 frame recovery time ' type damage, which unfortunately is not available in the red brinstar shaft :/
They're off to find the hero of the day...
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Those smv links are useless without streaming media links as well!
hi nitrodon streamline: cyn-chine
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
Zurreco wrote:
Those smv links are useless without streaming media links as well!
lollollol
i imgur com/QiCaaH8 png
Joined: 4/13/2009
Posts: 431
Zurreco wrote:
Those smv links are useless without streaming media links as well!
So true...
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Zurreco wrote:
Those smv links are useless without streaming media links as well!
Not streaming, but downloadable Needs ZMBV (included with DOSBox) and FLAC codecs. CCCP is also recommended.
Joined: 4/13/2009
Posts: 431
No, what it needs is ffdshow ;) Downloadable works too! Thanks for the encode. Look interesting!
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
They worked fine with VLC standalone. Thanks for the encode. The speed preservation tricks are really rad. I'm glad that people are still trying to pick apart the SM engine after such a long period.
hi nitrodon streamline: cyn-chine
Joined: 5/12/2009
Posts: 748
Location: Brazil
Just a curiosity about the arm pumpping technique: How much time does it save in a run? Any% for example.
Tub
Joined: 6/25/2005
Posts: 1377
hero of the day wrote:
I am currently looking for nice legal uses for it though... I am sure I'll be posting quite a few.
any updates on that? I still haven't figured out what happened in that smv (and how it should be useful when the game crashes afterwards), so I'm curious about actual uses.
Eye Of The Beholder wrote:
Just a curiosity about the arm pumpping technique: How much time does it save in a run? Any% for example.
That's a difficult one, but I'll try ballpark figures. Arm pumping increases your position by 1px/frame whenever used. The ingame-time of the any% is 23.5 minutes. Subtract the time where Samus is rolling, jumping, damage boosting, shinesparking, fighting or waiting for something, and you'll end up with maybe 10 minutes of running (probably less). Just to have some numbers, I'll estimate the average running speed to be 8px/frame, with arm pumping 9px/frame. Then we'd save 75 seconds just by running faster. Add savings from shortcuts that are impossible without arm pumping. The torizo skip saves another ~20 seconds. The TASers probably have better estimates, but I'm confident it's somewhere between 1 and 2 minutes ;)
m00
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Tub wrote:
hero of the day wrote:
I am currently looking for nice legal uses for it though... I am sure I'll be posting quite a few.
any updates on that? I still haven't figured out what happened in that smv (and how it should be useful when the game crashes afterwards), so I'm curious about actual uses
Well it turns out that I was not able to find any useful spots for it, which is quite disappointing. The part where the game crashes is optional. If you wanted, you could simply stop the SMV while samus is blue, press down, and bingo you have a shinespark (charged in zero distance). Having the ability to charge a spark in without moving forward would be incredibly useful except that we need a spike to run on top of, and there is no good spots in the game for that. Also, I think your estimates for the armpump are pretty spot on.
They're off to find the hero of the day...