Joined: 5/12/2009
Posts: 748
Location: Brazil
Something it would be nice to see is Kraid been killed with a Single PBW combo, but don't know if it's even possible, but if it is, i think it would be a very quick kill. Though i don't know if it would be worth in a TAS.
Joined: 7/2/2007
Posts: 3960
The problem with using powerbomb combos on Kraid is that you need to shoot him to get him to open his mouth, and then you have a limited amount of time to attack him before he closes it again. I don't think you have enough time to shoot him, charge up a powerbomb combo, and have the hits land. You might be able to use one shot of the combo to get his mouth open and use the others to hit him, but I don't think that'd be enough to kill him* and it'd almost certainly be slower than just pumping him full of super missiles (and ammo shouldn't be a problem because mini-Kraid can refill you). * If I recall correctly, each shot in a wavebeam combo is equivalent to one super missile, and you need four super missiles to kill Kraid. I know there's a damage guide for Super Metroid (including health for all the bosses) somewhere, but I can't find it. IIRC Kriole wrote it? EDIT: well, I found this, not what I was remembering but it does have all the relevant information. Kraid has 1000 health, and wavebeam combos and super missiles both deal 300 damage each.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 5/12/2009
Posts: 748
Location: Brazil
thanks.
Joined: 2/18/2007
Posts: 63
Location: New York City
NameSpoofer wrote:
There's an ultimate route that's just been recently created. The tests show it has beaten my run to Ridley by over minutes. Holy crap right?
omg Do you think 35 minutes is possible?
Joined: 7/2/2007
Posts: 3960
Does anyone here know where I could find statistics on Samus's various max speeds and accelerations? I'm working on my own platforming game and I'd like the protagonist to control similarly. Specifically, I'm curious about max runspeed (without speed booster), max fallspeed, jumpspeed with and without hi-jump boots, gravity, and rolling speed. But any information you can give would be helpful.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 5/12/2010
Posts: 38
Derakon wrote:
Does anyone here know where I could find statistics on Samus's various max speeds and accelerations? I'm working on my own platforming game and I'd like the protagonist to control similarly. Specifically, I'm curious about max runspeed (without speed booster), max fallspeed, jumpspeed with and without hi-jump boots, gravity, and rolling speed. But any information you can give would be helpful.
I believe I have the info you want. I'm trying to find a shorter shinespark pattern for my no-damage TAS so I can get the XRay scope without breaking it up like one of the previous videos showed. I'm not sure if this is possible, but at least I want to find the shortest stagger-boost even if it is the one we know (consequently, what advantage does boosting for those three frames at the end give? Why boost at all until the magic frame?). Horizontal: Samus' max non-boosted velocity is 2 3/4 pixels per frame. She delays motion for 2 frames (for the first two frames that a direction is pushed her velocity is 0), then is forced forward 1 pixel (velocity still technically 0) and accelerates @ 3/16 (.1875) pix/frame^2. When she reaches the point that she WOULD have a velocity of 2 pix/frame, she's "shoved" to her max velocity of 2 3/4 pix/frame. Running adds 1/16 pix/frame per frame for a max of 2 pix/frame added to the velocity. This is virtually stored at a different memory address and the total of the running velocity with the normal velocity is added together to get her new position for the next frame (a combined total velocity of 4 pix/frame is necessary to safely run across crumbling blocks) Once the direction is released some mechanics kick in and the previous running velocity gets added to the normal velocity (max at 4.75). She delays for another three frames before she decelerates at .25 pix/frame^2 from this combined velocity. For this reason, running is reset to 0 if velocity decreases, but if the direction is still pressed before Samus hits 0 she'll still be considered to be moving forward and won't stop her running animation. While jumping horizontal velocity is immediately capped at 1 3/8 pix/frame, but the running velocity will remain until landing. Landing reduces all velocities to 0. Changing direction while jumping like this accelerates at a rate of 3/8 in the new direction after a two frame delay. Any running speed is added to the normal velocity the same as on the ground. While falling with a horizontal velocity of 0, horizontal acceleration is .75 pix/frame^2 until it hits 1 3/4 pix/frame then fluctuates between that and 1 pix/frame every frame. While rising, horizontal velocity will change from 0 to 3/4 in one frame then cap in the next frame at 1 1/4. As for rolling, the three frame delay occurs again, but she accelerates @ .75 pix/frame^2. Rolling's max velocity is 3.75, but is forced back to 3.25 the frame after it occurs. Rolling has no deceleration and stops dead 2 frames after the direction is released. It is subject to the "mockball effect" though. Velocity is perserved if transforming while in the air. If you land in the middle of that transformation then the horizontal velocity won't be reset when you hit the ground and the horizontal "running" velocity will still be positive. If off-center to a bomb, upon detonation horizontal acceleration becomes 3/16 pix/frame and caps at 3 pix/frame until vertical velocity (see below) becomes 0 again and then Samus will be considered falling. If applicable: taking damage makes Samus accelerate @ 1.5 pix/frame^2 in the opposite direction that Samus is facing. This caps at 5 pix/frame then is reduced to 0. In water, all these calculations are the same, but you can't run and acceleration is reduced to 1/64 pix/frame. Vertical: Without the High-Jump boots Samus begins an upward velocity of 4.875 pixels/frame. There's the two frame delay before this velocity is assigned, and another two frames before her vertical position actually changes. With the High-Jump boots this velocity starts at 6 pixels/frame. NOTE: This is just ADDED to whatever her current vertical velocity is at the time. If she's moving up a hill at a vertical velocity of 2 pixels/frame then her High-Jump speed makes that 8 pixels/frame. Springball works like normal jumping. Bombs set vertical velocity to 2 3/4. Wall-jumping with the high-jump boots gives her a vertical speed of 5.5 pix/frame. Without the high-jump boots, wall-jumping gives 4.625 (4 5/8) pix/frame Letting go of the jump button resets her vertical velocity to 0 after a two frame delay and she's pulled down by gravity. Gravity pulls her down at 7/64 pix/frame^2 for a terminal velocity of 5 1/32 pix/frame. If the morphball hits the ground (fully morphed) it is given a upward velocity of 1 pix/frame and is subject to gravity as normal. Unmorphing in the air sets all velocities to 0. If applicable: taking damage sets Samus's upward vert velocity to 5 and decelerates @ 7/64 pix/frame^2. She decelerates for about 4 frames then vert velocity is reset to 0 and she is airborne again. Underwater gravity is a downward acceleration of 1/32 pix/frame^2 with a terminal velocity of 5 pix/frame (going down a slope that creates a vertical velocity greater than this causes her to be mid-air and fall). In the water her High-Jump boot initial vert velocity is 2.5 pix/frame. Her normal jump makes it 1 3/4 pix/frame in the water. High-Jump boot wall-jump underwater vert velocity is 1/2 pix/frame. Normal boot wall-jump underwater is 1/4 pix/frame. I think that's everything. I might be missing something. I left out speed booster and grapple, but speed booster only increases the max running velocity to 7 and you didn't ask for grapple.
Joined: 7/2/2007
Posts: 3960
Thank you very much! That's very helpful, and is all the information I need. I didn't ask for speed booster or grapple because I'm not going to have equivalent powerups in my project. But the other basic motion stuff I do have, and my protagonist wasn't controlling very well, so I figured, why not just rip from Super Metroid? Now I just have to scale everything for my framerate and block size, but that shouldn't be difficult.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Your jump's initial velocity is proportional to your horizontal velocity too, see here
Joined: 8/9/2004
Posts: 123
hero of the day wrote:
"The Hero Charge Bluesuit on a Dime" http://dehacked.2y.net/microstorage.php/info/437710861/hero_.smv
Why doesn't anyone tell me about these things? >_< Debugging this now. X-ray has specific poses assigned to it, and the first thing it does is transition Samus into this pose. However, this isn't happening in your movie because a higher-priority pose transition takes place - namely, there is a persistency-transition that occurs when Samus is pushed back, trying to force Samus to remain in the pose she's currently in (although I can see no good reason for this transition - it looks like it's just mimicking the release-Samus-from-kickback-pose code, but since Samus is already out of kickback just uses Samus's current pose). The key is the push back, in 7E0A52 (and indirectly 7E18AA - this is the timer for 7E0A52). I'm willing to bet it is at least technically possible to use other sources of damage, it's just that spikes give you 10 frames till the persistency transition occurs, while enemies give you only 5. If I understand this code correctly, you have to time the start of the x-ray scope to occur the frame before the persistency transition. That's not enough time to demorph though, so it seems you have to do something like get hurt, damage boost, land, and x-ray scope in the span of 4 frames. I did a quick test with an extended timer - that plan seems to mostly work except Samus can't accumulate speed for some reason. I'll look into that in a bit, going to eat right now. ::edit:: Samus can't accumulate speed because she is never set as running - that's done during the motion code which isn't run when the x-ray scope is running. BUT, if you are running BEFORE you use the x-ray scope, Samus will be able to reach blue suit just fine. So: Get hurt, damage boost, land, run, x-ray scope. In 4 frames. I guess that might be impossible.
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?
Active player (432)
Joined: 4/21/2004
Posts: 3516
Location: Stockholm, Sweden
Hey, I was wondering how the 100% run is going. I hope cpadolf and spoofer are still working on this.
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
Skilled player (1430)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I'm afraid not. I haven't heard from spoofer in a long time (though I'm rarely on MSN anymore so that might have something to do with it), and I myself have not been TASing a lot lately in general. I hope to come back to this eventually, but right now there is no progress being made.
Agare Bagare Kopparslagare
Active player (432)
Joined: 4/21/2004
Posts: 3516
Location: Stockholm, Sweden
Too bad. I really hope you guys get to it someday. How many % have you collected sofar?
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
Skilled player (1430)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Actually we pretty much never got anywhere. We were up to Green Brinstar, but essentially nothing was changed from the glitched run, and then we got stuck in the planning stages + debating how we should use X-ray (and I had some other TAS which took priority at the time).
Agare Bagare Kopparslagare
Joined: 5/12/2009
Posts: 748
Location: Brazil
Something i've noticed is you guys are always changing the routes for 100% and any% run. I think that, with Saturn's method to cross WS Lake, the Low% (no X-Ray ) run reached a perfect route, but it seems that the other categories haven't. So, Cpadolf, do you think that your last route for 100% is the fastest one, or you realized that something could've been changed? Maybe a new trick or something makes worth to go for another route... IIRC your old movie is just 4 seconds away from 35 min, so of course a 35 min run is possible, but do you know how much your 100% can be improved with and without the X-Ray glitch? I think it will be hard to see an optimized 14% ice run since there's no place for this categorie in tasvideos.org (at least that's what i understood, forgive me if i'm wrong), but do you know what time could be reached using the known tricks? Also, i know you TASers usually don't like to pause the game unless it's extremely necessary, but do you think any in-game time could be saved in any categorie if you pause the game more for unequip/equip itens and if you guys were not worried about real-time? Thanks.
Player (36)
Joined: 9/11/2004
Posts: 2623
As far as I'm aware, all of the current routes are optimized for real-time, not in-game. If I recall correctly, nearly 2 minutes can be saved with an in-game time route.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Didn't know that. I'd like to see an In-Game time route.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
I haven't touched this game in months, and I probably won't touch it again for a while. I figured I would post all the stuff I was working on up until I stopped. The main thing I was working on was a brand new RBO with namespoofer. It was a non-glitched RBO and it looked to shatter all existing records. It used a super minimal item collection route developed by myself about a year ago. Before spoofer's disappearance, we were making rapid progress. With him gone, I am not motivated to finish. On top of that, I found another big route change that would need to be hexed into this run. Please ignore the re-record count. http://dehacked.2y.net/microstorage.php/info/1553862179/RBO.smv Known improvements to this run: 1. Route change to collect the grapple beam and skip green brinstar cleanup 2. Alternate way to enter LN without turning speed booster off. This is a big deal, because it removes the only pause screen in the entire run. I'll post this trick later* 3. Saturn's new maridia tube tech *I plan on uploading 385 demo movies that I created through the past couple years. These include many tricks and testings that I did. I'll upload them all tomorrow or something.
They're off to find the hero of the day...
Active player (432)
Joined: 4/21/2004
Posts: 3516
Location: Stockholm, Sweden
Hero my love, I thoroughly enjoyed that! So excited to see an outstanding RBO wip :) AND, don't you fucking dare leave this as it is. You have to finish it, one way or the other. It wouldn't be the same if someone else would pick your wip and finish it for you, noway, nah-ah. I only want to see you (and possibly spoofer, if he returns, but to be honest, you are more than capable of handling this in your own) completing it. Go go go!
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
Thanks man! I am glad you enjoyed it. Unfortunately if I finish the run on my own, it would not come close to the level of precision seen in the first half. Spoofer was a subpixel master, capable of squeezing frames out of any room I myself completed. Another thing is that I have little time to spend on TASing anymore. If some of the other SM tasers are interested, maybe we can make it a group project.
They're off to find the hero of the day...
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
Why is it, that at the very end of that movie (after input ends) the reserve tank activates and then Samus immediately dies, even though a life tank just got refilled?
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
the heat drains energy even while the reserve tank is kicking in, so by the time it finishes filling up, a large % is already gone.
They're off to find the hero of the day...
Senior Moderator
Joined: 8/4/2005
Posts: 5769
Location: Away
This is, by far, the most daring and optimized RBO I have seen to date, and abandoning it would be a crime. But not upholding the optimization standard it has set would also be a crime (I'm very judgmental today!), so I'm sure it should become a collaborative project of some sorts, so that all experienced players could participate and polish this run. SVN, anyone?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced player (858)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
moozooh wrote:
SVN, anyone?
Something Very Naughty? Anyways, I'm very interested to join in on this project. I also asked Taco and he replied with a definite maybe. Let's see if he can come to a conclusion soon.
Senior Moderator
Joined: 8/4/2005
Posts: 5769
Location: Away
SVN is a system that allows files to be changed by any number of users with revision histories, diffs, and so on. Think wiki. Adelikat and a few others have been using it for some time to collaborate upon difficult projects where several authors chip away at stuff rather than do portions exclusively. If there was a best way to finish this run without waiting for Spoofer to return, that would likely be it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 4/13/2009
Posts: 431
Subversion for TASes? Interesting.