creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
It's Super Metroid with new graphics, new maps and Samus controls/abilities hacked - all to make the game more like MZM.
Joined: 2/26/2011
Posts: 98
The map is huge. It is about the same size as Redesign's map. It's a blend of the Zero Mission, Super Metroid, and original Metroid general map layouts. There are a few rooms that are similar to rooms from those three games, but for the most part they are completely original. The two main added abilities are mid-air somersault initiation and shinespark cancel/recharging just like Redesign has. Besides all the extra items that wouldn't need to be collected for a TAS, there are a few other bonuses that can be obtained by doing optional things or doing things an alternate way. To me, there seem to be fewer possible ability acquisition orders that the player can choose from compared to Super Metroid. It's a very polished hack, and apparently the author is still releasing new versions of it on a frequent basis. It might be awhile before we see a submission for this.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
would this trick(ABYX = get some stuff) be allowed in a tas?
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Saturn did one already. It was rejected for using a cheat code.
Previous Name: boct1584
Joined: 6/9/2006
Posts: 614
Location: Mettmann
wow, thread read. saturn did not say a single word in that submission thread? too bad its forbidden ;)
Joined: 7/2/2007
Posts: 3960
I get the impression that Saturn has largely given up on TASVideos and posted the video to the workbench mostly to give it extra publicity. Little point in getting into a big argument with the judges if he's confident it won't get accepted anyway. And let's be honest here -- there really wasn't any way it would have been accepted, as DarkKobold neatly explained in his rejection note. Of course this is just supposition on my part.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 11/26/2010
Posts: 444
Location: New York, US
Any news regarding the RBO TAS?
My name is 4N6/Forensics.
Joined: 5/29/2004
Posts: 757
la mammal wrote:
It's a very polished hack, and apparently the author is still releasing new versions of it on a frequent basis. It might be awhile before we see a submission for this.
I must admit, this is the FIRST Super Metroid hack I've seen where I actually want to play it! It looks like a natural progression from Super Metroid with a few new tricks to keep old players coming back, a very rich array of secrets to keep people guessing, and most of what I am seeing in this TAS.. you can see the "normal" way of doing it while watching the "But I'm TAS'ing this, so normal doesn't apply!" path.... ie. It looks like a normal player doesn't need to know advance glitchy stuff like other hacks demand. When this finalizes, I can honestly say I'd be looking forward to a TAS of it on this site. [Until the frame wars and percentile wars begin ^^;;] Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Joined: 2/26/2011
Posts: 98
I totally agree. This hack really lends itself to the potential for interesting TASes. Over the months since it has first been released, people have been discovering more and more cool stuff about it. It has been at version 2.0 for awhile now. The severe difficulty of getting 100% in this hack makes things even more interesting.
Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Hey guys, quick question. I recall reading somewhere in this topic a script used to skip door transitions, but I can't seem to find it. Perhaps I'm just confusing this with Angerfist's encode of Cpadolf's 100% run, which cut out door transitions?
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
while true do

	istop = memory.readbyte(0x7E0009)
	dstop = memory.readbyte(0x7E05F5)
	estop = memory.readbyte(0x7E0E18)

-- Items, Doors, Elevators

	if istop+dstop+estop > 0 then
	snes9x.speedmode("turbo")
else
	if istop+dstop+estop < 1 then
	snes9x.speedmode("normal")
end
end
	snes9x.frameadvance()
end
Doesn't work properly with all hacks, though.
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
Titus Kwok wrote:
while true do

	istop = memory.readbyte(0x7E0009)
	dstop = memory.readbyte(0x7E05F5)
	estop = memory.readbyte(0x7E0E18)

-- Items, Doors, Elevators

	if istop+dstop+estop > 0 then
	snes9x.speedmode("turbo")
else
	if istop+dstop+estop < 1 then
	snes9x.speedmode("normal")
end
end
	snes9x.frameadvance()
end
Doesn't work properly with all hacks, though.
That should be snes9x.speedmode("maximum"), not "turbo". Turbo is like holding down the turbo button: It will skip most frames, but not all. Maximum skips every frame. This is especially important when dumping video and audio while using the script.
Joined: 7/5/2011
Posts: 4
Hey guys. I really need help with these. I've been beating my head so bad past few days trying to do Super Short Charge. I've used this explanaion PAL — press forward for 3 frames, release for one frame, 4 more, release, 3 more, release, 2 more, release, 3 more, release (3-4-3-2-3-). The minimum distance required to charge the spark using this technique is 157.668 pixels. But here it never says when to press Run. I've tried without it, nothing works, tried hitting on the "magic frame" but nothing >_> I would appreciate some help. Thanks in advance
Former player
Joined: 9/29/2005
Posts: 460
PAL: If forward is pressed from frame 0 and on, dash should be pressed on frames 20, 40, 60 and 70. On frame 70, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark.
PAL — press forward for 3 frames, release for one frame, 4 more, release, 3 more, release, 2 more, release, 3 more, release (3-4-3-2-3-). The minimum distance required to charge the spark using this technique is 157.668 pixels.
http://tasvideos.org/GameResources/SNES/SuperMetroid.html#ChargingShinesparkInShorterDistance
Joined: 7/5/2011
Posts: 4
Either I'm stupid or oyu didn't help me there. THe first one you quoted is form Short Speed Charge and I need the Super Short spineshark I still don't get it on what frame should I press the dash.
Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
Did you even read what he linked? There is image of what Samus' sprite looks like when it has to be pressed for a frame <_<.
Samus's boost counter is tied to her running animation, specifically to the "magic frame" (), on both NTSC and PAL ROMs. Thus, pressing the dash button on only these check frames (while constantly moving forward) will give Samus her speed echoes — even though she's moving at near walking speed! PAL: If forward is pressed from frame 0 and on, dash should be pressed on frames 20, 40, 60 and 70. On frame 70, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark.
Joined: 7/5/2011
Posts: 4
Well from what I can see the animation is seen at the end of 3-4-3-2-3-. so I guess I press it on the end. But afaik it needs to be done 4 times? Honestly it's quite confusing for me. So I guess ->->-> ->->->-> ->->-> ->-> ->->-> ->+DASH or ->->-> ->->->-> ->->-> ->-> ->->->+DASH
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
nLike wrote:
->->-> ->->->-> ->->-> ->-> ->->-> ->+DASH
This is the correct one. As per the guide: "...2 more, release, 3 more, release". You have missed that last release in the other variation.
-> -> -> __ -> -> -> -> __ -> -> -> __ -> -> __ -> -> -> __ ->+DASH ...    ...    ...
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20          40     60     70
Comes together now?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 7/5/2011
Posts: 4
moozooh wrote:
nLike wrote:
->->-> ->->->-> ->->-> ->-> ->->-> ->+DASH
This is the correct one. As per the guide: "...2 more, release, 3 more, release". You have missed that last release in the other variation.
-> -> -> __ -> -> -> -> __ -> -> -> __ -> -> __ -> -> -> __ ->+DASH ...    ...    ...
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20          40     60     70
Comes together now?
That's what I needed. Thanks a million. P.S. Would be nice if someone would post like this in FAQ
Joined: 5/12/2009
Posts: 748
Location: Brazil
Cpadolf said in His Super ZeroMission any% submission text that Super Metroid's runs are in such a level that to TAS it is more work and almost no play. He said later that it's possible to improve all Super Metoid's runs in these days. I'm just curious to know: Is there any faster route for 100% or any% run? Also, what is the biggest improvement known for these runs today? Iirc, Saturn used the double charged Plasma shot in GT and Ridley, shooting the first Charged Beam from a certain distance and then running (or falling) and shooting again closer to the boss, it seems this tricks save time in these bosses, but is there any other known way to improve the bosses fights in a 100% run? Edit: Btw, sometime ago Hero Of the Day was working in a RBO run, does anybody know if he is still working on it? That wip was already great and i'm sure the final result will be epic!
Experienced player (859)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
Eye Of The Beholder wrote:
Also, what is the biggest improvement known for these runs today?
Well, in the any% we got the new Maridia tube strat, new Baby Metroid skip and improved Mother Brain manipulation. And I'm pretty sure Draygon can be improved too, by charging the second shinespark a little earlier. Other than that, there are a few frame improvements in some rooms that should translate to most runs. Not quite sure about Hero's and Spoofer's RBO. Spoofer did disappear a long time ago, I tried talking to some of his online friends, but they didn't know where he had went either. Let's see if Hero can make a statement about this himself :3
Joined: 5/12/2009
Posts: 748
Location: Brazil
Thanks for answering, Kriole. Iirc you were volunteer to join Hero in the RBO project, so i thought you were working along with him. Well, it seems you're not. Btw, so there's no better route than the ones used in 100% and any%, right? At least for what both runs are aiming for, realtime, iirc.
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
As long as you don't use X-ray, I don't think the route for the 100% run will be changed. As for improvements on the 100% run, it's just improvable in genera, the improvements are too numerable to mention (and I don't remember them all anyway). There are new tricks in a lot of places, and optimizations in a lot of places as well. For boss battles, all I know is that Saturns opening shot on Ridley, from the roof, should be faster. I think it's the only one that could be improved by a significant amount (probably 30+ seconds without X-ray). The Any% run has some parts where it should be improvable in realtime by sacrificing ingame-frames, and IIRC Motherbrain could be manipulated into using her hyperbeam attack faster. It might be possible to do Kraid after Ridley and save some time by doing that, and I think you can escape the Baby Metroid faster without a shinespark (and you definitely can in the 100% run). And then there are some tiny frame optimizations in various parts of the run. Oh and also opening he Maridia tube with a PB the first time you pass through it if faster, and applies to both the 100% run and the any% run. For the glitched run, all I know of is a few frame optimizations in crateria+brinstar, and a bit of lag reduction towards the end of the escape, but there might be more somewhere This is of course only the stuff I know/remember, there might be more things out there. IMO the only run that would be really worth an improvement is the 100% run, but it's still so damn much work for a still relatively small improvement that it's hard to get motivated for.
Agare Bagare Kopparslagare
Joined: 5/12/2009
Posts: 748
Location: Brazil
Interesting. Unfortunatelly no major trick was found latelly for this game, so you have to stick to the small optimizations. Oh, something that came to me now... i remember that somebody posted a strategy to shinespark to the X-ray door. Would it be possible using the same 100% route you used? If so, do you think it could save more than 1 second?
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
With the cooldown of shinespark after hitting a wall, and not being able to go through the morphball tunnel in the X-ray room as fast (no springball to keep your speed, since you'd have to go there after the brinstar cleanup), I doubt it would save more than a second, but it would probably save something.
Agare Bagare Kopparslagare