Yrr
Joined: 8/10/2006
Posts: 289
Location: Germany, Bayern
Eye Of The Beholder wrote:
I see. Well, problem is if i erase that "istop = memory.readbyte(0x7E0009)" line, the script will not skip/ff the item-get, right? Anyway, i'll just use the script that amaurea posted in the previous page for Ceres and load the other one once Samus reaches Zebes. Thanks.
Not sure if this helps, but my lua script doesn't skip through ceres:
a=0 

while true do 

   if memory.readbyte(0x7e198e) == 128 then 
   gui.drawbox(0,0,255,31,"#000000") 
end 

b=memory.readbyte(0x7E1842) 
if a~=b then 
snes9x.speedmode("normal") 
else snes9x.speedmode("turbo") 
end 
a=b 

   snes9x.frameadvance() 
end
It doesn't skip elevators, though.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Yrr wrote:
Not sure if this helps, but my lua script doesn't skip through ceres:
a=0 

while true do 

   if memory.readbyte(0x7e198e) == 128 then 
   gui.drawbox(0,0,255,31,"#000000") 
end 

b=memory.readbyte(0x7E1842) 
if a~=b then 
snes9x.speedmode("normal") 
else snes9x.speedmode("turbo") 
end 
a=b 

   snes9x.frameadvance() 
end
It doesn't skip elevators, though.
Thanks, Yrr, but unfortunatelly your scrip is similar to the last one amaurea posted. Btw, don't know if you guys are into realtime runs for Super Metroid, but i did two test runs for NTSC and PAL for 100% runs, to help to find the difference between these versions. I tried to optimize the runs equally using the best known tricks doable in realtime for each version, though i forgot to use two small tricks for NTSC and left two little flaws in the run. It wouldn't change much, maybe three seconds would be saved. The PAL run is more cleaner. The final difference between PAL and NTSC came to 3min and 20sec, so if you give a margin of error of 20 seconds, the difference will be 3min in a 100% run using the same route. this means that Behemoth's new record of 48min in SDA is equal to a 45min run on NTSC. 100% Run NTSC in 42.32 100% Run PAL in 45.53 Used Snes9x 1.43 v17 to record both runs.
Experienced player (859)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
lxx4xNx6xxl wrote:
BTW Taco, Kriole and Hero hows the RBO going. How much progress have you guys made from the WIP. Also can we expect another WIP anytime soon?
We had to redo some stuff before we could start with LN. We needed 3 more Power Bombs plus the possible improvement which I mentioned earlier. The improvement was hexed successfully (another door CWJ), and we only wasted around 11-12 ingame frames for the 3 Power Bombs. In the process we managed to save around 30 realtime frames without wasting any ingame time. All of LN is a breeze, so we should be done with Ridley fairly shortly.
Joined: 5/12/2009
Posts: 748
Location: Brazil
11-12 in-game frames for 3 pbs is amazing! That's great news! Thanks For updating!
Joined: 11/26/2010
Posts: 444
Location: New York, US
My name is 4N6/Forensics.
Joined: 11/16/2009
Posts: 68
Here's my script. It skips elevators, items, and doors, but not pause menus or Ceres. It's a simple modification of a script that was posted before.
while true do
    istop = memory.readbyte(0x7E0009)
    dstop = memory.readbyte(0x7E05F5)
    estop = memory.readbyte(0x7E0E18)

    if istop+dstop+estop > 0 and istop+dstop+estop ~= 111 then
        snes9x.speedmode("maximum")
    else
        snes9x.speedmode("normal")
    end
    snes9x.frameadvance()
end
Joined: 5/12/2009
Posts: 748
Location: Brazil
Thanks for posting your script, Dessyreqt, and it would be exactly what i want if it didn't skip the entire Elevator Transition. I'd like an scrip that skips only that black screen from the elevator transition. Thanks anyway!
Joined: 11/26/2010
Posts: 444
Location: New York, US
Kriole wrote:
We had to redo some stuff before we could start with LN. We needed 3 more Power Bombs plus the possible improvement which I mentioned earlier. The improvement was hexed successfully (another door CWJ), and we only wasted around 11-12 ingame frames for the 3 Power Bombs. In the process we managed to save around 30 realtime frames without wasting any ingame time. All of LN is a breeze, so we should be done with Ridley fairly shortly.
That's amazing, you guys are really moving things along nicely!!! Can we expect a WIP anytime soon?
My name is 4N6/Forensics.
Joined: 11/26/2010
Posts: 444
Location: New York, US
Quick question. So you guys aren't even picking up the X-Ray Scope at all? If so this makes me want to see what you guys have planned even more. I personally hate the X-Ray Glitching. So that would definitely make the run even more entertaining!!! BTW I need my fix, hope you guys post another WIP soon!!!!!!!!!
My name is 4N6/Forensics.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
X-ray scope doesn't actually save any time in an RBO run (at least compared to the amount of time it would take to collect it). I think spoofer picked it up in one of his RBO runs, just for the sake of doing something different. I also agree with you that xray glitching is not very entertaining anyway. If a new 100% run is ever made, I would hope xray glitching is not used.
They're off to find the hero of the day...
Joined: 11/26/2010
Posts: 444
Location: New York, US
hero of the day wrote:
X-ray scope doesn't actually save any time in an RBO run (at least compared to the amount of time it would take to collect it). I think spoofer picked it up in one of his RBO runs, just for the sake of doing something different. I also agree with you that xray glitching is not very entertaining anyway. If a new 100% run is ever made, I would hope xray glitching is not used.
Well that is interesting you say that. How exactly is it useful in a 100%? Cause that might actually be interesting unless your just talking about skipping the Mother Brain fight and all that nonsense. Cause yea that would definitely be boring.
hero of the day wrote:
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.
Speaking of X-Ray Scoping have you ever found a use for this!!! Also does it work in the water with no Gravity Suit?
My name is 4N6/Forensics.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
In a 100% run, you can use the xray to glitch your way into the gravity suit room. This would eliminate the long statue walk scene. Looks very ugly, even though it would probably save time :/ In regards to the charging on a dime with xray, there appears to not be a single use for it in any run. Unfortunately to execute this trick, you must use spikes. Since spikes are not in any room where a super short charge would be needed, there is no spot to implement the trick.
They're off to find the hero of the day...
Joined: 11/26/2010
Posts: 444
Location: New York, US
That sucks. :( I just did it on console after the X-Ray Scope. Man that is some glitch!!! I think Speed Keeping after might be faster in that room but, there both to hard to do for console conditions. I can do it on the way there pretty consistently but, the way back is much harder for console because of damage. Speed Keeping is a pain in the ass on console though anyway. Also about the spikes I figured as much when it came to that trick. Would be awesome if you could do it of enemies but, you obviously can't. BTW I saw those .smv files on that some page as well. Those are some really nice optimizations for the 100% Run!!! I hope someone ends up doing a 100% Run sometime soon!!!
My name is 4N6/Forensics.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Yeah a new 100% run would be awesome, even though CP's run still holds up amazingly well today. He optimized the doors for realtime, but if someone were to make a run optimizing the doors for ingame time, I think 34 minutes would be very doable, possibly even 33.
They're off to find the hero of the day...
Joined: 11/26/2010
Posts: 444
Location: New York, US
Yea I know Cpadolf's run is actually quite ridiculous even to today's standards!!! I hope the person who plans on improving it focuses on in-game time instead of real-time. 33 really?! That would be amazing if its possible!!! Now that I think about it. The X-Ray Glitch for the Gravity Suit wouldn't be so bad to see in a new 100% Run. I think it might deserve its own Category though.. Its a lot more exciting then watching the stupid Chozo Cut-Scene that's for sure. Still it would be interesting to see what the next 100% Run consists of. I honestly wouldn't mind seeing a Glitched 100% though because it would be a nice change of pace but, I want to see the regular 100% more then anything. Also I would really love to see a Space Time Glitch 100% Run. I think it would be incredible to see a fully Powered Up Samus taking out each room under TAS conditions!!! That is if someone ends up doing it, GOD I hope they do!!! Are you guys gonna release anymore WIP's or are you just keeping things under wraps until everything's finished?
My name is 4N6/Forensics.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
I seem to remember watching such a run, but can't find it anywhere?.. Odd, must be my memory playing tricks on me. Edit: Nope, here it is, albeit an any% and not a 100%. Found it in my smv folder. I think I'll add the link to the published glitched run's description.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 5/3/2011
Posts: 17
Location: England
Wow, I'm very surprised to see someone had done it. I love the strategy against Ridley to start things off. Shinespark damage being huge making him leave the screen earlier than taking damage yourself, and then laying the power bomb to make the door blow open so no normal delay. Oh and who said above 50 seconds was impossible on escape ? lol. Just a shame he goes straight to Tourian via X-ray glitch. But I understand it was the intention to complete it as fast as possible, possibly even faster than the other glitched run.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Yeah, it's roughly twice as fast as a glitched run starting from power-on.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
I looked at the footnote you added, Moozooh, and it's kind of vague about how the Space/Time Beam does what it does. I'd change it to...
A side effect of the Space/Time beam is that upon saving and reloading, the game will restart from the beginning cutscene, but Samus will keep all of her items (except for Missiles.) By doing this, item collection and the attendant detours can be skipped.
So actually, now that you've got me thinking about it, if the glitch works exactly the same in SNES9X as it does on a real SNES, you wouldn't need a savestate, just SRAM.
Previous Name: boct1584
Joined: 11/26/2010
Posts: 444
Location: New York, US
Thanks for posting that Moozooh!!! I wish it was a 100% item collection, but Ceres was really interesting. I never knew Power Bombs destroyed the Doors in Ceres. Power Bombing might be faster in first steam room on the way there possibly on the way back as well for all I know. I want more damn it, MORE!!!!!!!!
My name is 4N6/Forensics.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
100% would be ... weird anyway. If one collected all the items in the game, the collection would exceed 100%, since the percentage is calculated by dividing the number of [super] missiles/power bombs by the number one gets per tank (plus whatever equipment Samus has) and all the items respawn
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
I'll try rephrasing the footnote. Btw, as pointless and overly complex as it is in the normal game, 100% map coverage may actually become an interesting goal if one were to start the game with all items. It would avoid item acquisition fanfares and would showcase rooms one doesn't normally visit in a speedrun (or at all).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 5/3/2011
Posts: 17
Location: England
100% map completion is a run that I though could be a possibility several months back, but then I lost interest. I think a TAS of this would be much more exciting to watch than a console run too. However I have no qualms about watching said run from fresh save, not a space/time reset, and play the game as normal, collecting all items from 0%. As well as the map completion to go on top of it. It would be a mammoth undertaking and one that could take possibly a few years to finish, but it would be fantastic to watch and could be called "the true 100%" lol. [edit] It'd also need a serious recommendation of the patch that doesn't show door transitions, since there would be an awful lot of walking into rooms, just to turn around and exit them.
Joined: 11/26/2010
Posts: 444
Location: New York, US
I would rather see a 100% Map Completion with all items then starting from 0% but, I wouldn't mind seeing either one honestly. It would take a lot of planning to say the least then the fact they would have to do the TAS itself. I honestly don't think anyone would actually pick up the project because its too much work. Anyway I wonder how much progress Hero, Taco and Kriole made in the RBO.
My name is 4N6/Forensics.
Experienced player (859)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
lxx4xNx6xxl wrote:
Anyway I wonder how much progress Hero, Taco and Kriole made in the RBO.
We're at the Ice beam sorting refills for Maridia.