Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Did you check to see if unmorphing early was faster than what CP did in that final room?
They're off to find the hero of the day...
Joined: 5/12/2009
Posts: 748
Location: Brazil
Yup. I first tried what Cpadolf did, and iirc it was 2 frames slower. Then i managed to improve it by unmorphing earlier. I think it can be improved by maybe using memory watch for samus positions and stuffs like that, as what i did was mostly try different stuffs each frame.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
It is really a great strategy you made there. Using that damage boost was very clever. Indeed this does bring up an interesting question. Using this route, a huge amount of realtime is saved at the cost of a couple in-game frames. I would say in this case it would be worth losing the 2-3 ingame frames for the sake of entertainment.
They're off to find the hero of the day...
Joined: 5/12/2009
Posts: 748
Location: Brazil
Here is a nice one. smv I think a new 100% run is pretty good to go now. Does anyone have any plan on starting it?
Joined: 5/9/2005
Posts: 752
Haven't you gotten good enough to do it these days?
Joined: 5/12/2009
Posts: 748
Location: Brazil
I really don't think so. Managed to improve my skills a bit and learned some stuffs, but this game is way too complicated. I could try and help if i can, but i think an entire run is more suitable for a team.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I'll try to do Ceres and see if I run in to any problems with BizHawk. Anyone know what the best method for hex-editing is with that emulator? I always just used the Quickhex tool with Snes9x.
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Joined: 5/12/2009
Posts: 748
Location: Brazil
Nice! Just remember to use the new version of BizHawk:
adelikat wrote:
BizHawk 1.4.1 Released! No new cores or anything, but a solid maintenance release. The SNES core is much improved and it is highly recommended that you use this new release for SNES TASing. (Unfortunately there are sync changes). There is also many fixes/features for movie recording and lua. Full release notes. Windows binary
I was using TASMovieEditor for hexediting some stuffs, though it's the only one i heard about and i don't know if it works with BizHawk movie files.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
It took alot of testing to find the correct steam patterns for ceres on Snes9x. Delaying frames and such during the intro sequence. I cant say I was ever successful in making a perfect ceres run. I wonder if it will be equally difficult to manipulate them in bizhawk? Without hex editing, it may become an incredibly difficult task.
They're off to find the hero of the day...
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I actually got it to work without delaying the intro sequence at all, only having to shoot twice in a door to get the correct pattern in the penultimate room. The timer isn't perfect though, I lost .01 on it in 4 rooms to randomness. Getting both to be perfect could be pretty annoying, it's actually really lucky that it worked out as easily as it did in Snes9x, as there are two rooms where you both have to get optimal steam patterns and clock patterns. Dunno if the clock really matters though, I don't really care about it because it's still the fastest time, but other people might care more. After landing on Ceres the run is something like 24 frames slower than Saturn's ingame run due to the added lag. BizHawk works very well in general, and the watch-tool is very nice. In Snes9x there's a 1 frame delay for every action in Super Metroid, and in BizHawk there isn't, so my brain is screaming at me that I'm doing literally everything at the wrong time, which is going to take some getting used to even though it isn't a bad thing in itself. But it's pretty frustrating how long it takes to go through the movie from beginning to end, as fast forward is at most 200% speed, compared to Snes9x which I could run at about 8000% speed (unless I'm missing some settig). It's possible to read the movie file and edit it directly in notepad, but the rows aren't numbered by movie frame so it would be a pretty tedious task to do so. Anyway, movie file and a watch for Super Metroid: http://www.speedyshare.com/MdwcA/download/SuperMetroid100.bkm http://www.speedyshare.com/HE48K/download/SuperMetroid.wch
Agare Bagare Kopparslagare
Joined: 5/12/2009
Posts: 748
Location: Brazil
Wow! That was fast! So although the clock timer shows you have a 49:19 it's the same as you had 49:23 because the in-game time is the best you can get on Ceres, right? Have to say it feels weird to see that clock showing you lost time although you didn't. Knowing you didn't loose time, the clock doesn't matter.
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Cpadolf wrote:
[...] it's pretty frustrating how long it takes to go through the movie from beginning to end, as fast forward is at most 200% speed, compared to Snes9x which I could run at about 8000% speed (unless I'm missing some setting).
Unfortunately the best setting is this (this if 1 BizHawk at a time is enough).
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Just managed to get the new version of bizhawk running. I noticed that the FPS for me stayed around 50. On the older versions of bizhawk I had 60. I wonder if it uses the more accurate core now? I watched the ceres run. It is impressive how quickly you finished it. I personally don't care about the escape timer, as long as the actual game time is as good as it can be. I don't think most people will notice it anyway. Upon entering the ridley/metroid room, I noticed that you did not use the reverse jump/hitbox trick to trigger the door earlier, as seen in the other recent SM tases. Did you purposely lose time here, or did it not actually cost any time at all. I didn't watch the run with memory watch, so I don't know how the frames compare.
They're off to find the hero of the day...
Experienced player (870)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
hero of the day wrote:
Upon entering the ridley/metroid room, I noticed that you did not use the reverse jump/hitbox trick to trigger the door earlier, as seen in the other recent SM tases. Did you purposely lose time here, or did it not actually cost any time at all..
It's equally fast. I take most people do this just because it's fancy and doesn't kill the momentum upon entering the room. It's hard to make it look entertaining when you're at such an awkward position at such a low speed.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
hero of the day wrote:
I noticed that you did not use the reverse jump/hitbox trick to trigger the door earlier, as seen in the other recent SM tases. Did you purposely lose time here, or did it not actually cost any time at all. I didn't watch the run with memory watch, so I don't know how the frames compare.
You can trigger the door early without turning around using left+right (inverse walljump), which is equally fast to turning around and keeps momentum.
creaothceann wrote:
Unfortunately the best setting is this (this if 1 BizHawk at a time is enough).
That's what I suspected. It's going to be a pain as the run gets longer but oh well. Anyway, anyone who wishes can join in on the run in whatever capacity they want. The more the merrier and all that. I'm just trucking through Crateria at the moment as there's nothing of interest that happens until Green Brinstar.
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P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
You might already know, but the timer decrements aren't random, they're determined by the current frame count ($0945). What you can do to determine the next decrement is calculate [$0945] AND 0x7F and use that as an offset to this table: 01 02 02 01 02 02 01 02 02 01 02 02 02 01 02 02 01 02 02 01 02 02 01 02 01 02 02 01 02 02 01 02 01 02 02 01 02 02 01 02 02 01 02 02 02 01 02 02 01 02 02 01 02 02 01 02 01 02 02 01 02 02 01 02 01 02 02 01 02 02 01 02 02 01 02 02 02 01 02 02 01 02 02 01 02 02 01 02 01 02 02 01 02 02 01 02 01 02 02 01 02 02 01 02 02 01 02 02 02 01 02 02 01 02 02 01 02 02 01 02 02 01 02 02 02 01 02 02 You want to have as many 01's as possible between door transitions (or alternatively, as many 02's as possible during door transitions). Ideally you would come out of a door on the last 01, but from what I understand, you can only make delays of up to a couple of frames, so I suppose the best you can try to do is come out of door on a 01 Yeah.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
CP, Do you have a definitive route planned out yet? As far as I can remember, the route originally discussed will be the same as the last but with getting the charge and wave beams early. There were some other small things like getting xray early, but I think the beams were the biggest changes.
They're off to find the hero of the day...
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well I plan to get Charge and Wave early, other than that I don't know. I think there was a discussion of potentially going for the early powerbombs and doing Kraid before Norfair, but I don't know if a definite verdict was reached on that. I just wanted to get started with the thing and then tackle the problems as they come.
Agare Bagare Kopparslagare
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Cpadolf, hero, Kriole, Saturn, JXQ, Taco and who else did I forget? A man can dream right? :) Anyway, I am extremely excited that you have started Cp (känns jävligt underligt kalla dig för cp lol...). Hope others join you asap!
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
Joined: 5/12/2009
Posts: 748
Location: Brazil
Cpadolf wrote:
The bugs need to be killed on the way to the missile and their drops picked up with grapple beam, but that shouldn't add more than a frame or two.
Just testing what you said. Killed the bugs and got the drops and didn't loose one single frame. smv
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Good stuff! Made it to Green Brinstar now, so the actual interesting stuff starts at this point. smv bkm
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Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Pretty sure those speedyshare links will expire eventually, you'd be better off hosting your bkms somewhere else, such as tasvideos' own userfiles.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well I was only intending to use them short term. Didn't know the userfiles feature existed though, thanks for pointing it out! http://tasvideos.org/userfiles/user/cpadolf
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Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
This looks awesome so far! I see that you used the compatibility core. I tried playing it back with the performance core and it desynced at the otes. Do you have a rough idea of how many frames have been lost due to lag differences?
They're off to find the hero of the day...
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Seems to be around 80 frames or so of extra lag, so it isn't really that much so far.
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