Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Im not sure if that would be accepted onto the site. The run would only be combine the current low% strats with getting more items. I just dont think that would pan out well trying to get it published. Other members would have to chime in on this.
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
It definitely wouldn't get published, but it's still worth making.
Joined: 4/23/2013
Posts: 59
It includes heated runs through Upper and Lower Norfair and does parts of Maridia with 1/12th of the running speed and gets 180 Missiles 30 Super Missiles 45 Power Bombs X Ray Scope Morph Ball Bomb Screw Attack Charge Beam Ice Beam Wave Beam Spazer High Jump Speed Booster
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Why would it not be publishable? Goal choice flexibility is part of the point of the Moon tier, and having completed the NBMB challenge to 72% in real-time, I can personally attest that the challenges it presents would make for great watching. EDIT: I see the idea of glitching into Tourian like the glitched run does as being analogous to [1609] NES The Legend of Zelda "Swordless Challenge" by Baxter in 25:13.92. In both instances, it's done (or will be done) to provide the means to beat the game and give the movie a definite ending point.
Previous Name: boct1584
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
What items are disallowed in NBMB?
Joined: 7/2/2007
Posts: 3960
The category is "No boss/miniboss", so any item that requires you to fight a boss is disallowed (so Varia, Gravity, Spacejump, Grapple, and Plasma are the standout missable items). Unassisted, you're allowed to fight the Bomb Torizo because you can't really do anything without bombs, but a TAS can skip that fight. Using X-Ray climb is I think technically outside the spirit of the challenge since you can just go out-of-bounds and get all the of the boss items anyway. But it's needed to get into Tourian so that the run can have a proper ending.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
You can't get all the items even with X-ray climbing (for one, no items in WS exists until Phantoon dies), though you can probably get a fair bit more than 73%. It would be pretty silly to disallow X-ray but use it to get in to Tourian. Not that I think that it would the most interesting run anyway, but allowing X-ray would at least the very least push the limits of such a run, instead of just finishing with the same percentage that was achieved like 10 years ago on console.
Agare Bagare Kopparslagare
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
How long do x-ray tricks take to perform, on average? The Tourian entry takes minutes, whereas Hoandizi's SZM run had x-ray exploits that only took a few seconds and didn't at all hinder the run's entertainment potential. If x-ray tricks are usually quick and painless to watch, then I would encourage them. Otherwise, the run would probably be hard to watch without dedicated use of turbo / skipping of some sort.
P.JBoy
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Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Vykan12 wrote:
How long do x-ray tricks take to perform, on average?
Perhaps this will be a good indicator Link to video
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Vykan12 wrote:
How long do x-ray tricks take to perform, on average? The Tourian entry takes minutes, whereas Hoandizi's SZM run had x-ray exploits that only took a few seconds and didn't at all hinder the run's entertainment potential. If x-ray tricks are usually quick and painless to watch, then I would encourage them. Otherwise, the run would probably be hard to watch without dedicated use of turbo / skipping of some sort.
Depends entirely on the room. I think something like the 11-12 screen long climb into tourian is very rarely needed though, although the running around OoB can sometimes take a very long time too. Either way, I think such a run would need to go all or nothing, it would just feel weird to be allowed to use X-ray sometimes but other times not. I mean you need to use it to finish the game but you also need to use it to maximize the actual goal of the run. "Glitched" vs "not glitched" makes no sense since it's already used to break in to tourian and to skip MB (which would also be necessary considering the actual goals of the run).
Agare Bagare Kopparslagare
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Perhaps this will be a good indicator
That was really cool to watch despite its length, especially with that script. Can you explain what's happening throughout?
P.JBoy
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Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
First thing to explain is how to jump through the door blocks in the Wrecked Ship shaft. It requires opening the door at the top so that the ghost can appear there later, but first you need it to appear on a different screen, so jump down to that platform just above the shot blocks. The ghost needs to reappear under the door low enough so that Samus can unmorph without setting off the door transition. To get the ghost to appear low enough, you need to do a wall jump at a precise height and immediately morph, so Samus narrowly misses the top platform and the ghost appears before she lands. You need to freeze the ghost at its lowest point of hovering (if you can't double bomb jump onto it, it's too high), Samus should be able to unmorph and not activate the door transition. Use the X-ray scope to force stand without setting off the door transition, now because Samus' head is above the door, you can move upwards freely without triggering the transition. When falling, vertical collision detection is done with Samus' feet. Once above the door, falling into the transition blocks from the other side will cause the transition to happen while Samus is above the room, i.e. she has Y-position of ~0x0FE0. All the door transition does to Samus' position is change the screen she's on, then add or subtract just over half a screen to it (I presume), so instead of the door placing her at ~0x00B0, it places her at ~0x0180, which is below the floor. The loaded room (the room above the shaft) is 7 screens long and 1 screen tall, that's each 'screen' is 16x16=256 blocks, each block is 2 bytes of level data (which is the type of block, and its graphic), so the room loads 0xE00 bytes of level data, immediately following it is the room's BTS for each block (BTS is the parameter for the block's type), each block is 1 byte of BTS, so there's 0x700 bytes of BTS; if the room has a custom background, that will come next and is also 1 byte per block (this room does not); then there's 0x6400 - 0xE00 - 0x700 = 0x4F00 bytes = 0x2780 blocks of solid block. After that comes the BTS again, but this time, any BTS from previous rooms is kept that the current room doesn't overwrite, and eventually the custom backgrounds of previous rooms again. All co-ordinates from this point on will be in blocks rather than pixels. Suppose the game needs to know what the block at (x, y) is, the game calculates that block as the nth block in the room, it does y*0x70 + x (0x70 is the width of the room). This formula holds when Samus is off-screen too, so when Samus is to the right of the room, the nth block is y*0x70 + (0x70+x) = (y+1)*0x70 + x, this has the effect of being in the same room but one block higher. Travelling right the width of the room 16 times is the same as travelling one screen down, in this 1 screen tall room, that means she will be 'under' the room. When Samus is under the room, BTS is being read as level data, fortunately, most of the BTS is just 00, which corresponds to air. When Samus goes left of the room, that's the same as going right 0xFF screens and vice versa, i.e. going right 256 screens brings you back to the start. Going 'above' the room is the same as going down 0xF screens and vice versa. In this Wrecked Ship room, the data above the room is background data (always air). With the knowledge of all of this, I can explain what's going on. Coming into the room, you're below the floor in BTS-data land. As Samus is travelling right, you get to see those two slope blocks over and over, the distance between consecutive pairs of slope blocks is 3.5 screens (because BTS data is half the size of level data). Because each time a room-width is travelled, every block is raised a row, Samus gets higher and higher until she's actually on top of the room (when there stops being solid blocks above her). A further 5 room-widths are travelled with Samus on top of the ceiling, with each room-width travelled removing a layer from the 5-row ceiling. Finally, Samus is inside the room, and it's only a matter of finding the door transition blocks for the left door. Just as a note, when Samus reaches those purple blocks, that's actually uninitialised data, and in theory, that means this really shouldn't work every time.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Can anyone explain why the end time on the below video displays the final timer as minutes/seconds instead of the usual hours/minutes? Maybe I missed something obvious here, but I cannot figure this out and it is driving me nuts. http://www.youtube.com/watch?v=zbuxE7GXRXA
They're off to find the hero of the day...
Joined: 7/2/2007
Posts: 3960
There's a modification you can make to the ROM to report time that way; he's presumably playing with that mod.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Have a question too: Playing around on the attic room i found something strange. http://dehacked.2y.net/microstorage.php/info/785911191/Stuff2.smv The floating creature has 250 health points and the wave + spazer shot only inflicts 70 health points damage. In the smv, if you use the last script P.J. posted you'll see that the beam goes through the creature damaging it 4 times in a row (280 health points), so the enemy is killed and the beam doesn't desapear. I'm not sure if this can be done in other areas of the game, but in this particular room i've noticed it happens when the creature is close to the spark of the hub, when using the script i mentioned there's a box where you read "80/80" and something like a life bar and when the creature is close this happens. Does anyone know why this happens and if can be used against any creature in any room?
zwataketa
He/Him
Joined: 9/1/2012
Posts: 309
How about someone alter a 100% movie slightly to use the spaceyime glitch and start from a "newgame+." I'd watch that.
I quit TASing.
Experienced player (870)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
Cpadolf already did that already. Don't know where it is, maybe he could hook you up.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Here it is. It uses X-ray abuse though so it's not that exiting. It would probably make an interesting movie to do an "all bosses" run newgame+, but it's a lot of work and half of it would probably just look like Saturn's GT code run anyway.
Agare Bagare Kopparslagare
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Here is another way of handling the norfair gaunlet using the pseudo screw attack. If this is going to be used, one would need to calculate for the extra damage being taken here when preparing for the crystal flash in the GT room. http://dehacked.2y.net/microstorage.php/info/373679738/norfair_gauntlet.smv
They're off to find the hero of the day...
zwataketa
He/Him
Joined: 9/1/2012
Posts: 309
Yeah an all bosses newgame+ is what I meant. Should be easy, since you would already have the stuff without having to search for it. And btw, by "easy" i mean "easier than regular run," before anyone says anything
I quit TASing.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Found something that's a bit interesting, don't know if anyone else knew about it already. Apparently there's a 1 frame window during the the fade-in after a pause where you won't trigger doorblocks by touching them (or something along those lines), which means that with high enough speed (either a shinespark or near full speed running) you can go straight through doors. Can't think of any real applications of this but it's another method of getting out of bounds if you have speedbooster. http://dehacked.2y.net/microstorage.php/info/825362247/WrapThroughDoor.smv
Agare Bagare Kopparslagare
Joined: 7/2/2007
Posts: 3960
Given how long it takes to do the X-ray climb in the statue room, might it be faster to go get speedbooster and then use that instead?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
It's not possible to get into the right position using that method. There's just solid blocks directly to the left of the doorblock that you crash into.
Agare Bagare Kopparslagare
Joined: 7/2/2007
Posts: 3960
Ahh well, so much for that idea. I guess if it had been possible you would have already shown it off. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Any update on the 100% run?
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