Player (209)
Joined: 2/18/2005
Posts: 1451
Graveworm wrote:
Also, mind to give me a movie saving 2 frames in the first room of Ceres? I never succeeded in saving any time doing that, but I never tried very hard either.
Just try to get a bounce of every platform you can reach while falling. It's pretty easy. After that you would apparently save even 8 frames till Ridley so you would be faster anyway.
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Former player
Joined: 9/29/2005
Posts: 460
I've tried doing that, but I havn't been able to do so, therefore I would like for someone, maybe you to show me how it is done. Since I apparently missed something.
Player (209)
Joined: 2/18/2005
Posts: 1451
This variant enters the door at frame 299 compared to JXQ's/Flatley's 301 because of the head bounce abuse. http://rapidshare.de/files/30154337/Ceres_1st_room.avi.html Just check the input to see what exactly to press.
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Joined: 12/7/2005
Posts: 149
Location: Sweden
I hope another any% run will be done. I just watched TS's run again; it's amazing how much more optimization seems to be possible now. Every movement seems to take 10% more time in that run than in the most recent TASes. I also noticed that TS picks up one missile pack and one energy tank more than he needs; would they be required for some new tricks? Otherwise, perhaps 15 seconds could be saved on those alone.
Former player
Joined: 3/24/2004
Posts: 248
Location: West 81st Street
Saturn wrote:
This variant enters the door at frame 299 compared to JXQ's/Flatley's 301 because of the head bounce abuse. http://rapidshare.de/files/30154337/Ceres_1st_room.avi.html Just check the input to see what exactly to press.
Nice, nice!
Player (209)
Joined: 2/18/2005
Posts: 1451
Fredrik wrote:
I hope another any% run will be done. I just watched TS's run again; it's amazing how much more optimization seems to be possible now. Every movement seems to take 10% more time in that run than in the most recent TASes. I also noticed that TS picks up one missile pack and one energy tank more than he needs; would they be required for some new tricks? Otherwise, perhaps 15 seconds could be saved on those alone.
I'm not really sure which run to start after the RBO. If Redesign gets accepted I would have more interest to do this run first. But after that I definitely will record a any% as long as no one makes a optimized one till then. About the Energy Tanks I doubt it's worth to skip one since the longest delay to get any of the 4 is 1-2 seconds but therefore you can use knockbacks much more often and you can shinespark in many more places without energy problems. About the Missile Packs I'm not sure either because you require all of them for the Phantoon 1-round kill. Only thing that might be worth to skip is the Spazer if doing Kraid first.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 12/7/2005
Posts: 149
Location: Sweden
Saturn wrote:
About the Energy Tanks I doubt it's worth to skip one since the longest delay to get any of the 4 is 1-2 seconds but therefore you can use knockbacks much more often and you can shinespark in many more places without energy problems.
Don't forget that the item jingle takes several seconds (this is not a concern if you only care about in-game time). The energy tank I'm thinking of is the one by the high-jump boots; TS's energy barely drops below 100 after he picks it up; it's possible that slowing down on the way for a fraction of a second to collect health would be faster. But you're right that more shinesparking and knockbacks would probably require this energy tank. As for the Phantoon quick-kill, JXQ uses 21 missiles while TS only has 20 at that point. Can it be done with 20? Otherwise you'd have to pick up one extra missile pack.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
Saturn wrote:
I'm not really sure which run to start after the RBO. If Redesign gets accepted I would have more interest to do this run first. But after that I definitely will record a any% as long as no one makes a optimized one till then.
i tried improving terima's run but failed at certain places(like 1-round kill phantoon), even if my version were "much" faster it was not optimized .. not even close - so iam glad to hear you would do it anytime(longtime.. :p) ps: whats about ogreslayers any%? thought he did start one some month ago?
Player (209)
Joined: 2/18/2005
Posts: 1451
Fredrik wrote:
Don't forget that the item jingle takes several seconds (this is not a concern if you only care about in-game time).
I aim for ingame time only, right. For me breaking the in-game time record is far more of value than a real recording time which is often based on luck during different door transition times, lag etc.
Fredrik wrote:
The energy tank I'm thinking of is the one by the high-jump boots; TS's energy barely drops below 100 after he picks it up; it's possible that slowing down on the way for a fraction of a second to collect health would be faster. But you're right that more shinesparking and knockbacks would probably require this energy tank.
If skipping this tank the biggest problem will be the shinespark to Wrecked Ship and also the small shinespark through this 2 rooms where the Spazer is located. Also you have to add in 3 spike knockbacks and 2 enemy knockbacks (in the room with the first Power Bomb). I doubt the energy will suffice if not picking this tank.
Fredrik wrote:
As for the Phantoon quick-kill, JXQ uses 21 missiles while TS only has 20 at that point. Can it be done with 20? Otherwise you'd have to pick up one extra missile pack.
Yes. 20 is the minimum. It will probably be 5 frames slower because you will use a normal beam shot to get rid of the last Phantoon "light" (which JXQ already did with a Missile that has a 5 frames faster cool-down till the next shot) but I tried it and it still works. No need to pick any more Missile packs. Evil: Good to know, thanks. About OgreSlayer: I think he did cancel it as far as I know.
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Joined: 10/6/2005
Posts: 70
Location: France
Saturn, congrats on the RBO you are making, the demos are amazing 8) ! I wanted to know, will the run be finished soon ? =)
Player (209)
Joined: 2/18/2005
Posts: 1451
Thank you link :-)
Saturn wrote:
Maridia will surely take a while but after that the rest will be pretty easy and fast to complete. I hope if everything goes well (and I find the needed time for it) to finish this run in 2-3 months depending on the troubles in Maridia I don't know yet.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Active player (277)
Joined: 5/29/2004
Posts: 5712
P.JBoy wrote:
Say (in paint), this movie uses "Arm-Pumping", so if you think it's real time...you've lost it and insert that as 1st-15th frame using Virtual Dub
But what if someone records it at thirty frames per second?
put yourself in my rocketpack if that poochie is one outrageous dude
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He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Can you do that? I thougt only 60 fps is possible, and it has to be converted - and I didn't see a "merge 2 frames to 1" option in VirtualDub.
Joined: 3/7/2006
Posts: 720
Location: UK
You could do Decimate on it. However, the frame on which arm pumping starts is not always an odd one (for example), so sometimes you would see Samus slide whilst aiming or something. :)
Voted NO for NO reason
Player (209)
Joined: 2/18/2005
Posts: 1451
VirtualDubMod can convert frame rates. You can change them by going to Video --> Frame Rate and enter the desired rate in "Frame Rate Conversion". It also supports the "skip every other frame" (or decimate rate) option which however is not recommended because the animation will look very bucking that way.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Damn the RBO looks good. Keep it up!
Joined: 8/2/2004
Posts: 98
I noticed (or at least it doesn't seem) that you don't arm-pump on the platform after Ridley.. Is this because you won't get the items that you need? I'm sure there's a reason for it, but I need to know why because it's been bothering me since I saw it.
-Oz. If practice makes perfect, but nobody's perfect, why practice?
Player (209)
Joined: 2/18/2005
Posts: 1451
That's because Samus can gain more momentum for the jump into the Energy Tank room saving time in the end. Arm pumping is in general slower if you have a short platform and have to make a long jump from it because during the jump you constantly keep the reached momentum which will be lower if doing arm pumps before.
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Joined: 8/2/2004
Posts: 98
Ah, gotcha.
-Oz. If practice makes perfect, but nobody's perfect, why practice?
Joined: 6/9/2006
Posts: 614
Location: Mettmann
i wish i could see frames per room with my nes/james bond like in the ceres 1st room video ;/
Joined: 8/1/2004
Posts: 178
You can't start running really fast after a short distance can you? Like do the short charge but don't finish it, then is there a way to make yourself at that moment automatically speed up to the speed you SHOULD be at during that section of the charge? Most likely not, but maybe no one messed around with it somehow.
<^>v AB X LR s
Player (36)
Joined: 9/11/2004
Posts: 2623
Oddity, the short charge boost takes the exact same amount of frames as a regular charge. The only difference is in the distance traveled.
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Player (209)
Joined: 2/18/2005
Posts: 1451
Evil: I doubt this will be possible. Only nitsujas Snes9x improvement supports this. Just use the "watch" function on the Hex adress 7E1842 as 2-bytes to see the in-game frame counter. Oddity: No, never. The horizontal speed you gain through the momentum has nothing to do with the "Blue Suit / ready to Charge" situation. Unlike in SM-Redesign they are completely seperate factors in the original. And only because of this a short charge is possible at all since it doesn't require to constantly gain horizontal speed in order to get it.
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Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Oddity: There's only one way to start running as fast as you can: hold down the dash button and run. Arm-pumping doesn't increase your running speed, it just additionally shifts your position forward by one pixel or so with every pump; short charge techs, in their turn, are used to run slower than usual (and therefore, to travel a shorter distance before the SB charges up for a jump), and as a result, you only press dash on the four frames needed to charge. You can only hope to travel the desired distance faster if you're already running (or at least you're in the process of the running animation; which is the key of the shortest charge) at the beginning of it (that's especially useful in the case with Ceres's stupid automatic doors).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 8/1/2004
Posts: 178
Thanks for all the input, but I should have explained more. I'm 99.9% sure this won't work, but if it did it would be so cool. Let's say you're in a room where you constantly need to jump due to small platforms. There could be a situation, if this was possible, where there's not enough distance to do a shinespark, but enough distance to slow down...slow down...slow down...then by some probably impossible means, trick the game into speeding yourself up immensely at that point instead of continuing the short charge glitch, sending you flying when you jump right afterwards (hopefully with the screw jump thing).
<^>v AB X LR s