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Dooty you made an exelent job on this tas. Thanks for this project. I had lots of fun wathing all the wips and now the final work. You should use your technique to improve others movies as well.
Run..Run...Run.....
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Unfortunately this concept can't be aplied in Super Metroid, at least not in an entire run.
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Um..., I guess Metroid is not as laggy as Donkey Kong, but if you're having trouble with lag, you can do this: if the original TAS is >,>,>,B,>,>,>,A, but when you paste it in your TAS you got a lag in frame 3 that is not present in the original TAS, then it must be changed to >,>,>,>,B,>,>,>,A. I solved most of my desync problems this way. and here's a little tip to make a TAS more reusable: unless it saves time, do not press any button while the game is loading, it makes the TAS more readable. ex: at the Press Start screen, use S instead of A,B,A,B,A,B, also to start a new level, avoid the A,B,A,B,A,B if possible. /or is it a reset? if so, we should ask the creator of TAS Movie Editor to include a reset function on his program, or include its functions on Snes9x, like the FCEUX, it would be really helpful for newbies like me.
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Dooty will you submit your movie? i totaly vote yes for this tas
Run..Run...Run.....
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I'm glad you enjoyed it, but it's just a concept.
Dooty wrote:
I promise, I'll stop messing with someone elses TASes, for good! but, feel free to use my concept if you find something useful on it. This is the last one.
I usually don't break my promises... but I'll do it for a good reason, I'm trying to apply this route change to the any%, and then I'll quit. /this change should save more than 6000 frames. //looks like I'll have to keep my promise, I never had such bad luck in a battle. 72 frames trying to manipulate Krow and I finally gave up.
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Now I'm trying to improve the any% without the route change, the only parts that will be reused are those I can't improve or can't change inputs without losing frames. Boss battles will be recreated from scratch. Some tricks will be performed differently. My new little trick will make it's debut.
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Nice, good luck. :)
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Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Dooty wrote:
Now I'm trying to improve the any% without the route change, the only parts that will be reused are those I can't improve or can't change inputs without losing frames. Boss battles will be recreated from scratch. Some tricks will be performed differently. My new little trick will make it's debut.
:) How much time do you think can be saved altogether?
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If those bosses don't mess with my run (Kreepy Krow, for example), more than 100 frames. I know it's not much, but this run is already very well optimized, so it's hard to improve. /by the by, collecting the 75 coins on Pirate Panic can save ~6000 frames! I can try to do this instead, what you guys think about it?
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Progress, before Kudgel's Kontest 37 frames ahead. Lost some frames due to lag but it's ok. /forgot to mention this: it's still a concept, now I'm learning to find and watch memory addresses, so it's not intended for submission. (not yet...)
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After a crapy fight with Kudgel I'm rethinking my idea of recreate the boss fights... here's my progress so far. (41 frames ahead before Rambi Rumble)
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It's great that you're 41 frames ahead... but it's such an insignificant improvement compared to 1 minute saved from mine, and 5 minutes saved from Arne. Makes me wish we had collaborated while I was working on my version. Can't watch the WIP at the since my laptop is undergoing more virus stuff.
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Dooty wrote:
I know it's not much, but this run is already very well optimized, so it's hard to improve.
by the by, I'm not trying to improve your run, I'm not so pretentious. when you watch it, you'll see that I'm not even changing it too much, just the boss fights are being redone, the rest is almost the same. I'm now 61 frames ahead trying to deal with Kreepy Krow's fight. Here's the barrel placement if I enter in the first possible frame: right, right, left, only the second barrel is right, right? maybe...
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Dooty wrote:
Dooty wrote:
I know it's not much, but this run is already very well optimized, so it's hard to improve.
by the by, I'm not trying to improve your run, I'm not so pretentious. when you watch it, you'll see that I'm not even changing it too much, just the boss fights are being redone, the rest is almost the same. I'm now 61 frames ahead trying to deal with Kreepy Krow's fight. Here's the barrel placement if I enter in the first possible frame: right, right, left, only the second barrel is right, right? maybe...
The best barrel set-up is middle, right, right. In the current any% and 102%, we were forced to go with middle, right, middle. This is slower, but we had no choice due to back luck (it would've cost more time to get the better set-up than it saves over what we did). As far as I know, the only way to manipulate the barrels is to change the frame you enter the boss on. Just hope you get better luck than what we had. :/
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Good news! (kind of) The first possible frame to enter Kreepy Krow on my run is 100329, to get the setup you said I must wait for the frame 100357, the next good frame is 10386 and then 10415, there's a pattern here, isn't it? It repeats the setup every 29 frames, so I'm just a f@cking frame late to enter in the first possible frame with the best setup! But I'm not so unlucky after all, using Diddy to reach the Squitter's barrel in Web Woods puts me 91 frames ahead, not too shabby. The current run enters Kreepy Krow at frame 100390. If I don't lose any frames after Squitter's barrel, I'll be knocking on Krow's door at frame 100299. If I'm correct, the first frame with the best setup!!!
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So close... not the first possible frame, but got the best barrel setup, here it is, 108 frames ahead before Castle Crush. /about Castle Crush: Arne used the Golden Rambi. (and even the special ending) Comicalflop brought the target down to him, before he reached the check point! so, there's probably a number of undiscovered results for the hold air glitch here, and that's why I'm going to spend a little more time here, fiddling with this glitch. //spent a little time here, and already realized what's needed to do: when you hold air at a certain height, you are in fact holding the floor! droping the floor have no effect, left or right also, throwing it upwards makes it raise at a high speed and taking damage makes it roll to the left and then break, but the floor doesn't break, so it's replaced by the target. there's no other spot to hold the floor, so the only way to save time here is by lag reduction, but there will be less acrobatics, not much, but well...
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Castle Crush is now lagless! Here, 3 seconds ahead up to Chain Link Chamber.
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Man, you are kicking some ass with this game :o Keep it up.
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omg lol this is so fake!!!1 the nes cant produce music like this!
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Thankyou Cardboard, I hope it's not also entertainmentless, because to avoid lag, sometimes I must stand completely still... ...but not all the time, there's some other tings that causes lag, even the DK barrel animation can cause lag sometimes, weird.
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Speaking of strange things, today I was testing some things in Toxic Tower when this happened: when Diddy walked up to a crocodile and died, Dixie began to jump automatically, it also happens when you keep the B button pressed while the stage loads. I thought it was a level related glitch, but it also happens in other stages, but only when you complete Bramble Blast! Since this glitch starts on Bramble Blast and can be used in other levels, maybe some other glitches could be carried over to other levels as well. sorry if this is already known, but I just found it today, it may be useful somewhere, so I must visit some previous levels to test it. by the by, it makes the team-up-throw-jump really easy in real time... /nothing yet, but it would be awesome to hold air in one stage and then giltch up the next one, talk about kick ass here! but I can only wish...
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Reminds me when a glitched video showed up on nicovideo where Rambi was taken to Web Woods, but NxCy and I researched into that. If you could find a way to carry Rambi into future levels, that'd probably save time...
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Man, that would be insanely awesome, to say the least! but no matter how badly you glitch the game, if you manage to finish the stage or exit with Start+Select, everything is set back to normal, just Bramble Blast allows you to carry it's glitch to another stage, but I don't even know if this is really a glitch... all you need to do is: advance one step and switch the kongs while you hold the B button, this changes the jump physics.
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Wow, it was hard to squeeze any frames from this run, but here it is, my reusable concept at it's best.
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Dooty wrote:
Wow, it was hard to squeeze any frames from this run, but here it is, my reusable concept at it's best.
Great job, Dooty! Do you plan on submitting this? Since it's still largely Comicalflop's run, I don't know exactly how you'd be credited (co-authorship or no?). In any case, it's an improvement, so I don't see why it won't be accepted. :)
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Thankyou NxCy, but no, it's not for submission. I was just learning how to watch memory addresses. Now I guess I'm ready to try the 102% improvement and follow Comicalflop's advice to do it from scratch.
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