Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Any chance for an .smv? I can't even use Rapidshare due to the specifics of my internet connection. :\
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (206)
Joined: 2/18/2005
Posts: 1451
moozooh wrote:
Any chance for an .smv? I can't even use Rapidshare due to the specifics of my internet connection. :\
I uploaded it to my site for you: http://www.freewebs.com/saturnsmovies/SM%20%2D%20Improved%20Torizo%20Fight.rar Hopefully it works now. Maybe I will post the smv later, but for now I prefer to keep it private, to not spoil anything. Hope you understand.
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
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
I actually meant the SMV for only the fight itself. All you need are the main SMV, a savestate at the beginning of the fight and going here.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (206)
Joined: 2/18/2005
Posts: 1451
moozooh wrote:
I actually meant the SMV for only the fight itself. All you need are the main SMV, a savestate at the beginning of the fight and going here.
Too much of a hassle for me to do. :-( The previous link on my site works anyway.
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
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Saturn wrote:
The previous link on my site works anyway.
I need it to compare the cooldown values with the results I've achieved myself. It may be possible to improve it further (not that it matters much now, but still interesting).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (206)
Joined: 2/18/2005
Posts: 1451
Cooldown values, whats this? EDIT: Seems like he meant the ones between shots. Although it's funny that moozooh really believes I wouldn't optimize such a easy thing like this to the absolute limit (big talk seems to be common in this days I guess), I should probably mention the facts I came down to, after carefully optimizing this simple fight for more than 3 days: It can't be improved by more than 3 frames. However I wouldn't be able to get Missile refills that way, so I had to sacrifice them. Other than that I shot him on the earliest possible frames all the time, so it's perfect. Feel free to prove me wrong. :-)
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
Former player
Joined: 6/15/2005
Posts: 1711
Saturn, I just meant, when considering quotes like these: <Saturn> It is 100% impossible to escape from there, I've tried. It can't be done I am 99.99999999999999999999999999999999999999999999999999999% sure sure you can try but it's useless :) I don't understand why you keep doubting me etc etc, if it felt like a nice wakeup call that you maybe aren't the final godlike authority you thought you were, when it comes to Super Metroid. Of course you wanted it to work, as did we all, anything else would be ridiculous, obviously.
Zoey Ridin' High <Fabian_> I prett much never drunk
Player (206)
Joined: 2/18/2005
Posts: 1451
Fabian, that was because, when I made that quote, I didn't consider the midair turn-around abuse when grabbing a item, because I never thought you can land quickly enough to start running towards the door immediately. I underestimated the gravity after high jumps that make it possible nevertheless. Without the mentioned turnaround animation, my statement is still perfectly valid, because michael flatley was far away of managing the escape although he got it optimal in his WIP, just without the additional turnaround. After moozooh convinced me that you can save slightly more pixels towards the door with turnaround, I immediately believed it's possible. Everybody who has IRC logs of our talk about it can see that. And again, I ask to not blame me for things I have never said...
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 (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Lately I have been trying to do the statue room x-ray climb without using the crystal flash. Unfortunately Samus hits her head once she gets to a certain height and she cannot advance any further. I think that it might be possible to go through the ceiling if Samus was further into the door. The best X position that I have gotten so far is 36. I think it might be possible to get 35 if the subpixels were perfect. Even still I do not know for sure if it would work. Well I encourage others to try as well. This would take the 10% run that evilchen is working on, down to a 6% run. My attempt can be seen here: http://dehacked.2y.net/microstorage.php/info/5591/xray.smv The memory address for the X position is 7E0AF6
They're off to find the hero of the day...
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
I highly doubt that you will succeed unless you find a method to remove the slope block or change your horizontal position while X-Ray climbing.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
For those interested, I have updated the SuperMetroidTricks page with some up to date info, including the elaborate instructions on how to skip Torizo on NTSC, and the new shortest charge technique — the result (not the final, I hope) of a research initiated by hero of the day. More updates pending.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Looking great moozooh, the page now has almost all known/useful tricks on it. One noticeably absent trick is the continuous walljump. It would be nice if that could be added, preferably with information on the min/max speed and height required to execute it. Another issue is the wrap-around shot technique posted on the page. I have no idea how to do it, and the description is pretty vague. Maybe some sort of clarification along with a demo SMV would make it easier to understand. Edit: Also forgot to mention low boosting, that should be on the page too even though it only saves a single frame per use.
They're off to find the hero of the day...
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Nice, you made it look so easy in the vid.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 10/24/2004
Posts: 60
Location: Quebec
Saturn, I was wondering, how you RBO run progress? I am really intersted by this run, hope to see it complete.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
As far as I know; He's still in Maridia, he should still be near the start of there since he's had to restart the area a few times.
Player (206)
Joined: 2/18/2005
Posts: 1451
Thanks for your interest, blitzag. P.JBoy is right, I'm still in Maridia optimizing my way to Botwoon. But because it's a pain to do suitless underwater, I decided to work on a Super Metroid Redesign TAS for the moment. Don't worry about the RBO though, I will definitely pick it up once again in the future, it will just take some time to find enough motivation to start working on it again.
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: 6/9/2006
Posts: 614
Location: Mettmann
ill guess he will never finish it because someone finds out something new and important and saturn just presses DEL on his old RBO and restarts :)))!!!!
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Any progress on your 10% run evilchen?
They're off to find the hero of the day...
Joined: 6/9/2006
Posts: 614
Location: Mettmann
on the way to tourian/statue chamber(also have nice ideas for the x-rayroom v2) but iam also tryin to get a good start for the next run in ceres but its kinda hard(nearly impossible) to beat your and/or jxq's framecount there ://!
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Cool, I am looking forward to seeing the finished test run. You should be able to beat the frame counts on ceres in my run, since I did not optimize subpixels. A couple of the rooms are improvable by 1 frame. JXQ's ceres run is just about perfect, so don't expect to beat his frame counts. He optimized all the subpixels on the parts before and after ridley. If you need any help let me know. I am currently on ceres myself and I am optimizing all the subpixels for the escape sequence which is proving difficult.
They're off to find the hero of the day...
Joined: 6/9/2006
Posts: 614
Location: Mettmann
hehe ;) what are subpixels meant to be in metroid? and why do they save time hm.. :(? i know i can read the info about my subpixels in the memwatcher but what else does it help me(never really thought abóut using them)
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Each pixel is actually divisible further, though you obviously can't see it on the screen. By optimizing subpixels, you merely achieve more precise positioning, which in some cases can save a frame, or, as in the case with Torizo, more than 20 seconds.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 10/24/2004
Posts: 60
Location: Quebec
Hi, I'm really interested in super metroid tas... But I need some clarification if you want... I read all the trick in the super metroid page. But, can I have some clarification on subpixel and pixel thing? With what should I start? Thank you in advance.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
i guess its like you moozooh said, sub pixels are invisible for your eye - but you can see them with the memorywatcher moozooh posted some pages before as i asked about it :) they should be used for optimizing your positions and movements i guess here i searched it for you :)
moozooh wrote:
Memory watch. Unzip this archive into your snes9x folder, it should be self-explanatory. Catnap's smvs are mirrored here.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Pixels are what the graphics are composed of. Sub-pixels are like pixels, but they don't visibly change the graphics. They do however make a change. How can sub-pixels make a non-visible change you might ask. It makes those changes in the RAM, the same place the game makes every change. Sub-pixels in Super Metroid are tracked down to 1/65536th of a pixel, and like normal pixels, increment/decrement according to your speed. So you can optimize sub-pixels by watching the RAM through snes9x's memory watcher, or by gocha's memory viewer. You would normally optimize sub-pixels when it doesn't actually lose time. Such as when you are waiting for a door to open. At which point you can modify your sub-pixel position so that it is higher and you actually get a few more pixels when you finnaly move (since 65536 sub-pixels equals 1 whole pixel). This is all I know, ask moozooh for the specifics.