Joined: 8/7/2006
Posts: 344
That video is hilarious.
Editor, Emulator Coder, Expert player (2156)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
amaurea wrote:
22 Samuses frolic around Zebes: Link to video This is a comparison of all the Super Metroid submissions at TASVideos (except one which was rightly rejected for poor techincal quality). It also includes the RBO wip by Kriole, Taco and Herooftheday. It it interesting to see just how big an improvement Super Metroid has had through the years. The newest run gains 200 frames or so per room vs. the oldest one, for example.
That title reminds me of the funny anagram: Super Metroid, the More the Stupider. I like this video.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Tub
Joined: 6/25/2005
Posts: 1377
Awesome, but pretty confusing :) Would it be possible to extend the movie to 16:9 widescreen to get more space for statistics, somewhat like this? http://www.authmann.de/misc/tasvideos/sm_comparison.png This would allow adding additional stats (total frames, item%, rooms visited) to determine route differences. It'd also allow highlighting the best and worst room strategy for the last room. How do you do the colouring of the different sprites? It appears that they're converted to greyscale, then hue-shifted. I suppose proper palette shifts aren't possible? One last thing: have you considered delaying each room until the *last* sprite exits the room? This might make it easier to follow, and easier to spot the amount of improvements going on.
m00
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Tub wrote:
One last thing: have you considered delaying each room until the *last* sprite exits the room? This might make it easier to follow, and easier to spot the amount of improvements going on.
This would be really cool. The most entertaining parts of the video where in rooms where you had some big delay towards the end, and seeing all the Samus's catching up one by one :P Pretty awesome video either way though.
Agare Bagare Kopparslagare
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
That's fucking crazy man! Can someone please give us a high quality encode of that? Definitely something all Super Metroid fans all around the world need :D
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
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Tub wrote:
One last thing: have you considered delaying each room until the *last* sprite exits the room? This might make it easier to follow, and easier to spot the amount of improvements going on.
Wouldn't that interfere heavily with the music? It would have to resync heavily, while using the current method it's just fastforwarded (not the most aesthetically pleasing solution, but probably the simpliest). Can Lua make music play continuously?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
moozooh wrote:
Tub wrote:
One last thing: have you considered delaying each room until the *last* sprite exits the room? This might make it easier to follow, and easier to spot the amount of improvements going on.
Wouldn't that interfere heavily with the music?
Maybe apply the music in post production?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 5/12/2009
Posts: 748
Location: Brazil
Thas was very cool, man! It's like a crazy marathon! Funny is to see an army of Samus against the bosses. Great Video!
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Tub wrote:
Heh.. I was just looking for different applications of the CF trick when my mind went to the maridia tube. It's only 1 block high, right? If you glitched through that, would there be water on the other side? ..then I remembered that somewhere during the crystal flash, you're bound to drop a power bomb. Drat! :( I found only one place besides GT, but this one will be difficult: gravity without phantoon and xray: Things needed for this to work:
  • The required rooms are all working without killing phantoon. They should be, but you never know.
  • The door leads to the expected room. (The bridge you travel through appears to be a different room, because it has an extra enemy, so who knows?)
  • You can somehow time a CF up there. Space Jump or wall jumps won't help since you can't re-spin after unmorphing, and there's no ground near you. If this is possible at all, it'll have to be done as part of a very tricky IBJ sequence.
Considering that this has been possible with xray for ages, I'm not sure it's worth it. Unless someone considers glitching through a 1-block floor to be less "glitchy" than xray-climbing behind a closed door. Even if possible, it's useless in any% and low% (no grapple, not enough ammo) and 100% (need to kill phantoon and clear WS anyway). It might be useful in an RBO, if you relabel it as "reverse boss order except for phantoon who is totally skipped and we didn't feel like doing Kraid either because we don't need varia any more". Meh.
If it is the same room, this might be a faster way to get the Gravity Suit in an any%, depending on if you have sufficient items to Crystal Flash by then; I kinda doubt it though, since IIRC Phantoon is the first boss fought.
Previous Name: boct1584
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
boct1584 wrote:
If it is the same room, this might be a faster way to get the Gravity Suit in an any%, depending on if you have sufficient items to Crystal Flash by then; I kinda doubt it though, since IIRC Phantoon is the first boss fought.
No it isn't since the gravity suit isn't in that room until Phantoon has been killed, as has been pointed out twice already.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
EDIT: What I meant is that it might be faster to use the CF trick to come at that room from below AFTER beating Phantoon if you have enough items to CF, instead of going up and around like the game intends you to. And oh yeah, the super comparison video. That was concentrated awesome.
Previous Name: boct1584
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
moozooh wrote:
Tub wrote:
One last thing: have you considered delaying each room until the *last* sprite exits the room? This might make it easier to follow, and easier to spot the amount of improvements going on.
Wouldn't that interfere heavily with the music? It would have to resync heavily, while using the current method it's just fastforwarded (not the most aesthetically pleasing solution, but probably the simpliest). Can Lua make music play continuously?
The simplest thing would probably be to display real-time frames instead of ingame frames. I.e. not skip door transitions and items. The time for a door transition will probably be enough for the slowest ghosts to catch up. However, this would also require using real time instead of ingame time as the synchronization method, since no ingame time passes during a room transition, which means that the other ghosts would be frozen during a room transition if I use ingame time for sync and display real time. Anything more advanced than that would probably require savestates + meddling with the game state, which I think will be too much trouble to be worth it.
Tub wrote:
Would it be possible to extend the movie to 16:9 widescreen to get more space for statistics, somewhat like this? http://www.authmann.de/misc/tasvideos/sm_comparison.png This would allow adding additional stats (total frames, item%, rooms visited) to determine route differences. It'd also allow highlighting the best and worst room strategy for the last room.
Writing on a larger canvas than the snes screen is not impossible in snes9x, but impractical. The drawing functions all refer to the snes screen, so I would have to either link in extra libraries or write my own functions for writing to gd images. Well, either that or modify snes9x to have a larger buffer than the snes screen itself.... Actually, I just thought of an easier way to do this. Write the info to disk, and write a program to combine the two into a the full image for encoding. The disadvantage is that the script wouldn't be totally stand-alone that way. Or perhaps this could all be generated based on the ghost files, with no modification of player.lua... I'll think about it.
Tub wrote:
How do you do the colouring of the different sprites? It appears that they're converted to greyscale, then hue-shifted. I suppose proper palette shifts aren't possible?
The sprites can be anything. They are defined in a simple png file. The ones I used used simple colors because I'm not that interested in graphic work, but others have made a really neat set of sprite sheets using the friendly aliens as the ghost sprites. My current sprite sheet is imperfect for other reasons two: a few sprites are missing because Samus was flashing while I recorded them. The most important one is the "ouch" pose (you probably noticed this during the first Ridley battle, for example). Here is the current sprite set, in case you want to tweak it: http://folk.uio.no/sigurdkn/poses.png To replace samus with something else, simply put that something else at the appropriate location of the grid.
Tub
Joined: 6/25/2005
Posts: 1377
boct1584 wrote:
If it is the same room, this might be a faster way to get the Gravity Suit in an any%, depending on if you have sufficient items to Crystal Flash by then; I kinda doubt it though, since IIRC Phantoon is the first boss fought.
Considering you'll need to grab a total of 3 PB packs by then, this will be slower (if it's possible at all). You'll grab one PB pack anyway, the second is a 1-room-detour in red brinstar, finding a third will be a problem. The closest one seems to be at the upper right of the landing site, and you'd have to grab it without SB.
m00
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
you only need 2 pb packs to do a crystal flash. The trick is refilling the 1 used power bomb before the crystal flash is initiated.
They're off to find the hero of the day...
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
If I recall that room right, there's only Grappling Rippers there; can they drop Power Bombs? And if so, I imagine the timing to lay the Power Bomb, drop to kill one and get the item, and get back up, would be almost impossible even under TASing.
Previous Name: boct1584
Joined: 5/12/2009
Posts: 748
Location: Brazil
Getting a 3rd pb pack is not as troublesome as getting the grapple to push Samus up... unless she can stand there holding down after the cristal flash. Anyway, it seems too high for me for Samus to climb even using Hi-Jump Boots.
Joined: 5/12/2009
Posts: 748
Location: Brazil
amaurea wrote:
22 Samuses frolic around Zebes: Link to video This is a comparison of all the Super Metroid submissions at TASVideos (except one which was rightly rejected for poor techincal quality). It also includes the RBO wip by Kriole, Taco and Herooftheday. It it interesting to see just how big an improvement Super Metroid has had through the years. The newest run gains 200 frames or so per room vs. the oldest one, for example.
Which script do you use for the door transition, amaurea? is it "turbo" or "maximum"?
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
Eye Of The Beholder wrote:
Which script do you use for the door transition, amaurea? is it "turbo" or "maximum"?
It is "maximum". Otherwise some of the frames from the door transitions and item scenes would be left in the video. This would be especially apparent in the sound.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Thanks. Btw, maybe you can help me. When i use this script to skip door transitions, itens and the black screen in the elevator transition, and if i play a movie, the script skip all Ceres. Also, i thought this script wouldn't skip in-game frames, but once Samus gets to the elevators, the script skip all the frames Samus is in the elevator, and you can only see her arriving at the elevator and leaving it. Is there any other way that i can skip only realtime frames without skipping any in-game time frames? Thanks again!
Joined: 11/26/2010
Posts: 454
Location: New York, US
I'm not sure if any of you know this or not, but I'll say it anyway. In Upper Norfair, the room before the lava rising room. For some reason if you Power Bomb the Beetle enemies they drop 2 items instead of 1. Can anyone explain why that is? BTW amaurea thank you for the comparison videos you made, they were awesome!!!
My name is Forensics.
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
Eye Of The Beholder wrote:
Btw, maybe you can help me. When i use this script to skip door transitions, itens and the black screen in the elevator transition, and if i play a movie, the script skip all Ceres. Also, i thought this script wouldn't skip in-game frames, but once Samus gets to the elevators, the script skip all the frames Samus is in the elevator, and you can only see her arriving at the elevator and leaving it. Is there any other way that i can skip only realtime frames without skipping any in-game time frames? Thanks again!
My script does that? It does not for me. On my side it only skips non-ingame frames, which include: The intro and ending, item scenes and door transitions, and lag frames (most noticeable for power bomb explosions). If you are using another script, perhaps that one has more extensive skipping included. A minimal in-game frame skipping script looks something like this (not tested):
pframe = 0
while true do
 frame = memory.readbyte(0x7e09da)
 if frame == pframe then snes9x.speedmode("maximum")
 else snes9x.speedmode("normal") end
 pframe = frame
 snes9x.frameadvance()
end
Joined: 5/12/2009
Posts: 748
Location: Brazil
The script you posted works fine... the only problem is i forgot that the pause screens are not in-game time and the script skips it. I don't remember if i copied the scrip you posted or someone else posted, but this is the one i was using. Maybe you can find out what's the problem and fix it. Thanks for helping.
while true do

   istop = memory.readbyte(0x7E0009)
   dstop = memory.readbyte(0x7E05F5)
   estop = memory.readbyte(0x7E0E18)

-- Items, Doors, Elevators

   if istop+dstop+estop > 0 then
   snes9x.speedmode("maximum")
else
   if istop+dstop+estop < 1 then
   snes9x.speedmode("normal")
end
end
   snes9x.frameadvance() 
end
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
The range between 7E0000 to 7E0019 is for miscellaneous values, it just happens that 7E0009 is set during item-get sequences, it's also set during all of Ceres
Joined: 5/12/2009
Posts: 748
Location: Brazil
I see. Well, problem is if i erase that "istop = memory.readbyte(0x7E0009)" line, the script will not skip/ff the item-get, right? Anyway, i'll just use the script that amaurea posted in the previous page for Ceres and load the other one once Samus reaches Zebes. Thanks.
Joined: 11/26/2010
Posts: 454
Location: New York, US
BTW Taco, Kriole and Hero hows the RBO going. How much progress have you guys made from the WIP. Also can we expect another WIP anytime soon? Also my brother and I found some weird things involving the start menu. For some reason without Speed Booster if you start while Jumping or Mockballing it resets your speed. The start menu also has other weird properties for instance. It acts like a door transition in a way. If you hold Angle Down on your D-pad in a door transition it will Angle Down without losing momentum. Same goes for the start menu if you hold Angle Down before it fades back to the screen it will Angle Down without losing momentum. If the screen turns black and then press a button it will register the input immediately. For instance if you can multi-bomb in the air without turn around animation. It also registers like your bombing on the ground at least without Speed Booster that is. Very weird stuff not useful in TAS conditions, but I thought it was interesting.
My name is Forensics.