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Former player
Joined: 9/1/2005
Posts: 803
it doesn't matter to the emulator, however it does matter for the patch. if it doesn't work, try adding $200 bytes at the beginning of the rom prior to patching and see if that does anything.
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Thanks, it works now. :)
Former player
Joined: 8/17/2004
Posts: 377
15 hours? Yikes... I'll be fast forwarding a lot of that. :D How long do you think an optimized any% run would take, Saturn?
Player (206)
Joined: 2/18/2005
Posts: 1451
I first guessed a sub 1 hour any% run would be possible, but thinking of the difficulty, the many morph ball mazes, many water rooms you have to pass without gravity and the hard to kill enemies not to mention the at least 2 times bigger route to go I would doubt a sub 1:10 run is possible at all.
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: 8/17/2004
Posts: 377
By the by Saturn, the movie won't let me load savestates I make while watching your movie. It keeps telling me that the save isn't from the current movie, despite having made it just a moment before. Since it's 15 hours long that, uh, kinda sucks. :)
Joined: 11/28/2004
Posts: 138
I finally got gravity suit, damn lost caverns was a pain to get past. But its surprising how easy it was when you figured what the things there meant:).
The best time you have is the time you share with other people.
Former player
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
The solution to all the hard things seems to be "put the up & down keys on the keyboard and play with three hands". Because that's the only way I can morph into the ceiling, walljump well at all, etc.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Player (206)
Joined: 5/29/2004
Posts: 5712
Hmmm... Maybe your controller's designed badly...
put yourself in my rocketpack if that poochie is one outrageous dude
Player (206)
Joined: 2/18/2005
Posts: 1451
Spoony_Bard wrote:
By the by Saturn, the movie won't let me load savestates I make while watching your movie. It keeps telling me that the save isn't from the current movie, despite having made it just a moment before. Since it's 15 hours long that, uh, kinda sucks. :)
Strange, It works fine for me like on any other game. Did you hard-patch (with a ips patcher) the ROM or do you use the original ROM only temporary patched on the fly through Snes9x (soft-patch)? I recommend hard-patching in any case as it is what I did and everything was flawless (incl. loading savestates) like with a original ROM.
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: 8/17/2004
Posts: 377
I have it hard patched, yeah. The movie doesn't desync or anything. But every savestate I make while watching it won't allow me to load, giving me a 'This snapshot not from this movie' error message. I even restarted the movie and made a different save near the beginning, and tried to reload it a moment later and it gave me the same message. I checked, other movies from other games worked fine, it's just this movie for this game. It's weird... Oh well, I guess I'll wait for someone to make an optimized run.
Tub
Joined: 6/25/2005
Posts: 1377
Atma wrote:
As linear of Metroid Fusion? almost. You can't get the next thing without the previous thing. its evil. so no, you're more or less stuck on a specific path.
well, there's no certain order between high-jump-boots, wave, spazer and x-ray-scope, they can be grabbed in any order after aquiring speedbooster. the boots even between grapple and speed booster. Right now I don't see any forced path (although it was much more restrictive at first). now that I can walk around freely, explore everything and do what I want, I really start to like the hack. Having enough options is much better than being forced into a certain puzzle. If I can't solve one room, I'll just pick another first.
m00
Former player
Joined: 9/1/2005
Posts: 803
ok, I've done my lazy run that's rather shoddy but definitely gets the job done, you can grab it here. here is the patch you need to run this smv, for a headered rom. more or less the only route possible, at least that I'm aware of.
Joined: 1/23/2006
Posts: 352
Location: Germany
Tub: You mention the X-Ray Scope. Has that item become important somehow or can it still be skipped for a TAS?
Tub
Joined: 6/25/2005
Posts: 1377
well, I stumbled upon it, so I took it. Until now I don't see any reason to use it in a speedrun. Once you know the secrets, you can live without the xray. of course I can't guarantee anything since I didn't complete the hack yet, but it's functionality didn't change, so how could it be needed?
m00
Former player
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
According to the GameFAQs thread the X-ray scope is useless because nothing you didn't already know about is revealed by it.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Former player
Joined: 5/22/2004
Posts: 462
I find the X-ray scope to be really useful, because then I don't have to bomb every block looking for hidden things. Even though I never liked Super Metroid much, I find this hack to be exceedingly well made. I just got the Gravity Suit (finally) and am, for the most part, enjoying playing. There are some parts where I just wander around forever, but that's what Metroid is supposed to be, right? Oh, and I passed the Lost Caverns in 17 minutes :D </brag>
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Atma wrote:
ok, I've done my lazy run that's rather shoddy but definitely gets the job done, you can grab it here. here is the patch you need to run this smv, for a headered rom. more or less the only route possible, at least that I'm aware of.
For me the patch is not fun to play, but fun to watch! Thanks Atma. I liked the grappling beam action. :) Damn that's one long video though... EDIT: Wow, you get half an hour for the exit sequence! o_0
Joined: 8/2/2004
Posts: 98
Atma wrote:
ok, I've done my lazy run that's rather shoddy but definitely gets the job done, you can grab it here. here is the patch you need to run this smv, for a headered rom. more or less the only route possible, at least that I'm aware of.
My Super Metroid (JU) [!].smc won't patch correctly with either the Headered or Unheadered patch, and I have no idea how to fix it.
-Oz. If practice makes perfect, but nobody's perfect, why practice?
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Are you trying to play with ZSNES? Because the resulting ROM does not work with any recent version of it. You have to use Snes9x.
Former player
Joined: 5/22/2004
Posts: 462
In order to play in ZSNES, you have to revert back to version 1.36 or earlier.
Former player
Joined: 8/17/2004
Posts: 377
Kay, Atma's version was much more watchable, but I STILL ran into the 'savestate not from current movie' problem with his movie too. Different version of the patch as Saturn's also... and yes, both were hard patched. Strangeness. Still, wow, long game. And that escape sequence was intense. I'm left wondering, though, the Wrecked Ship seemed to have been totally written out, I wonder if he ever made use of those graphical tiles in areas Atma's run didn't go to?
Joined: 3/7/2006
Posts: 720
Location: UK
That escape sequence was just... too long. The creator should have paid more attention to how long the music is. Some interesting parts to this hack, definitely! Some bits made me go "wow", others "god that's mean".
Voted NO for NO reason
Joined: 8/2/2004
Posts: 98
Blublu wrote:
Are you trying to play with ZSNES? Because the resulting ROM does not work with any recent version of it. You have to use Snes9x.
Absolutely not. I'm using the most recent version of Snes9x. It works just fine with JXQ's speedrun, too. I dunno. Meh.
-Oz. If practice makes perfect, but nobody's perfect, why practice?
Joined: 4/20/2005
Posts: 13
Is it not possible to do a mid-air diagonal shinespark in this hack? Or am I just doing it wrong? Spin jump, then press up = vertical mid-air shinespark Spin jump, then press aim diagonally up = vertical mid-air shinespark Spin jump, then press up+right = vertical mid-air shinespark Spin jump, then press aim diagonally down = no shinespark at all Spin jump, then press right = horizontal mid-air shinespark or no shinespark at all What am I doing wrong?
Former player
Joined: 9/1/2005
Posts: 803
Corundum wrote:
Is it not possible to do a mid-air diagonal shinespark in this hack? Or am I just doing it wrong? Spin jump, then press up = vertical mid-air shinespark Spin jump, then press aim diagonally up = vertical mid-air shinespark Spin jump, then press up+right = vertical mid-air shinespark Spin jump, then press aim diagonally down = no shinespark at all Spin jump, then press right = horizontal mid-air shinespark or no shinespark at all What am I doing wrong?
You're not holding R. That's what you're doing wrong.
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