Yes, it's similar. Presumably, the enemy has to be refrozen (without killing it) and hit with another weapon that kills it on the same frame. It needs to be already frozen so you can land on it. Also, the refreezing weapon has to be fired before the killing weapon, since weapons are processed in the order you fire/lay them. Therefore, bombs probably won't work as the killing weapon.
In the case of stretchies, they can take two ice missiles without dying. Therefore, the first missile freezes it, the second one refreezes it (without killing it), and the third one kills it.
For enemies weaker than stretchies, the only way you can land on it and refreeze it without killing it is by freezing it on the first frame it unfreezes. It's useless for TAS, especially since it takes over 8 seconds for enemies to unfreeze. If the restricted sector powerbomb didn't exist, it might have been useful.
No clue why/how the other method works, where you run off of the enemy.
Link to video
Useless as always.
https://www.dropbox.com/s/oevoi9205fvqxpa/ShutterDoorClip.vbm?dl=0
Movie file link to above (VBA-RR v24).
Also as an interesting note, the debug rom for this game has much more lenient collision on doors when they're closing. In that rom, you can actually do kinda the same thing as in Super Metroid, where you spinjump towards the door as it's closing, and you clip inside. It's a pretty specific timing still, and doesn't work for the shutter doors, but pretty neat anyway. It was patched out before the game was released, so, now we're stuck with something like shown in the vid.
Ok, so, this is really stupid that I completely overlooked this before, but the 3block wide room I posted a video about earlier, yeah, you can totally get back in-bounds from that.
The thing about room ceilings in Fusion is this: if you jump and land, you get pushed _back_ one block. So, if you make your way to the far-right (or left) of the ceiling area, jump next to the wall while facing away, you get pushed inside the wall. Then you can just morph and balljump as usual to wrap the area around and enter back in-bounds from the side.
So uhh, yeah. The recent developments in the Memco-department should work fine here.
EDIT:
Doing some rough testing using the debug rom in that 3block room, and uhh, yeah, the potential seems to be there. Managed to wrong warp doing this, as in, after dying and reloading, I actually spawned to a different location. Once to an elevator shaft (completely stuck as I was unable to leave), and another time to the ship.
EDIT 2:
I think I'm actually reaching the event-flag. After spawning on the ship, the first event is active (event flag was at 68 before).
Yeah, I suspected this would be possible. It's setting the door value to 0, which basically corresponds to the first door of that area (so either the elevator shaft or the ship for main deck). I'll look into it when I have time, though I'm not sure this would be useful given how long the setup takes.
I don't think we can do anything useful with the event flag. You can set it to 0x80 but you softlock during the omega metroid cutscene.
Even if nothing useful comes from the event flag, it's kinda neat this might allow for a legit New Game+ type of a thing, lol. Shame this spot is not viable unassisted, cause that'd be fun to mess around with.
I believe you'd get stuck as soon as you reach Arachnus, because it wouldn't be able to spawn.
Guess I'll make a "lowest possible in-game time" vid for fusion as well, when I get a chance.
Shouldn't Arachnus keep spawning until the event progresses past it, tho? Or does he function differently from Yakuza and Nettori?
Either way, managed to wrong warp to one of the rooms found in your "Unused Rooms" video. The first one in the starting area.
All bosses work the same. They spawn if you don't have the item they give you, regardless of the event value.
Can you keep vbms of these? I might ask you for one if I can't replicate it.
Also, I'll make a list of corruptible values for fusion.
Right now I don't have anything recorded, just doing really rough testing for potential, using the debug rom (so, again, chances are none of this even works on the real deal, as its not identical, nor am I using a save obtained by legitimate gameplay). I'm not even using VBA-RR for this, just an emulator on PSP, heh, so can't keep a movie record going.
I'll mess around with the actual rom on VBA-RR later this week, I think. And then I can keep a movie record running just in case.
Link to video
Essentially the same thing as my ZM video. This isn't faster than the normal way to get 0%.
However, resetting the in-game time should be possible, and my 0% TAS WIP aims for in-game time. I may have to reevaluate my goals...
Yeah, well, it's the same thing as with that power grip respawn clipping, lol. Sometimes the simplest stuff takes the longest to figure out I guess.
Other stuff:
- Sector 6 SA-X skip is a thing, using the respawn spin clipping. It doesn't help tho, since you can't trigger SA-X walking in the room, which stops the sequence from progressing. But kinda fun anyway. I'll make a vid of this when I can (no nearby saves atm).
- You can completely clip inside those rising pillars spread all around the world, if you have Screw Attack. As the pillar is rising, just spin jump to get inside. When a pillar has completely risen, it acts as a solid wall, so, if you do a same frame forward+jump, you can get 2 blocks of distance, which is occasionally enough to put you inside something else. Doesn't seem useful.
Very nice job. I may have to start speedrunning fusion again.
I'll look for other places where this might be useful. Does it have to be from standing on the ground?
I've found several new oob locations. I'll make a video tonight if I can.
Yeah, you need the ground I believe, at least I haven't managed to get this working without it. Also, this glitch (and every other form of respawn clipping) was actually patched in the JPN-version, in that version the respawning blocks work like in ZM, where they refuse to spawn no matter what, if they would push you at all.
Link to video
Well, I guess I finally found something that saves any amount of time, lol.
The same trick can be done unmorphed, but you can only get one jump off before you get clipped out of the door/wall. I actually made a video of that too but didn't put it in this one, since, well, honestly I just wanted to call the video Wall Ball.
Link to video
Here's the unmorphed one.
https://www.dropbox.com/s/81192rjquffrtr8/ballclimb.vbm?dl=0
And a link to a movie file, just in case there's some trouble with something.
These are some incredible finds. I never would have believed Metroid Fusion stiill had this much potential to offer.
Such a shame the SA-X skip doesn't seem to be useful. What happens if you try to proceed without picking up the Varia suit?
I don't even know what to say anymore. You're ripping this game to shreds. Now I'll have to redo part of my 0% TAS. Hopefully I can hex that part in...
Also, the door jump has been known for years. No clue why the ball thing works though.
Those two locations in the wall ball video seem to be the only places where it saves time (at least up to animals, which is where my TAS is). They each save about 1.5 seconds. In the interest of actually finishing the TAS, I think I'll exclude the one in sector 4. I'll probably have to redo the TAS in a couple years anyway...
Edit: actually, I could include it, and just spread the extra 1.5 seconds out in the nav rooms. It would be the same real time, but lower in-game time. I don't see any problems with that.