Skilled player (1444)
Joined: 7/15/2007
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Lucky me I didn't decide to use Snes9x v1.51 then :P. My run will soon (at red brinstar) begin to take much more effort to complete since I will have to test much more because I have no up to date run to set my standard, most likely I will have to restart from red brinstar anyway after hero's run is published since I will most likely miss some new strategies... It will be interesting to see if Saturn have known about these newly invented strategies of yours, after all he constantly claims to know things we don't. EDIT: Damn, almost found a way to do the missile refill 11 frames faster then moozooh, but since I got to the wavers faster it was impossible (I think) to both open the door hit one with a missile get the missile and kill/avoid the last one so now I will have to do it like moozooh anyway =( Though both moozooh and Hero have probably noticed this already ;)
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Cpadolf wrote:
It will be interesting to see if Saturn have known about these newly invented strategies of yours, after all he constantly claims to know things we don't.
The chances for that are around 99% at least. :-)
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
Skilled player (1444)
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Using my new strategy for recharging missiles in the diagonal room I improved 2 frames over moozooh. With this strategy it's possibly improvable by more though. Funny, the only improvements I find are those not in moozooh's total theoretical improvement list :P http://dehacked.2y.net/microstorage.php/info/688039508/Cpadolf-Missile%20recharge.smv
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Cpadolf wrote:
Using my new strategy for recharging missiles in the diagonal room I improved 2 frames over moozooh. With this strategy it's possibly improvable by more though.
<NesVideoAgent> New reply by Cpadolf (SNES: Super Metroid): http://tasvideos.org/forum/p/137869 <moozooh> :D <moozooh> Cpadolf is my dad. Damn, I really thought it was impossible to hit that geemer and grab the refill in time! Thanks for teaching me the folly of my ways, hehe. Actually, it seems that with just a bit more experience, you'll excel all of us in no time. :0
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Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Skilled player (1444)
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Location: Sweden
It probably needs another Subpixel position in the start of the room to hit it that early, lucky (very lucky) me that it worked with the position I got at the first try, or else I probably wouldn't have discovered. As I said with this method it is possible to get to the bottom of the room 11 frames faster but then the wavers are at stupid positions.
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moozooh wrote:
Actually, it seems that with just a bit more experience, you'll excel all of us in no time. :0
For whatever its worth, you still rock my world! You are the one who is one of the most thorough players that I know of.
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Skilled player (1444)
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After some proper testing I gained another 6 frames in the diagonal room, which is at least close to optimal I think since it only needs a 2 frame delay before the wavers, any less and you can't open the door even if you shoot the waver at the first possible frame... it might be possible to get a better positioning thus possibly gaining a frame, but I'm not sure.
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Highly impressive stuff, Cpadolf! I already suspected that this room is improveable by more than just 2 frames (which I gained in my sloppy Snes9x v1.51 test run a week ago), since it's the only one where your speed is mainly depending on the acting of the enemies instead of Samus general moves. I think this demonstration killed the last doubts about how great you do at TASing already. Keep it up!
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
well done Cpadolf. If you happen to beat my 40:57 real-time run, you might as well submit it. I am starting from scratch for the 3rd time now and I won't be done for a long time. The desync issues have killed all the joy I once got from TASing. 20 minutes of gameplay and 54 thousand rerecords down the drain. I was all the way up to the ice beam when I decided to start over, and I was a whopping 38 seconds ahead of my old run. At least if I use the old snes9x version I am pretty sure I can get a sub 40 minute time.
They're off to find the hero of the day...
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That's sad to hear. :\ I believe you should rather delay Super Metroid for later and continue working on less desync-prone projects (or at least emulators), until desync issues are solved. Seriously, though, why does it have to be like that? It looks like every good SNES emulator we currently have around has to have some severe issue. ZSNES has totally unusable interface and desyncs on flat ground, Snes9x 1.51 randomly desyncs and has issues with sound, bsnes has no TAS tools built in whatsoever (not to mention its hardware burden). Almost like if the current trend in SNES emulation is "break the movie support and fail to fix it".
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moozooh wrote:
Seriously, though, why does it have to be like that? It looks like every good SNES emulator we currently have around has to have some severe issue. ZSNES has totally unusable interface and desyncs on flat ground, Snes9x 1.51 randomly desyncs and has issues with sound, bsnes has no TAS tools built in whatsoever (not to mention its hardware burden).
There's always snes9x 1.43v10, which IMO is one of the most reliable of all emulators, not just snes.
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moozooh wrote:
That's sad to hear. :\
I'm actually pretty happy to hear this. :) This makes sub 40 minutes real-time run possible, increases the level of this run and I like 1.43v more. Of course it's not nice to hear that all that work went down the drain. :( You were very far with the run, I hope this doesn't ruin your motivation completely.
<Deign> .dice 1d1999191023443691 <BisqBot> Deign rolls a blackhole and destroys the planet.
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laughing_gas wrote:
There's always snes9x 1.43v10, which IMO is one of the most reliable of all emulators, not just snes.
That's right of course, but it's less accurate compared to the aforementioned emulators, and it's well noticeable in the game. And it also has that awful messed up scanline below the statusbar in Super Metroid.
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
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Wise decision, hero. I kind of felt that you will start over on 1.43 sooner or later. If you are sure that your v1.51 work is perfect, all you have to do is to copy it's input in the new run. That way you will catch up your old run in no time. And a direct comparison to your old run, including a possible sub-40 in realtime are nice features as well.
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
Skilled player (1444)
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Location: Sweden
Probably the only parts he have to change are the parts where I or moozooh have found improvements, which also will lead to slight changes in randomness and probably he will have to do phantoon over totally due to that, but except that he should have little to worry about. EDIT: Yay I'm mentioned in moozooh's improvements list :P
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Skilled player (1444)
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Location: Sweden
Need to ask, after phantoon I have 111 energy, is it even worth to continiue or should I redo the fight and probably loose 10+ frames or can I continiue... Feels like it would be almost impossible to refill that much energy without slowdown.
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Player (89)
Joined: 11/14/2005
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You need more energy. No question about it. At this point in time you really only need 2 power bomb drops and a couple super missiles. You should redo the fight and try to get minimally 160 energy.
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Skilled player (1444)
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Okay, but will it suffice to delay the second missile by # frames or will I have to enter later (Lazy to ask i know). With 2 PB drops you can use one in the room after phantoon right? Anyway I'm coming along quite nicely and am currently ~31.5 seconds faster then your old run. I don't know in how many rooms up to this point you found different strategies but I found some at least. EDIT: Just remembered, 3 PB's would be better since then I could use 1 in each of the first 3 rooms after phantoon.
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Player (89)
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Yes delaying the first missile hit will work, you don't need to delay the door entry. With 2 pb's, you cannot use one in the basement. You need one for the shootable blocks in the middle section and you need one for the top section with the enemies. If you can get a third pb, it might be worth using in the basement. You are still aiming for in-game time, correct? It will be interesting to see what the final real time is.
They're off to find the hero of the day...
Skilled player (1444)
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Im still going for ingame, and I hope to get 00:23 but I don't have I good idea of how hard that would be. Realtime my guess would be ~41-41:30 since IIRC my last run was ~42:30 The PB in the basemen saves ~20 frames I think.
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Is that 20 frames compared to the way JXQ did it in his v2 run? I am 100% sure you can get 23 minutes. I am also curious to see the new strategies you have developed for your run. The other day I found some more good strategies to implement into my run. It really amazes me how much diversity this game offers.
They're off to find the hero of the day...
Skilled player (1444)
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No, 20 compared to your old.. Doesn't JXQ lay a PB there? EDIT:I just checked and it was kind of weird but it seems the way I do it is 3 frames slower then JXQ while it is ~20 faster then you. After I do phanhtoon again I will test to see whats faster in my run if I get enough PB's.
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Player (89)
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It is because JXQ used a mockball there and I did not. In my new run on 1.51, I used a mockball here and saved a good amount of time.
They're off to find the hero of the day...
Skilled player (1444)
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Location: Sweden
I have noticed a very anoying thing about the phantoon battle, sometimes you can simply push forward every 2 frames and hold fire turbo and everything will be fine, but sometimes that does not work at and he escapes after a random amount of missiles... Related to this perhaps is another weird thing, the cool down counter for the missiles does sometimes not move for a frame and sometimes moves 2 times on 1 frame(only in phantoon battle), and it has seemingly nothing to do with lag... Anyway what is the slowest you are allowed to run, 1forward 3 nothing right?
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Cpadolf wrote:
Anyway what is the slowest you are allowed to run, 1forward 3 nothing right?
4 forward 1 nothing for continuous running, 1 forward <any> nothing for discrete motion (like you usually only need to be moving for 1-2 frames to successfully apply doppler shift to missile's acceleration; what happens inbetween is irrelevant).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.