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Honestly though, I'm debating if it's even doable now. You could try to grab Nature with the energy tank from Main Plaza and wall crawl to the one after Hive Mecha, then grab Nature without Varia...? I don't know. Nature really fucks this up, actually.
I'm pretty sure itsPersonnal's route idea is that you would skip Varia/Wild/Nature and instead just go straight to Phendrana after Bombs, then later you backtrack through the Chozo part of Magmoor to get Nature, take the elevator up to Chozo, and get Wild. Don't remember the specifics but it was something along those lines.
Edit history:
Baby Sheegoth: 2015-11-07 12:25:04 am
Hmmmmm, interesting
rocks, locks, and invisible blocks
My main computer's harddrive died on me and it's very possible I won't be able to recover the files from it. Here's everything I had recorded and uploaded (as unlisted) of the Metroid Prime TAS
rocks, locks, and invisible blocks
I'm unsure if this could be done "legitimately" or not. There's no question about it, this would be a TAS only thing, but I'm slightly worried it might crash on non-emulator. Loading all 3 rooms occasionally crashes the game, depending on what's rendered. From my testing as long as the visual room is out of draw distance and you don't do anything to make the game render more, like shooting the power beam for instance, you won't crash. I have no way of knowing if this works the same on console. I know Echoes crashes less on emulator...

Also you know, there's the whole issue of "there is actually no known way to get a wallcrawl this far because of the vertical door". I've got some stupid theories to test on that one...

I run this here hotel of an evening
Quote from itsPersonnal:
There's the whole issue of "there is actually no known way to get a wallcrawl this far because of the vertical door".




This vertical door?


Can't pick up PBs though. floating under the electric maze stops. not like floating up into the load box then falling out (like with aether jumping from the "bottom") but rather it just stops.

As for the door itself, it's not so bad. unless you were talking about a different door
I've never seen anyone transition that, I don't think.
I run this here hotel of an evening
I remember years ago trying when I first heard it couldn't be done. Just to see why, not from lack of belief. Then I saw the theory vid and decidef to give it another go with more experience. It actually didn't take too long to get it, but refining the movement so it wouldn't be a super long vid took awhile. Getting out is kinda difficult because sometimes the bomb will push you back.
Also I need Aether Jumping practice.

Now to do it w/o cheats
Also your Wii's GPU is on the way out just like mine :DDDDD
Edit history:
Odylg: 2016-01-14 11:24:48 pm
I run this here hotel of an evening
What makes you say that?

If you're talking about the video quality I should mention that was recorded on an old TV/vcr (-_-), then played back and recorded by a subpar phone camera which needed to be zoomed because of where it was propped up.
Quote from Odylg:
What makes you say that?

If you're talking about the video quality I should mention that was recorded on an old TV/vcr (-_-), then played back and recorded by a subpar phone camera which needed to be zoomed because of where it was propped up.


https://i.imgur.com/3owRgl7.png
I run this here hotel of an evening
That's caused by it being on vhs. It always does that for a bit after I start recording. Because, you know, it's ancient.
Quote from Odylg:
That's caused by it being on vhs. It always does that for a bit after I start recording. Because, you know, it's ancient.

It doesn't do that when you play normally? I've never seen VHS artefacting like that.
I run this here hotel of an evening
Never seen it while playing. Mess with the tracking option on a vcr sometime and you'll see it. Probably doesn't help that is a combo TV/VCR
Edit history:
Hazel: 2016-01-15 11:01:21 am
Hazel: 2016-01-15 10:59:36 am
rocks, locks, and invisible blocks
Yeah I actually managed to transition the door shortly after posting that video (I think the next day) but I used moon jump just to see if there was potential, haven't got around to doing it legit yet so that's cool you've already done it.

Its hard to say whether this saves time in a TAS or not, it would skip the pirate fight, invisible drone, and maze. But transitioning the door doesn't seem like it can be done extremely fast, also getting out of bounds takes some time. AND there's the question of if the game will crash if that pirate is loaded... as I mentioned before, it's so close to crashing with all 3 rooms loaded that even just shooting the power beam is too much for the game to handle.

Edit: if someone wants to test this on console that'd be awesome. Just load the main PB room manually by shooting the door instead of using the load triggers, and see if the game can handle it. If it can, test if it also can with the pirate there.

If it does crash on console, I'll try to think of a better way to do this. It's possible an infinite boost could pass through the actual load trigger for the room and make it to correct position before the load finishes, but that sounds like a real pain to setup, even in TAS.

Edit Edit: If nothing can be solved, there's slight potential just wallcrawling past the pirate and then going inbounds could be fast, that heavily depends on how long the door takes to optimally transition.
I run this here hotel of an evening
Why do 3 rooms need to be loaded?

You'd be able to get to the first door pretty quickly. Getting back out on the other hand... Maybe.

Can you put your moon jump code here? I'm wondering if there's a difference between your code and mine, because mine doesn't work.

Infinite bombs (not pbs) I had to change to get it working so I'm thinking maybe moonjump needs a tweak or something. I dunno, I just wanna test stuff with it.
rocks, locks, and invisible blocks
(I'm assuming) you don't have enough time to get from the load trigger to the power bomb maze location before the room loads from hitting the load trigger. Loading the door from shooting it and going in front of it gives you just barely enough and requires you to not unload the previous room.

My code is the one which literally came with the ISO on dolphin. Because of a weird glitch I don't think I even can post it here <_< my dolphin revision doesn't let me LOOK at the codes, only their names and the little check box beside them to activate them. I can add new codes but I can't edit/view existing ones.
You could try opening/closing the vertical door as you transition it to make it stop rendering Omega Research and see if that helps.
rocks, locks, and invisible blocks
The door was closed in my video.
Dolphin dev
Quote from itsPersonnal:
My code is the one which literally came with the ISO on dolphin. Because of a weird glitch I don't think I even can post it here <_< my dolphin revision doesn't let me LOOK at the codes, only their names and the little check box beside them to activate them. I can add new codes but I can't edit/view existing ones.

It's more of an oversight than a glitch. I don't think you're supposed to be able to edit the codes that are shipped with Dolphin, so the Edit button being disabled makes sense, but that has the unfortunate side effect of not letting you view the codes either. There are however other ways of viewing the codes. Either press Show Defaults at the bottom of that window to open the INI file that contains the codes, or go to Tools > Cheat Manager while the game is running to open another window that lets you view the codes.
Edit history:
Hazel: 2016-01-17 04:22:11 pm
rocks, locks, and invisible blocks
Cool! I never want to do this again.
Oh damn, nice! Does this save time or does the boost ball requirement screw that up?
Edit history:
Hazel: 2016-01-17 05:55:04 pm
Hazel: 2016-01-17 05:53:53 pm
rocks, locks, and invisible blocks
I don't know what implications it'd have in any%, it'd solve 20% if boost wasn't needed though. (But since it requires boost, you'd already have to have gone by wave beam, and the only real use for this is to get into the mines without wave).
Edit history:
Hazel: 2016-02-06 02:43:17 am
rocks, locks, and invisible blocks
Here's this, sadly at the moment only the wallcrawl part is faster (saves ~4 seconds).



Here's a comparison for skipping the Tower, it's less than a second slower, but has a lot more room for optimization I think. I could see that BSJ being replaced with some sort of ledge-clip-ghetto, when I messed with it I was able to get within 2 units.



And here's a comparison of the wallcrawl vs using the elevator.

my umbrella goes directly to Bankai
jumping back OoB after getting the artifact is a side effect of not blowing up the tower?