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you can do that but the next room also has a large box covering most of overgrown cavern. you'd have a pretty small section to work with.
loving low%
As I am finishing my first playthrough of the alternate TAS-only 22% route on dolphin, I looked into some things.
The most notable of them is the frame window for the first Power Bomb in low% Omega Pirate fight (that you use aiming for interrupting OP while OP calls after those beam pirates which are dangerous in low% (at least in NTSC where you can't blow them up with Power Bombs as you can in PAL iirc). So yeah, it seems to me that this time window is 33 frames large which is just a bit more than half a second (11/20 sec) which is more than I had thought before.

There're 3 outcomes:
1) Too early and OP will limp sidewards and summon them afterwards anyway.
2) Correcrt: in that 33 frame window OP will dissappear afterwards WITHOUT them being summoned.
3) Too late: OP will dissappear but WITH them being summoned.

I also looked briefly into the Geo Core bomb slot (using the dash method) and despite -tiny- input lag as always for me when playing on dolphin I got it on like 8th try or so. I made sure to unmorph preferably too EARLY instead of too LATE coz I think T3 was right as he told me:
Quote:
the only advice that i could give you is to morph as soon as you touch the wall and to be perfectly straight with the wall or else you won't get the stall. being as high as possible is also important.


It seems to be what makes this bomb slot stall so freaking lucky-appearing that it's most likely a tiny frame window or perhaps even frame perfect (aka you MUST unmorph the same frame as you come in touch with the slot). For everyone who wants to try this trick again some time in future or hasn't yet done it, this is for sure something to keep in mind. I'll look into that bomb slot trick some more though, just because it's like "solving a mystery"! Wink
Wow, 33 frames? That's way more than I thought the exact window was.
rocks, locks, and invisible blocks
I don't know if I should be posting this here, or in the glitches thread, or what... But did anyone know that Main Plaza actually has a load trigger for Plaza Access? All these years I thought it was impossible to access the Vault area through Main Plaza, but apparently you can. I doubt it could be like incorporated into a speedrun or something, but it's just really neat to know.
Yes, I used it as a backup strat when failling the Sun Tower ibj (Gathering Hall to activate floaty glitch, back to Main Plaza, oob to access the Plaza Access with a ceiling warp and Sun Tower with floaty)
Wait what really? Where is the load trigger?
I don't really know where the load trigger is, but with FJ activated you just need to jump in front of the door, and from here space jump to go OoB and land on the door
Does anyone know if getting the HOTE E Tank is faster OOB or in bounds?
I'm pretty sure it's faster in bounds but I don't know maybe if you're really speedy OOB is faster... I feel like OOB is def faster in realtime if you're good though
Edit history:
Hazel: 2015-03-28 01:20:54 pm
Hazel: 2015-03-28 01:19:55 pm
Hazel: 2015-03-28 12:55:36 pm
rocks, locks, and invisible blocks
So I remember bring this up a long long time ago, and for all I know my memory is just wrong on this one... But could someone look into room states and triggers for Sunchamber? I have a very vivid memory of wallcrawling to the room from Main Plaza and upon loading it, Wild was just floating in the air, the ghosts never spawned, and Flaahgra's flower wasn't there. I know activating the ghost trigger before entering the room will cause the state where Flaahgra's flower is missing, but I swear that was something more I did to make the ghosts not there either... I was playing on 0-02 when it happened, and if I'm not mistaken, it happened more than once.

Edit: At the time, I didn't know how to aether jump, so to climb Sun Tower I bombed up the side of the wall. Perhaps there is more than one trigger in that room, and hitting the lowest trigger first can cause this outcome?

Edit again: no that wouldn't make any sense because you go up that room from the bottom in the intended way to get back to Sunchamber <_<
All of the Sunchamber layers are switched by the same trigger. You can't turn on the artifact layer but not the ghosts.

Additionally, the artifact is deactivated by default on its layer; it's activated by a memory relay that's activated by a timer that's started by "Counter_Deadghost" on the ghost layer. You can't get the artifact without killing the ghosts first period.
is it possible to kill the ghosts, leave without collecting the Artifact, and then come back and get it? Maybe that's what itsPersonnal did.
Edit history:
Hazel: 2015-03-28 03:17:32 pm
rocks, locks, and invisible blocks
So you can unmorph in some morph ball tunnels if the map is on the wrong room. Is another one of those things everyone but me knew? or?
Wait wut lmao I never heard of this
Edit history:
Hazel: 2016-07-04 01:24:09 pm
Hazel: 2016-07-04 01:04:19 pm
rocks, locks, and invisible blocks
Using IS while the map is on the wrong room to unload the current room (by touching a load trigger with IS) can activate floaty jump if you unload water that's effecting Samus. ...It can also deactivate floaty jump if you do a similar thing by unloading SnakeWeedSwarm effecting Samus?


If you have the visual water effect from activating floaty jump, it stays, but going back into water out of bounds will not reactivate floaty. As far as I can tell though, nothing noticeable about Samus changes from the SnakeWeedSwarm.

Edit: Strange... I just tested again to try and make a video and it didn't disable pre-float this time. I lose the floaty effects but could get them back by entering water. Last time I completely lost pre-floaty somehow.