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Tyjet66: 2009-08-01 06:51:29 pm
What'd you say?
Here is a selection of the codes for TASing Super Metroid that can be found on this thread:

Anything with bombs:
Infinite bomb jump:
Code:
X r52 X r24 s Y


Redesign infinite bomb jump:
Code:
X r36 X r22 s Y


X-ray:
X-ray climb:
Code:
B w11 < r4 v r4 B w11 > r4 v r4


Walljumping:
(for a wall facing left):
Code:
(A<) < +A < > w11 -A


(for a wall facing right):
Code:
(A<) < +A < > w11 -A


Or with hi-jump (left):
Code:
(A<) < +A < > w14 -A


hi-jump (right):
Code:
(A<) < +A < > w14 -A


right side underwater:
Code:
(A<) < +A < > < w4 -A


Anything Speedbooster:
Super Short Charge:
Code:
[> w2 .]3 > w3 . > w6 . +> B r24 B r19 B r14 B !


Redesign Super Short Charge:
Code:
[> w3 .]5 +> B . B w23 . B w18 r2 B w26 B !


Other useful tips:

Cooldown times:
9 for missiles, 14 for normal shots, 15 for bombs, 19 for super missiles, 29 for a charged shot and 39 for a power bomb.


What everything means:
Code:
snes9x Macros
<, >, v, ^, A, B, X, Y, L, R, S, s
()  press multiple buttons on the same frame

[]x write x times
wx  write last frame x times

.   rest a frame
rx  rest x frames

|   start of loop
!   no loop

+   OR input to the following until -
Thread title: 
¯\_(ツ)_/¯
I would say you could probably find out all those things from watching a recent TAS in frame-advance with input display on (I believe the . button).

Also, you would probably get a faster response if you were to ask these things over at bisqwit's site.
Hum ...

First, for the walljump :

Jump on the wall press : press <--- one frame, press nothing one frame, press Jump button one frame,and finally press ---> button during one frame

You have to use a memory viewer for the vertical speed  extra_smug
second, for the mockball:

During running, press Jump during one frame, Down durring 2 frames, nothing during one frame and finally down during one frame then press -> after 
I like Big Butts and I can not lie
The fastest wall-jumping depends on the wall, however AFAIK the general wall-jump pattern is (for a wall facing left):
Code:
(A<) < +A < > w11 -A


Or with hi-jump:
Code:
(A<) < +A < > w14 -A


For the super short charge, AFAIK it's:
Code:
[> w2 .]3 > w3 . > w6 . +> B r24 B r19 B r14 B !
Almost happy
Quote from tyjet66:
Super Short Charge Directions:
Hold forward for 3 frames, Hold nothing for 1 frame, Hold forward for 3 frames, Hold nothing for 1 frame, Hold forward for 3 frames, Hold nothing for 1 frame, Hold forward for 4 frames, Hold nothing for 1 frame, Hold forward for 7 frames, Hold nothing for 1 frame, Hold forward+dash for 1 frame, Hold forward for 24 frames, Hold forward+dash for 1 frame, Hold forward for 19 frames, Hold forward+dash for 1 frame, Hold forward for 14 frames, Hold forward+dash for 1 frame


Actually I found a better pattern not long ago. So now it is forward for 3 frame, nothing for one frame, forward for 4 frames, nothing for 1 frame, forward for 4 frames, nothing for 1 frame, forward for 4 frames, nothing for one frame, forward for 2 frames, forward+dash for 4 frames, nothing for one frame. After that it is the same.

For walljumping it depends on the height of the wall, you want to make the pattern so that every jump is about as high, so you don't end up having the last jump be very short. if you use the pattern pushing from the wall and then walljumping, then pressing back towards the wall for x frames before doing another walljump, then you should try to keep the number of frames pressing against the wall around 9-12 or so, with 11 being the very fastest as far as I know.

For flat mockball (this is really easy to test yourself though), Press jump on the first frame then nothing for 2 frames then down for 1 frame then jump for one frame then down for one frame then just hold forward.
Quote from Cpadolf:
Quote from tyjet66:



Actually I found a better pattern not long ago. So now it is forward for 3 frame, nothing for one frame, forward for 4 frames, nothing for 1 frame, forward for 4 frames, nothing for 1 frame, forward for 4 frames, nothing for one frame, forward for 2 frames, forward+dash for 4 frames, nothing for one frame. After that it is the same.


That find is great :)

Thank you, but the TAS videos page need to be updated, no?


[/quote]
Almost happy
There are a lot of things that should be updated on that page, but no one has taken the time to.
I can do the gif picture files for the tricks section if you want it ^_^
Edit history:
Saga: 2009-04-16 07:29:51 pm
Abandon All Hope !!
Hello Cpadolf okay man?
You could take my question about the movie of the emulator?
Well if I'm making a video, so the recording come to a point of 350000 frames recorded.
But when I see the video again reaches 290,000 frames is such an error the failure of moving things that I do not do the video.
So another thing I wanted to do was a video not using TAS ...
Well, I play this game ever since 94 sickness!
Therefore does not have to sicken.
So any help will be welcome
See yaa
Edit history:
Cpadolf: 2009-04-17 02:56:13 pm
Almost happy
Quote from Sage:
Well if I'm making a video, so the recording come to a point of 350000 frames recorded.
But when I see the video again reaches 290,000 frames is such an error the failure of moving things that I do not do the video.


That's a desync, and once it happens there isn't really anything you can do to fix it. To avoid it you should use a stable emulator (like this one), and look through the movie every once in a while to see that it ha not desynced (so that if it does, you won't have to redo to much).
Super Secret Area - Dead Ahead!
Quote from Cpadolf:
To avoid it you should use a stable emulator (like this one), and don't look through the movie every once in a while to see that it ha not desynced (so that if it does, you won't have to redo to much).


Aiee! Wink
Almost happy
Holy moly!

I think I originally worded it differently and when I changed it I missed that word...
Abandon All Hope !!
Thanks Cpadolf
hey Cp,

For some reason I end up being off by 1 frame when I follow your step by step explanation of your new shortcharge.  Would you mind posting a demo smv?
Almost happy
I notice now that I did a mistake in the explanation for the shorter charge. It's forward for 3 frames, nothing for one frame, forward for 4 frames, nothing for 1 frame, forward for 4 frames, nothing for 1 frame, forward for 4 frames, nothing for one frame, forward for 2 frames, forward+dash for 3 frames, dash for one frame and then forward+dash to raise the booster level to 1.

Also, demo smv attached.
thanks man 

It's a shame that it still isn't short enough to allow the xray gauntlet spark. It is getting pretty close though.
Abandon All Hope !!
You could someday TAS of Super Metroid Redesign Cpadolf?
What'd you say?
Quote from P.JMan:
The fastest wall-jumping depends on the wall, however AFAIK the general wall-jump pattern is (for a wall facing left):
Code:
(A<) < +A < > w11 -A


Or with hi-jump:
Code:
(A<) < +A < > w14 -A


For the super short charge, AFAIK it's:
Code:
[> w2 .]3 > w3 . > w6 . +> B r24 B r19 B r14 B !


Could someone explain what this code is? I don't understand what it is.
< > Are Directions, w# I am assuming is Frames, . I am assuming is a separate function, B and A I assume are for Jump and Run, -A I don't know what that means.
What'd you say?
Quote from Guardian Garr:
< > Are Directions, w# I am assuming is Frames, . I am assuming is a separate function, B and A I assume are for Jump and Run, -A I don't know what that means.


I understand that part, put what is the code used for? Why can't it just be explained like in my first post?
Super Secret Area - Dead Ahead!
In your emulator, you are able to record button presses, so that you do not have to manually enter them each time.  For instance, in the above example, each time you wanted to perform a Super Short Charge, you could run the sequence (Macro?), instead of actually pressing all of the buttons.  It saves effort in longer runs.
What'd you say?
Quote from Quietus:
In your emulator, you are able to record button presses, so that you do not have to manually enter them each time.  For instance, in the above example, each time you wanted to perform a Super Short Charge, you could run the sequence (Macro?), instead of actually pressing all of the buttons.  It saves effort in longer runs.


That sounds extremely useful, can I get steps to set that up? (sorry but i'm a noob at this.  Embarassed)
I like Big Butts and I can not lie
snes9x has a macro feature, that is a macro in its macro syntax
Abandon All Hope !!
Sashiribudaná !!!
Hello Guys!
Someone could tell me which emulator and the best codec to be using the AVI format?
What better program to let the smaller AVI format without losing quality of sound and image?
Another thing I wanted to know was what the format of avi codec can read the DVD player?

See You Next Time !!!

Sarabadá Guys !!!
Super Secret Area - Dead Ahead!
I believe that most people here record with snes9x using the 'Full Frames - Uncompressed' option, and then edit the movie with the program of their choice, but if you want to record directly to a decent quality compressed movie, you could read through this.