Yeah. Sorry, Snytbaggen, but that's the canonical example of how to get yourself permastuck in Super. It happens to everybody at least once.
It has happened to me twice so far :p At least I've learned to check my super missile count now... I've made it a few hours in on Zoast's tutorial, and so far it's awesome. Because of that I was finally able to do the Kraid quick kill right and set a new personal record (in-game time 1:08 which still kinda sucks), and from the look of it his tutorial will answer most of my other questions I might have.
not sure where to post this, so i guess here. anyone know the ram address for the "item get!" text box being open? i found 7E05A3 which seems close but not it
You'll probably get that question answered faster at MetConst. There are folks there who know RAM addresses better than they know their moms' birthdays.
I'm not 100% sure, but I'd imagine it's at the frame the enemies health hits 0, so shoot it from one distance away, and if you don't get what you want, reload, then shoot one frame later. Rinse and repeat.
do i just change the timing of the kill? does my position influence it?
In the majority of cases the only thing that matters is the frame that the enemy dies on. The only exceptions I can think of is that a few enemies affect the RNG while they are on screen (firebugs in norfair, Rios in Green Brinstar and sidehoppers are the ones that come to mind), which means RNG will also be affected based on the frame at which they appear on screen and the frame in which they are killed. These are the only cases in which your position has any affect at all on the RNG as far as I know.
So the general course of action is to start by killing the enemy you want a drop from on the first frame possible, and then delay killing it a frame at a time untill it drops what you want. If this forces you to slow down in order to pick up the drop you can usually induce frames of fadeout lag during the most recent door transition by switching missiles/supers/etc on and off just before the door transition, or by shooting just before entering the door. Doing that you can usually fine tune it to waste exactly as many frames needed to get the right drop on the first frame possible, minimizing the amount you need to slow down by when you need a drop. Though there are a few rooms containing specific enemies (Sidehoppers is the main one I can think of) which force a certain RNG value when you enter, meaning the drops in that room will always be the same no matter what you do differently before entering.
As far as I know, the drop-type does only indirectly depend on the frame in which a creature is killed. By that I mean the following: If one kills an enemy and uses X-Ray (or pauses the game) right afterwards before the "explosion-animation" of that enemy ends and holds it for a given amount of frames then this can change the drop-type since actually, the drop-type depends on the frame in which the explosion-animation ends and not directly on the frame in which the creature was killed. For example, iirc there are very few creatures that have different kinds of explosion-animations (and those explosions do in general also take a different number of frames to end, which causes a different frame in which the drops appear even if the creature was killed in the same frame with different weapons, which can cause different drop-types) depending on the weapon that was used to kill them and I think that the maximal number of possible drops depends directly on the type of explosion which would mean that if one knows the explosion-type then one knows the maximal potential number of drops caused by that explosion-type but I am not absolutely sure if this holds (and maybe in SMILE one can make two different creatures with the same explosion-type but assign different maximal numbers of possible drops to them). Two creatures for which I know that this holds are Metroids (not mocktroids, but the Tourian ones) aswell as those "lava-column" creatures which I think exist in only one Norfair room (the room to the upper left side of pre-lavapit-room at the entrance to Lower Norfair). Namely: If one kills a frozen Metroid with a SuperMissile (I think it would be the same if one uses Missiles) and pays attention to the kind of explosion (or in this case the number of explosions) that is caused by that and then kills a Metroid via Powerbomb, then one can see that the latter explosion-type is different and afaik, in the latter case the Metroid can at most give 1 drop. The "lava-column" creatures [in SMILE they are called "LAVAMAN"] can give at least 3 drops if they are killed with a Powerbomb, but I think they can give at most 1 drop if killed by a SuperMissile, and in this case the explosion-types differ aswell.
In some rooms it seems that a "room-internal timer" with a fixed drop-sequence for every frame that Samus spends in the given room and every creature in that room exists (probably that is what Cpadolf meant by "forcing a certain RNG value"). Edit: I also recommend this explanation on RNG by P.JBoy: http://tasvideos.org/forum/viewtopic.php?t=550&postdays=0&postorder=asc&start=4220
Yeah the drop you get is decided the frame in which it appears (or the frame before). 99% of the time this is indistinguishable from the frame and enemies is killed because nothing you do in between those two events can change the outcome. But in the case of delaying the drop with X-ray or with the few enemies that affect the RNG this distinction is important.
The rooms that I were talking about directly affect the RNG as far as I've been able to see. RNG will effectively be reset as it is set to a specific value when entering and the RNG will progress in a predictable way. For both the big green brinstar room with the sidehoppers as well as the red brinstar room with sitehoppers and a PB upgrade, somewhere in the middle of the door transition the RNG will always have the value 01CA, and during the first few frames of movement afterwards it'll always be B4A9, then 885E, then AAE7 (and on and on). This means it's not just the drops in that particular room which are set, but also that two different runs which reaches one of those rooms, given that they have the same equipment and ammo should perfectly sync up with drops and boss patterns afterwards if you do the same input in both of them. Theoretically anyway, I think you might still occasionally get very slightly different amounts of lag on some door transitions based on some unknown (by me) invisible factors.
Any tipps on how to learn short charges? What I'm doing currently is: I go to the room before golden four and decrease the games speed. I tap dash when Samus right foot hits the ground and remember the background according to it. Afterwards I set the normal game speed and tap dash at the background when Samus foot hits the ground. Basically I want to learn short charges (2-and 3-tap at the moment) by muscle memory. Is this a proper way to learn it or has somebody used a different method to learn it?
Ive made it to the mochtroid room in maridia trying to skip the speed booster but I can't pass through the ceiling by freeZing the mochtroid. I've watched the vid here but I just can't get it to work. I always get stuck. I have the gravity suit but I don't think that matters. I am missing something. Any tips please?
So I will assume you know how to lure the mocktroid down there and that you have Ice Beam. What you want to do is to move all the way right to the speed block wall beneath the crumble block ceiling. Then wait there in crouched position while aiming upwards for example using L+R (the 2 angle buttons) for the mocktroid to fully move into Samus until the mocktroid stops moving (even if it will cost you some energy). When the mocktroid has stopped moving, freeze it with an upwards shot in crouched pose. Then don´t move out of the mocktroid but simply stand up, then press Down again and hold the Down button, which will cause Samus to crouch, and then while still holding Down, press Jump so that Samus does not crouch anymore but is in standing pose while still holding Down, and now press and hold Jump until Samus is crouching on the frozen mocktroid. And now you can press Up to get Samus´ head past the crumble block ceiling and then do a full jump again to land on those blocks to break them. The rest is trivial.
So I will assume you know how to lure the mocktroid down there and that you have Ice Beam. What you want to do is to move all the way right to the speed block wall beneath the crumble block ceiling. Then wait there in crouched position while aiming upwards for example using L+R (the 2 angle buttons) for the mocktroid to fully move into Samus until the mocktroid stops moving (even if it will cost you some energy). When the mocktroid has stopped moving, freeze it with an upwards shot in crouched pose. Then don´t move out of the mocktroid but simply stand up, then press Down again and hold the Down button, which will cause Samus to crouch, and then while still holding Down, press Jump so that Samus does not crouch anymore but is in standing pose while still holding Down, and now press and hold Jump until Samus is crouching on the frozen mocktroid. And now you can press Up to get Samus´ head past the crumble block ceiling and then do a full jump again to land on those blocks to break them. The rest is trivial.
Oh that worked perfect and it was so easy!!! Thanks!
I play on an emulator, but I wanted to use the Super Metroid Saving+InfoHud+Menu+NoFanfare+InputDisplay 1.41 ROM for its extra practice features.
I normally play on higan v098, but when I load the practice ROM it just hangs after I start game. Does it just not work on higan? I can run it fine in snes9x, but for obvious reasons it would be nice to use the same emulator.
EDIT: Nevermind, I see that I can use SM InfoHud+Menu+NoFanfare+InputDisplay 1.41. I guess the "sd2snes only" applied to both ROMs with saving. My mistake!
How the fuck do I get past this area? This area is in the basement of Brimstar. To the left of the area (pictured) is a metal gate blocking the path. To the right is a two floored long path. On the bottom floor are a handful of enemies and then eventually a dead end. On the top floor is a section where the floor will disappear if I walk on top of it bringing me to the bottom floor. I assume I need the dash but I haven't found that yet. What do I do?
I know if I made a thread on m2k2 or m2k2, beyond an answer it would be nothing but funposting and isn't exactly fuel for discussion so figured it was better here. I hope this isn't a Miiverse tier question but I really am confused and desperate.
I have a big problem ! I tried to activate the Crystal Flash, but it doesn't want to work. I have 38 energy and zero reserve tank. I'm full on missiles, super missiles, super bombs (around 130 - 30 - 30) I select super bombs. I morph, I press diagonal up + diagonal down + down + fire. It spawns a super bomb. I hold all the buttons during the explosion and 2 more seconds, and... nothing !
I explained in detail to see if I miss something. According to the internets, this should trigger the crystal flash and restore me to full health, but maybe the tutorials I found are incomplete, or I forgot a detail.
I would assume you either switched some actions around that the buttons can do, or you are playing with a keyboard where ghosting (i.e. the keyboard doesn't accept adding more buttons to the currently held buttons or will ignore the newly pressed button) occurs for the 4 buttons that you are using for the Crystal Flash (in which case you can try to map some buttons among the 4 differently so that the keyboard accepts them all).
In any case, make sure that you hold Down and the button that has the Shot action assigned to it aswell as both shoulder buttons, whatever action they have assigned to them. You also need to have 50 or less energy and 0 reserve energy and at least 10 Missiles, 10 Super Missiles, 10 Powerbombs or more to start a Crystal Flash after an initial powerbomb has been laid. You also need to have the center of Samus' body overlapping at least pixel-precise horizontally and vertically with the center of the spot at which the initial powerbomb was used (which is easily achieved by staying as ball on ground at the place where the powerbomb was used), and you need to have 0 vertical speed in this frame after the powerbomb explosion in which the game checks for the Crystal Flash activation.
Yes. For example if one enters the room to the right of Charge beam room with the gate and sidehoppers in it, for which one needs a powerbomb normally to open the shell, one can open that gate from the left side to get an E-Tank without Wave beam.