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yeah
While working on my Reverse Boss run, I've discovered that the subpixel addresses for horizontal and vertical positions stay at 255 and never change. However, when I'm coming down from a jump, one of them changes to 0 until I land. What's going on here?

Edit: I think I found the problem. The X and Y position addresses are 2 bytes long. But even so, why does one byte always stay at 255?
Thread title: 
Almost happy
Perhaps because if you exeed a subpix position of 255 it stays there, thus the only two numbers that can be shown will be 0 and 255 since there is no active subpix position lower then 255.

And BTW, do you use memory watcher or do you have a bunch of addreses over the screen?
yeah
Quote from Cpadolf:
Perhaps because if you exeed a subpix position of 255 it stays there, thus the only two numbers that can be shown will be 0 and 255 since there is no active subpix position lower then 255.

And BTW, do you use memory watcher or do you have a bunch of addreses over the screen?


Wait, having a bunch of addresses onscreen is not memory watcher?
Embarrasing Fact: Power suit made by lowest bidder
The game never has anything that adjusts the subpixel position that finely. Speed increments by ~1000 at a time or so. The only time the low byte of subpixel position changes is when you run into a wall or something, then Samus is set as close to the wall as possible.
yeah
Quote from Kejardon:
The game never has anything that adjusts the subpixel position that finely. Speed increments by ~1000 at a time or so. The only time the low byte of subpixel position changes is when you run into a wall or something, then Samus is set as close to the wall as possible.


Well, you are the expert.  grin new I have an interest in computer programming as well, and I enjoy learning about how this game works.  :P
Almost happy
Quote from ING-X:
Wait, having a bunch of addresses onscreen is not memory watcher?


No, there is a program named memorywatcher which is IMO significantly better. I remember moozooh having a version of it that he himself cofigured with all usefull adresses in it. I'll see if I can find it.

EDIT: Found it, this is the link http://moozooh.diinoweb.com/files/stuff/s9xw.zip
yeah
Quote from Cpadolf:
Quote from ING-X:
Wait, having a bunch of addresses onscreen is not memory watcher?


No, there is a program named memorywatcher which is IMO significantly better. I remember moozooh having a version of it that he himself cofigured with all usefull adresses in it. I'll see if I can find it.

EDIT: Found it, this is the link http://moozooh.diinoweb.com/files/stuff/s9xw.zip


Wow, you're right, it is better. Thanks!
I like Big Butts and I can not lie
Here are some common addresses. Here are some useful memory addresses. And here are Kejordon's memory addresses

Here is Gocha's Snes9x memory viewer
Embarrasing Fact: Power suit made by lowest bidder
Who's Kejordon?
yeah
Quote from Kejardon:
Who's Kejordon?


Your evil clone from another dimension.  He's also closely related to Kejerdon, Kejirdon, and Kejurdon.
Almost happy
Oh my god, there's kej's everywhere. Duck and cover.
yeah
I have a problem. I'm doing the second room in the Ceres escape sequence (after ridley's room) and I've copied every single movement for every single frame in that room from Cpadolf's TAS, and when I get to the door at the end, I crash into the door (I even checked to subpixel positions)! What's going on?

Edit: I figured out what was going on, and I've decided I don't have the patience to make a decent TAS. Therefore both of my TAS projects have been abandoned; left for someone else to work on, and hopefully get published. In the meantime, I will take on regular speedrunning, but first I need to find a new controller. But it's not like anyone will actually read this, since I've been getting ignored a lot lately.
So you found out that doors at Ceres can choose 1 or 2 frame opening cycle or something like that? I think that's not up to you which one you get.
yeah
Actually, I probably will continue TASing. I was just frustrated when I wrote that.

Quote from Tonski:
doors at Ceres can choose 1 or 2 frame opening cycle


Really?
Well not like 1 or 2 frames but I think it's not up to you if you get the slower or the faster one. Correct me if I'm wrong but I think it's totally random.
yeah
Quote from Tonski:
Well not like 1 or 2 frames but I think it's not up to you if you get the slower or the faster one. Correct me if I'm wrong but I think it's totally random.


No such thing as random in a video game.  :P

I think there is a way to manipulate it. Depending on what moves you make before the door opens, you'll get either the slower one or the faster one. It's happened to me before.
Almost happy
While making the TAS I figured out that everything (at least I think so) in ceres, doors, timer and steam are controlled by the realtime counter (or well basically everything in the game is but ceres is the only place noticeable enough) . Meaning even with the same positioning as me if you don't have the exact same realtime frame counter (perhaps your intro cut scene was slower then mine) you are not certain to get the same results.

By manipulation of this mechanic (as in delays in the intro) 49:08 is currently the fastest known time to escape ceres, with saturns 49:15 still being a mystery.
Quote from Cpadolf:
By manipulation of this mechanic (as in delays in the intro) 49:08 is currently the fastest known time to escape ceres


Not anymore.
http://dehacked.2y.net/microstorage.php/info/747229914/ceres4910.smv
Only the elevator room was done by me. 49'10
Almost happy
Heh, cool. now find the last 3 frames :P
Yeah, we slowly come closer and closer to the "mystery". :P
Almost happy
Yeah you better show it before someone solves it  ;-)
yeah
Quote from Cpadolf:
While making the TAS I figured out that everything (at least I think so) in ceres, doors, timer and steam are controlled by the realtime counter (or well basically everything in the game is but ceres is the only place noticeable enough) . Meaning even with the same positioning as me if you don't have the exact same realtime frame counter (perhaps your intro cut scene was slower then mine) you are not certain to get the same results.

By manipulation of this mechanic (as in delays in the intro) 49:08 is currently the fastest known time to escape ceres, with saturns 49:15 still being a mystery.


The countdown time starts at the same frame on my TAS as on yours. So no, my intro sequence was not slower.
Almost happy
You mean it starts at the same ingame frame or the same movie frame?
yeah
Quote from Cpadolf:
You mean it starts at the same ingame frame or the same movie frame?


Same movie frame.
Almost happy
Hmm can I see the smv and try to figure out what the problem is?