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SM Redesign: Axeil Edition FINAL

Started by Drewseph, April 04, 2015, 03:17:51 AM

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Drewseph

Quote from: Beardy on November 03, 2016, 09:38:09 PM
I'm thinking about doing a tool-assisted EPBC playthrough (and making a snes9x movie file). Has anybody done this already? Should I not bother?

Please wait for final so there are no desyncs

Foxhound3857

#826
Here I am trying to route out the lowest% possible outside of EPBC (I think with a working Early Bombs I could possibly get it down to 14.1% or so, omitting Hi-Jump and Grappling Beam by speedballing under it), and then Elm goes and gets a 12.1% in EPBC, the lowest theoretically possible. Sheesh.

Grats to him though. I hope he didn't suffer with low% Tourian as much as I did. Forget the Metroids, it's all the refilling that took its toll on me (after every Metroid fight, every zebetite, every purple door).

CaRmAgE

Drew, I found a bug with the escape that softlocks the game.  I PMed you what details I know (although I have no clue what caused it).

Drewseph

Quote from: Foxhound3857 on November 06, 2016, 09:58:40 AM
Here I am trying to route out the lowest% possible outside of EPBC (I think with a working Early Bombs I could possibly get it down to 14.1% or so, omitting Hi-Jump and Grappling Beam by speedballing under it), and then Elm goes and gets a 12.1% in EPBC, the lowest theoretically possible. Sheesh.

Grats to him though. I hope he didn't suffer with low% Tourian as much as I did. Forget the Metroids, it's all the refilling that took its toll on me (after every Metroid fight, every zebetite, every purple door).

Dont worry too much. Imo EPBC is so scripted that i count it as a separate challenge.  So many rooms have codes changing thinks just slightly enought to allow you to do it.

Foxhound3857

#829
Quote from: Drewseph on November 10, 2016, 08:51:57 PM
Quote from: Foxhound3857 on November 06, 2016, 09:58:40 AM
Here I am trying to route out the lowest% possible outside of EPBC (I think with a working Early Bombs I could possibly get it down to 14.1% or so, omitting Hi-Jump and Grappling Beam by speedballing under it), and then Elm goes and gets a 12.1% in EPBC, the lowest theoretically possible. Sheesh.

Grats to him though. I hope he didn't suffer with low% Tourian as much as I did. Forget the Metroids, it's all the refilling that took its toll on me (after every Metroid fight, every zebetite, every purple door).

Dont worry too much. Imo EPBC is so scripted that i count it as a separate challenge.  So many rooms have codes changing thinks just slightly enought to allow you to do it.

Well, you still have to do some pretty unorthodox things in non-EPBC low%. You still have to damage boost to reach the early Speed Booster (and get the fake early power bomb in Brinstar to reach that room), you have to speedball to skip Grappling Beam (which I haven't yet tested to see if it's even possible) and still be able to take the back door into Lower Norfair, you have to IBJ pretty much everywhere that would otherwise require Hi-Jump (or even Wall-Jump), and there's some pretty nasty shinespark skips required to progress without Hi-Jump or Wave Beam as well (the main one being reaching Draygon's room). It really transforms the way you have to play the game if you want to be able to finish it.

Tourian is by far the worst of it in low% though, for the tedium alone. Open a purple door, refill. Break a zebetite, refill. Kill one room of metroids, refill. Not to mention how much more difficult the triple-metroid rooms are, the Ice Beam SBA being the only way to pass those rooms.

I belong in a padded cell right now.

CaRmAgE

Quote from: Foxhound3857 on November 11, 2016, 08:43:41 PM
you have to speedball to skip Grappling Beam (which I haven't yet tested to see if it's even possible) and still be able to take the back door into Lower Norfair,

It might work if you can land on the lip of the ledge, but it will be very difficult due to the different mockball mechanic.

Quote from: Foxhound3857 on November 11, 2016, 08:43:41 PM
there's some pretty nasty shinespark skips required to progress without Hi-Jump or Wave Beam as well (the main one being reaching Draygon's room).

Is it actually possible to shinespark there? I don't know of any places to charge a shinespark near that shaft.

Quote from: Foxhound3857 on November 11, 2016, 08:43:41 PM
Kill one room of metroids, refill.

Maybe, but Metroids drop a ton of stuff when they die in this hack, so you may not need to backtrack as often (of course, you still have to backtrack for every door and Zebetite).

Foxhound3857

Quote from: CaRmAgE on November 12, 2016, 10:16:24 AM
Quote from: Foxhound3857 on November 11, 2016, 08:43:41 PM
you have to speedball to skip Grappling Beam (which I haven't yet tested to see if it's even possible) and still be able to take the back door into Lower Norfair,

It might work if you can land on the lip of the ledge, but it will be very difficult due to the different mockball mechanic.

Quote from: Foxhound3857 on November 11, 2016, 08:43:41 PM
there's some pretty nasty shinespark skips required to progress without Hi-Jump or Wave Beam as well (the main one being reaching Draygon's room).

Is it actually possible to shinespark there? I don't know of any places to charge a shinespark near that shaft.

Quote from: Foxhound3857 on November 11, 2016, 08:43:41 PM
Kill one room of metroids, refill.

Maybe, but Metroids drop a ton of stuff when they die in this hack, so you may not need to backtrack as often (of course, you still have to backtrack for every door and Zebetite).

I kill the Metroids with Supers. If I don't have at least 2 Supers left over after a Metroid room, a refill is mandatory.

You can charge a shinespark two rooms left of the sandfall, the one below the central warp point (where you have to speedball to get the item on the right). There are ramps along the way to recharge it (the one right before the door into the mochtroid room is the hardest one to reach, nearly frame-perfect).

CaRmAgE

Quote from: Foxhound3857 on November 12, 2016, 10:31:30 AM
You can charge a shinespark two rooms left of the sandfall, the one below the central warp point (where you have to speedball to get the item on the right). There are ramps along the way to recharge it (the one right before the door into the mochtroid room is the hardest one to reach, nearly frame-perfect).

Just checked it out, and you're right.  I didn't know you could do that.  Still, I had trouble getting to that slope you mentioned WITH Screw Attack.  How in the world are you going to do it without Screw Attack?  The platform with the previous slope isn't big enough to allow building up enough running speed.

Quietus

This may have been reported before, but I didn't fancy checking back through all of the pages. Anyway, if you sprint from the right of here (where the sidehoppers are), and crouch as you enter this door, you get a scrolling error once you're in the next room, then you instantly die.
[spoiler][/spoiler]

Foxhound3857

#834
Quote from: CaRmAgE on November 12, 2016, 11:13:58 AM
Quote from: Foxhound3857 on November 12, 2016, 10:31:30 AM
You can charge a shinespark two rooms left of the sandfall, the one below the central warp point (where you have to speedball to get the item on the right). There are ramps along the way to recharge it (the one right before the door into the mochtroid room is the hardest one to reach, nearly frame-perfect).

Just checked it out, and you're right.  I didn't know you could do that.  Still, I had trouble getting to that slope you mentioned WITH Screw Attack.  How in the world are you going to do it without Screw Attack?  The platform with the previous slope isn't big enough to allow building up enough running speed.

You have to jump through the gap above that little metal capsule before the ledge. You don't have time to go under it, which means you need very precise jumping and timing. Like I said, it's nearly frame perfect. I pulled it off once, making it to that ramp (but was unable to refresh the charge, so I just gave up).

Open up the hack in SMILE and look at 7CF80. See that little capsule overhang, underneath where you'd have to speedball to get the Super pack? You have to space jump OVER that without hitting the ceiling, and once you've cleared it and reached the sandfall, time a pixel-perfect space jump and spark right at the height of your jump. It's made harder because the sandfall caps your jump height, and if you're just a pixel or two short you'll crash into the ramp and lose the spark.

Here, I took a screenshot for you. This capsule.



Like I said, it's very precise, almost TAS level.

CaRmAgE

Quote from: Foxhound3857 on November 12, 2016, 12:09:08 PM
Open up the hack in SMILE and look at 7CF80. See that little capsule overhang, underneath where you'd have to speedball to get the Super pack? You have to space jump OVER that without hitting the ceiling, and once you've cleared it and reached the sandfall, time a pixel-perfect space jump and spark right at the height of your jump. It's made harder because the sandfall caps your jump height, and if you're just a pixel or two short you'll crash into the ramp and lose the spark.

I knew you could do that.  I just though you were also skipping Space Jump.

Foxhound3857

Quote from: CaRmAgE on November 12, 2016, 01:31:51 PM
Quote from: Foxhound3857 on November 12, 2016, 12:09:08 PM
Open up the hack in SMILE and look at 7CF80. See that little capsule overhang, underneath where you'd have to speedball to get the Super pack? You have to space jump OVER that without hitting the ceiling, and once you've cleared it and reached the sandfall, time a pixel-perfect space jump and spark right at the height of your jump. It's made harder because the sandfall caps your jump height, and if you're just a pixel or two short you'll crash into the ramp and lose the spark.

I knew you could do that.  I just though you were also skipping Space Jump.

Space Jump is completely impossible to skip in non-EPBC. You can't pull off either of the major shinespark skips without it (the ones that let you skip Hi-Jump and Wave Beam).

Aran;Jaeger

I don't quite get it. Producing a free spark is still possible in version 1.52, and one can almost carry such free spark around the whole planet as slowly as one wants for 1-time usage at chosen spark places. How does that not solve most item reduction issues and room-traversal issues (by reducing those to that 1 trick)  :pwuh: ?

On another note, infinite spacejumping past sandfalls even outside of water is possible (but might not be without HighJump), as i mentioned in some earlier post together with movie files for different things.

Furthermore, the version 1.52 still allows for strange half- to full-screen wide teleportations into walls/ceilings that might be correlated to Speedbooster and/or slopes. With that being said, as long as this mechanic/quirk isn't further figured out, there could be many more unforeseen skips and applications to reduce the percentage further.

To be honest, there is so many available techniques, tricks and details that Super Metroid's (somewhat altered) physics provide, that it is near impossible to prove impossibilities or safely deduce requirements regarding item collections and room traversal. I don't want to cause a halt on this, because I enjoy seeing the research and effort put into this without being involved much in it myself (which I normally am, but in this case the hack, well, ''didn't even reach its final form/version  :twisted: '' yet), but in that case one shouldn't be too surprised if the deduced low% ends up being reducable, may it even just be by a small bit, due to less ''stable'' deductions.

Foxhound3857

#838
Quote from: Aran;Jaeger on November 12, 2016, 02:54:14 PM
I don't quite get it. Producing a free spark is still possible in version 1.52, and one can almost carry such free spark around the whole planet as slowly as one wants for 1-time usage at chosen spark places. How does that not solve most item reduction issues and room-traversal issues (by reducing those to that 1 trick)  :pwuh: ?

On another note, infinite spacejumping past sandfalls even outside of water is possible (but might not be without HighJump), as i mentioned in some earlier post together with movie files for different things.

Furthermore, the version 1.52 still allows for strange half- to full-screen wide teleportations into walls/ceilings that might be correlated to Speedbooster and/or slopes. With that being said, as long as this mechanic/quirk isn't further figured out, there could be many more unforeseen skips and applications to reduce the percentage further.

To be honest, there is so many available techniques, tricks and details that Super Metroid's (somewhat altered) physics provide, that it is near impossible to prove impossibilities or safely deduce requirements regarding item collections and room traversal. I don't want to cause a halt on this, because I enjoy seeing the research and effort put into this without being involved much in it myself (which I normally am, but in this case the hack, well, ''didn't even reach its final form/version  :twisted: '' yet), but in that case one shouldn't be too surprised if the deduced low% ends up being reducable, may it even just be by a small bit, due to less ''stable'' deductions.

If the sparksuit glitch is still a thing in Axeil, I doubt it will be when the final release comes out. Even so, the point is that I'm trying to route out what % is theoretically possible WITHOUT the use of unintended glitches or bugs, which sparksuit most definitely is. Glitchless low%, in other words. That's partly why I consider 15% to be the true low% in vanilla Super Metroid, because it's doable without unintended glitches (such as clipping via frozen mochtroids and skipping zebetites, and even gravity jump).

All the testing I've done in the sandfall room has capped me to a maximum of two jumps with Space Jump. Once you perform the second jump, the game auto-cancels your spin and doesn't let you re-spin for a second or two, which loses you too much height in the process. Thus far, outside of shinesparking the sandfall, I've yet to be able to climb that sandfall legitimately without both Space Jump and Hi-Jump (to be able to clear the platforms on both sides as you jump from one side to the other).

That said, I do now believe that skipping the Wave Beam (via shinesparking to access the Eastern Crateria Guardian) is possible to do without Hi-Jump as well, albeit very precise and damn near TAS (we're talking Bob Skip here).

It's still very much a work in progress though.

Aran;Jaeger

Well yes, if the latest version (the one that is still to be released), if this version's low% is approximated by this low% research, then this seems fine, since yes, the Flashsuit glitches aren't part of that version anymore (which I know, since I beta-tested them for Drewseph and tested if they still worked).

Quote from: Foxhound3857 on November 12, 2016, 03:48:01 PM
That's partly why I consider 15% to be the true low% in vanilla Super Metroid, because it's doable without unintended glitches (such as clipping via frozen mochtroids and skipping zebetites, and even gravity jump).

The problem with ''intended'' and ''unintended'' exploits/tricks/abuses is that one technically can never know what is part of which, intended or not. This holds for the original game and for hacks. For example I could argue at least 1 of the developers had to have written the code for how enemy collision is meant to work and how the behavior of frozen enemies in regards to interactions with Samus should be coded, so this 1 person would have explicitly written a code that allows for different tricks like the frozen mocktroid clip before Botwoon.

Same with Gravityjump. Someone must have written the code for how fast Samus' vertical jump speed decreases in time for the case of jumping within a fluid with and without Gravity, and someone must have determined in the code how large the initial jump speed shall be in those 2 cases, so they had every piece they needed to deduce the application of their own implemented code (by obtaining the strong initial jump speed from a jump with Gravity, and then switching Gravity off to cause a slow rate of change in vertical jump speed as it is the case suitless in fluids, resulting in a high jump). And for slopes of the type as in Mother Brain's room, some member of the team coded it in such a way that it will only be solid at certain parts of it, but not everywhere in its interior (which makes the spark zebetite skip work).

I mean all this ''intended or unintended'' discussion topic has come up hundreds of times in the past already (also on the Metroid 2002 forum years ago), and a lot of people have thoroughly thought about it for a while now and looked at it from different angles/perspectives to get to a senseful conclusion. It is not that you mention it the very first time here...

And on the other side I could aswell argue against 15% because the deleopers might not have wanted or intended the player to get to Tourian with such few total Missile and Super Missile counts such that one can get perma-stuck down there if one saves in the last savestation after wasting all Super Missiles, for example.

So the intention of developers is the intention of a bunch of people. Some might intend certain things that they explicitly coded while other developers aren't aware of this or are aware of it but would not have wanted the code to be in the way that some other developer member wrote it and so on. And even intentions by developers can change. For example some glitch might be unintended or unwanted by some part of the developer team at first but if they would get to know what can all be done with this unwanted mechanic, if the applications or implications would lead to something fascinating, they might change their mind and say they would intend it to be like this or would want it to be included, and such changes in mind aswell as awareness of possible exploits could individually for all the members happen any time and switch back and forth.

In other words, intentions are a subtle part, and should as such just simply be taken out of the considered ''equation'', and instead, the community (or individuals) should come up with rules preferably adapted to the game's behavior, rules that make sense and fit for defining categories after them (and the parameters to categorize playthrough/speedrun types are mainly given by Out of Bounds, Spazer+Plasma, and GT Code, but more could be considered to distinguish things further if wanted). On top of this, some details in the game might aswell be easter eggs or secrets, and for given mechanic application questions, one would need to talk with the correct member among the developers that implemented that mechanic and knew or didn't think of or not know about some edge-cases of that mechanic or did know that it possibly could be used but didn't care about it since they were under time-pressure anyways.

If one has Jump held for auto-spacejumps and re-presses Jump very quickly after Samus breaks out of spin, one will re-enter the spinning pose while rising. Though without Highjump it seems to not allow to rise up above water within falling sand.

If certain things are close to being TAS-only or not is something left for people to estimate on their own or trust others on their potentially educated guesses, but I would assume some more experienced and in-depth SM people (as it would be the same situation for any other game and people familiar with it) could estimate the difficulty of things more properly, in general. I can't say if the few things you described are actually close to TAS-only like the (old-fashioned, not the easier newly found one) Bob Skip that I would also deem close to TAS-only from what I know about it (without ever having tried it, but having seen it being done), but from what I have experienced, I can tell that most of the time when people are claiming things being impossible or TAS-only, the human limit is usually rather under-estimated (e.g. thinking about crazy OSU! players and similar instances sometimes showcased at GDQs), and often it turned out that certain things weren't even just humanly doable but even somewhat consistently executable (which though also depends on if setups can be found or if crucial details could be figured out relevant to certain tricks), and when the news spread, people are usually surprised.

I would say that processes that are still doable but close to TAS-only would cover or could be described by processes where rhythmic, required inputs tunnel down into a 2 or 3 frame leniency over a few seconds (having the ceiling infinite bombjump in mind, of which I though think the ''leniency tunnel'' within which one needs to stay, for the inputs provides a larger window for error without failing the process) or a process that requires a dozen frame perfect but spread out, possibly repeating inputs (choose the multi-times frame-perfect trick of your choice and think about savestated practice of said trick and how often one can get it done successfully in a row; for example, I remember Oatsngoats doing about 5 spikespark setups in a row in Draygon's room once, which is close to 10 frame perfect inputs in a row but spread throughout a longer time period, without ''actions-per-second/input-rush pressure'' as armpumping for BT skip would force upon the player), or a process that requires extreme mashing of (fixed) buttons. Basically I'm saying that is seems that people start claiming things to be close to TAS-only way more often than it actually is the case (but of course, one could argue over the word ''close'', and when something is close to something and when it isn't, or *how* close it is).

Foxhound3857

#840
I haven't been testing this stuff by myself; Drew asked me to beta test some things too (since you're discussing it, I'll assume it's okay for me to do so as well). In particular, I've been troubleshooting the Early Bombs route that is currently borked in 1.52. As of the latest version I've playtested, Early Bombs is indeed a thing now and is working as well as he intended it to (with WJB now being permanently blocked off and the previous blockades that were tied to EPBC and made progress impossible being rectified). The lowest I've been able to complete thus far (in non-EPBC) is 15.5%, and I know with reasonable certainty that this number could be brought down further. My estimate is 14.1%, give or take.

I am only one person, of course, and there are far more skilled, knowledgeable, and qualified players to determine what is humanly possible, what is TAS only, and what simply cannot be done. So of course, take my research and my findings with a grain of salt. But I've tested a lot of this stuff in tandem with Drew, studying the rooms in SMILE, exchanging input and batting ideas back and forth with him, extensively practicing and studying these theoretical skips, and we've decided that "certain" things in this route, namely the shinespark skips to omit Wave Beam (for reaching Crateria Guardian) and Hi-Jump (to reach Draygon) are, at the very least, beyond our skill level to achieve. They are certainly humanly possible, but require a high degree of skill and precision to execute. So far I haven't been able to pull off the Wave Beam skip without the assistance of Hi-Jump, I haven't been able to pull off the shinespark to get to Draygon, and I am still working on successfully skipping the Grappling Beam via a speedball. These things are definitely possible by human standards, at least the shinespark skips are, but they're beyond both of us without tool assistance...or at least beyond me.

If you were the one testing these things, you'd probably be able pull them off or find an easier method to do them. You're a better seasoned player then I am. But I'm doing and contributing what I can. And that's all I "can" do. But I'm hoping that people will get interested with this ongoing project and want to jump in and start testing this stuff for themselves.

Quietus

So, there I was making a concerted effort to actually play this through to completion, and I was enjoying almost everything I experienced.

Then I got to Torturian.

Yeah, um, I may be shelving this for a while. My gut reaction is that it's well built, and seems like a great puzzle, which would have been wonderful as its own hack, but as an ending to a hack of this calibre? Hmm, not for me. Also, the metroids. It seemed like there was basically no point in trying to fight them, and it was just a repetitive cycle of letting them grab you, laying a load of bombs, then freezing them and killing them with missiles, which you feel you should have been able to do from the start.

Other things of note:
[spoiler]The momentum while morphed thing is really annoying, particularly when you are trying to do anything delicate, and double so when used in conjunction with...

Morph puzzles are never fun. Unless you can see the entirety of a puzzle on one screen, so it's relatively simple, every single one of these starts with a groan. And as for the ones that seem to almost require TAS accuracy to launch you far enough to jump the current obstacle - no.

Some items seem to be placed in particularly troll-like rooms. The most obvious one I recall was the expansion in north western Maridia, which you can only get after a long chain of sparking. You go through that, then you have to perform two wall-jumps in a sandfall, then one space jump, which will troll you twenty times before you happen to hit jump on the seemingly one correct pixel that will allow you to reach the statue. Lowering the statue's location by one tile would solve this instantly.

Botwoon is a complete arse. I've played many hacks, and many of them achieve a less trolling fight when they're TRYING to troll! There is almost zero chance of actually fighting Botwoon in his room. It just felt like you were intended to try to fight, die (eventually - had lots of tanks), try something else, die, etc. Luckily, I tried bombs on my second attempt, but anybody who fancies giving this hack a go would face a fight where: It's difficult to move, it's difficult to hit him, and it's difficult to avoid him, which is just frustrating. :neutral:[/spoiler]

Beardy

I've gotten used to everything in the hack at this point, including the item requiring IBJ. That went from nearly impossible to only taking 5 minutes. Now the only thing that bothers me is the Maridia shinespark chain with the tiny slope that eats your charge and the awful horizontal bomb jump in Norfair for the missile pack. Tourian doesn't bother me, especially since I made a route map and understand exactly what to do. Although, the way you have to fight the Metroids is tedious and not fun at all. Clearing the rooms is just a slog.

Elminster

#843
Just thought I'd plop the low% stuff I've been doing here.

[spoiler=Low%, with EPBC, on v1.52]
https://www.twitch.tv/elminster45/v/102283801
https://www.twitch.tv/elminster45/v/102284612
[/spoiler]

[spoiler=Low%, without EPBC, on a beta of v1.6]
https://www.twitch.tv/elminster45/v/102285539
[/spoiler]

After some amount of checking the list of items and thinking I was going crazy, I realized that Varia counts as 2 items in v1.6. This is apparently to compensate for one fewer item in v1.6. My guess is this is two 1-Super packs condensed into one 2-Super pack somewhere. Might have to do a 100% playthrough of this to find out.

Basically this means
low% EPBC is 12.1% in v1.52 and 12.8% in v1.6
low% non-EPBC is 14.1% in both versions, WJ cannot be skipped in v1.52 and Varia counts twice in v1.6

edit: also if you can't tell from watching, I absolutely hate the changed shinespark inputs in Axeil Edition, particularly standing horizontal shinesparks I find much harder to do

Foxhound3857

Quote from: Elminster on November 20, 2016, 11:09:59 AM
Just thought I'd plop the low% stuff I've been doing here.

[spoiler=Low%, with EPBC, on v1.52]
https://www.twitch.tv/elminster45/v/102283801
https://www.twitch.tv/elminster45/v/102284612
[/spoiler]

[spoiler=Low%, without EPBC, on a beta of v1.6]
https://www.twitch.tv/elminster45/v/102285539
[/spoiler]

After some amount of checking the list of items and thinking I was going crazy, I realized that Varia counts as 2 items in v1.6. This is apparently to compensate for one fewer item in v1.6. My guess is this is two 1-Super packs condensed into one 2-Super pack somewhere. Might have to do a 100% playthrough of this to find out.

Basically this means
low% EPBC is 12.1% in v1.52 and 12.8% in v1.6
low% non-EPBC is 14.1% in both versions, WJ cannot be skipped in v1.52 and Varia counts twice in v1.6

edit: also if you can't tell from watching, I absolutely hate the changed shinespark inputs in Axeil Edition, particularly standing horizontal shinesparks I find much harder to do

Nice. So that means for EPBC the lowest is:

15 Missiles (2 packs)
3-4 Supers (2 packs)
3 Power Bombs (3 packs)
4 E-Tanks
Grapple Beam
Ice Beam
Charge Beam
Varia Suit
Morph Ball
Hi Jump
Speed Booster

And for non-EPBC:

17 Missiles (3 packs)
3-4 Supers (2 packs)
3 Power Bombs (3 packs)
4 E-Tanks
Charge Beam
Ice Beam
Varia Suit
Gravity Suit
Morph Ball
Bombs
Speed Booster
Space Jump

I'm still trying to pull off those two shinesparks needed to skip Hi-Jump and Wave Beam (and I'm really bad at Axeil speedballing). Sorry Drew, I'm not the hero you deserved.

Elminster

Best thing I can really say about the two sparks is to be mindful of your space jumps. For wave skip, you want to make sure to cleanly land on each ledge on the way up, so you can start the next jump more quickly (since you descend at least a little bit between each space jump, you want to minimize that). For hi-jump skip (I'm assuming chaining off the rounded top of the hanging platform is the hard part), you want to space jump really quickly 5 or 6 times, it's all about getting the rhythm there to get as much height as possible while moving forward. Hope that makes some kind of sense.

Beardy

I don't know if this problem has been reported.
http://imgur.com/AomQJg2

And here is something just for fun.
http://imgur.com/63vh8i0

Drewseph

#847
Gotta face the facts and move on in life. however before that happens I gotta post this final patch and let everyone who tries it out to know that there are probably NEW bugs to be squished.  only the most glaring visible bad game breaking ones are what I hope to hear from.  Please PM me those if they exist:

http://drewseph.metroidconstruction.com/index/Metroid_Redesign_Axeil_Edition.zip

- New title screen that does not block half of the screen off.
- New Ending sprite to match consistency of Redesign story.
- Fixed a bug with bouncing while facing right which would move the player a pixel over time.
- Removed a bug with Rinkas where getting latched by a metroid while standing in a rinka meant MAJOR energy drain.
- Fixed a bug where samus would double bounce in one frame
- Fixed a bug with HBJ locking you into a direction upon
  colliding with a wall until you land or alternate left/right rapidly on dpad.
- Blue suit is no longer stripped when you mid air morph or land
  without d-pad input, while speed boosting.
- Running and morphing quickly will keep running speed
  (easier in real time once speed boost is aquired since it is based on acceleration speed)
- Fixed a bug while morphing/landing which could teleport samus
  a full screen or more to the side sometimes causing death.
- Doors now reflect shots that do not match, for example, blue doors open to everything, but a missile door reflects beams.
- Removed the penalty of booster loss and running slowdown when Arm Pumping.
- Level Design tile fixes for continuity/permastucks
- Fixed a missed check for samus falling while space jumping in sand falls.
- Fixed errors in code for death beams
- Minor Level design changes in various rooms.
- Fixed permastuck scenarios when getting early bombs.
- Reduced duration for auto crouching spark charging animation.
  (horizontal super jump into slope holding ONLY D-pad)
- Fixed crash on touching a door transition tile while reaching 00 Energy.
- Added a smoothing acceleration to door transition speeds.
- Fixed a bug when exiting a door where the player skips scroll triggers causing oob deaths.
- Fixed bad Ice beam damage value
- Samus moves to center of screen on dying much more smoothly.
- Inserted a check to initiate shinespark. Samus will no longer super jump when
  the RUN button is pressed. This should lead to fewer accidental sparks during long chains.
  for the same reason as above super jumps cannot occur when samus has been hit by an enemy.
- Added transitions for poses (croucing and aiming down while moving)
- Re-wrote momentum routine to adjust rules based on movment type
- Re-wrote Acid damage routine. 5 second limit inside acid. Fixed bug where flash stayed perminent on getting out.
- Re-wrote grapple swing speed calculations.
- Re-Wrote Bombjumping.
- Reduced Screw Attack speeds slightly. (due to overshooting many platforms by accident)
- Fixed an issue with scrolling in one of the last Tourian Rooms.

Quietus

Did you ever manage to fix the instadeath bug shown here?

Drewseph

#849
Quote from: Quietus on October 16, 2017, 01:52:27 PM
Did you ever manage to fix the instadeath bug shown here?

Yes, that was a result in a door transition bug, better add that and another to the read me.