Posts for ElectroSpecter

Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
negjay wrote:
About the only improvement I see possible would be minor; at the end of the burning forest is that little cave with the skull. If you suicide against the boss the burning trees still vanish, and if you pick retry you respawn from that cave... which might make getting that life container a few seconds quicker.
Jeeze. This is much more than minor, and would be more than a few seconds quicker, not to mention the suicide would be a lot easier (I just tested in real-time and it's a lot faster). So what's the deal, should I change this before the video gets published?
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Haha, who needs to gain levels when you can just use PSI Flash and Bottle Rockets? Very entertaining and well done in a technical aspect. Good job killing me in two hits. :p
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I agree with screenshot 8, but maybe with Firebrand hitting Holothurion or firing as opposed to getting hit. I also thought one of these would be pretty funny: They're around the 74400s in terms of frames. EDIT: Incorporating both of Mechuyael's ideas, looks quite spiffy.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Chamale wrote:
For the boss defeat one, wouldn't you need to be quite lucky for it to actually work?
As long as the RNG (or whatever values the game reads to specify which pipe the boss pops out of) is contained within the level, the boss should come out of the same pipes every time. In other words, as long as it doesn't matter what you do outside of the level. Of course, for all I know, you may very well need to get lucky.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Hm, looks like NVA got some pretty variegated screenshots there. Does anyone have any recommendations for a suggested screenshot? Enhasa: My route through the graveyard may be difficult to pull off normally. There's a lot of pixel-perfect movement snuck in there that may not be apparent at first watch. But the principal may stay the same. Also, if you haven't played the game, try to reserve judgement on in until you do. It's no more fast paced than this movie (slower, in fact), but parts can be brutally challenging if you're not careful and prepared, and there is a story, albeit a tiny one, though it gets glossed over in the movie. It's funny, I've always thought of this game as a "core" game in an SNES collection, but maybe I'm just biased because I've owned it for so long. Recently I found that it suffered abysmal sales. Also, does anyone else think that Hippogriff resembles the silhouette of George Washington right after you head-butt him?
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
upthorn wrote:
So is there a reason why, when you have to jump down that tall tower in one level, you land smack dab in the middle of the floor, rather than as close to the exit door as possible?
Admittedly, it was only because I wanted to kill all the flying rams. I could have skipped the last couple, I suppose, but it was the only fast paced section in the entire game, so I wanted to show off. I could always go back and change this if necessary. Sorry for not mentioning this (and the thing about the Life Vessel) in the submission text. Is it possible to add them in after the fact? EDIT: Submission text is updated.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
upthorn wrote:
Like when you die to end a level early, and up to that point where you suicide
Unfortunately, collecting the Life Vessel restores you to full health. :/ Even exiting the level naturally by heading to the right takes longer.
Zurreco wrote:
Any chance you'll do the simpler any%?
It's definitely possible. I'm still in a TAS mood, and I still have plenty of free time, but I don't think I'll work on it as feverishly if I do attempt it.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I dunno... from what I can tell, he doesn't swoop down until he reaches the left side of the screen. Even then, I can only hit him twice (maybe three times) meaning I have to wait for him to dive again regardless. As out of place as that switch looks, I think it might be necessary. Phalanx is annoyingly one pixel out of range. But of course, I could always be wrong. If I'm missing something obvious (like a way to manipulate Phalanx) just let me know, and I'll be happy to fix it. Assuming that I don't need to fix anything, here's the rest of the game: http://dehacked.2y.net/microstorage.php/info/1363899499/Demon%27s%20Crest%20%28US%29.smv
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Ok, the grand finale of the game is unfolding, and here's the WIP. It includes Level 3 and Scula, but the real treat is the final stage, which was fun to record. It's also quite entertaining. I had the Phalanx 2 battle recorded but I must have recorded the video using the wrong savestate, because the fight kept desyncing. So it's just Phalanx 1 for now. I don't feel like re-recording the entire thing again tonight. http://dehacked.2y.net/microstorage.php/info/365881075/Demon%27s%20Crest%20%28US%29.smv
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
This is the best I could come up with for Level 5: http://dehacked.2y.net/microstorage.php/info/1725329729/Demon%27s%20Crest%20%28US%29.smv It knocks about 5 seconds off the previous movie, mostly due to lag prevention, but the moving around and killing enemies bit is more optimized as well. Two more levels left!
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Morton, Roy, and Ludwig could probably be beaten with the use of the bouncy note blocks, or even those zippy arrow things that are seen in one of these videos.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
The underwater part of Level 5 sucks, even with Tidal Gargoyle. It's extremely hard to move around efficiently. This is the best I came up with for this annoying section. Holothurion proved to be not as much a problem as I had thought he would be (getting stuck under the shell so that he wouldn't blow me out of range while still staying close enough to hit him was tricky).
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Here's the new WIP. It includes the level 2 Catacombs, the Skull Bashing mini game, and level 5 through Crawler. The Skull Bashing game and Crawler cooperated absolutely beautifully, and from the time I started the mini game to the time I finished Crawler, it only took me about an hour and a half this morning. Exciting stuff!
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Thanks! The movie time is about 23 minutes thus far. Things are going to get slower though (in terms of me updating the run). I hate manipulating the skull bashing game, and I'm definitely not looking forward to Crawler and Holothurion. Scula and Grewon 2 will be a joke. Hippogriff3 might be annoying, seeing as it has way too many HP. The last battle might be brutal too, but I'm pretty psyched for it, as it should look quite impressive when played normal speed. I seem to remember a lot of slowdown due to floating platforms though. :/
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Yessir! :)
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I believe it's faster to just get the items now for a few reasons. One major one is map movement. Level 2 is close at this point in the run, and returning later from a different point in the run would take up more time. Second, even if I did have the Water Crest, I would probably still collect the items with the Ground Crest, because switching back and forth between Ground and Water would take up more frames than it would save.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
This is the WIP which includes the vial and life vessel from Level 1, and the Vial, hand relic, life vessel and Belth from level 2. There's a lot of weird stuff going on this time. http://dehacked.2y.net/microstorage.php/info/1030604331/Demon%27s%20Crest%20%28US%29.smv
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Yeah, it was one of those areas where it was slightly faster with Earth Crest. I had to test out a bunch of different ways, since it's not really apparent which is faster (I always have to consider it takes like 160 frames to switch crests and back). Also, it takes like 20 frames for the start menu to fade in, and I can switch crests in the first two frames, but have to wait for the pause menu to fade in before unpausing. I just get bored and see how many times I can switch before I can unpause again. If this is distracting, I can take it out, but I thought it was pretty funny. I've actually been doing it for a while... there's other occasions where I do it even more if you look at some of the previous WIPs. Also, the Grewon fight is highly manipulated. I'm lucky I found out how to manipulate him as fast as I did. If you're too far away from him, he jumps at you, and if you're too close, he breathes ice at you. Both attacks extend his green invulnerability phase, but there's a sweet spot where he doesn't attack. I had to keep repositioning every time I hit him back, but the ice would carry me in too close if I kept walking, but the tiny hops stopped the sliding. The second tricky part was shooting at him. He almost always jumps at you when you shoot at him, again extending his green phase, but if you shoot at him while descending from a jump (or a tiny hop in my case), he won't jump. One of the trickier bosses to manipulate, surprisingly, but again, I got lucky and discovered all of it fairly quickly.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Level 6, Flier2 and Arma3 WIP. Options 1, 2, and 4, etc., enjoy and comment please! http://dehacked.2y.net/microstorage.php/info/1758549031/Demon%27s%20Crest%20%28US%29.smv Also, I know it will save frames to just fly to the right after getting the Vial at the beginning of the level, but that's boring as hell, and there's only a few birds to dodge. I opted for the ground route, which only uses up a few more frames and is a lot less boring.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Zurreco wrote:
Why didn't you fight Flame Lord 2 with the Air Crest? Everything else looked good to me, assuming that the Earth Crest was faster in the burning forest portion.
Jeeze, I thought both forms were air resistant -_-. Now that I'm reading your route though, I notice that you only wrote that in for the first form. I will pay more attention from now on! Well, this certainly makes things a lot easier. I love having you guys around. EDIT: I just tested out the Air Gargoyle, and it seems that Flame Lord 2 is resistant to air as well. It took 20 hits to kill, meaning air is 50% effective against him, so my Ground fight turned out faster.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Ok, here's the WIP of Flier1, Flame Lord(s), and Life Vessel 1. http://dehacked.2y.net/microstorage.php/info/196878018/Demon%27s%20Crest%20%28US%29.smv (Remember to check options 1, 2, and 4 in the Emulator Snyc Settings and disable the other two.) I couldn't manipulate the Flame Lord to do his sine wave the entire time. It's still a fast fight, however. It's also faster to die and exit the level after collecting Life Vessel 1 than returning to the Flame Lord area and exiting naturally (unless I'm missing something major, like Start+Select exits the level :p )
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
There's no audio? I'm not really too sure. Has there been audio in the full WIPs that I send? And your opinion definitely means more than a little, seeing as you and Zurreco are the only two I have to rely on to spot my mistakes / bolster my confidence. Plus, you've saved me a couple hundred frames already. Heh. Also, Zurreco, I'm on the Flame Lord (part 2). Is there any way to manipulate him so that he does the sine pattern and nothing else? Or do I have to wait through a barrage of him dropping flames before he starts doing the pattern?
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Nothing too major, the Flier1 battle: http://dehacked.2y.net/microstorage.php/info/707616883/Demon%27s%20Crest%20%28US%29.smv Give a shout if you see room for improvement, please!
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I think the platform in question shows up at the same time either way, and either way I still have to wait for it, so what I do in the meantime (jumping from the urn vs. the way I already did it) doesn't matter.