Submission #5736: mtbRc's DS Castlevania: Portrait of Ruin "Richter mode" in 16:57.28

Nintendo DS
Richter Mode
DeSmuME 0.9.9
60860
59.82609828808082
48755
Unknown
Castlevania - Portrait of Ruin (USA).nds
Submitted by mtbRc on 12/9/2017 10:25:52 AM
Submission Comments

Game objectives

  • Emulator used: desmume-0.9.9 and Advanced Bus-Level Timing OFF
  • Aim For Fastest Time
  • Use Multiple hits
  • Manipulates luck
  • Takes Damage To Save Time
  • Starts from SRAM

About This Run

  • This is an improved version of My TAS. 1774Frames was saved.

SRAM

Tricks

Most the tricks and glitches used in this run can be found here: #2255: arukAdo's DS Castlevania: Portrait of Ruin in 11:40.35 and #3657: mtbRc's DS Castlevania: Portrait of Ruin "all bosses" in 25:19.52 There are the following differences compared with normal mode.
  • warp glitch can't be used.
  • Many flags are released.
  • To clear the picture on the table is the condition of opening the picture on the back.
  • Use of determined weapons

Improvement Points

  1. Improvement of moving method of Richter using attack target or MP.
  2. Use sliding tackle for multiple hits
  3. Various boost optimization

About moving method

The method of using last time used
  • Maria: backdash,blank*3,sliding,blank*10,Chara Change
-> (15936+15488+15040+14592+18112+17792+17472+17152+16832+16512+16192+15872+15552+15232+14912+14592)/16=16080
  • Richiter: forward,(backdash,forward+crouch)*3,(backdash,blank)*2,sliding,blank*3,Chara Change
-> (10240+15832+13432+15832+13432+15832+13432+15832+13432+15832+15280+16064+15744+15424+15104+14784)/16=14720.5
:The whole average->15400.25
  • Loop movement of backdash cancellation
forward -> backdash,forward+crouch,...
  • Maria: 8192-> (15936+13536)/2=14736
  • Richiter: 10240-> (15832+13432)/2=14632
Additional run method of Richter used for improvement this time
  • Use Attack target: backdash,sliding,blink*2,sliding tackle,attack,blank*9,Chara Change
->(15832+16064+15744+15424+17248+17088+16928+16768+16608+16448+16288+16128+15968+15808+15648+15488)/16=16217.5
  • Use MP: backdash,sliding,blink,sliding tackle,attack,blank*7,UP,Left,Down,Right+Attack+Chara Change (tackle+change)
->(15832+16064+15744+17248+17088+16928+16768+16608+16448+16288+16128+15968+15808+15648+15488+16064)/16=16257.5
When sliding tackle is issued at back dash motion, it is possible to suppress the decrease in speed at the time of sliding tackle motion cancellation. When motion is canceled, the descent is started. The descent start point is manipulated by attack. However, in this case the character change will be delayed. Avoid this by object attack or MP use.

Noxxa: Judging!
Noxxa: Excellent improvement. It's always nice to see how character movement is pushed to the limit in these sorts of runs. Accepting as an improvement to the published movie.
fsvgm777: Processing.
Last Edited by adelikat on 10/24/2023 11:50 PM
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