Posts for Catastrophe

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Is there a download mirror somewhere for the Windows version of 0.9.2-1? Adelikat's download link to http://fceux.com/desrr is still serving the 0.9.2 version. Thank you if you can help.
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Yeah, I would've regretted the beginning of the run later. The skeleton at 1:37 was the first thing that bothered me. I didn't notice it until Sir VG encoded the WIP for me. But once I saw it, I knew I had to go back for it. Using the stylus on the name selection screen struck me as the same kind of unforgivable mistake. Killing the bare minimum to reach level 2 isn't necessarily a waste since I'll be that much closer to level 5 when I leave. The experience might be worth the level up animation. I also gain the slash attribute points. I'll watch your movie now and find the exact improvement. Comparison of two very different routes is a tool that I didn't have the first time. I have a separate 'environment' (a copied folder) to separate my TAS from my other games and from my testing on a dirty save. I dropped Atma's WIP into my 'clean' environment and it desynched. If I need to make a new environment for each movie file then what is the .savmovie for? Bisqwit said this back in 2004, in a recently bumped Super Punch Out Thread:
There are some mistakes I spot obviously, there are some mistakes I don't see and there are some mistakes I think I see but which don't really exist. When I see mistakes, I want them fixed, be they real or not. I don't really care about the numbers - they are just tools for comparing movies. I want that movies look fluent, like a dance. This is an aspect of art.
There are several places where I want to damage boost off of zombies. I do this specifically with zombies because zombies are worth one whole screen of invincibility time for some unknown reason. Damage boosting is an acceptable TAS tactic. But there's one part where I hit a zombie and it knocks me backwards instead of forwards. Obviously I couldn't get the zombie to knock me forwards, but hitting it was still faster than jumping over it. But getting knocked backwards, especially only once in a run, looks horrible. It's not just zombies. When you see me kill 5 skeletons, jump clean over 4 more, and get 'boned' twice, it looks like something is wrong. Part of it was that I had to kill a few of them to reach level 2. And since Skeletons are manipulated by distance, it was the presence of other enemies plus the shape of the room (plus my backhopping) the determined if a bone would be thrown in my way. So I decided to handle each skeleton individually, which lead to inconsistency, which lead to mistakes everywhere. I think it also created a perception of probably more mistakes than I actually made. (Or two mistakes that were really just one, then an optimal recovery.) This second run is going to be much cleaner, but still inconsistent. Getting boned by a skeleton is faster than jumping over it only if I don't have to stop and wait for the bone. Should I stop attempting these stunts and make my movie smoother? Bisqwit from 5 years ago says yes, but we also have rules about violating your primary goal. (Mine is frames.)
Post subject: DoS TAS Goals
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Atma wrote:
I'd more vote that it doesn't allow usage of the SG for anything, but anything else goes, including skipping bosses that otherwise do not need to be fought.
I vote the same. Skipping the exciting bosses with the Cutall sounds bad, but that's what 100% runs are for. 100% in this game doesn't have to be 100% items, 100% souls, 100% enemies, and 100% map at the same time. That would definitely be overly tedious, especially the 100% map requirement. Instead, I propose a plain 100% enemies run. You'd have to fight all the bosses and calculate a careful path around most, but not all, of the castle. My second choice for a 100% run would be 100% enemies + 100% souls at the same time. Which if I remember correctly might require a second playthrough.
Post subject: Getting Around Checksums
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inichi wrote:
In this movie, I switch the 1st item and the 3rd item and reset on the timing that item numbers aren't overwritten. In that case, the checksum is the same with what is supposed to be; consequently the game can't detect any error. Thus, I manage to duplicate an item without making a save file empty.
Now THAT'S interesting! :D When you first posted the glitch that allowed you load an "empty" save by merely pressing up+A, I immediately started testing it on every other SNES rpg I could think of. Chrono Trigger was Square's last rpg on that console and I used to think it was their most 'secure'. It didn't have as many (any?) unintentional sequence breaks or memory corruption glitches. (Until it met you.) So I was surprised that no other game had this major vulnerability. When played with a re-recording emulator, all other rpgs that I tested give you just 1 or 2 frames to corrupt your save file. Any earlier or later and the save either never happens or completes normally. (This is something that I believe is not emulated correctly. A real console lags badly while saving and the window is more like a whole second.) I imagine it wouldn't be too much trouble to manipulate the checksum of a merged save file? I'm thinking about any game, not just Chrono Trigger. First you have to figure out if the checksum is first or last so you can plan on which save file will be bringing the checksum with it. Then you manipulate your current game state such that the merged save will have the same checksum. The most obvious thing to do is merge a new game with the blank (0x96) data. If you could start a new game, name yourself "G0hhhj", pick up a sword and 170 gold pieces, save and reset, and load a more powerful saved game, then that would be so broken we'd need a new category for it. ...but I'm working on Castlevania right now.
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It was confusing to see two submissions for the same game on the Workbench at the same time. And only four submission numbers apart, too. Did you guys plan it that way or did it just happen because of the SDA thing? So this one features power leveling and more luck manipulation, and the other uses a sequence breaking glitch? If both are published I think all the traffic is going go to the shorter one.
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eternaljwh wrote:
Holy+fire+slash, I think, actually. Not sure. You should be able to attack above with a timed sword/hammer perhaps (They do have a bit of swing animation that hits), though- remember, Axe glyphs are rather expensive mp-wise. And you didn't mention the Red Drops hidden drop that you skipped.
I wasn't ignoring you. I mentioned my reason for skipping the red drops in a tangent while I was talking about the boss strategy. I always thought that the guide on gamefaqs was wrong because I did my own testing, and the "lightsaber" seemed to be slash+light. Which makes sense. But I tested it again last night, and fire+slash+light is correct. Oops. That explains why this union is the most powerful - it's getting three bonuses! That has to be a mistake on the part of the developers. So now actually, yes, I do want those Red Drops. Especially since they're right in my way. And yes, the axes do consume a lot of MP. And in my double-axe-hop combo the second axe could be a hammer, for example. But in certain maps I won't be able to dodge enemies as easily as I did in the Monastery. It'll be expensive, but I think Axe + Hammer will allow me to kill the most the fastest in a crowded hallway. (Specifically in Minera, Somnus Reef, and the Skeleton Cave.)
Atma wrote:
Isn't it unreasonable to expect me to be on IRC? If it's not the weekend, I'm not really available. And it's not like we had an appointment. You only asked me to be there. By the time I did get there, you were afk. But I'm not a big fan of irc anyway. If you have advice, just tell me in a PM or post it. How to handle corners. How to do doorways. How to manipulate Peeping Eyes. Anything. Actually the .dsm file was an even bigger favor. Thank you. I hit start 1 frame earlier on the title screen. But then you showed me to use the stylus on the name entry screen. That saved me a bunch. And now I see how to handle doorways optimally (meaning "land on the ledge facing left") everytime. Before I was only doing it when my backhops landed me at such a distance that I did it by coincidence. However, you desynch right after the second skeleton of the Monastery. I tried playing around with the U+D/L+R option and the sound options but all I succeeded in doing was moving the desync earlier into Ecclesia. :x I have no cheat codes on and I tried with and without frame advance. I'm back in Ecclesia because using the stylus to enter my name was a huge savings. (Over something trivial, I know. But if I'm going to blow frames on my name then I had better do it optimally!) It was a neat combination of stylus + buttons that turned out to be fastest. It was something like: tap 'C', L and hold 'C', -, L+A and tap 'T' (triple handed TASing already), hold 'T', -, tap 'A', hold 'A' + start, up, -, R+A and tap 'OK', start. It saved at least 11 frames. Since I'm in Ecclesia I don't have a new WIP. But this weekend will be 3 days for me. I'll definitely get something done but I don't know if I'll be able to get as far as I did in one weekend again. Maybe the 30th/31st for me next WIP up to Ruvas Forest.
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Acheron86 wrote:
RT-55J wrote:
Just out of curiosity, what are the default values of the location bytes on an empty save file?
Wouldn't they be 96, 96? SRAM filler values are always 96s, I thought. I imagine it's not a useful location, since inichi's runs haven't used this location. Probably a bunch of trees or 1999 A.D. World Map or something.
Seems like the game crashes. On snes9x 1.43 anyway. With v1.51 (which I normally use) my spacebar was refusing to work for some reason.
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Nice run! I'd watch that for another hour (or less). It's been awhile since I watched the original.
Post subject: Improvements
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I'm going to try to improve the embarrassing part at 1:37. If I can, it'll be a setback, but I'll be able to make Atma happy with my first submission. The 'bastard skeleton' at 2:31, the one who was required to hit me, could be killed instead. If I kill him instead of someone else then his bone will miss in a wide arch. That would be faster. The skeletons in this game have arms like outfielders. Stop the input right after I pick up the magical ticket and you'll see a bone come flying in from off screen. They really lock onto you with those things. In Ruvas Forest I need the hammer for its highest damage. There is a Giant Skeleton boss coming up and and I need the blow (blunt) damage. I'll also need it for Maneater and several undodgable monsters in the Skeleton Cave. I would also like the axe. The axe has two important uses: I can throw it while backhopping for free hits/kills without stopping, and it lets me attack multiple levels in Minera. Minera Prison Island is basically a series of bunk beds that you have to cross. And of course each level is crowded with enemies. I can't combo with an Axe, but one Axe+Hammer should kill things. But that's getting ahead of myself. I have to go back to the Monastery first. I didn't slide into the boss because I would do 1 damage. One damage won't save me a hit. And actually, the boss can only hit me twice before I die. So I couldn't anyway. But once I get the double jump I will stomp all over every boss while I'm regenerating my MP. Also, I skip the red drops because I'm not using the fire magic anywhere in this run. Black and White Drops I'll stop and consider when I get there. EDIT: Axes while backhopping either cost 1 frame between hops, or they are 'free' and can be used to cancel a hop. There's also this crazy "double axe" move I can do to throw axes forward while backhopping: (right + X) <- on the frame between backhops (L) (B) (rest 5 frames) (X) (left 5 frames) (left + L) (B) <- the start of a new backhop do a backhop do another backhop Shanoa will be hit by her first axe and will pass under the second. At full speed this should look crazy.
Post subject: OoE WIP1 part 2
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1:24 - Monastery Steps. I remember this clearly. First, this screen lags horribly. It might be the emulator, it might be the trees in the foreground, but something isn't right and it made my backhops take 13-14 frames each. You can't backhop up slopes. Shanoa will go a few pixels and stop. However, I did try backhopping anyway, and I found it to be faster than sliding (which works fine on slopes), but slower than what I did in the movie. But again, I just tested it now, and it was 7 frames slower. So my testing was wrong. Another point for Atma. However, assuming I choose jump, then the jump is optimal because it gives me the shortest path to the floor in the next room. So it's not exactly 20 frames. 1:25 - Dropping Down from Doorways. Taking the shortest path to the floor like this is always fastest if you end your previous backhop in the right place. However, it is not worth it to delay your backhop such that you can drop straight down to resume backhopping sooner. Basically, because I can't jump during the 10 frames I'm in the air during a backhop, and the length of a backhop is approximately equal to that of a doorway, I might find it to be faster or just as fast to 'float' off a doorway. Especially if I'm manipulating enemies. (2:56) 1:28 - Killing skeletons. These guys take lots of time to either kill or dodge. And I know I have to kill a certain number of them to reach level 2. So I chose to kill the first ones I saw for entertainment. 1:37 - wtf. I dodge and kill this skeleton. This is horrifyingly stupid and I can't remember why. I'd like to blame the zombies but I can't be sure. It's possible that this was what it took for me to pass through the second zombie. It's also possible that this skeleton had the 'quickdraw' and was going to bone me regardless. This I'll rewind for if it's fixable. (FUCK.) I'm sure Atma noticed, but I'm surprised he missed the chance to call me sloppy. 1:45 - sliding into a bat. Reversing direction while backhopping costs frames. Drawing out the rapier costs even more frames. Sliding is a huge delay, but I could not dodge the bat without stopping. So I positively had to either slide our use my rapier. And sliding was faster. It's also funny, because I do 1 damage to everything in the game with my foot. 1:47 - what Atma said about 6448. I jump high because I do not backdash. It seems very unlikely that either the skeleton or the bats would have caught me if I had backdashed. If it was a mistake, it's less than 5 frames. If I rewind to 1:37 then I'll have to redo everything anyway. (No major hexing the movie in this game. The work is lost.) One point for Atma. Yes, this game really does call for paragraphs every 10 seconds. Every screen is unique. Later levels I'll be able to say 'like in the Monastery', at least. 1:53 - BOOM. I love this part. This is what I'd like to do to the tutorial in Ecclesia. 2:02 - Magnes. The third Magnes probably looks sub-optimal. But you can't direct Magnes until after it sucks you into the center. And if you're going too fast it holds you there a bit. You can't just tap 'R' as you pass over it. So I fling myself quickly into the next room. 2:09 - low cieling. Already mentioned. At 2:10 the entrance to the secret room is definitely optimal. 2:23 - falling again from a great height. When the height is high enough, it's worth holding left right in midair to move a few extra pixels even though it delays backhopping. I skip the Book of Secrets because it's not something you can open and walk from. It causes one of those annoying boxes that holds you up a few seconds. I also figured I could use subtitles to do the same thing if someone was offended. And sure enough, first comment from Atma, was that I missed the Book. 2:31 - bastard skeleton. This jerk *has* to hit me. Seriously. Nothing I could do could dodge him without stopping for longer than it would take to start backhopping again. (I hope this is why I acted the way I did at 1:37.) The horizontal displacement is meaningless since I get it back for free in the next few vertical jumps. I'd wobble there anyway. 2:33 - again. Another instance of 1:47. Which proves it was intentional. But being intentional doesn't mean it wasn't dumb or wrong. And i see no bats here. 2:50 - Magnes up to the boss door. Shooting myself left could be done on the first earliest frame I could reach the magnet point. It was faster to shoot myself up and left, then backhop right, than it was to move around and shoot myself in the correct direction. I'm sure that looks wrong. The boss was surprisingly straightforward compared to the platforming parts. He always starts by rolling at you. So I can get in, at most, 1 "magic bar" and 3 unions. Sneaking in the third union requires doing it last as I use Magnes to save myself. Because I land as early as possible, the boss is still moving, and thus I couldn't combo him even if I had MP. So I use the 4th and final union now to maximize my MP usage for the rest of the fight. EDIT: Sneaky, klmz. :) This link is only good ten times. So no one download it before klmz gets a chance to. http://rapidshare.com/files/234719825/OOE_Boss1.mp4.html
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Thank you Sir VG! Watching the run at full speed was amazing. When I'm playing I use only frame advance. And I can't play the movie back at full speed. So your encode was the first time I saw my own run. There's a lot to talk about. I've been TASing for awhile but this is the first time I've posted anything for the public that isn't just menus. So I wanted to make sure that it was really good before I posted it. If something looks out place, it probably caused me a lot of agony before I decided to move on. For example, at 2:30 in the encode I take what looks like a really stupid hit from a skeleton. I spent 20 minutes trying to find a better way around that guy. I'll mention him later. Nothing in these three minutes was done only once. Every single doorway and every single backhop was done twice. If there are improvements then it's not because I was sloppy. This WIP already has frame-shaving revisions. This game is also a pain in the ass to TAS. Because backhopping is (L)(B)(10 frames rest) repeated over and over, with no macros feature in the emulator, I'm constantly pressing buttons every frame. Pretty much everything affects the RNG and every screen is loaded with enemies. Even with The Legend of Zelda I'd find 8 seconds here and there of quiet time where I could just hold the space bar. This game, not so much. I've spent about 12 hours playing and 6 hours planning for my 3 minute WIP so far. This game changes pretty radically depending on the scene. I might spend half an hour learning the optimal way around a skeleton. But then I have to relearn to dodge a skeleton while there's a banshee in the air because it's totally different. And then the double jump blows everything up. I'll use the encode for reference since that's easier to rewind. 0:33 - Jumping to the first boss door in Ecclesia. This was the only improvement that I knew of when I posted the WIP. At the time I didn't understand doorways very well. But running this game is so long and tedious that I didn't want to undo the tutorial for single digit frames. (Double digit frames, maybe.) So one point for Atma. 0:58 - Tutorial Skeletons - A theoretical improvement here would be to scroll several enemies on screen at once, use a glyph union to kill two or three at once, and then not kill some skeletons in the Monastery. 1:09-1:11 - The long fall in Ecclesia - If I don't jump in the air then my feet hit the ledge long enough to cause a stun. And if I hold the jump button one frame longer then I spend an unnecessary amount of time in the air (slower). It looks like I hit the ledge, but it's fine because I don't 'stun'. There's no way around the stun when I hit the floor, but I minimize it. (I did rewind here to save single digit frames. Give me a break.) 1:13 - Exit Ecclessia - I'm manipulating luck. Zero points for Atma. After rewinding the movie I knew how to handle doorways when I recorded this. Interestingly, the game "holds left and stops" when Shanoa exits the screen, which always causes a dust cloud and RNG manipulation. Unless you're in the air. Kind of an odd programming quirk because Shanoa is off screen and out of your control.
Post subject: First Boss Complete
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Thank you! It was you who said that. I am thinking about coffee, milk (4 hearts is useless, though), and the sundae. Also, the Blow Ring spawns in the *other* forest, thankfully. And the Wind Ring spawns in Somnus Reef. So those are still options. I'll decide how underpowered I am when I get there. Killing the Tin Min might be an option, if I'm not doing 1 damage, and if I don't need the hearts for Brachyura. The Tin Man might level me up, too. http://www.megaupload.com/?d=65S1EULJ At frame ~6800 the skeleton enemies are positioned like so: "k____k_S_k_" with Shanoa facing left. My rapier glyph union hits the two in front of me twice, and the one behind me once! Then I press the X button and strike the one behind me through myself. The collision box of the X button attack is different than the Y button attack. The Y button attack would not have worked here and I would have been hit. At frame ~7800 this jump is impossible. You cannot make it by jumping from the ledge no matter what. It's actually the little ceiling that prevents you from making it, not the height. But if you back-hop from the first frame inside the doorway and jump then you end up hitting the side of the platform that you're trying to jump onto. The solution is to move right a little bit, then backhop and jump. This saves a huge amount of time. I sacrificed 8 frames to beat the boss without taking a hit. What I should've done was strike my rapier one more time, let the boss bowl me over with his rolling attack, and then kill him with one fewer hit later on. But it looked so crappy to take a hit for no obvious reason and the tool-assisted Magnes is so cool that I just had to do it right.
Post subject: OoE Route Update
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Serris - You said "With all the Heart Repairs you can manipulate". There only 2. These items only appear in the Monastery and in the Forest. Technically, I could buy them after a long quest or get them to drop from a Ladycat. But basically there will only ever be two in my whole run. And the max ups are most efficient way of refilling my hearts anyway. Each Heart Refresh is basically a cup of tea that restores 30 hearts instead of 5 or 10. They don't even fill you up. For reason I'm also considering tea when planning my route. If I have 70 hearts, I can SLAM SLAM SLAM SLAM, drink a cup a of tea, SLAM, and finish the boss off with combos. If 5 SLAMs will kill Eligor before he throws me off his back then a simple cup of tea just did the work of a Heart Refresh. (Totally hypothetical.) The Queen of Hearts is impossible to have when you're starting with fresh SRAM. Just throwing that out there. My XviD encoder is producing 5kb movies with just the header and no body. Sad. And all my other encoders are either non-functional or producing 20 MB per minute. I'm going to have to go with raw uncompressed frames, then use Windows Movie Maker to convert it to a size that YouTube will accept, and then pray the result does not look like a jpeg sent through a washing machine. Things to watch: 10D728 = boss HP (2 bytes) 1007A2 = contents of the "first" random treasure chest (2 bytes) A4, A6, A6, A8, AA, AC, AE = random chests 2-8, even if the map doesn't have that many. 100374 = game clock, time is in frames (4 bytes) Figuring out which memory addresses contained the chests was major pain. This post is already getting long, so, *snip* and that was all I did Friday besides my job. I'm going to need 6 Magical Tickets (warp) this run. The occasions are: Skeleton Cave Minera Prison, when I backtrack to grab Aeon Oblivion Ridge Ecclesia, when Barlowe sends me to kill Albus Mystery Manor, right after I kill Albus Ecclesia, right after I kill Barlowe I get one for free in Kalidus. Then I need to manipulate 5 more or buy them. Unfortunately, these things only appear in the Monastery, Forest, and in Minera. And in two of those places I'm trying to manipulate Heart Refreshes instead. And my luck stat is 2. Right now the plan is to get one and a HR from each of the first two maps, then 1-2 on each visit to Minera. Ruvas Forest only has two treasure chests, so I may have to go 2-2 or 3-1 in Minera. It's kind of funny that I need use a Ticket for the backtracking, but that the backtracking might end up being the thing that gives me a surplus of tickets. I'm pretty far into the Monastery and I've pulled off two good wtf moments so far. One is an impossible jump, and one is a neat trick to kill three skeletons at once. I'm also able to pass through a skeleton at one point as if he's not even there. I think I got bonus invulnerability time from a zombie or something. moozooh - Console runs pause to switch their equipment rather than use the glyph sleeve because, ironically, it's faster since pausing also pauses the clock. (Ironic because the glyph sleeve was intended to be convenient and fast.) Mostly, speed runners just pause on and off for Rapidus Fio and to take a quick breath. But in my TAS the glyph sleeve also costs zero time! If anything I'm saving game time during the fade lag. Since I'm definitely abusing Rapidus Fio on a sleeve I might accidentally end up with the fastest in-game time, too. I haven't yet encountered a situation where I would sacrifice game time for real time.
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I knew this would work. =) But what I didn't think of was using Geiger's version. I never realized that I already had an emulator that could reset on any instruction. As always, I'm impressed.
Post subject: Route Version 1
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I encoded my own version of the run when I posted the dsm but the colors turned out inverted. Some codec problem on my end. I uploaded it to YouTube because I thought that maybe YT would correct the error during its own re-encoding process. Nope. So I marked the very ugly video as private and posted the dsm instead. If someone can suggest a good codec to use I'm willing to do my own YT WIPs, too. I've decided on my route! For the Monastery I'm going to need two Magical Tickets, a Heart Refresh (I was shocked to learn that they appeared in this stage), and the HEART MAX UP. I'm going to skip Culter (no use with frame advance, I tested) and the Book of Spirits. If I can convince a skeleton to drop a sword glyph then it's just as fast to beat the boss with it than without it at level 2. That's including the time to absorb and equip it. If I level up to 3 however (which I should not) and I grab a sword then the sword becomes way faster than the rapier. (I'm going to keep calling the glyphs "sword" and "level 2 hammer" because this fake Latin stuff is hard for people who haven't played the game to follow along with.) I also figured out that I'm going to need pretty much every HEART MAX UP in the game. I need 10 for a total of 150 hearts. But three of them are in Kalidius Channel, which is slow and requires a lot of backtracking for two of them. And then 5 more HEART MAX UPs are in Dracula's Castle. But that's good since HEART MAX UPs are the best way to replenish my hearts after a boss battle. So basically I need to spend all my hearts on a boss, find one of these before the next boss, and so on. The heart refresh items which are a rare drop on the first two maps are worth 30 hearts each. That's something I can't afford not to have either. I can manipulate the RNG pretty easily by killing things, messing with the AI, and by kicking up dust clouds with my feet. I'm sure lots of other animations use the RNG, too. I've already made an improvement to the way I land from the long fall in Ecclesia. However, I need to burn some time to cause a heart refresh to appear. I'm manipulating this right now. Then I'll post a video of the Monastery.
Post subject: OoE Progress
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The third accessory bug isn't what you think it is. "Attribute" in this case means something that would be called "elemental property" or "damage type" in most other games. The glitch only works with the Archer Ring, Blow Ring (blunt damage), Wind Ring (slash damage), Ruby Ring, Sapphire Ring, Emerald Ring, Diamond Ring, and Onyx ring. First you must equip an accessory that is not one of these items. Then you pretend that you want to equip one of these items over that other item. Instead, cancel with the start button, and your archery/blow/slash/fire/cold/lightning/light/dark attribute will be boosted as if you had equipped the item. And the effect only lasts until your next recalculation. Recalculations happen when you level up, pause the game (even if you unpause immediately), and when you change equipment. The reason that leveling up while morphed lasts until your next level up is because Shanoa's base stats are altered. The cat and machine morphs aren't available until Dracula's Castle. But I can get the bat morph pretty early. The bat morph isn't worth as much of an attack bonus, but it doesn't reduce my walking speed. I think I'll get it because the bonus will surely help through most of the game and I might want to use the triple jump somewhere. My WIP up to the Monastery. Is it okay to use DeHackEd's site for these files? http://dehacked.2y.net/microstorage.php/info/51085203/ooe-tas.smv
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Both glitches are news to me. I checked two Castlevania sites (one was World Beyond Walls), GameFAQs, and Youtube. I didn't think to check SDA until just now. Maybe I didn't look hard enough, but I didn't see either of those glitches anywhere else. Leveling up while morphed is something I know I've done, too. I think I'll try playing around with the inventory and menus some more. klmz, how do you do the other things? I've only ever entered a wall with a Nominon, and to no real effect. What other glitches are there?
Post subject: Wow I'm Dumb
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I read your responses. And I was thinking to myself "Gee, that all sounds normal. So why do their emulators produce a .savmovie and a .dsm while mine makes only .savmovie files?" So I check my file permissions (all clear), blame Vista, and search my computer for *.dsm. Nope. (besides djgpp) I don't know why I thought to check the recycle bin, but I found a file called "ooe-tas" with no extension. Sure enough, that was it. And I found a file named "test" with no extension in my desmume directory, too. Apparently if you don't type the file extension when naming your movie, the emulator won't add it for you. And if you're dumb enough to delete unimportant files on your computer, bonus points. But then again: file -> record movie, name it "test", do some stuff, file -> stop movie, file -> play movie. Oh no 0 movies found! But I just recorded one, right? So maybe it's not me.
Post subject: Resuming a Movie?
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I tried making a dsm movie but the emulator produced a .savmovie file instead. And when I ended the movie I couldn't resume it. I couldn't playback my movie either. Is there a FAQ somewhere about how to use this emulator? I don't see it anywhere on this site. I also can't find the spec for the dsm format. I wanted to test making trivial hex edits to the movie before I started doing serious work.
Post subject: Re: Starting OoE!
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Satoryu wrote:
Catastrophe wrote:
how does that not save time? it cuts out a normally mandatory revisit.
Oh yeah! It does! I can grab Laura, grab Marcel, and exit by Marcel. I just checked to make sure that the Misty Forest Road is still unlocked if you take the alternate exit instead of the normal exit, and it is! Now I need to find a way to prevent the Minera Prision Island backtracking. eternaljwh - If a 100% items run didn't involve playing both boss rushes 5 times each and pre-setting the system info to rig the birthday cake, I'd consider it. And then there's the Queen of Hearts which requires either a Wii or a hard mode level 50 game. I hope the answer is yes, but I'll ask anyway. Would it be cheating a 100% run to buy items from other players on the wifi store? Since we can't rig the system clock in a dsm file we can't make sure that attempting to buy the birthday cake won't desync. EDIT: Nevermind. There is no cake in this game. And best of all, the Queen of Hearts doesn't count towards 100% items! So even though they've fixed every useful glitch it seems as though the developers actually want me to try for a 100% run. Maybe later.
Post subject: Dr Mario Intro
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For what it's worth, I love the animation. I hope this new one meets the tasvideos requirements. And then someone needs to want to use it.
Post subject: Starting OoE!
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I'm going to start this run! No one else has claimed it and I've spent a week testing certain glitches, attacks, and movement. I don't have a route planned yet but the game is pretty linear up until Dracula's Castle, where it is still mostly linear. The real route planning is in deciding which items are worth straying off the path for, and deciding where and when I should level up. My goals are going to be lowest time in frames, and any%. So I'm aiming for the shortest real time. So pauses count for me even though they don't count for the official clock. This decision affects how much pausing to swap weapons I can do. But this site tends to favor frames and shortest "audience time" and the glyph sleeve is in my way. So frames it is. And any% really just means that I'm aiming for the fewest frames at any cost. A 100% run would have to do multiple runs, the boss rush all the quests, etc. Ouch. Maybe later. When this run is over I'll use it to verify my SRAM for an Albus run. I can't wait for that! This game isn't very broken. I thought the lack of exploits in this game meant that people just hadn't had enough time to discover them yet. But after trying really hard to find them with frame advance, I think this game is actually very solid. The programmers have tried their absolute hardest to keep me from going OOB. And for the first time since SoTN, they've succeeded. No more leaving the map, zipping through null space, altering memory, and popping into Dracula's Castle with all the souls/glyphs/whatever and 247% map. Examples of solid programming: - I got a Nominon to carry me off of the left, right, and top edges of the screen while using Volaticus. In every case, when the Nominon dropped me off the screen, I would either pop back onto the screen (if there was a wall where he dropped me) or the screen would scroll correctly. I also tried having a pet kill the Nominon from off screen, suspending and hibernating the game, and mashing the buttons in logical ways. No luck. - In the Mystery Manor there are little nooks in the roof two units high. Shanoa can only kneel in such short space, although the cat and machine morphs can stand in there. I'm thinking I should jump in there, unmorph, and try to get forced through the roof, right? The game forces you to crouch instead. Shanoa does get to be inside the wall for one frame so I tried holding different directions, jumping, morphing again, etc. No luck. Same deal in the Tymeo Mountains and the Training Hall. - None of the attacks in this game move Shanoa. None of the morphs move Shanoa. Not even a pixel. The programmers have learned that if pressing Y to attack moves Shanoa even 1 pixel forward, that eventually we will abuse it. All of Shanoa's attacks, combos, up+Y moves, and morphs provide exactly zero displacement. That ruins a lot of Castlevania's famous glitches right there. But I did find two glitches: - The triple jump. If you're standing on solid ground press B+R at the same time. Shanoa will leap and morph at the same time. Three frames after the transformation is over you'll be able to jump again. And then you can do a double jump for a total of three jumps! This trick only works if you have the ordinary stone. The reason this trick works is because the second jump counts for Shanoa, but then the morph is allowed its second jump. - Fall onto Brachyura (the giant enemy crab). This is useless, but hard. Stand below any platform in the lighthouse that would trigger Brachyura's appearance. Jump onto it from below. The frame before you count as 'touching' the platform you must either backdash or use the cat morph's Y button attack. If you do, and you spend at least a few frames on the platform, you'll trigger Brachyura's appearance but start falling. You'll land... on an invisible platform. It's the same platform that prevents you from simply dropping below Brachyura. And then Brachyura appears out of nowhere and starts doing MASSIVE DAMAGE because your controls are frozen during the cutscene. You can cross the gap in the Tymeo Mountains with a single jump if an enemy cooperates. It doesn't really save any time. In fact there's no reason not to just come back with the double jump. But it is possible.
Post subject: Luck 'Manipulation'
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111FCC = Johnathan's Luck Stat 11201C = Charlotte's Luck Stat If you set them to 1777 then you'll have a perfect drop rate. The Gambler Glasses will only show up to 50% for any item, but the true drop rate will be higher. I guess I didn't know what you wanted to do? I gave you the code to give yourself the Final Sword (and every other piece of equipment) without having to wait for it to drop. Just start the game, give yourself all the items, and equip the Final Sword. 0x02111C42 = 153 will give you 9 Final Swords and 9 Dragonslayers. (111C43 = 153 will give you 9 Holy Claymores.)
Post subject: PoR Memory Addresses
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Need cheats? All of these are 1 byte. 0x02 111 _ _ _ = effect of this variable (recommended value) A68 = Relics 1-8 Activated (255) A69 = Relics 9-16 Activated (255) A9A - AA1 = Relics Owned, two per byte (0x11 or 17) AA2 - AF3 = Enemy Guide (255) AF4 - B9C = Item Guide (0x11 or 17) BF8 - C2B = Use Items Quantity (0x99 or 153) C2C - CAD = Equipment Quantity (0x99 or 153) CAF - D59 = Skill Levels I'm not sure how the memory is laid out for the skill levels. The skills are all out of order, most skills don't have levels, and there are 'holes'. If you write 0xFF into every byte then every skill will be level 8192. Good enough. D5A - D6A = Config Settings. Don't mess with these. :x I'm just saying I found them by accident. A6C - A7F = Johnathan's Skills Owned (0x11 or 17) A7F - A94 = Charlotte's Skills Owned (0x11 or 17) A95 - A99 = Dual Tech's Owned (0x11 or 17) Johnathan can use the four animal summons and all of Julius' moves. Don't be too surprised when Holy Water and Cross appear twice in his list of skills. (0x02)112170 = current MP, 2 bytes. I set it to 573 so that I could spam attacks. EDIT: Wow! I just realized that this thread is titled "Portrain of Ruin"
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arukAdo wrote:
Oki here whe go, first test run Went pretty cool like i did planned Theres few optimizations to do, but overall its well done i think Edit: For those unhappy about the sound fx not here (the soundtrack is from por...), i just have to say, you wont have to wait long, and you gonna hate it Basicly, every 15 frames you will hear "charlotto!!!" or "jonathan!!!" witch is VERY boring (for me it became very boring at least) Its even worse vs dracula (every 6 frames!)
I should be talking about the game and the route, but your encode is awesome! I really like the way you treated the top screen as a minimap. I also like the way you showed the horizontal SG. (At 1:50 in the youtube video.) This might be a bad suggestion, but I think you should fade the dubbing out at some point and fade the original audio back in. Maybe only for 15 seconds or so. Just long enough to make the viewer say to him or herself "Oh that's why it was dubbed." :)
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