Posts for ZarroTsu

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Joined: 5/5/2014
Posts: 27
I seem to keep forgetting it's a no-damage run. :s Nonetheless, Suto #1 in another sense; if you try leaving the room as opposed to approaching him, the fight happens anyway, but you get less dialog, and the fight starts sooner.
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Joined: 5/5/2014
Posts: 27
So the previous TASer (Eddie R) did a new run through the whole game a few weeks ago. Link to video Haven't really had a chance to actually watch the whole thing yet, but it seems like he didn't watch any of arandomgameTASer's runs (he doesn't damage boost off the critter in Start Point, which is a really, really obvious time saver; didn't sequence break past Suto #1, etc. (Don't mind me, I'm an idiot)). Plus he seems to have retained his old habit of slowing down dramatically to collect exp, despite not necessarily needing it... English doesn't seem to be his first language, and I've seen miscommunication with his other CS mod runs where he seems very upset about suggested improvements, so... I imagine this could at least be used as a reference for improvements, if anyone else ever tackles the mod.
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In the unlikely event someone's still interested in TASing this, I've bumped the version up to 3.0.0.0 now, and will stop fudging around with it any more. For realsies.
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Joined: 5/5/2014
Posts: 27
Alright, if anyone else wants to take a crack at TASing this, they're more than welcome to. I've released version 2.0.0.2, which eliminates a lot of 'unfun' parts of the mod, after some streamers went full-thugmode and decided cheat engine was required, and that the game was shit. Anyway, changelog is here. It's a doozy.
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Joined: 5/5/2014
Posts: 27
I'm curious if, with Re:Coded done, you'll be getting back to this one? I updated the game just now to 1.6.1.0, but I'm pending another update until next weekend as to whether or not the fireball's Level 3 should be buffed. Any suggestions?
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Posts: 27
I think someone in their community was doing so. Not an "official" one, to be sure... { Here it is. } But, SRB2 is far from a complete game. I don't think we'd get a 'complete' TAS out of it until... 2019 or something.
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Joined: 5/5/2014
Posts: 27
I'll have the new version ready for you tomorrow afternoon/evening. In the mean time, I've put up the map part of the walkthrough for it online. Feel free to use it to try planning a route: http://jenkasnightmare.srb2.org/data/walkthrough/C1i.htm =-=-=-=-=-=-=-= 1.5.0.0 is here now. I won't mess with things that will screw up your TAS any more. I hope.
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Posts: 27
You know I'm going to have to fix that bug in 1.3, right?* @WIP4 Also, at the end of the Gaudskateer part, you probably could have ended the fight slightly earlier than you did. Since you have to fly up three blocks to exit the room, it's a safe bet that you'd be able to move horizontally by a tile or two without losing time. *Edit: [1.3.0.0] is now available.
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Posts: 27
Experienced Forum User
Joined: 5/5/2014
Posts: 27
Huh. Well, regardless, it isn't Mac compatible without WINE, right now. Perhaps sometime in the future.
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Joined: 5/5/2014
Posts: 27
Not saying it is or isn't. But if you haven't gotten the Blade at all, I suppose it won't affect you. EDIT: It will, however, affect the Labyrinth, since I'm going to be giving the Armor Gaudis 2 more hitpoints to compensate a little. EDIT2: I spoke too soon. Crows in Sand Zone should have 8HP each, but the ones carrying Skullheads have 10 for some reason. This is a bug and has to be fixed. Hopefully it doesn't affect your Sand Zone run.
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Posts: 27
There isn't, and I don't have any plans on doing so, mainly because I don't think it's possible to do at all. It relies on whether or not there's a mac version of the original CS, and I don't think there is. Does WINE not work? If it doesn't, you're probably out of luck, sadly. Edit: Someone found a gamebreaking bug in the middle of the game that was brought upon by the previous version. New version is now out, [1.0.3.1]. Edit 2: So, I'm thinking of buffing the Blade back to 2 hits of 8 instead of 3 hits of 5. It'd affect your progress in Sand Zone if you got it already, if I do. Although in general I'm rethinking it and wondering if getting it at all is worth the time loss. I know I said otherwise before, but...
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Posts: 27
Game updated to [1.0.2.0] now.
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Joined: 5/5/2014
Posts: 27
Still, if it's possible at all, I may as well. I don't know the process for cobbling together a TAS, but I hope you don't mind redoing a chunk of Grasstown (again) for the sequence break. I'll be releasing the update to address this and several other minor bugs in an hour or two.
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Joined: 5/5/2014
Posts: 27
arandomgameTASer wrote:
Oh, it's possible. It just doesn't save time. You can make it all the way to the control room and flip the switch, but the top door is locked. So it just leaves you stranded :/
Ah. I thought I set it to unlock from the inside, but I guess not. I wonder if I should go back and fix it. Not for the TAS, but because getting stranded there - where a save point is, no less - is a massive dick move. Hmm...
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Posts: 27
Was/is that Mannan sequence break possible? I tried it a few times non-TAS but always came just barely short of clearing the jump (not quite high enough)...
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Joined: 5/5/2014
Posts: 27
Was rewatching the TAS WIP 1 & 2 and saw something I missed last time I watched it. At 7:01 you head over and activate pillar 5's fans... But wouldn't it be slightly faster to do so after turning on #6's? Removes about 2 seconds of 'backtracking' there, I imagine.
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Posts: 27
Yes. Go talk to Jenka after Itoh and Momorin pick up Sue. Or you can just talk to Curly to make the credits roll sooner. (but where's the fun in that?) EDIT: I lied, there's probably going to be one more update tonight sometime this weekend. The last one, if I'm lucky (I'm not).
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Posts: 27
Well, the Blade is likely the faster one to get, and it plops you out in the location you'd have gone if you never got it. So if you did get one of them, the Blade would have a lower time loss. I just worry that the regular missiles will be too weak later on, but it's hard to say with a TAS. There's at least two upgrades with the regular missles that would only have two or three seconds of loss each, so it's all up to figuring out how many you'll need to do consistent damage for the bigger bosses later on. The meanest boss for time would probably be Jenka's Nightmare, which is effectively a reskin of the Undead Core. Reason being there is a long waiting time for it to reach the left side of the room before it starts attacking, and when it reaches the right side of the room it stops attacking until it reaches the left side again. The only way 'around' this is to deal enough damage within that span of time that it hits its desperation attack, which will make it vulnerable regardless of which direction it's going. It's pretty easy to kill it fast enough in a non-TAS with the SML alone, but I really couldn't tell you if it's possible with lesser weapons. You'd be losing upwards of 20 seconds or so waiting for the boss to re-enter attack mode if you can't kill it fast enough. Another one would be Genesis, which is effectively Ironhead with gravity. That kind of goes without saying with how it behaves.
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Posts: 27
(Incoming wall of text): So I've been doing some thinking, and the largest make/break in this TAS would be that labyrinth sequence break I mentioned above (just using precision boosting per frame to skip the death spike pit after Monster X, and then exit the labyrinth without wasting time there). However, the biggest issue with doing this is the Super Missiles, as well as the missiles themselves. I made it so the more missiles you have when you get the Super Missile Launcher, the more missiles the SML will have, with the catch being it's a one-way process. At the earliest opportunity, you can get to it with 27 missiles, which translates to 9 Super Missiles (Dividing it by 3). Which, depending on the situation, may or may not be faster to collect another missile upgrade before getting the SML. It would have to be carefully calculated and tested, which would be a very time consuming process. The second issue is where you get the SML. It's in the Labyrinth, if you go counter-clockwise in the central maze. This is an issue because you need to detour to Chaba to get the key from him to open the maze to get to this area. It will take at least a few minutes even at optimal speed, even if you simply leave the labyrinth afterward through sequence breaking past Monster X. So the biggest question is a game-long detail: do you collect the Super Missile Launcher to make quick work of later bosses? Or do you bare with the regular Launcher's lower (by almost two thirds) damage output? I'm really unsure which is faster, since it takes until the very end of the game to determine time saved vs time lost... Second to this is the Blade, which has a sidequest all its own that will also take a few minutes. But since it's easily the highest DPS weapon in the game, it's hard to plan a TAS around that as well. Blade + SML completely destroys anything in a matter of seconds, but it will take a number of minutes to attain either, or both, of these weapons. ...I imagine by the time this TAS is finished you'll have pulled out a lot of hair. EDIT: New game version [1.0.1.3] is out now. Hopefully this'll be the last update for a while.
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Joined: 5/5/2014
Posts: 27
4:41 - If you don't approach Suto and instead use the door, he notices you and drops down to block the way out. I'm not sure whether the dialog change from doing this would be faster including him leaping up and back down, but it has the added benefit of keeping him closer to the door so you can leave the room faster afterward. I'm wondering if it's possible to sequence break the fight entirely by using the Mannan facing right @ 4:38 and somehow shoot it, jump to the right into the attack it creates, and damage boosting to the hanging platform to the right of it. It'd require testing, but if you pull it off you'd be able to enter the generator room from the lower entrance and skip both the fight and having to backtrack to Jack to get the key at all. 7:30 - Damn, that was sweet. There's probably going to be another update to the game tonight, but again, it shouldn't affect the TAS at all. Just some routine bug fixes later in the game.
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Joined: 5/5/2014
Posts: 27
It'd be an issue with the original Cave Story itself, if anything. Not sure how to help you.
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2:12 - I'd have to agree; I'm not sure if you're advancing the RNG or not, but it was pretty noticeably slow when you jumped and held your h-position there.
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Joined: 5/5/2014
Posts: 27
The Snake is very situational, but I actually did nerf it between D3 and the full release (one less hit, resulting in 5 hits of 2 damage instead of 6 hits of 2 damage). The reason why being: If you play NG+ (loading finished profile from original CS), the snake from that game will become an infinite ammo snake in this game later on. It was surpassing the Blade for damage output at that point. Also there's something early on in your WIP that bugs me. From the tip of the slope with the critter on it at 1:14, you should be able to jump onto the blocks above and to the right of it, and then you can continue your way up the map without having to turn around more than once. There's also going to be another new version out tonight, but it'll be a minor one and shouldn't affect the TAS in any way. EDIT: New version [1.0.1.2] is up on the CS forum. Fix list is the most recent post on the topic.
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Joined: 5/5/2014
Posts: 27
Oh, another really obvious thing that I remembered, that will help with the TAS: Resetting the game as soon as the text box opens for Curly to start talking will skip the entire opening cutscene (I'm not sure how many frames, if any, there are between the skipflag being set and the textbox opening, though). EDIT: New version is out, see full version topic. At the time of posting this, the correct version is 1.0.1.1.