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Excellent work. I'm surprised nobody figured out skidding was possible on the genie trail yet.
Great improvement and an even better run now. Voting yes obviously.
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Wonderful, I'm always excited to see more C64 runs on the site. The TAS looked well made, with the lift glitch in stage 9 standing out.
I'm voting yes for entertainment. But when will we finally get a TAS of the Marvellous Goivanni Cousins for Atari 2600?
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This is used to do a sprite boost later, at ~2:58 in the encode. You have to grab the ring while Rayman is on a specific pixel position to activate it. This 'magic pixel' is located too high to hit while falling, so we need to jump off from the ring at least once to hit it. This loses about 25 frames, but the sprite boost we can do later more than makes up for it.
I hope this explains it well enough. I'll probably try to make a more detailed write up later about how the ring and sprite boost mechanics in this game work, since they are fairly unintuitive.
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Thanks for the feedback, both of you.
Hopefully, the rest of the game shouldn't take too long, but you never know. Mr.Skops 1 should be the last level that is really demanding optimization-wise. After that, we should be home free hopefully.
The floor clips are indeed a glitch. You do it by hitting Down on the D-Pad for 2 frames on the right position. They work whereever a solid tile meets a sloped tile. The floors must also be thin enough, if there are solid tiles below the ground, Rayman will not clip through.
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Radiant wrote:
Good start of the year!
Having extensively played the DOS port, I can tell you that it's pretty much identical to the Genesis original. I don't see how this is worth a separate run unless of course there are substantial glitches that work on one platform but not the other. The only gameplay difference I've seen so far is that DOS gives the player more points for various actions, so that on an ordinary playthrough the score counter will max out at 99990 before the end of the game. Weird.
There is one glitch that I remember from playing the game back in the day.
In this spot in the Cave of Wonders, it is possible to clip through the wall, effectively skipping the entire stage. It is simple to perform in real time, but I've never been able to reproduce it on Genesis.
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I'm inclined to agree; it feels weird that, when searching for a category that has an icon, the icon itself does not appear on the publications. It seems inconsistent.
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Ramzi wrote:
Hay guyz,
http://johanneskopf.de/publications/pixelart/
How hard would it be to pull the sprites from a ROM at startup, depixelize them, save them to a hashmap or something, and render them instead of the original sprites?
Make emulators at movies beautiful.
I can't speak for every system, but in many games, sprite data for characters is cut up into small chunks and only assembled on the screen at runtime, as seen here.
Running the smoothing algorithm on the individual sprite chunks would likely result in suboptimal results, as the algorithm doesn't know where edges are supposed to meet.
It's generally impossible to tell beforehand how sprites are supposed to combine ingame without applying game-specific knowledge. If you try to run the smoothing algorithm on the combined sprites at runtime, you still might not know which sprites are supposed to go together, like when Mario overlaps with a goomba.
For better results, you will have to develop a game-specific solution, and apply the new renderer into your emulator of choice. It gets unweildy very quickly if you want to do it for more than one game. You may be better served by just enabling HQ2X on your games, but that only does so much.
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Good work on the run. The glitches were fairly cool, but unfortunately the overall pace of the game is too slow to really be exciting. The boss fights drag on especially, although the final boss made up for it somewhat.
I'm voting 'meh' for entertainment. If the bosses wouldn't take so long, I would vote 'yes'.