Joined: 2/24/2009
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lapogne36 wrote:
.avi file : http://www.megaupload.com/?d=KKYETTM6 and I have a very good knowledge of this game, of course skip all moneybags except swim, aquaria towers, zephyr, shady oasis and headbash (I will do some tests to see if we need headbash to swim in the air), so it's not a problem
Looks pretty good so far. You will only need 125 gems from Colossus before you can purchase swim, assuming you get the pink gem from Summer Forest. It might be beneficial to collect 3 orbs for access to the speedway in Summer Forest. I know you can get two quick and easy orbs from Hurricos but I am not sure about the third one. Most likely the "Behind a Door" one would be fastest. The emulator is just way too buggy for me to test my run. The emulator sound issues and the crashes are very annoying. Hopefully you have better luck on your run. I will give you any advice if you keep doing videos.
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I already know the route with headbash, it's like : Glimmer Idol Springs Collosus Swim Hurricos (2 orbs) Sunny Beach "Dehind a Door" orb Ocean Speedway (3 orbs need) Aquaria Towers Crush Crystal Glacier Skelos Badlands Breeze Harbour Skip Climb (and get the orb at the same time) Scorch Fracture Hills ("break the door" orb) Magma Cone Shady Oasis Icy Speedway (100 gems need) 2nd Automn Plains orb (+ 3x25 gems) Metro Speedway (6 orbs need) Zephyr Gulp Headbash Ripto cost of each speedways is around 2 minutes, but since many levels after the 3 first are very short, these 1100 gems are welcome
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I watched the WIP, but the sound is all messed up. Hopefully the sound in the finished product will be better. The WIP looks good, by the way.
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very good news, just see the vid to understand : http://www.megaupload.com/?d=U03CQZ75 they are only 2 frames to do this glitch
Joined: 2/24/2009
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lapogne36 wrote:
very good news, just see the vid to understand : http://www.megaupload.com/?d=U03CQZ75 they are only 2 frames to do this glitch
Wow. I could have swore I tried doing that a million times at different frames with no success. So, this effectively eliminates the need for head bash (since you can skip the first door). That is 1000 less gems. So that means you only need 1400 gems, which is much more bearable. 500 Swim (same route as always) 100 Aquaria Towers (easy to get) 400 Shady Oasis (taken care of from Ocean Speedway) 400 Zephyr (probably taken care of from running through the levels. I doubt Icy/Metro speedway is necessary) A note for Zephyr. When you finish Shady Oasis, you can glide down and get the 75 gems before purchasing Zephyr. You seem to be better at running this than I am so I recommend doing a WIP test run of the route that isn't perfect frame by frame to just demonstrate the route and how many gems you have at various points. I am sure some of us would be able to offer great info that will improve your run when you do the actual one.
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after some tests, the gem route will be like : collosus : 123 =524 summer : 8 =32 hurricos : 29 =61 summer : 1 =62 beach : 35 =97 summer : 11 =108 aquaria : 21 =29 glacier : 58 =87 skelos : 74 =161 harbour : 83 =244 automn : 49 =293 scorch : 126 =419 automn : 10 =429 fracture : 70 =499 magma : 53 =552 automne : 1 =553 oasis : 145 =298 automn : 113 =411
Joined: 2/24/2009
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Looks good so far. But I am still not sure how well people will like the sound issues in the game. I recommend doing a summer forest segment (up until or after Crush) and asking in the IRC channel for people to give opinions on its quality sound-wise. The sound issue was the main reason I didn't test the game more thoroughly.
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I guess the sound plugins from ePSXe aren't compatible with PCSX, huh? Cause I know ePSXe emulated the Spyro games rather well.
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I tried to make a lua script for some tests but I failed every time, so if someone can help me... here is the script I want : while (framecounter) < 100 do framecounter = 0 savestate while (address 197794) = 0 do (press the square button every frames) end loadstate (right button one frame then 2 frames without any button) end
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Your script doesn't seem to be incrementing framecounter, which means that the loop will never exit.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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WIP after Crush battle : http://www.megaupload.com/?d=ISJBK6SG 11:30 to beat him + get 6 talismans + get 650 gems (600 used) I think it will be my last WIP before complete the game
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lapogne36 wrote:
I tried to make a lua script for some tests but I failed every time, so if someone can help me...
let's see..
emu = pcsx;
pad = joypad.read(1)
start = savestate.create()
framecounter = 0
address = 0x197794

buttonNames = {select="select",l3="l3",r3="r3",start="start",up="up",right="right",down="down",left="left",   
             l2="l2",r2="r2",l1="l1",r1="r1",triangle="triangle",circle="circle",x="x",square="square"}

while (framecounter) < 100 do
	framecounter = framecounter +1;
	-- framecounter = emu.framecount()

	savestate.save(start);

	while (memory.readbyte(address)) == 0 do
		pad[buttonNames["square"]] = true
		joypad.set(1,pad)
		emu.frameadvance(); framecounter = framecounter +1;
		-- emu.frameadvance();

		pad[buttonNames["square"]] = nil
	end

	savestate.load(start); -- basicly the following code should never happen, because once 0x197794 isn't 0 we're comming back to the "start" savestate

	pad[buttonNames["right"]] = true
	joypad.set(1,pad)
	emu.frameadvance(); framecounter = framecounter +1;
	-- emu.frameadvance(); 

	pad[buttonNames["right"]] = nil
	joypad.set(1,pad)

	emu.frameadvance(); framecounter = framecounter +1;
	-- emu.frameadvance();
	emu.frameadvance(); framecounter = framecounter +1;
	-- emu.frameadvance();

end
(with color)
Joined: 2/24/2009
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lapogne36 wrote:
WIP after Crush battle : http://www.megaupload.com/?d=ISJBK6SG 11:30 to beat him + get 6 talismans + get 650 gems (600 used) I think it will be my last WIP before complete the game
It is nice to know you are progressing on the run, but I will have to wait until you complete it and the torrent is released before I can comment because I cannot get the input file to run without desyncs/crashes. The PSX emulator is too unstable at the moment for me to even replay it which is a good explanation as to why I abandoned my own run. Even without watching it, I can give you this piece of advice: don't rush it. People tend to get real anxious when working on something and want to see the end result badly so they overlook small errors and cut corners (in a bad way). Even if it's the first run for the game and there is no set record to beat, there's still a quality standard people look for.
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here is the .avi link (TAS sound plugin 0.2) : http://www.megaupload.com/?d=UDBJ2AV0
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lapogne36 wrote:
here is the .avi link (TAS sound plugin 0.2) : http://www.megaupload.com/?d=UDBJ2AV0
I see the sound issues still haven't been resolved. I am sure it isn't something that will get in the way of the run's acceptance, though. I have heard about the method to skip the first door in Colossus but have never seen it until now. Also, that's a neat trick to skip to the end of Hurricos. I can't believe I never thought of it. The gem route looks solid, but I am sure there could be some improvements. For example, was getting a single orb to unlock Ocean Speedway a good investment in your testings? I haven't done any testing with the route in awhile so you will have to decide for yourself. The battle with Crush was also pretty cool. I can't wait to see Gulp's battle. It's going to require a lot of luck manipulation, though. Once the weapons are free for all (after the third hit, I believe), you'll probably want to manipulate the drops so that you get two rockets. That way, you can shoot one at Gulp and quickly eat the other one before it explodes for 2 attacks in one round. I am sure the same could be done with a rocket and a bomb, but you would have to be quick to use the exploding barrel and eat a rocket before it's gone. Good luck with the rest of the run. I look forward to seeing the end result. I still check this topic almost daily so if you have any questions or other information, go ahead and post it.
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Since one month, we can access to Ocean Speedway without any orb : http://www.youtube.com/watch?v=Wz7gwqzFwo0 But with this speedway, we win 400 gems in around 2 minutes (loading screens...), and I am not convinced that it's a time saver., because we can get many gems in our way (for exemple : 54 gems in Crystal Glacier). Since we only need 1400 gems in the run, I think use the speedway is a bad idea.
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That's a cool trick. It's a shame that it can't be used. I just got around to watching your WIP and it was great. You seem to have a great grasp over TASing this game. I look forward to seeing the finished run and I'm glad that you are committed to finishing it.
Joined: 3/18/2010
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I've just started experimenting with TASes and I, of course, plan on doing some Spyro TASes. And, of course, I will start with a 0 orb run. We all have so many discrepancies with the gem route for this run. I'm sure I saw plenty of things I would have done differently in lapogne's runs. I didn't see one of the videos, though (with Colossus, I've yet to see the first door skipped as well). I also had a good feeling swim in the air could be done somehow in Winter Tundra without headbash. Mostly because I wanted there to be a way. But, it looks like it could be done non-TAS, but with a two frame window, it would obviously be troublesome. If it is possible to somehow get swim in the air out of the little pool in Autumn Plains, then Gulp could be reachable. Though, just like clipping through the door itself, I'm sure it is unlikely. I'm not sure how known it is, but it is something I didn't pick up on at first (though it was obviously programmed into the game). While charging, you can make sharper turns by hold left/right and down (as opposed to just left or right). It was just a little thing I overlooked for the longest time and want to know if everyone else knew about it, as I'm sure they do.
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JBertolli wrote:
I've just started experimenting with TASes and I, of course, plan on doing some Spyro TASes. And, of course, I will start with a 0 orb run. We all have so many discrepancies with the gem route for this run. I'm sure I saw plenty of things I would have done differently in lapogne's runs. I didn't see one of the videos, though (with Colossus, I've yet to see the first door skipped as well). I also had a good feeling swim in the air could be done somehow in Winter Tundra without headbash. Mostly because I wanted there to be a way. But, it looks like it could be done non-TAS, but with a two frame window, it would obviously be troublesome. If it is possible to somehow get swim in the air out of the little pool in Autumn Plains, then Gulp could be reachable. Though, just like clipping through the door itself, I'm sure it is unlikely. I'm not sure how known it is, but it is something I didn't pick up on at first (though it was obviously programmed into the game). While charging, you can make sharper turns by hold left/right and down (as opposed to just left or right). It was just a little thing I overlooked for the longest time and want to know if everyone else knew about it, as I'm sure they do.
Although you cannot go through Gulp's room through the sides or top, I am confident that you can swim up through the floor of his room to reach it. Even if you couldn't, you have to drop down a tunnel to enter his room, anyways, which can be passed through. I don't think it's possible to swim in air in autumn plains, however. If it were possible, the run would be very quick and require no levels aside from glimmer.
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All the swim in the air glitches require an Out Of Bound, and Autumn Plains is know as a non-OOB level, so I don't think we will be able to swim in the air in this level... After some tests, the "sparx glitch" which appear in magma cone is an error with the sparx counter ( 6A248 ), when it go to -1, spyro will die, but with the glitch, he is warp and is counter is always to -1, so we can't do thing we are not able when we die (start, swim, eat butterflies, ...), so an useless glitch for a speedrun
Sizux wrote:
If it were possible, the run would be very quick and require no levels aside from glimmer.
Maybe another level to get enough gems to swim ^^
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lapogne36 wrote:
All the swim in the air glitches require an Out Of Bound, and Autumn Plains is know as a non-OOB level, so I don't think we will be able to swim in the air in this level... After some tests, the "sparx glitch" which appear in magma cone is an error with the sparx counter ( 6A248 ), when it go to -1, spyro will die, but with the glitch, he is warp and is counter is always to -1, so we can't do thing we are not able when we die (start, swim, eat butterflies, ...), so an useless glitch for a speedrun
Sizux wrote:
If it were possible, the run would be very quick and require no levels aside from glimmer.
Maybe another level to get enough gems to swim ^^
Oh, right. Swim is required for the swim in air, duh. Sorry, I haven't been too into the game lately and seem to be forgetting the basics. I was thinking, because of how loose Spyro's movement is, that there HAS to be a way to clip through walls with frame-precision input. I just don't have the patience/knowledge to figure out how it could be done. If you could, try figuring out how Spyro reacts to solid objects. If he could clip through them, the run wouldn't require swim or any levels (except glimmer). Also, I have been thinking of ways to complete a level 100% without having to return for a potential 100% run. It's just a side project right now, but we will see where it leads me.
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The only levels that can't be done 100% in one time are : Summer Forest (climb) Fracture Hills (headbash) Shady Oasis (headbash)
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lapogne36 wrote:
The only levels that can't be done 100% in one time are : Summer Forest (climb) Fracture Hills (headbash) Shady Oasis (headbash)
What about sunny beach? Is it possible to reach the turtles without climb?
Joined: 3/18/2010
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Summer Forest can be completed 100% in one time with the swim in air glitch, but it would require a death (or not if you charge into water from OoB). Sunny Beach can be completed in a single run if you initially skip it, coming back after defeating Crush and buying climb. I wouldn't doubt that there might be a way to reach the turtles without climb. It is just that no one has found out how, yet. The "sparx glitch" isn't useless in Spyro 3. But in Spyro 2, I couldn't imagine a reason for it. I was hoping one could somehow dive outside the pool with a TAS glitch of some sort or clip through the walls or floor of the pool, though these are highly unlikely, I understand. It would be nice to figure out if orbs are temporarily place somewhere in a level before they are given to you. In Spyro 3, at least some of the eggs are in usually unobtainable places before they are awarded to you. In Bamboo Terrace, you could get the thief egg underneath a ledge by swimming in the air to it, before the thief appears before you. This could easily be tested on console, though. I'm not sure how useful it could be in Spyro 2, though.
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I'm bumping this one because it has any% in the title. Any% is now : 16:53 There is a skip to get into Gulp early now. Link to video For RTA they have 4 Categories - any% - 14 Talisman (which is what the current tas is under) - 40 Orb - 100%
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+fsvgm777 never censoring anything.
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