Post subject: Rayman Advance
Joined: 10/6/2005
Posts: 70
Location: France
Hi everyone, I'm new, I'm from France and I love Rayman Advance, it's a beautiful and nice game... I wanted to know if someon was working on a timeattack of it, it would be very cool to see I think, so let's talk about it in this topic and tel me when someone is going to make it, thanks ;)
Active player (328)
Joined: 2/23/2005
Posts: 786
Mega bump! I started taking a look at this game recently, and it seems very run-able. It would start out kind of dull, but I think it would become much more fast paced once all 5 of the powers are obtained. I started doing a run, and I'm stuck on the third section of level 1. The berry is really hard to manipulate. I have to punch it until it reaches max speed, then jump onto it and ride it, and use glitches to prevent Rayman's weight from slowing it down.
Player (224)
Joined: 10/17/2005
Posts: 399
I thought about running this too, and indeed, it's difficult with berries. I also found out it's faster to jump in vines than walking (each vine saves about 2 frames). Good luck, and post WIPs.
<adelikat> I've been quoted with worse
Active player (328)
Joined: 2/23/2005
Posts: 786
http://www.samus.co.uk/cad/raymovie.vbm This is all I have done so far. The 3rd part was kind of a physics test, and looks really bad. I'm working on redoing it now.
Active player (328)
Joined: 2/23/2005
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I decided I want to work on this some more. I'd love to see the whole game completed. http://www.samus.co.uk/cad/raymovie.vbm This movie finishes Pink Plant Woods and Anguish Lagoon, and the first stage of Bongo Hills. Please watch and critique me so far.
Joined: 10/6/2005
Posts: 70
Location: France
That looks great =) I thought that no one would answer to my request o_o" Thanks to have worked on it. I think that you play as fast as posible in that beggining of the game, but I'm not sure, maybe someone else can tell you more precisely what do you have to improve, otherwise, it looks perfect for me. Good luck & thanks again ;)
Joined: 6/19/2005
Posts: 180
It looks good. I'm sure that it'll start looking kickass in some of the tight spots and situations, especially once you get a bunch more powers and stuff. :D I'm a fan of the PS1 version of this game... the GBA doesn't do this great classic any justice. If only PS1 had a WORKING emulator. :(
LSK
Joined: 4/17/2006
Posts: 159
Well, the PS1 version won't run, so it'd be nice to have a GBA run of this game. The biggest difference is a smaller screen size and generally weakened graphics. I have a sample run that I did over the period of a week. It's tool-assisted but not optimized. There are maybe 15 minutes of improvements from here? http://dehacked.2y.net/microstorage.php/info/1294527113/0046%20-%20Rayman%20Advance%20(U)%20(M5).vbm
Joined: 3/11/2008
Posts: 583
Location: USA
Something is mysteriously wrong with your post; it appears blank yet is quotable,
Joined: 1/17/2010
Posts: 1
FYI, your links are dead Ctrl. On another note; I've been working on this for a while now: http://www.sendspace.com/file/93skp3 Any critique is greatly appreciated.
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Joined: 2/23/2005
Posts: 786
http://tasvideos.org/forum/viewtopic.php?p=207752#207752 You can find the latest version of my run from that post. I'll check your WIP. Edit: Well, I watched it. And I'd have to say it's a good test run, but only that. It's extremely unoptimized and missing a lot of tricks and improvements. For some specifics, check out my movie. Also, I see that you're attempting a no-damage run, which I give a huge thumbs-down to, and so will probably all of the voters. There's no reason to not take damage to save time, which can be done all over the place. Though, if this is your first attempt at a TAS, I'm very impressed. But you've still got a little work to do if you want to get this published. If you are not too discouraged at the prospect of starting all over, I might be interested in working with you; you certainly do have patience. Edit 2: Watching it again, I see something interesting that I missed on my run: You got up to the cage in Bongo Hills 1. I probably should have done that. Also, I have to wonder why you aren't getting any cages, especially in Twilight Gulch 1 where it is possible to get all 6 cages on the first runthrough, making it a waste of time to come back to the level later even with the running power.
NitroGenesis
He/Him
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Well, the PS1 version won't run, so it'd be nice to have a GBA run of this game. The biggest difference is a smaller screen size and generally weakened graphics. I have a sample run that I did over the period of a week. It's tool-assisted but not optimized. There are maybe 15 minutes of improvements from here? http://dehacked.2y.net/microstorage.php/info/1294527113/0046%20-%20Rayman%20Advance.vbm That's what LSK wrote. I'm bumping this.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
uh, can you edit your post? the (U)%20(M5).vbm is not highlighted in blue.
Joined: 7/2/2007
Posts: 3960
The problem here is simply that BBCode thinks that URLs can't include parentheses, so its automatic hyperlink generating code doesn't create a correct link. You can easily copy&paste the URL yourself, though, so it's not a big deal. The workaround is to manually create the url using BBCode url tags.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Joined: 3/31/2010
Posts: 2107
I'd prefer to see the DOS version ran, but since that won't be possible in the near future and the PSX version apparently is not supported yet, I guess this doesn't leave us with many other choices than the Advance version.
Former player
Joined: 3/16/2009
Posts: 42
Location: In the USA, nowhere else.
The Saturn version is kind of emulatable, but we'll have to wait for a later release of Yabuse that fixes desyncing. The GBA version is very terrible in my opinion. The music will garuntee your ears bleeding by the end of the day, there's a lot of video issues with frame skipping, and a lot about the game has been lowered in difficulty, like the amount of hit points you have. I'd much rather wait for a more reliable DOSbox, PCSX, or Yabuse emulator.
Lego is awesome!
Joined: 4/26/2010
Posts: 4
Does someone work on this one? I have seen the gba run. There some points of improvements for sure, but already some nice ideas. For me, the route is pretty ok. I will probably try to help if someone try to beat this one.
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legoking831 wrote:
The Saturn version is kind of emulatable, but we'll have to wait for a later release of Yabuse that fixes desyncing. The GBA version is very terrible in my opinion. The music will garuntee your ears bleeding by the end of the day, there's a lot of video issues with frame skipping, and a lot about the game has been lowered in difficulty, like the amount of hit points you have. I'd much rather wait for a more reliable DOSbox, PCSX, or Yabuse emulator.
I guess the Jaguar Version is out of the Question.
Joined: 4/26/2010
Posts: 4
The bigger amount of hp seems to be good, as we can take damage to make de boss way faster.
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trex7g2 wrote:
The bigger amount of hp seems to be good, as we can take damage to make de boss way faster.
I suppose there are places where the extra HP point may come in handy to save time, but I doubt they are so plentiful it'll excuse the horrible music, worse graphics and smaller screen.
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Yo, want to announce I've tried TASing the game, so far, I have a 20 minute WIP. I'm likely gonna redo the whole run due to sloppiness, but this run gave me some nice finds and timesavers in a few levls. The game mostly has very accurate collision detection, but in some places, I managed to touch the red prickly fruit without getting hurt in someplaces. Also, in the Allegro Presto level (second one of Band Land), it is possible to save time by jumping through some sloped slippery note lines. I have only been able to get this to work on some surfaces, so I presume it only works on Slopes you're intended to go through from below, too. Aside from that, I'm unsure about the route. You get the running power last, which is an obvious timesaver, so I don't know wether I should get any cages before I can run. If anyone is interested in the WIP, I'll upload it and post it here.
LSK
Joined: 4/17/2006
Posts: 159
scrimpeh wrote:
Yo, want to announce I've tried TASing the game, so far, I have a 20 minute WIP. I'm likely gonna redo the whole run due to sloppiness, but this run gave me some nice finds and timesavers in a few levls. The game mostly has very accurate collision detection, but in some places, I managed to touch the red prickly fruit without getting hurt in someplaces. Also, in the Allegro Presto level (second one of Band Land), it is possible to save time by jumping through some sloped slippery note lines. I have only been able to get this to work on some surfaces, so I presume it only works on Slopes you're intended to go through from below, too. Aside from that, I'm unsure about the route. You get the running power last, which is an obvious timesaver, so I don't know wether I should get any cages before I can run. If anyone is interested in the WIP, I'll upload it and post it here.
I'm interested in the WIP. About getting cages before or after running - you'd need to test it both ways to be sure, but I think as a general rule, if you can get all the cages in an area the first time through without running, you should; otherwise, you should backtrack as soon as you get the ability to run and go back to do them. You need the swinging power to get to the running power, so your route probably looks like: Pink Plant Woods -> Anguish Lagoon -> Swamps of Forgetfulness -> Moskito's Nest -> Bongo Hills -> Allegro Presto -> Twilight Gulch -> The Hard Rocks -> Mr. Stone's Peaks. Alternatively, you could go and get the helicopter power before going to the Swamps of Forgetfulness if you find that it'll save you time. The time lost would just be a bit of overworld movement.
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Alright. A WIP I unfortunately cannot provide, as microstorage is down. I ignored all cages throughout the run, so it's useless anyway. I also didn't see great timesaves, such as using the plums to boost yourself in speed, and general unoptimized play. Either way, I have pretty much decided on the route. - It's faster apparently to get the helicopter power first, as this means, I can clear Swamps of Forgetfulness and Moskito's Nest on the first go. - With the ring power, the only thing I'm unsure is wether I should get all cages PPW and AL first or proceed to the Blue Mountains. Since you need the running power to get 100% in Bongo Hills, I guess, I wait 'till I get that to also clear PPW and AL. - Mr.Sax doesn't give you anything, so he can safely be ignored until I get the running power. - I'm using those maps for reference. It seems, the GBA cage placement is closer to the PC version.
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Sorry for the double post, but here's the WIP so far. I can't seem to be able to beat CtrlAltDestroy's run of the third segment of Pink Plant Woods, I'm always lagging behind by roughly three seconds. (Cage opening animation takes roughly three seconds. The first cage can also be triggered by running power + helicopter, so I'm not sure wether its faster to get it right away or trigger it with the plum. The former will save me a lot of headache trying to get it right, though). Either way, here it is: http://dehacked.2y.net/microstorage.php/info/1152504686/rayman-taswip3.vbm It completes Pink Plant Woods, but as I said, I'll have to redo the segment to catch up with CAD. I think it's about time for me to learn how to use Ram Watch and find the x speed value. /Okay, I've improved PPW3. Now I'm at 6480 frames with only 2 cages collected. It seems every plum has this one very spot you need to hit to get it to ludicrous speeds. Perhaps there's still a frame to be saved, especially with the second plum going uphill, but for now, I'm very satisfied with the result. And here's the encode, if you're interested.