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Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I actually lost a bit of progress tonight somehow (bad savestates or something). I'll have to redo it over and hope I can avoid desynching too bad. If it doesn't work out, it may prolong my run :/
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I've been working diligently on the new run, and have restored what I lost and then some. I'm currently on Arma 2 (still using the revised route a few posts back). This is the second to last tough fight to manipulate (Flame Lord will be the final tough hurdle) and so things should pick up really fast after that. I'm not going to post any WIPs, but if you're interested in privately critiquing the run, just send a PM.
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
For anyone who's thinking of doing a Dark Demon run, I just found something I find interesting. He has 200 total hits. For form 1, use Ultimate w/ Fang for 8 points a shot; for form 2, use Aerial w/ Fang as Ultimate does half the damage against that form. I suppose the developers thought they were being funny by making him weaker to a lesser form or something.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Joined: 6/19/2005
Posts: 180
Ferret Warlord wrote:
For anyone who's thinking of doing a Dark Demon run, I just found something I find interesting. He has 200 total hits. For form 1, use Ultimate w/ Fang for 8 points a shot; for form 2, use Aerial w/ Fang as Ultimate does half the damage against that form. I suppose the developers thought they were being funny by making him weaker to a lesser form or something.
It IS Capcom, you know. I mean... They're the ones that see fit to make final bosses weak against shield weapons, so... Are you really that surprised?
Joined: 8/16/2008
Posts: 23
Not sure if this is the right place to ask, but does anyone mind seeding the this run's movie file?
Joined: 7/2/2007
Posts: 3960
There should be an autoseeder that kicks in if someone wants to download and there's no actual seeds available. It's not very fast but it should get you the movie file eventually. Is that not happening?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 8/16/2008
Posts: 23
Ah, it is now. Thanks.
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
I'm not sure if this has been posted here already, but I found a wall climbing glitch in this game a while back. I don't think it's useful however because the only place I can get it to work is the Dark Demon's palace. Here it is. The basic idea is to swim into an empty space two tiles tall and at least two tiles thick and proceed to pause and unpause the game to cancel out the swimming animations to climb up. You can go as high as the water level with this. To get back down, just use a form that can grab walls. You can use the Ultimate form to continue on to the bottom of the screen and hit a bottomless pit. Again, most likely useless, but interesting.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Joined: 3/17/2011
Posts: 20
Dunno if this was attempted or acheived at all, couldn't find anything pertaining to it in google but . . . http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash4/198348_10150115777291464_650596463_6985832_1852220_n.jpg Got behind somulo without cheats lol. couldn't find anything useful back there tho :< --- Anyway, I see this thread has been inactive for almost two years but I'm considering taking a crack at this game so anyone still lingering with knowledge, I'd like to talk about this game. The first, most obvious thing I can think of is picking up the hand talisman FIRST, rather than the useless urn. This *may* contribute to the Ovnunu fight, though I haven't gotten around to testing anything. To me, this was one of the only areas that could possible be improved outside of altering the route some how - though I believe ES did an amazing job optimizing the game. If this concept was already tested and had no effect on that boss then I really don't see any spots to be improved so, save me the trouble if that's the case and come tell me!!
Joined: 3/17/2011
Posts: 20
Well, no one has responded but I figured I'd just update any viewers. I'm currently testing out a couple routes. I've found ~80 frames already so things are looking good. I must say though, these boss battles are extraordinarily well down. ES, if you ever view this it would be a great pleasure to talk to you about any thing you might recall fro your run!!
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Jeeves The Immortal wrote:
Well, no one has responded but I figured I'd just update any viewers. I'm currently testing out a couple routes. I've found ~80 frames already so things are looking good. I must say though, these boss battles are extraordinarily well down. ES, if you ever view this it would be a great pleasure to talk to you about any thing you might recall fro your run!!
I'm still around, shoot me a pm if you have any specific questions. I'm too busy to do any serious TASing, but I'm willing to help out with advice and stuff (I'll watch WIPs and stuff).
Joined: 3/17/2011
Posts: 20
Been very busy but I'm still working on the run. I am nearly 1,500 frames faster than the orignial run by stage 5 (VI on the world map - the snow stage). Due to a small alteration in the route as well as major optimizations in stage four. If I knew how to post a WIP I might be inclined to.
Ambassador, Experienced player (708)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
http://dehacked.2y.net/microstorage.php Go there and upload your file. I am looking forward to seeing this!
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
That's a pretty hefty improvement.
hi nitrodon streamline: cyn-chine
Joined: 3/17/2011
Posts: 20
Thanks Axeman! I'm going to polish it up a little and then I'll upload the WIP. Figure Either sunday night and if not, I'll have it up by next friday probably. edit: Upon viewing both mine and the original run I noticed I forgot to pick up an item so that cost about 500 frames X_X As it stands now I am up by about 1k frames still so! Seeing as it is easter weekend I will have to postpone the WIP by at least another week.
Joined: 3/17/2011
Posts: 20
Boy, I'm really scrubbing out on this TAS. I just want to get a few more segments in before I post the WIP but I haven't worked on it in two weeks X_X Ah well, soon enough there will be more time for this.
Joined: 3/17/2011
Posts: 20
Well, I hate to triple post like this but its been weeks with no other replies so, fuck it. Anyway, after my ~4 week dry spell I have cranked out a ~400 frame improvement over my stage four and this will bring me back up to ~1500 frames saved and I have a few more segments to hammer out. Anyway, huge desynch issue vs. Arma 2 at the moment, so . .. bed time!
Joined: 5/12/2009
Posts: 748
Location: Brazil
Good work, Jeeves! This was one of my favorite games when i was young. I remember using the password to fight the last Boss and i had a bad time beating him, but it was always worth the hard work. So, is 1500 frames = 25 sec? Amazing work so far! Keep going!!!
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Anxiously awaiting the WIP. That's a big improvement!
Joined: 3/17/2011
Posts: 20
Well!! I had the day off today so I spent the majority of it optimizing. I'm at stage V . .. . not sure if I feel like posting the wip right now though. Let me just say, it is pretty smooth. I think you will all be very pleased with the improvements. Still, credit goes to ES for his amazing boss battles which I am shamelessly copying. 0:] I do want to test out a few tho, OVNUNU specifically.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Wow. It's actually kind of embarrasing that I didn't even consider using the Tornado shot. Nice find there! Keep up the awesome work!
Joined: 3/17/2011
Posts: 20
"MichaelD" wrote: Also, you can get the urn in the forest stage without the aerial gargoyle by flying right under the vine, then clinging to the wall. You can then proceed to beat the main stage boss (sorry for not knowing technical names of enemies and stages) to get the whirlwind which can aid you in the several sections of the stage where you get the aerial gargoyle. I recommended it to you back in 08. As for the run at hand, any suggestions/tips would be appreciated. To be honest, I didn't even compare a couple of the segments yet so they could conceivably be slower. ^_^
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Ah yeah, I remember that post. I definitely took the advice in the first half, but I guess I completely ignored the second... Have you changed anything in the run other than the obvious additions with the tornado jumping? As you mentioned, the boss battles are the same, but a lot of the rest looks the same as well. One tiny thing I noticed (and I don't remember how it looked in my run) is in level 4 when you break open the wall in the first section, it looked like you broke one too many blocks, perhaps adding to lag. But maybe you had to! I have no idea. Also, the first part of the ice stage is a LOT more entertaining, good job on that. I might be able to take a better look at the run tomorrow.
Joined: 3/17/2011
Posts: 20
I changed stage II a little, notably, 80 frames are saved by canceling the knock-back from dashing into the statues and some frames are saved by dashing back after getting the urn. stage I, and III are unchanged. I do the mini-game early because I couldn't manipulate the mermen to drop vitality under water in stage II, tho I think that would be ideal, maybe I will revisit that segment later. I wanted to do my own somulo but for some completely inexplicable reason, this caused an extra frame to appear when the screen transfers to the first hippogryph, resulting in different behavior. Again, I'll probably try to revisit that cause I really want to translate my play style into that segment. I have the day off again today so while I still have momentum from saturday I'm gona compare some of the new segments. If you have AIM, you can reach me @ thebrookman06. Either way, I'll be checking back on here periodically. total map frames: Gona check a few stage segments now.
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