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Tub
Joined: 6/25/2005
Posts: 1377
Thanks for the explanation. The version without pauses looks a lot more understandable. Could the menu times be reduced by creating an sram file that contains only the required souls and items, and nothing else?
m00
Yrr
Joined: 8/10/2006
Posts: 289
Location: Germany, Bayern
Tub wrote:
Could the menu times be reduced by creating an sram file that contains only the required souls and items, and nothing else?
Only a little. Most of the time is wasted on the menu's fading in and out animation and switching equip via doppelganger. The time it costs to scroll down to bomber armor, flame demon, abbadon, etc. is basically negligible.
Joined: 11/26/2010
Posts: 444
Location: New York, US
The Boss Rush was really interesting and very entertaining with the pauses taken out!!! Is anybody planning to do a 100% Souls Run? The Aria of Sorrow all souls TAS was one of my favorites of all time!!! Hopefully someone decides to do it for this game because this is by far my favorite Castlevania game of all time!!!
My name is 4N6/Forensics.
Joined: 8/7/2006
Posts: 344
The 100% run would probably just involve a lot of suspend glitching as you randomly get souls added while you're out of bounds.
Joined: 11/26/2010
Posts: 444
Location: New York, US
What about a glitchless run? A glitched out of bounds run would be pretty boring honestly. I'm sure a glitchless run will take a lot of time, but the end result would be amazing to watch!!!
My name is 4N6/Forensics.
Yrr
Joined: 8/10/2006
Posts: 289
Location: Germany, Bayern
Glitched boss rush Not very impressive, but I felt like it had to be done :o Still not sure if flying armor should actually be killed... might test it sometime.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Yeah, that is definitely the case of faster != better.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 5/27/2008
Posts: 57
lxx4xNx6xxl wrote:
What about a glitchless run? A glitched out of bounds run would be pretty boring honestly. I'm sure a glitchless run will take a lot of time, but the end result would be amazing to watch!!!
Seconding a call for a glitchless 100% run.
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Made a short test of a Julius Mode run, up to getting Yoko, which is about 2.5 seconds faster than Gocha's test run. That's mainly from better movement patterns with Julius, and hitting the boss with the whip on his first vulnerable frame each time, as well as getting an additional axe hit in. I'm going to try to do a full run unless someone else is working on it. dsm
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Editor, Skilled player (1405)
Joined: 3/31/2010
Posts: 2086
Note for everyone trying to play this movie, "Enable Advanced Level Bus Timing" needs to be enabled to make the run sync. Anyway, hooray, a new DoS run. I'm still hoping for a full warpless run using Soma, but I'm excited for a Julius run as well. Strange, I remember Julius could move faster, but perhaps I'm mixing things up with Aria of Sorrow here. Anyway, great work so far, please, do keep it up.
Joined: 7/2/2007
Posts: 3960
Julius is pretty slow in DoS. The intervening year or so since AoS hit him hard, apparently.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Man, this game is pretty annoying to TAS due to the input intense movement, but I'm making decent progress. The Ice spell turned out to be pretty neat. dsm
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gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
What is my test run? A miserable little pile of mistakes (unplanned things). But enough talk, keep the good work, Cpadolf. If you want to commit your file to http://code.google.com/p/dawnofsorrow/ , tell me your google account id, then I will add you to the project. Also, http://code.google.com/p/gocha-tas/source/browse/trunk/Scripts/dsmplay.lua might make inputting continuous backbash a little easier.
I am usually available on Discord server or Twitter.
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I never really use Google Projcets, so I don't think that's necessary. Thanks for the code though, it should definitely help at longer stretches of backdashing. EDIT: Up to Dark Chapel now. I'm thinking it'll probably be better to go down to Rahab and the bat before Dimitri and Malphas, because it should allow me to cut out one trip to a save room. dsm
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Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Fuck, I just realized I don't even have a verification movie for this run as I just used the save data generated fro gocha's testrun. I guess I'll play through the entire game unassisted, start a new run from that and pray to god every god that I can get it to synch.
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Joined: 7/2/2007
Posts: 3960
Why can't you use gocha's testrun as the verification movie?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
That began from SRAM too. EDIT: Sweet, finally got it to synch all the way after creating a verifier movie. Got 2 extra frames of lag at the start from the new SRAM, and for some reason one frame at the end and the beginning of the Puppet Master fight, as well as losing one frame of lag when switching to Alucard the first time. All that was fixable by just editing the input file though as it did not affect the RNG.
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Joined: 5/12/2009
Posts: 748
Location: Brazil
I was just wondering, how your run is going?
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I've been taking a break due to school, but I'm going to try and get started again in a few weeks or so.
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Joined: 5/12/2009
Posts: 748
Location: Brazil
I see. Good luck with your school stuffs!
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I've finally been getting back to this. I'm up to Condemned Tower at this point, ahead by about 3000 frames. dsm
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Joined: 4/13/2009
Posts: 431
Awesome! Can't wait!
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Cpadolf wrote:
I've finally been getting back to this. I'm up to Condemned Tower at this point, ahead by about 3000 frames. dsm Link to video
Excellent. Can't wait till the submission :)
I am usually available on Discord server or Twitter.
Joined: 7/2/2007
Posts: 3960
Is going to the save room (at around 5 minutes) really faster than grabbing a boss orb to refill health? If not from Balore (since you spend some time offscreen clearing out blocks) then from the previous boss? Otherwise, looks awesome. I love how absurd the movement is in Castlevania games. It's never enough to just walk. :) Thanks for the encode, gocha!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Thanks for the encode gocha :) Derakon: For both Balore and Puppet Master it takes a few seconds longer for the orb to appear than it takes to go to the save room.
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