Sheep Raider (also known as "Sheep, Dog 'n' Wolf") is a puzzle-platform game in which the player must steal Sam Sheepdog's sheeps without being noticed by him.
Thanks to the faulty AI and some collision issues, there is a ton of useful bugs and glitches for TASing, such as a faster stealth walk and skipping the brake animation after the sprint by exploiting the map collisions.
This is a WIP with only the first level done.
http://tasvideos.org/userfiles/info/20934582584645886
Joined: 10/12/2011
Posts: 6436
Location: The land down under.
Oh I thought we had a topic on this. Well on that case.
Heck yea!
Can I request one thing though. Can you add the European title to the title.
Edit: Thanks. *・゜゚・*:.。..。.:*・'(*゚▽゚*)'・*:.。. .。.:*・゜゚・*
Disables Comments and Ratings for the YouTube account.Something better for yourself and also others.
Stage 2 and 3
http://tasvideos.org/userfiles/info/21015341325243146
I can't understand exactly how the stealth walk bug work, sometimes I can use it, sometimes not, but I think the third level is still pretty optimized, by hiding only 2 times behind the rock, I saved a lot of time
While the route seems well planned, the movements look quite improvable (well since it's a 3D game I am not expecting perfect movements, but I am pretty sure you can do a lot of optimizations without spending so much time)
Yes, the movements in some point can be optimized, but it also depends a lot about the camera movement! The camera is really bad, it's actually hard sometimes moving exactly how I want while the camera moves (example after getting a mail box)
Joined: 10/12/2011
Posts: 6436
Location: The land down under.
Doesn't the game have analog controls?
So you can do both at the same time?
And if it doesn't have analog controls.
Doesn't the game have camera controls?
Disables Comments and Ratings for the YouTube account.Something better for yourself and also others.
I didn't think about analog controller, I'm going to try!
For the camera movement, yes, the game has camera movement, but It's not always better than simply moving, depends on the case! Also, sometimes you can't move it!
This would be interesting to watch been waiting for years for a tas of this game but I agree strongly the Camera is a pain! it will really be annoying while making a tas I thought about looking into this myself but I know somewhere down the line I will tap out making a full tas of this game due to the times where the camera locks up for no reason at all! but I wanted to share this glitch im sure it could be helpful I take no credit at all for this video its not mines just sharing 0:49 is where the glitch takes place im sure it could be helpful in saving time. https://www.youtube.com/watch?v=Krv4y-bfeu0
Hello, sorry for not posting for a long time, but I had some problems and I couldn't do much for the tas. Today I wanted to return to this project, I donwloaded the new version of bizhawk, but it give me an error when i try to open the iso. Also, I found an emulation glitch while playing normally with psxjin, all the cutscenes where speed up, so I'm not sure if I should continue with it. So at the moment I can't continue this tas
So, apologies for the pretty big bump, but I'm close to the speedrunning community for this game, and... a lot has happened since then.
People mostly run the PC version, as that one has no loading times and runs at 60 frames. (And also has a few tricks that don't work on PS1, as far as I can tell)
I was curious about how TASing the PS1 version, with most of the new (possible) strats, would be like, and so I did a few (probably) unoptimized attempts mostly as a blueprint,
with this being the latest one (NTSC version):
Link to video
And not only this is merely a run with loading times removed, but also segmented, so not one continuous TAS from start to finish
that said, I do have the BizHawk TAStudio project file for most of the run (some levels improved individually in separate branches)
And I just don't know how I could stitch together all of the branches, when a lot of desyncs are prone to happen, but
if anyone is ever interested in taking a look, perhaps optimizing stuff even further, and syncing together all individual level parts I have the files (one main .tasproj file and additional files for levels 1-3 which were from before I knew how the branch system in TAStudio worked):
https://files.catbox.moe/xebqv1.7z
As well as a few resources from the speedrun community that could help with very minor movement optimizations (one runner and friend is even working on a possible TAS tool for the PC version):
Now, the most recent "game breaking" tricks discovered this year, are some brand of "Infinite Jump".
Normally, Ralph (the playable character, who is not Coyote, a common misconception) can perform a double jump.
By having an item on hand, double jumping, then using the quick inventory (L1) to put away the item in mid air, before Ralph starts falling, there is a brief moment where you can initiate another double jump, thus allowing you to triple and even quadruple jump.
Additionally, to continue jumping ad-infinitum, the full inventory menu (with the map display) can be used (Select) again in the middle of a jump, before falling, then you equip an item, and your jumps will reset again for a brief moment, you can then perform another quadruple jump, open the map inventory menu again, and continue doing so as much as necessary. (This can sometimes cause the game to crash if the item hasn't been fully put away)
Another jump, discovered first, before the previous ones I've mentioned actually, involves equipping and unequipping an item from the quick inventory as you jump into a particularly slanted/angled wall, still not sure myself of the specifics, but it has been dubbed "Goat Climb/Jump" and while it's not used much now because of the discovery of the newer jump strats, it still has a few uses.
Finally, for reference, here's the world record run for the game on PC:
https://www.youtube.com/watch?v=1vFLWGT6ZmI
So you can see a couple tricks that are different, some because (at least to my knowledge, and a lot of testing) they simply won't work on PS1.
Misc notes:
On NTSC, the tutorial level is optional (On PAL and every version on PC it is required to play it before accessing the hub area)
On PAL, Level 5 has a slightly different layout which allows for a much faster completion
Both NTSC and PAL PS1 has an exclusive clipping glitch on Level 4 - recently it has been kinda replicated on PC but in a slower way
Several parts of level geometry that you usually never go to (usually only there for visuals) on PC have collision, and on PS1 have no collision
The fence surrounding the area where Sam Sheepdog is in Level 12 has collision that extends much higher vertically than on PC
Yosemite Sam's movements on Level 13 are likely the only meaningful RNG thing in the game
Currently focused on PS1 games Looney Tunes: Sheep Raider / Sheep Dog 'N Wolf, and Toy Story 2: Buzz Lightyear to the Rescue.