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Experienced player (632)
Joined: 11/23/2013
Posts: 2208
Location: Guatemala
Pls do it on BizHawk pls.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Patashu
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Joined: 10/2/2005
Posts: 4017
Very nice work! I was waiting for this day :)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Guys, wth you are doing to my matrix-room technique? trying to gain more rooms/% than i did? lol dont bother my avatar show ive explored this the first !!! Btw, nothing happen when you explode the room counter, it ran here (years ago...) for like a week or so on turbo, ive had hopes to crash the emulator with a big digit but no dice. On more serious note, what is this suppose to achieve? phantasy star online-style-trick to execute random arbitrary code?? if thats so, its the most funny thing ive ever learn about sotn; its SOOOOO buggy u can actually hack the underlaying hardware??? if that were true id say that Koji is now in a better world, not producing games anymore, this is the ultimate insult for a dev i think "your work is so buggy and shitty that some ppl managed to hack the console it was on, to pirate games" If u want to toy with memory, id suggest u go to the 3rd castle (i would assume u already reached it tho), its just another remanent of the normal one, but the whole weirdness actually happen when u get a negative position on map, after a lot of shifting (or just editing the address i guess), you should then get the chinesse characters on screen ect... Oh and while im at it, and since u seem to be able to investigate ram stuff and such. Does somebody can find out how/why the bat boss can sometime project you trought the walls... while this work 100% with maria psp... i KNOW it can work on psx as well, just never understood how to replicate it, since it appears to be more random on psx, i know its also related to richter "special" mode but... it would be really amazing to get an answer on this.
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Joined: 1/26/2014
Posts: 49
Location: United States
arukAdo wrote:
Guys, wth you are doing to my matrix-room technique? trying to gain more rooms/% than i did? lol dont bother my avatar show ive explored this the first !!!
Yes, I know you had a big part in the discovery of the Matrix's Rooms on Saturn, Thank you for that.
arukAdo wrote:
Btw, nothing happen when you explode the room counter, it ran here (years ago...) for like a week or so on turbo, ive had hopes to crash the emulator with a big digit but no dice.
LOL, yes, I understand... I stayed in the 2nd Matrix Room for 1 Month, and learned that the Max Game Percentage on Saturn is 4,559,413.2
arukAdo wrote:
On more serious note, what is this suppose to achieve? phantasy star online-style-trick to execute random arbitrary code?? if thats so, its the most funny thing ive ever learn about sotn; its SOOOOO buggy u can actually hack the underlaying hardware??? if that were true id say that Koji is now in a better world, not producing games anymore, this is the ultimate insult for a dev i think "your work is so buggy and shitty that some ppl managed to hack the console it was on, to pirate games"
That is exactly what this is, a Total Control glitch that lets you scroll to any memory address in the games coding and increase it or decrease it, so basically "Arbitrary Code Execution". On Saturn and PSP you must sink below the Map to activate the Total Control Glitch, that is what I show in the videos... on PSX you must use a Glitch called SOS "Swap Overflow Shenanigans" to activate the Total Control Glitch.
arukAdo wrote:
If u want to toy with memory, id suggest u go to the 3rd castle (i would assume u already reached it tho), its just another remanent of the normal one, but the whole weirdness actually happen when u get a negative position on map, after a lot of shifting (or just editing the address i guess), you should then get the chinesse characters on screen ect...
Yes, we have been to the 3rd Castle on Saturn, it is actually Richter's Castle. There is also a 4th Castle on Saturn, it is Maria's Castle... check it out. Link to video
arukAdo wrote:
Oh and while im at it, and since u seem to be able to investigate ram stuff and such.Does somebody can find out how/why the bat boss can sometime project you trought the walls... while this work 100% with maria psp... i KNOW it can work on psx as well, just never understood how to replicate it, since it appears to be more random on psx, i know its also related to richter "special" mode but... it would be really amazing to get an answer on this.
I have never investigate that... I maybe could look into it in the near future. If anyone was curious... me and my team are working on a Hard Rest Save Glitch to gain Total Control on PSX, so we could take Total Control on PSX in like less that 1 minute and beat the game in under 3-5... kinda similar to what is done on Pokemon.
Patashu
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Joined: 10/2/2005
Posts: 4017
me and my team are working on a Hard Rest Save Glitch to gain Total Control on PSX, so we could take Total Control on PSX in like less that 1 minute and beat the game in under 3-5... kinda similar to what is done on Pokemon.
Do you have any evidence that this approach might work, or is it an investigation only?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Fortranm
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Joined: 10/19/2013
Posts: 1116
nathan7878 wrote:
LOL, yes, I understand... I stayed in the 2nd Matrix Room for 1 Month, and learned that the Max Game Percentage on Saturn is 4,559,413.2
Is the screenshot from a console or an emulator? Suddenly felt amazed to see those boxes at the right position after getting used to the graphical errors in Yabuse.
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Joined: 1/26/2014
Posts: 49
Location: United States
Fortranm wrote:
Is the screenshot from a console or an emulator? Suddenly felt amazed to see those boxes at the right position after getting used to the graphical errors in Yabuse.
Yeah, I really do not like Yabause... the screen shot is from SSF, I love SSF, and a plus is not only does SSF have really good graphics... save files from SSF can be transported to a real Sega Saturn.
Patashu wrote:
Do you have any evidence that this approach might work, or is it an investigation only?
We have pretty good evidence that it can be done, I am making a video soon, the details for now are here... http://castlevania.msnboard.net/t634p20-psx-total-control-achieved-save-glitch-only-method#8461
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Joined: 1/26/2014
Posts: 49
Location: United States
This is the basis of what will happen, take Total Control from the first save point... and use it to jump to credits or create a save at the Dracula fight. A little too much corruption on this video, but we will find the perfect amount... Link to video
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Posts: 49
Location: United States
nathan7878 wrote:
This is the basis of what will happen, take Total Control from the first save point... and use it to jump to credits or create a save at the Dracula fight. A little too much corruption on this video, but we will find the perfect amount...
After further testing of the Hard Reset Save Glitch, there has been some interesting findings... It seems that on SOTN, Hard Reset Save Glitches and even Normal Save Glitches can draw data from previously played SOTN files on the PlayStation 1, so even if all SOTN files on both memory cards are erased... there is still certain data that is stored within the PlayStation 1's internal memory that can manipulate the out come of the Save Glitch. Sockfolder once talked about a similar issue on his stream, about how the Playstation 1 stores data in its internal memory regrading whether or not SOTN had ever been beaten on that particular PlayStation 1 before. So it is suggested that any Save Corruption/ACE Speed Runs be done on a freshly turned on emulator, with a newly formatted memory card and No Save States made or stored on it, that would be the best for insuring authentication of the run. So sadly, the Total Control Save Glitch I posted might not work on a fresh emulator/console... but I will continue to test to see what can be achieve with the Hard Reset Save Glitch on a fresh emulator/console for a Speed Run.
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
nathan7878 wrote:
If anyone was curious... me and my team are working on a Hard Rest Save Glitch to gain Total Control on PSX, so we could take Total Control on PSX in like less that 1 minute and beat the game in under 3-5... kinda similar to what is done on Pokemon.
Keep in mind you could use dirty sram within movie to achieve that, it just happen this feature was fixed in pcsx, just be sure to have latest binary :p Originally we wanted to have max masumara stat to drop it in clock tower, due to me been extremly busy ive never finished this but the emulator is fixed at least and can be used to make (very) large movies to produce/verify dirty sram. It should as well support recording hard reset (unlikely to produce exact same results than others emulator tho) Oh and again, amazing job with that whole non-sence thing, using sotn as a hardware passtrought is really funny and i would have never believe it in first place, this game never cease to amaze me anyway.
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arukAdo wrote:
Keep in mind you could use dirty sram within movie to achieve that, it just happen this feature was fixed in pcsx, just be sure to have latest binary :p Originally we wanted to have max masumara stat to drop it in clock tower, due to me been extremly busy ive never finished this but the emulator is fixed at least and can be used to make (very) large movies to produce/verify dirty sram. It should as well support recording hard reset (unlikely to produce exact same results than others emulator tho) Oh and again, amazing job with that whole non-sence thing, using sotn as a hardware passtrought is really funny and i would have never believe it in first place, this game never cease to amaze me anyway.
Thanks man, I will look into that next... Here is what I am thinking for the new ACE route, this is just a rough draft... It should be faster than the route Cosmo used for his WR, when it is done quickly with good execution... so it should also make for a faster TAS. Here is the route Cosmo used... Link to video and here is the new route, this is my first ever completed speed run... so 10:01 PB for me, LOL Link to video (Note, if you are doing a replay, make sure you are using a newly formatted memory card with only one ACE cleared file... or it may cause problems with the Hard Reset Save Glitch.)
Patashu
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Joined: 10/2/2005
Posts: 4017
Congratulations on the new route! How come after the first set of menuing, you teleport with the library card effect but don't have one in your hand?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Banned User
Joined: 1/26/2014
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Location: United States
When I got the second potion, it turned the Potion in my hand into a library card, I just forgot to open the menu and show it before I teleported.
Banned User
Joined: 1/26/2014
Posts: 49
Location: United States
New ACE Speed Run World Record by me... LOL Link to video
Banned User
Joined: 1/26/2014
Posts: 49
Location: United States
Perfect Credits Call for next ACE TAS Link to video
Fortranm
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Editor, Experienced player (780)
Joined: 10/19/2013
Posts: 1116
Congrats! I found the one with wrong palettes more funny though.
Patashu
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Joined: 10/2/2005
Posts: 4017
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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This is the New ACE route rough draft, So to explain something... the reason I made video tutorials for speed running the other ACE route instead of this one is because, I was still working some details/bugs out and the save glitch on this route is very, very precise (about a 0.15 - 0.25 second window) making it quite difficult to speed run this route with precision... so this route maybe best suited for a TAS, but I think if both routes were TASed, this one would would possibly be faster, and this is still just a rough draft... (like on a TAS we could skip the whole money collecting part by just getting 250 gold drops from each of the 3 wolfs in the beginning.) Link to video
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F*ck that last video... all the pieces of the puzzle have finally come together, Me and Sockfolder will unleashed upon the world a supreme SOTN ACE route.... ha ha ha ha ha ;)
Patashu
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nathan7878 wrote:
F*ck that last video... all the pieces of the puzzle have finally come together, Me and Sockfolder will unleashed upon the world a supreme SOTN ACE route.... ha ha ha ha ha ;)
Oh god yes
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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and on the seventh day nathan and sockfolder created the gold ace route WR 7:51... lol ;) All the fastest ace route glitches/techniques from testing put into a single route... but in all seriousness, know before watching that I was super tired when I did this run, horrible blade/shield dashing, I messed up the save glitch which made me have to fix my buttons and then the fucking emulator froze/nearly crashed at 4:22... and still I easily beat WR by 29 seconds... so on a run where everything went right, sub 7 would not be too difficult. Link to video
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So here is a better video with out a bunch of mistakes... and anybody that watches the video remember I am not a speed runner, I am a glitch hunter/speed run route maker... and I am shield dashing with my pinky and first finger on a keyboard XD lol, so don't expect my shield dashing to improve much ;) ... this is merely to demonstrate the route, the fact that I am getting WR is just a bonus, so with that said... if moose ever feels like making another ACE TAS you can see his any% Prologue would fit right into the run... tomorrow I will make a video of the run on a fresh file with a memory viewer, so that would help if a TAS is ever made.... and I checked, the credits call where there screen is not black will work on this route. Link to video Link to video
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So here is a ACE guide for speed running and a TAS. Link to video
Post subject: Richter All Bosses TAS
Skilled player (1079)
Joined: 9/15/2013
Posts: 116
https://www.youtube.com/watch?v=S20NJKzNOM8 Beating the previous Richter All Bosses (previously called All Enemies) by a whopping 6 minutes and 38 seconds (or so the author claims, the full run is cut off in his encodes) due to far superior route planning, boss strategies, and movement optimization, I present a full TAS of Richter All Bosses after a long hiatus. This turned out alright, but not great. I can't say I'm proud of it at all, but I seriously lack the drive at this point to go back and change much of anything about it. It was started back when psxjin was still the only option, and serious emulator issues bogged down a run I already didn't really like making due to having few ways to manipulate RNG which is still important in several segments, Richter's movement being awkward and just not fun to work with in my opinion, and too few differences from RTA to really make the final product feel special in my eyes. The result is that I didn't implement the tons of review and revision that I had done with other works and I think it shows with minor frame losses and a feeling of less creativity in the run. I hope that others enjoy this work more than I do. There are several spots where movement is blatantly unoptimal due to severe issues with psxjin that prohibit me from making the inputs I want at specific times and there's even fewer things that can be done about it than in Alucard mode and since this was never meant to be a submitted run anyways I lacked the patience to eliminate it like I did with my other runs. I hope psxhawk eliminates this problem for any others interested in this game or should I ever return, and if it fixes psxjin's serious problems replicating the game's actual lag, that would be even better. But anyways, to explain some stuff about the run: Richter's movement is stiff; sliding is his fastest form of transportation, but you are very limited in where you can use it and ways to exit the slide animation are oftentimes awkward. He can do a vault kick out of slide which retains its momentum for a while and can be canceled into air slash by hitting something or by hitting a slope. Air slash, his 8236 > whip special in the air, is more versatile, but travels a fixed difference slightly slower, and causes him to go into a long recovery if it ends on the ground. Richter has no hurtbox during this, and doing it in the air gives Richter several frames to jump as if he were on the ground.His last resort for horizontal movement is running, which is the slowest of the three and mostly only used on difficult terrain or to make minor adjustments for air slashes. He can go upwards by using the uppercut special 28 > jump, which carries him upwards a set distance fairly quickly but is limited by a cap on the screen's vertical scrolling rate. Thus, delaying chained uppercuts grants more height. Hitting ceilings causes Richter to stall for a fraction of a second, so missing the ceiling or just using his normal jump is almost always better if available. Richter can avoid hard fall recovery by jumping after landing, timing a whip to end right as he lands, or by doing a special move as he lands. Certain actions (vault kick being the main offender) disable Richter's options in the air until he either jumps or finishes a hard fall recovery, which means he cannot influence his horizontal position while falling and always goes into fall recovery upon landing, careful jumps are used to avoid this. The route is basically the same as the current RTA route. I had done some testing of my own to create a new second castle method during my first go at this, but the RTA guys eventually found the same route that I did independently of me, oh well. Due to late changes to a couple boss strategies as well as a number of lucky heart drops from enemies that could not optimally be accounted for while routing, I ended up with a really strange looking number of hearts at the end. Revenge for getting exactly as many as I needed in Richter any% I suppose. I use knife crash as an all purpose weapon when neither holy water nor axe provide an advantage for a specific fight. Holy water can be combined with a glitch called damage stacking to do tons of burst damage, but is very slow to startup and is mostly only used when I have time to kill anyways. Axe is generally weak but it is the strongest of the three against enemies you can hit with the very center of the axe spin. Besides that, I usually use the air slash or the quick combo of vault kick > air slash to tack on fast additional damage. The whip cannot crit and is weak and slow, air slashes, vault kicks, and uppercuts can crit though air slash is the most common due to having the highest potential damage (can do upwards of 360 damage with one hit on crit). Each knife of knife crash can crit, holy water cannot, axe can though this is never relevant. Crits are random and also give a randomized damage bonus that can vary wildly. All I have to manipulate luck is the whip which is very slow and map buffer to wait on a better RN, so luck manipulation is ugly. A good comparison is the RTA WR of 23:54 (Xbox loads + RTA timing lower the time a lot) found here: http://www.twitch.tv/pksl_/c/6597951 Though if you really want to see the old TAS, it is found in two separate videos for some reason here: https://www.youtube.com/watch?v=vbVZvSebelQ https://www.youtube.com/watch?v=xGqSSZHvIyo
Editor, Skilled player (1404)
Joined: 3/31/2010
Posts: 2086
I liked the run quite a lot. Just one question, what happened to the death fight, yo?
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