And PW3 is Sonic Boom on DS.
Anyways, an Assassin's Creed TAS would be pretty rad, although I haven't played any, just watched a lot of playthroughs and those games look fun.
You will work on this? If so, good luck!
Link to video
How does this game work? It's complicated. More detailed explainations later.
The last trick showcased is an slide cancel, which allows you to cancel a slide.
https://youtu.be/Ym80HcSBvBE
This barrel is grabbable, but by doing the right timing it just never will be your friend. Semi-useful (and works with some other entities and solids.)
https://youtu.be/q05rx8-IHao
By falling onto a clippable space from a long distance, we get our animation reset onto the ledge grabbing animation. This allows us to reset the amount of distance we were falling and as such, take no damage.
Link to videoBoundiary grabbing is simple: you grab the boundiaries of a level (because they exist as invisible walls).
Death delay is in colleration with grabbing, although I haven't tested if it works with something other than boundiary grabbing (but it very likely does.) When grabbing something while falling, you will only recieve the damage after your grabbing animation ends; the game just kindly waits for you to stop your current action. Probably one of the most abusable glitches in the run.
Boundiary anticlipping is the good old fall damage cancel, only done with boundiary grabbing. Boundiaries are actually very solid in this game: it is rather hard to out of bounds, because you get pushed back right away. By doing this and having a solid platform close to the wall, you actuall get ejected onto the invisible wall boundiary, then back into the platform, etc.. causing you to visually instantanely teleport out of the area in which you anticlipped and the invisible wall. Virtually useless, but a fast way to get out of a death delay.
https://youtu.be/P6myiA1ypWk
This corner right here is very particular: it is a ghost corner. If you go from an hangable point into a corner, you can collide into the corner, then jumping the next frame to get this result.
Link to video
By walking on the far edge of the red carpet house, you skip a tutorial cutscene. Huge timesaver, saving 4.5 seconds. I go back in it at the end to show off where the trigger is.
Link to video
After executing the red carpet house skip, you would have to go back and align yourself to get two quick jumps and fly over the bridge. However, with the palm tree skip, you can simply keep your momentum from the red carpet skip, saving around 5.5 seconds.
http://youtu.be/XRhgvJzD4gMBridge hopping is executed by doing frame perfect jumps on bridges, you can actually continually jump without having to stop on them. This is the fastest form of movement in the game.
https://youtu.be/8Gd8u9DEJkE
By doing frame perfect jumps, you can jump over spikes (which would normally instantanely kill me with this health.) This is doable with the first and second jump, although the first has tighter timing.
Link to video
Two big new glitches on the second room of the game. The first is the fallen bridge out of bounds, and it's pretty sick. By jumping high enough to bypass the bridge pole, we go out of bounds. After that, by grabbing invisible things out of bounds that I have no idea why they exist, we completely skip a part with spikes, and actually despawn them (as I showcase in the later part of the video.) Saves around.. didn't test, but I'd estimate it to be around 8 seconds.
https://youtu.be/jgJD8Qx8zsQ
The second is this pit shortcut. By doing very precise jumps, we land on the corner of the flat area, saving around 3 seconds.
(Also, a note: I'll start keeping some things secret for the coming soon TAS with arandomgameTASer. Note that all these tricks happen in the two first rooms in the game; we've got a lot to pass.)
Link to videoThe poor house skip and rich house clip depend on collision. For the poor house skip, jump on the side on the house with a frame perfect jump, then do a double fast jump and you will end up on the pillar. Sadly, you still have to assasinate the dude in uniform.
The rich house clip is simple: just going off the side of a house and bypassing the wall. You can't do much in this out of bounds, although you can see your alter ego.
Afterwards, we have a minor skip and a minor glitch.
https://youtu.be/6lrnWtqwNpg
The heybale bridge is rather simple: just jump twice at a specific angle and you get at the left of the bridge, which you're not intended to. Not much you can do up here.
The enemy death cancel is a way to cancel fall damage. By falling onto an enemy, you take no damage.
Link to videoEver had a TAS die then COME BACK TO LIFE?!?
This happens because.. I have no idea, actually. You can trigger the chest from a wide variety of positions. While in the cutscene, you are forced to walk to the chest, but can still do basic actions like facing a direction, jumping, and crouching. This also leads to some.. interesting actions.
Also, for some reason, if you change your height in any way after having used the microphone to blow dust off the chest, the game softlocks. Why? If I had to take a guess.. it's because the engine is very bad. Changing height without having triggered the cutscene just softlocks.
https://youtu.be/ZqBQW7J97ZE
Link to video
Following on this video: I have discovered that the chest glitch actually corrupts.. almonst the entire SRAM. It depends what part it corrupts, but it corrupts mostly in a set pattern.
If you want to try: https://www.dropbox.com/s/szcfppi0ep1162y/chestglitch.dst?dl=0 Load this savestate.
https://youtu.be/9faDj9jpdhYHey, you! Do you want to know what is your current internal DS time while playing the ACTION PACKED Assasin's Creed: Altairs Chronicles?
Well now, you can! Featuring.. the one-use beep clock!
I am loading the same savestate each time: the 'intensity' and sound of the beep represent what I believe to be your current clock time. This doens't show up in the video, but it does in the emulator.
Here is the savestate. (U)(Micronauts) for the rom. Make sure DeSmuME is running the internal DS clock.
Link to video
Yes, actual TAS progress in the thread! I will be changing the use of this thread to 'glitchhunt dump' to 'progress showing thread.
The dump is over here.
The game resources page has been fully updated, along with the new glitch I found (sewer out of bounds.)
MOD EDIT: Fixed game resource page name and updated link -Mothrayas
Link to video
I redid arandomgameTASer casual let's play WIP tas of level 1 and saved 18 frames. A completely different route was taken for red house skip, which influenced the entire run: losing some frames, gaining a lot.
Frames not lag frames: 1209
Movie file
Dude, would you please take a look at the Games Resources section of the site? The page for this game messed up the DS games section. That's because you forgot to remove the ":" on the game's name. I know this because I've made that mistake as well some time ago.
Also you forgot to add an "s" to the word Assassin on the name too. :P