Skilled player (1220)
Joined: 8/29/2014
Posts: 301
It doesn't seem like anything has changed. I am still experiencing all of the same issues with the updated script.
Joined: 6/27/2008
Posts: 49
How's the BR run going, Samsara?
Samsara
She/They
Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
zhangsongcui wrote:
How's the BR run going, Samsara?
It's going to be quite a while before I even start it. The verification file required for the most optimal run is going to take at least a couple of months by itself unless I can get the script to cooperate (it's still a bit iffy, as Hetfield pointed out), and then after that I need to do some proper testing to see if there are alternative, faster routes than the examples in the thread.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Joined: 6/27/2008
Posts: 49
Samsara wrote:
The verification file required for the most optimal run is going to take at least a couple of months by itself unless I can get the script to cooperate.
Thanks for your reply. Well, As a movie for verification, I think it's ok to use inputs from the submitted run ( the first 100% souls run I think, which gets Claimh Solais and uses no glitches ). The remaining necessory items to get are not too many.
Venick
He/Him
Joined: 4/20/2016
Posts: 1
Hello Gamers! I was wondering if anyone would explain how both the normal and 0hp warp glitch work to me. I looked around, but couldn't find anything. I understand how to initiate both glitches, but can't find info on how to figure out where maps will send you to other than testing each one myself. I checked the game resources page, but that section just has it listed as "TODO". I would like to be able to understand the glitches enough that I could figure out where a warp will lead without having to test it by hand. (This is especially the case with the 0hp warp, because of how much would need to be tested.) Alternatively if a database of warp locations exist I would love to have access to it.
Joined: 5/6/2016
Posts: 39
Hi there! I'm the one who made the vid ZX497 had been posted here. The previous vid died because my youtube account suffered from some issue so I re-uploaded one Link to video The debug menu can also extend to some fancy warp glitch that only showed case on a Chinese forum several years ago. The enemy mode warp is so broken that we called it "The Forbidden Art". Link to video While not related to TAS projects, I REALLY want to see if someone make the debug menu intact on a real GBA/GBASP/NDSL and show the result of VRAM overflow crash to us (1.I tried several times but it doesn't work; My GBA flash cart won't accept modified ROM and 2.I'm just the developer of a better "route" and I, myself, don't have THAT horned skills to access the debug mode in a row) (The VRAM overflow crash actually blew my PSP memory stick up about 3 years ago. A horrifying but real story. That's also the reason why I'm so curious about VRAM overflow result on real hardware cauz' it's my long-life nightmare) Why I delayed months before I came here is because the register problems and I've been busy with testing issues of my GBA flash cart and working on other projects If nobody here knows the result of real hardware test then I'm sorry
Pike
He/Him
Active player (398)
Joined: 7/11/2012
Posts: 40
Location: China
I am trying rhebus' drop script. Predicting an item or a soul is of good use. But for both big and small hearts it doesn't work that well. I wonder how to use it to predict hearts. BTW, fz-last and I are updating the new 100% run and the route now is decided.
Luck manipulation is too difficult.
Skilled player (1220)
Joined: 8/29/2014
Posts: 301
Don't you need to be below a certain amount of mana for hearts to drop? Or does that only apply to candles and not enemies? Good luck on the new TAS. I can't wait to see what the route looks like.
Pike
He/Him
Active player (398)
Joined: 7/11/2012
Posts: 40
Location: China
Sorry my command of English is not so good but I didn't get your point clearly. Why would we need to get MP fewer than a certain value?
Luck manipulation is too difficult.
Skilled player (1220)
Joined: 8/29/2014
Posts: 301
I was wondering if there are other factors that play into heart drop rates for enemies(besides the Heart Pendant). Like for candles, ones that normally drop hearts will always drop money if you have full mana. Sometimes hearts are dropping from enemies for me when the script says they should, but the overwhelming majority of the time not.
Pike
He/Him
Active player (398)
Joined: 7/11/2012
Posts: 40
Location: China
Yes, majority of the time. I don't know other factors affecting heart drop either. But I have to say if we can get a heart from each enemy, it will take much less time to restore MP used for Giant Bat glitch.
Luck manipulation is too difficult.
Joined: 2/19/2010
Posts: 248
Yes, I think this is a bug in the general drop script. Kriole reported a similar problem to me in a PM once upon a time:
Kriole wrote:
Not quite sure what's wrong, but it shows me too many heart drops, most of which are bogus.
I'm afraid I've lost the original source code and all my notes when switching laptops a few years ago, so I'm not in a position to fix the bug.
Hetfield90 wrote:
Don't you need to be below a certain amount of mana for hearts to drop? Or does that only apply to candles and not enemies?
I believe this is just candles, so far as I can remember.
Pike
He/Him
Active player (398)
Joined: 7/11/2012
Posts: 40
Location: China
It's okay. The current script has helped a lot. And since we've got chaos ring, MP is not a problem anymore.
Luck manipulation is too difficult.
Joined: 11/26/2010
Posts: 444
Location: New York, US
So you guys are almost done with the new TAS?
My name is 4N6/Forensics.
Pike
He/Him
Active player (398)
Joined: 7/11/2012
Posts: 40
Location: China
Yes, but please be patient. We need more time to finish the last boss. The new run is about 6000 frames faster than the current one.
Luck manipulation is too difficult.
Joined: 11/26/2010
Posts: 444
Location: New York, US
Oh wow that's a lot of frames. Excellent job so far and very much looking forward to it. Also I don't mind if you take your time to save those frames. Good luck!!!
My name is 4N6/Forensics.
Editor, Emulator Coder, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
This game has embedded DEBUG mode hidden in the ROM. I am wondering if a run that activates it with a glitch and abuses it could be acceptable here. EDIT: More specifically, this may glitch the full asset of souls (aka. "100% souls").
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Fortranm
He/Him
Editor, Experienced player (780)
Joined: 10/19/2013
Posts: 1115
If it's an any% run, it should be accepted for sure.
Editor, Emulator Coder, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Fortranm wrote:
If it's an any% run, it should be accepted for sure.
It's "100% souls" and "100% items (including all equipments)" at Lv45, all in the memory-corrupting glitch and DEBUG process. My concern is about whether using the DEBUG menu would be considered "cheating" like using a PASSWORD. EDIT: Speed-wise, I don't know how fast this could be to be. The glitching part takes more than 1 minute, while the the time spent on the way to the final room could be "a few rooms" less than that in the current "any%". Weapon firepower would be stronger than ever, but the glitching process would change the game mode to "NO SOUL", which means neither Red Minotaur nor Skyfish can be abused. My estimation is such a run could be a few minutes faster than "100% souls" but somehow slower than "any%".
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Fortranm
He/Him
Editor, Experienced player (780)
Joined: 10/19/2013
Posts: 1115
[2749] GB Wario Land: Super Mario Land 3 "game end glitch" by McHazard in 01:31.15 Glitching into a normally unreachable debug menu is not cheating. Using it in a "all souls" run will make the category meaningless so its only place is in any% runs. If "such a run could be a few minutes faster than '100% souls'", it probably will be much slower than your any% run since the difference in time between these two runs is a little more than 10 minutes. BTW, have you tried this memory corruption glitch in Double Pack? HoD received lots of bug fixes in that release so it seems impossible to do memory corruption from HoD, but as far as I know, 0 HP suspend glitch still works in AoS. Edit:https://tcrf.net/Castlevania:_Aria_of_Sorrow#4531 So you can just activate the ending directly?
Editor, Emulator Coder, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Since the debug menu is glitched out, some features don't work at all, including "4531" options, which will freeze the game or just have no effects. "Staff Roll" works but it is just like the "Credits" feature in other games, which can be played but the games will not be considered "beaten" (in AoS nothing can be unlocked by viewing it). I haven't tried the glitch with the "2 in 1" versions.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Joined: 5/6/2016
Posts: 39
Since nobody here replied my post after these days I may have second thought about my very own project I got the real console+cartridge; The success rate of 0HP glitch on real console is lower than 1/1000 and I was sucked when they gave me a crash when I was about to leave menu screen after a free travel of a round. Sucks.
Editor, Emulator Coder, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Acedoubleguy1993 wrote:
Since nobody here replied my post after these days I may have second thought about my very own project I got the real console+cartridge; The success rate of 0HP glitch on real console is lower than 1/1000 and I was sucked when they gave me a crash when I was about to leave menu screen after a free travel of a round. Sucks.
Sorry I didn't see your previous post. It's said that such glitching is dangerous to real hardware. It seems to me that you will always get crashed when exiting the menu screen if you have corrupted the info of the current room.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Joined: 5/6/2016
Posts: 39
DEBUG VRAM crash Test on real console finished. It just crashed... the same as an ordinary black screen crash... All the crazy stuff on PSP, Glitched numbers, PSP system crashed, memory stick broken, was caused by GPSP emulator (No obvious connection to the setting of VRAM HIT TEST itself) I tested DEBUG menu on a different GBA flash cart with ROM patched with a special IPS patch which I got it years ago on an abandoned land. And then all the miracle appears... Anyway, the nightmare troubled my mind these years was cured. My life is complete! Though no obvious connection about your TAS project, I'm here to thank you all with respect.
VB
Any
Joined: 7/10/2017
Posts: 2
Link to video Hey all. This glitch was found recently by RTA runner/glitch hunter 404error. It's been dubbed "double control" and more details can be found in the description of the video I linked. This glitch has many advantages and many setbacks but I feel as if it should be considered for use in future all souls TASes due to one gigantic advantage. This glitch allows you to move during soul drop animations. This would save a massive amount of time in an all souls tas. When moving during a soul or level up animation you can bypass loading zones (similar to the 0HP glitch). This allows you to get stuck in walls, providing a new and easier way to zip. Here's an example of that which I personally found: Link to video The biggest downside of this glitch is it prevents you from bat zipping off of walls in the traditional manner, however due to the massive timesave from essentially skipping all the soul animations I believe this glitch should at least be considered for future all souls TASes. Thanks, VB[/video]