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Editor, Skilled player (1337)
Joined: 1/31/2010
Posts: 330
Location: France
On places where there is a box above Crash (like for example at the beginning of the level), wouldn't it be faster to slide jump instead of slide spin, since you would be able to slide again as soon as you hit the ground ? Because when you jump, it cancels the 22 frames delay until the next spin.
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
I just checked. You're right! Thanks for the tip, you'll take credit for this ;) (edit: not quite, but I'll still give you credit if I happen to be able to exploit this in next levels) I also have a quick new: I discovered a bug about spin also underwater. This will allow to create a faster combo, just give me some time to test various combinations. Edit: Confirmed. Here is the new graph: Edit2: Important update. I just figured that average speed values can't be trusted if you don't divide them by the amount of frames elapsed. Tomorrow I will post the new values for the graphs and update my script. Stay tuned. I should have researched more before saying that. Edit3: What made me doubt about the my past analysis, was the introduction of the trick suggested by lapogne36, which initially looked useful to me, but actually made the run slower. My error was not making average speed comparisons relative to the different resulting contexts. In the end I found no valid opportunities to effectively use it during level 1, but it may still come handy in the next levels.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
News time. Here is my updated script:
Language: lua

player_x_addr = 0x010A14 player_y_addr = 0x010A18 frames_amount = 0 player_x = 0 player_x_old = 0 speed_x_average = 0 player_y = 0 player_y_old = 0 speed_y_average = 0 x = {} y = {} if memory.usememorydomain("EWRAM") then player_x = memory.read_u32_le(player_x_addr) player_y = memory.read_u32_le(player_y_addr) console.log("Starting script at frame: " .. emu.framecount() .. " with X: " .. player_x .. ", Y: " .. player_y) emu.frameadvance() while true do player_x_old = player_x player_x = memory.read_u32_le(player_x_addr) player_y_old = player_y player_y = memory.read_u32_le(player_y_addr) frames_amount = frames_amount + 1 speed_x_average = ( ( speed_x_average * ( frames_amount - 1 ) ) +player_x -player_x_old ) / frames_amount speed_y_average = ( ( speed_y_average * ( frames_amount - 1 ) ) +player_y -player_y_old ) / frames_amount for i=25, 1, -1 do x[i]=x[i-1] y[i]=y[i-1] gui.pixelText(0, 0+i*6, x[i]) gui.pixelText(175, 0+i*6, y[i]) end x[0] = speed_x_average y[0] = speed_y_average gui.pixelText(0, 0, x[0]) gui.pixelText(175, 0, y[0]) emu.frameadvance() end else console.log("Error: failed to set EWRAM memory domain") end
This is what you get: The X values are on left the Y values on the right. The values will scroll down on every frame. Minor news: I updated the graph on my precedent post. I think it is way more simple and useful like this. I also have to note that I was unable to trigger the Spin bug when swimming vertically... Well, that's all for now.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Post subject: Level 2 complete
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
Link to video Forget everything you know about horizontal swimming. Press B 2 frames before Crash's angle gets perfectly horizontal and... Surprise! By cycling this as fast as possible, I managed to get an average speed of 826. Also, I've discovered that you can touch the boxes' edge in order to gain speed for a moment, just like in ground levels. But underwater, depending of the case, this may make you lose speed instead. Here is the movie file: http://tasvideos.org/userfiles/download/35169315409344032
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Amazing job so far ! Keep it up !
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
Level 3 complete. Movie file: http://tasvideos.org/userfiles/download/35207173251842538 Encode coming very soon. Edit: here is the encode: Link to video and a glitch I discovered: http://imgur.com/4G6AY43 Edit2: I tried to use the above mentioned glitch to save time after jumping on the bird, as suggested by Warepire, and it worked. The problem is that I was forced to wait for the last level platform to move, and lose all the frames gained. Tough I was unable to solve the problem, maybe a way exists, I really don't know; if you want to try, you can work on this movie file: http://dehacked.2y.net/microstorage.php/get/1301354096/Crash%20Bandicoot%20-%20The%20Huge%20Adventure%20%28USA%29_level%203%20incomplete%20improvement.bk2 Good luck.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
Warp Room 1 complete. Movie file: http://tasvideos.org/userfiles/download/35339449030133290 I decided to not save Aku Aku masks because it would make waste too many frames after hitting Dingodile for the third time. Still, I was forced to hit Dingodile without getting hit myself once, and this forced me to waste 2 frames. I tried a lot to, but I found no ways to avoid this. Having some hitboxes script could bring to a solution. Lastly, note that at some point I started filling the waiting times with gargabe, because I got very bored at some point. Feel free to implement some better stuff if you want, just be sure you don't waste any frame. Full warp room Youtube encode coming soon.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
Pretty sure that's a visual glitch cause by the core towards the end of Level 1... not to sure since I don't have my copy of the game on hand anymore. mutes speakers on level 2 Yup. Pretty solid. I'm glad that you did take my advice that I gave you on IRC for all the minor issues that you had in the levels that needed it. I'm very happy that you did go with what I wrote about damage abusing on Dingodile instead of outright avoiding the abuse. Just not entertaining from my point of view. Which is sad. So far so solid. Keep it up for Warp 2!
WebNations/Sabih wrote:
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Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
Spikestuff: I just wanted to try all the possible routes. Btw, thanks for the help so far. Warepire: I'm sorry to tell you that in the end I only saved 7 more frames on level 3, and still wasn't enough to reach the last moving platform early. Here is the new incomplete movie file, if someone wants to try to do better: http://dehacked.2y.net/microstorage.php/get/613842485/Crash%20Bandicoot%20-%20The%20Huge%20Adventure%20%28USA%29_level%203%20incomplete%20improvement_%232.bk2 And as promised, here is the full Warp Room 1 encode on Youtube: Link to video Minor new: I decided to change video naming of my streaming encodes, in order to avoid numeration inconsistences.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Post subject: level 6 encode
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Post subject: How do I do this again?
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
Lua update for Crash Huge Adventure: Crash HA lua - 2.11b (3.64 kb) - BizHawk Issues:
    None
Maintenance: Based off this version of the Hawk scripted modified by Dica: http://tasvideos.org/userfiles/info/21888782487052199 Text used to appear as Black, instead of the given colour due to newer versions of Hawk. This is now corrected for future versions of Hawk.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
Spikestuff wrote:
Lua update for Crash Huge Adventure: Crash HA lua - 2.11b (3.64 kb) - BizHawk
I'm sorry but I feel more comfortable with my minimalist lua script and addresses watch file. My script has no support for bonus levels, sky levels, and Polar zones, but if anyone says to want to use it, then I'll implement these things in it. By the way, now with news about the actual run: here is the download link for my new WIP movie file: http://tasvideos.org/userfiles/download/37614401738034169 And a pretty encode: Link to video
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
ThunderAxe31 wrote:
My script has no support for bonus levels, sky levels, and Polar zones.
And boss values. Actually, stuff it. While I'm here. Lua update for Crash Huge Adventure: Crash HA lua - 2.13 (3.65 kb) - BizHawk Issues:
    ¯\_(ツ)_/¯
Changed:
    Dica carried the 1 on the Bonus levels by the looks of things, so all Bonus levels have been corrected. (v2.12) Warepire's name is re-addded back in, as his resources are in play (this is more of a maintenance thing) (v2.12) Timer borked on flight levels, due to spinning. Corrected this mistake. (v2.12b) Polar sections were displaying stats when it shouldn't. Now disabled/hidden. (v2.13) Dingodile has new shit. Kinda beta. Kinda not. Can he bit hit NO/SOON/NOW? Please Note that "SOON" pretty much means "now". Due to the length of Crash's spin being fairly long. There is a timer related data to Dingodile which might help a bit, but don't hold your breath. (v2.13) Added "Tiny" jack crap in there for now and serves as a template. (v2.13) Maintenance on N.Gin. (v2.13)
Lua update for Crash Huge Adventure Crash HA speedhud lua - Spiked (2.25 kb) - BizHawk Added:
    Bonus Levels As well as the area checker. The use is not as clean as the full script, so don't cry about it.
Doesn't Add:
    Anything that's in the full lua script as the author will end up splicing the code in.
So w/e enjoy your scrolling stuff. Edit: v2.12b is out. There shouldn't be anymore borked values anymore. Edit2: v2.13 is out. There was a borked value. I dicked around with pixelText, so there can be a version of that if anyone wants that without issue. Cleaned up and everything's ready.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
CDRomatron
He/Him
Joined: 3/28/2017
Posts: 7
Location: Scotland
Hey guys, recently made a finding in N-Tranced which might be something you guys would be interested in (I run this game, don't really know too much about TASing). In 'Island Intro' (the tutorial level), just before the cutscene near the checkpoint, the camera locks into place. The camera can be moved about by pausing and unpausing the game, and it will move near crash and lock both horizontally and vertically. For the most part, walking off to the right will cause the cutscene to play. However, if you bring the camera near the cliff where you need to double jump to get up, the cutscene won't play by walking off to the right. Furthermore, all of the obstacles will not spawn off-screen, such as boxes, and the tutorials. This means we can just slide-spin the entire level (as long as you remember to jump over the two pits). I haven't played around with this too much, but as far as I can tell, you need to pause-unpause three times to move the camera far enough that the cutscene won't play and once at the end to load the portal to end the level. It might be faster than doing the level normally, but not by much. Since you need to skip the cutscene when doing the level normally, you're essentially pausing the game a net number of three times. tl;dr would you get rid of all obstacles in Island Intro at the cost of pausing three times? Sorry I don't know too much about this, haven't had much time to play around with it, but I'll be happy to answer any questions you guys have. Here's a link to my video showing it off with Spikestuff and Warepire's overlay: https://www.youtube.com/watch?v=MWE2-P3Cyqk And here's it working on console: https://www.youtube.com/watch?v=Rp6ewi-jsTA
Speedrunner who finds something cool once every couple years I guess?
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
Thanks for the segnalation. I did a preliminary test, and the trick already turned out to be useless. I've created two same movie files, with the only difference that one does use the cutscene trick you showed, while the other not. Both movie end when Crash reaches the rock wall. GBA Crash 2 NO level 1 cutscene skip test GBA Crash 2 level 1 cutscene skip test As you can see, even tough I managed to skip the cutscene by opening the pause screen only twice, it ended up 23 frames slower compared to the regular movie. From my experience on TASing Huge Adventure so far, I can tell that this downtime is too much compared to what you save by preventing the boxes and the tutorial tips from spawning. Edit: I also forgot to mention the fact that you need to pause a third time in order to spawn the Crystal and the exit portal. It's still an interesting find, maybe someday we will find this glitch useful in other ways.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
CDRomatron
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Joined: 3/28/2017
Posts: 7
Location: Scotland
Thanks for taking the time to test this ThunderAxe! Shame that it isn't of any use, but oh well :)
Speedrunner who finds something cool once every couple years I guess?
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
I hate this game Crash N-Tranced: Crash N-Tranced lua - 1.0 (3.00 kb) - BizHawk Issues:
    > Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. Ha. > Doesn't Have Atlas Values > Each Atlas level has their own timer. However they all reset when falling down. > I don't have the value for when you get a power-up. So I've done a dirty method of hiding Spin/Slide Time once you get to Crunch onwards. Going to prior shows the values running. (In the end it'll be nice to have both trigger off when the requirements of getting rid of them are gone. > Doesn't care for hiding/readjusting when entering a boss. Even though it's simple to adjust. > Doesn't account for pausing in Wakeboard which destroys the timer value as that's going through a checker and not a "which level" (simple fix).
Added/Changed:
    > It's running from nothing, in Hawk instead of lovely VirtualBoyAdvance.
Note: Because I'm using hiding when getting to Crunch you don't have to look for the broken versions for Spin/Slide Times in later levels on Level 6 is using it.
WebNations/Sabih wrote:
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Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
Warp room 3 complete. Link to video About the zip I discovered: I found another entry point, but once entered out of bounds I can't get back in. Here is a movie starting from savestate that shows it: http://tasvideos.org/userfiles/download/38000241030204825 Note: also features neat box tech, which will get useful for the 101% run.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
Just incase you didn't read it / missed it / other.
<Spikestuff_> ThunderAxe31: Also improvement of the day: Damage abuse on the TNT stack in 10.
<Spikestuff_> ThunderAxe31: You'll have to grab Mask 1/2 elsewhere but it's worth the abuse there.
It's better to save 3 seconds there in comparison to losing like a few frames gather another mask. Keep it up tho. Edit: Apparently even though useful, it's useless in this situation.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Having worked a little bit on this game, I'm really impressed with what you've done. However I second what Spikestuff said, it seems you can damage through and get a mask later on to save a few seconds. Haven't tried though. Hopefully the next levels are easily hexeditable. Keep up the great work !
Editor, Reviewer, Skilled player (1358)
Joined: 9/12/2016
Posts: 1646
Location: Italy
Lil_Gecko wrote:
However I second what Spikestuff said, it seems you can damage through and get a mask later on to save a few seconds. Haven't tried though.
I've tried hard, but it turned out to be useful only for RTA. In my TAS WIP, I arrive so early to the TNT stack that that moving platform is still too high to be jumped on right away, so in the end you lose the saved time anyway. By the way, from my tests I managed to save 2 frames by abusing damage there because of less lag, but is still far too little compared to the time wasted to get that mask again.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Lil_Gecko
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Player (98)
Joined: 4/7/2011
Posts: 520
Oh that's a shame. Good luck with the rest of the run !
CDRomatron
He/Him
Joined: 3/28/2017
Posts: 7
Location: Scotland
So, I don't see this being particularly helpful as far as the TAS for N-Tranced is concerned, but definitely something that I feel is worth noting. So, very recently, someone started running N-Tranced RTA and I knew something felt off. There was a box that wasn't there normally. It seems like the version of N-Tranced that was released as part of "Crash & Spyro Super Pack 1" has differences to the regular version. I made a video quickly showing off the box that does not appear in the normal version and interactions with the box (2nd Volcano level) https://www.youtube.com/watch?v=4lNQxIOGurk It has also been noted that the hint/tutorial thing at the start of the first atlus ball level is also missing. I played through the game until "Rocks can roll", and was not able to observe any changes other than what I have already noted. However, there may be parts of the game that I cannot tell by simply looking (i.e. is the character speed different? are there glitches that do not exist on the regular cart?). This also means VV was willing to change parts of the game for the multicart version. This is a list of all the multicarts that I can find that may be affected similarly: -Crash & Spyro SuperPack Vol 1 (N-Tranced & Season of Ice) -Crash & Spyro SuperPack Vol 2 (CNK & Season of Fire) -Crash & Spyro SuperPack Vol 3 (Fusion & Fusion/Purple & Orange) -Crash SuperPack (N-Tranced & CNK) I've yet to play around with the Crash SuperPack version of N-Tranced, but I'd guess it would be similar to the crash & spyro port. I'm not too familiar with how the TAS community feels about official multicarts like this, but I felt it was definitely worth mentioning. EDIT: Upon further reading, the packs I have described above are the PAL SuperPack carts. NTSC-U regions seem to have gotten a separate super pack, one which has the same game as volume 3, one that has the same games as the crash superpack, and one that has both Huge Adventure and Season of Ice. EDIT 2: It seems the differences present in PAL Superpack Vol 1 N-Tranced are the same differences present in the J version of N-Tranced. The same may be true for the other games contained in these packs.[/b]
Speedrunner who finds something cool once every couple years I guess?
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