Patashu
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Joined: 10/2/2005
Posts: 4045
New RTA WR, big improvement: https://www.twitch.tv/videos/267448690
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
Headshot
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Player (121)
Joined: 2/25/2017
Posts: 13
Huge news: I've just completed the TAS! The final time is vastly different to what I expected even without lag clips, so I'm not going to spoil it. It will be streamed live at https://www.twitch.tv/grav on July 21 at 8PM EST. Don't miss it! I will also submit this TAS some time after the stream. I don't know if this run not having lag clips will invalidate it from being publishable, especially because some levels are significantly slower than RTA, but it's so far ahead of the fastest RTA that it should at least be considered. Regardless, I will respect whatever decision will be made, whether or not it is published. I do plan on making a new TAS with lag clips once these emulation issues are solved and lag clips are better understood.
Patashu
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Joined: 10/2/2005
Posts: 4045
If it’s entertaining enough for moons you can just submit it under the ‘no lag clips’ category, lol
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
Active player (466)
Joined: 3/30/2012
Posts: 405
There are TASes that don't take advantage of time-saving glitches. That shouldn't be any problem with publication as long as the run is good.
Dimon12321
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Editor, Reviewer, Experienced player (597)
Joined: 4/5/2014
Posts: 1227
Location: Romania
Headshot wrote:
Huge news: I've just completed the TAS! Regardless, I will respect whatever decision will be made, whether or not it is published. I do plan on making a new TAS with lag clips once these emulation issues are solved and lag clips are better understood.
I'm on the 7th heaven now! Great news!
TASing is like making a film: only the best takes are shown in the final movie.
Headshot
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Player (121)
Joined: 2/25/2017
Posts: 13
So yesterday, I made a huge discovery: In MAP30, The Lair, there's a set of dummy sectors just outside the starting area, and inside one of them, there's a usable line that when used, directly takes you to the end of the game. Miraculously, you're able to use this line even without any assistance from lag clips, so it's now possible to beat the game much earlier by using this line in this level. https://www.youtube.com/watch?v=34--yKSmEyQ For now, I won't be making another TAS that uses this until better emulation is a thing. When/if that eventually does happen, I'm thinking of treating this exit as a separate category since it cuts out a large portion of the game that you otherwise wouldn't be able to see. This isn't exactly a game end glitch either, as while it is unintended to beat the game this way, the fact that the game ends is a result of intended game mechanics and not memory manipulation. A brief explanation of what is happening: This game handles secret exits differently than Doom 1 or 2. Instead of the secret exit taking you to MAP31 by default, they made it so that the secret exit trigger will take you to the number of the map of which the line is tagged. For example, a secret exit line that has a tag of 28 will take you to MAP28. If the tag doesn't correspond to a level that exists in the game, however, it takes you to the ending sequence. In this case, the secret exit line has a tag of 70. Since MAP70 doesn't exist, it takes you to the end of the game instead. This is exactly how the game takes you to the end after The Absolution, which is why I know this is the result of intended game mechanics.
Alyosha
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Editor, Emulator Coder, Expert player (3827)
Joined: 11/30/2014
Posts: 2834
Location: US
HA! Now that is unexpected, nice find!