Challenger
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Posts: 1065
Finished! 1388 frames faster: http://dehacked.2y.net/microstorage.php/info/49729919/grincevent%2Cchallenger-pacifist-castlevania-full.bk2 Really every boss could be improved, and I did it! This run wasn't too hard to TAS, and I was working along with some other games. Before submitting, I still need to check this game carefully to not fail again (like I did with any% run). And I intend to submit still this month. Please wait. I'll also contact Morrison for some help.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Active player (309)
Joined: 8/21/2012
Posts: 429
Location: France
Challenger wrote:
Finished! 1388 frames faster: http://dehacked.2y.net/microstorage.php/info/49729919/grincevent%2Cchallenger-pacifist-castlevania-full.bk2 Really every boss could be improved, and I did it! This run wasn't too hard to TAS, and I was working along with some other games. Before submitting, I still need to check this game carefully to not fail again (like I did with any% run). And I intend to submit still this month. Please wait. I'll also contact Morrison for some help.
Congrats! And I didn't really have doubts that you would destroy the bosses compared to the old TAS. I was more surprised by all the little (and big) things you did in the levels themselves. I agree that the category isn't too hard to TAS, it removes a lot of options like managing hearts and subweapons. Less options, less choices, so you can more easily explore the fewer possibilities that are left. As a new TASer at the time, I still think that the game + category was a lucky combination; as said, it's not too hard, and on top of it, it makes for a fun movie to watch. It even is a run that is TAS only, as far as I know (please someone tell me if I'm wrong, I'd love to see people pull it off in real time). One thing i did note is that you didn't pose or anything after grabbing the orbs at the end of each level. If that's on purpose, no problem, and if not, I just want to be sure it's not something you forgot to do ^^. I think it can be changed easily (if you plan to change it) anyway when you're going to check the movie before submitting.
Challenger
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Grincevent wrote:
It even is a run that is TAS only, as far as I know (please someone tell me if I'm wrong, I'd love to see people pull it off in real time).
I don't know, although not breaking candle walls can be a problem during both dracula phases: For a lot of positions, most of them requires frame perfect.
Grincevent wrote:
One thing i did note is that you didn't pose or anything after grabbing the orbs at the end of each level. If that's on purpose, no problem, and if not, I just want to be sure it's not something you forgot to do ^^. I think it can be changed easily (if you plan to change it) anyway when you're going to check the movie before submitting.
I'll also plan to put this. Hope if doesn't affect the skeletons.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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Oh, this was a great watch. I'm really looking forward to the new submission now.
Challenger
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Posts: 1065
Nearly 2 weeks have passed... Well, until now I had improved the last boss for 206 frames, and working along with some games. A week ago, my PC suffered a problem, was formatted, but sadly I can't acess these 2xxx BizHawk versions (I'm on 32-bit instead). I'll try to finish this run on a 64-bit notebook if possible. Hopefully I'll submit on the next week.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
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Posts: 1065
Another update: I managed to minimize the pauses of stage 6, removed more 2 lag frames on the first room of stage 13 (after damage boost), and improved Death and Dracula (phase 2) again! Probably there's only one or two things to still test. Otherwise, it's done. I'll submit on a day or two.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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Joined: 8/21/2012
Posts: 429
Location: France
Challenger wrote:
Another update: I managed to minimize the pauses of stage 6, removed more 2 lag frames on the first room of stage 13 (after damage boost), and improved Death and Dracula (phase 2) again! Probably there's only one or two things to still test. Otherwise, it's done. I'll submit on a day or two.
I can't wait! Well, no, that's not true, I can wait. Because taking all the time you need to test and finish the run is what matters, no need to rush ^^.
Challenger
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Grincevent wrote:
Because taking all the time you need to test and finish the run is what matters, no need to rush ^^.
Actually because this is the end of the year, with less than 2 weeks to start 2019. Well, I fixed some things, including stage 09, at the cost with more pausing to get a good pattern from the mummies. Also I decided to ignore that moving platform of stage 10 since I don't have much knownledge with certain things. Submitted: http://tasvideos.org/6200S.html
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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I really don't know if there is something that can be done with the moving platforms. If, for example, using the pause to make them move one or two pixels more could work, it would not even be profitable I think, because pausing loses some frames anyway. I can't think of any other way to manipulate them. And I've never bothered with framerules in the first TAS so I don't know them well, is the next one at the door after the hunchback-dropping birds?
Challenger
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Posts: 1065
Grincevent wrote:
And I've never bothered with framerules in the first TAS so I don't know them well, is the next one at the door after the hunchback-dropping birds?
If you are referring the stage 11, I could break the framerule with one less turnaround if weren't one of the birds or hunchbacks on the way.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Active player (309)
Joined: 8/21/2012
Posts: 429
Location: France
Challenger wrote:
Grincevent wrote:
And I've never bothered with framerules in the first TAS so I don't know them well, is the next one at the door after the hunchback-dropping birds?
If you are referring the stage 11, I could break the framerule with one less turnaround if weren't one of the birds or hunchbacks on the way.
In fact I was thinking about the moving platforms AND that framerule. I've said that I don't know much about where the framerules are, so if there is no framerule applied between the underground section and the part with the hunchbacks, and if an improvement exists with the moving platforms, it could gain a framerule at that door.
Challenger
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Posts: 1065
Grincevent wrote:
In fact I was thinking about the moving platforms AND that framerule. I've said that I don't know much about where the framerules are, so if there is no framerule applied between the underground section and the part with the hunchbacks, and if an improvement exists with the moving platforms, it could gain a framerule at that door.
Framerule only works on rooms which has a door, and with those crushers of stage 06, no matter as soon as you start a room.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Fortranm
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Joined: 10/19/2013
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Is anyone interested in making a 2nd loop run? One good choice is to do a run that includes both loops on VS Castlevania since there are more differences between the loops on version. Another good choice is to do a run on GBA Classic NES Castlevania so that it is possible to start at the second loop via SRAM and uses the save function to skip a cutscene (to save about 3 frames in total, as shown in my old WIP: http://tasvideos.org/userfiles/info/41991410458796399). Surprisingly, that old WIP still syncs on Bizhawk 2.3.1. Link to video
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Location: Sweden
Kudos, to you guys! I know very well how frustratingly painful it is to play this game; my empathy for you has move up a notch, when I realize how easy it is to create teams in the game. Holy Moly!! -nothing that I reflected on before. Is there any way to use the stopwatch more often? 'did a test run on this game. 'managed the boss Medusa with the stopwatch, and the whip. What do you think? I will return. http://tasvideos.org/userfiles/info/63243739694891953 Moderator edit: I moved your post here. Please use the main game thread for discussing new research. — moozooh
Post subject: Crouch Scrollling Glitch?
Joined: 9/7/2019
Posts: 10
By alternating between right and down-right (or left and down-left) every other frame, you can glitch out the level layout. I'm not sure why this happens, but I haven't seen this documented anywhere else. https://youtu.be/kqbjqsGPARc
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InfoManiac742 wrote:
By alternating between right and down-right (or left and down-left) every other frame, you can glitch out the level layout. I'm not sure why this happens, but I haven't seen this documented anywhere else. https://youtu.be/kqbjqsGPARc
Wow, this is a really cool find! From what I can see, it only works on the PRG0 version both versions work of the game, and prevents the game from loading new tiles when scrolling. I hope it has some applications somewhere. /Edit: Yes! It's also possible to partially load columns by only doing it on certain frames and walking on others. Nametable view helps a lot. This one is probably slower than just doing a damage boost though. I also confirmed stair glitching to work, but no usable applications have been found for it yet. Yehp, we in there. More: The last one requires some fidgeting around with the scroll to get the right tiles, all while being pestered by harpies and fleamen. Safe to say, this game just got busted wide open. Tomorrow I'll investigate the stair glitch in more depth.
Post subject: Re: Crouch Scrollling Glitch?
Joined: 9/7/2019
Posts: 10
scrimpeh wrote:
InfoManiac742 wrote:
By alternating between right and down-right (or left and down-left) every other frame, you can glitch out the level layout. I'm not sure why this happens, but I haven't seen this documented anywhere else. https://youtu.be/kqbjqsGPARc
Wow, this is a really cool find! From what I can see, it only works on the PRG0 version of the game, and prevents the game from loading new tiles when scrolling. I hope it has some applications somewhere.
I got walkable tiles to appear at one point, but I wasn't recording a movie file. Also, it looks like this only works when the down-right inputs are on even-numbered frames (according to BizHawk, at least).
Challenger
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Very impressive find! Never expected to see an improvement for this game :)
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Samsara
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Senior Judge, Site Admin, Expert player (2241)
Joined: 11/13/2006
Posts: 2822
Location: Northern California
Link to video No despawning Drac, unfortunately. This would likely be the same with any other ground-based boss, but it might be worth checking just in case. EDIT: No despawning any boss. Mummies and Creature just float on top of pits:
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Alyosha
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Incredible that such a major glitch is only now being discovered. Great find.
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And we got a stair glitch. Link to video Only very few seem to be really be useful. Most just lead you to another room with a glitched camera position where no stairs work. Others lead to glitched worlds entirely. I've had both freezes and resets to stage 1 (PRG0).
Fortranm
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scrimpeh wrote:
From what I can see, it only works on the PRG0 version both versions work of the game
The glitch also turns out to be working on the FDS version, VS Castlevania, and the GBA port. The GBA port especially deserves to be looked into since it allows manual saving. I'm guessing that if you get into a glitched room or a dead end but the stage number increases to that of the first part of the next level, there might be a chance that you can save the game and reload to actually enter it. Found some useful addresses for the GBA version: 0x7228(IWRAM) - stage number 0x722B(IWRAM) - loop number 0x0017(SRAM) - displayed stage number in the save file 0x0117(SRAM) - displayed stage number in the save file backup? As a side note, the displayed stage number will max out at 99, and saving after that point will only keep you at Stage 99, aka Stage 4 (the first part of Level 2) of the 6th loop. Edit: Screenshots for each platform: FDS VS GBA
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scrimpeh wrote:
And we got a stair glitch. Only very few seem to be really be useful. Most just lead you to another room with a glitched camera position where no stairs work. Others lead to glitched worlds entirely. I've had both freezes and resets to stage 1 (PRG0).
Great work! It looks like it works here because this room is directly above the other room, and has connecting stairs elsewhere between them. So essentially still entering the same room, just at a different point.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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It's impressive to find something so big on a game that old (and well known).
Joined: 5/2/2015
Posts: 140
I don't know if this is known, but GameGlitchGuy had a video of some glitches and there is a stair glitch in the FDS version he was doing, no clue if it's also useful, this new stuff just reminded me. https://www.youtube.com/watch?v=nJYESJPcG1s