1 2
13 14 15 16 17
Challenger
He/Him
Skilled player (1689)
Joined: 2/23/2016
Posts: 1061
I DID IT!!! I finally found a way to use that faster level 4 warp without ruining "X minutes left" so much: Link to video I'll continue testing ;) EDIT: Here's my most recent progress: http://tasvideos.org/userfiles/info/71470907155688625 The new warp will be added later. And meanwhile, this movie file includes some new timesavers: - A double standing jump isn't necessary anymore to get GT1 sprite. - On Level 18, after pressing exit switch and returning to the previous room, I saved 4 frames with a new strategy I didn't consider before. - Added that new trick found recently (clip). EDIT 2: That gate must be completely closed so that warp will work. And... I really hate that clock message.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Joined: 12/26/2018
Posts: 274
wow. How have I not thought of that yet. Lol. I've jumped into every other rubble spot in the game, except there. It seems every position of the Prince can affect the warp differently. So maybe you can go back through the gate, and do a running jump under the closed gate, and see if that fixes the clock bug. Or perhaps standing jumps back and forth. If the spacing is right, you can run through without jumping. I wonder if Game Genie Route can use this Warp-4 strategy. :O ------ Also, don't forget about the possible slight improvement on level 16 boss, by hitting select later, or by trying the double-crouch technique for a deeper jump into boss territory. That new strategy on Level 18 will be safer for humans, and more consistent. The original strategy of hitting "down" to stop at the ledge is risky, because too soon can make you miss the climb, and too late can make you lose time or fall. This new test clocks it at roughly 8:06.748 by RTA counting. Once the new Warp-4 setup is added, I think it will be enough to break 8 minutes, even with the extra lag; assuming it does not negatively affect Warp-16 viability. ------ Question: why did you press A to hold the ledge at the Warp-16 drop on Level 5? Is it necessary to manipulate the timing because of the changes in the setup? With the previous setup, I have not needed to manipulate the timing of that climb-down, and just let the Prince fall as soon as he finishes the climbing animation. (No button presses after Down.)
Challenger
He/Him
Skilled player (1689)
Joined: 2/23/2016
Posts: 1061
I'll try that possible Level 16 timesaver (even with much lag) during this update.
Akuma wrote:
Question: why did you press A to hold the ledge at the Warp-16 drop on Level 5? Is it necessary to manipulate the timing because of the changes in the setup? With the previous setup, I have not needed to manipulate the timing of that climb-down, and just let the Prince fall as soon as he finishes the climbing animation. (No button presses after Down.)
This fixes clock bug. At least with GT1 sprite I've tested for now.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Joined: 12/26/2018
Posts: 274
Hmmm, maybe this is why we were messing up GT1 setup when playing without TAS. I noticed the TAS turns left very late, to grab ledge before single-up to initiate Warp-Zero. I had been holding left very early to make sure I didn't miss the turn when the loose panel is falling. I'll try some more. Every detail counts!
Joined: 12/26/2018
Posts: 274
I did the wall clips on either side of Boss Room on Level 19. It's pretty funny, but nothing useful. After you finish Boss Fight, and fall down to the next room, you can clip through the wall by the button, and clip back into the Boss Room to fight all the Bosses again. Inside Boss Room, you can clip out of the room on either side. But in both cases, thick walls prevent going anywhere, so you just get bumped back into the Boss Room. The funny thing is, if you clip to the Left, you can see the next room, then when you come back to the Boss Room, whoever was there before disappears, and Jaffar summons the Guard. (The Battle starts over.) Whereas, if you clip to the Right, you will see the previous hallway, then come back and the Jaffar Intro plays again, and you must wait. Meanwhile, the most recent Boss will be there also waiting, and when the Intro finishes, Jaffar sends him away, and Summons the Guard again. (The Battle starts over.) With good timing, you can Kill the previous Boss & Guard within the span of a couple of animations, and it sounds pretty funny. Also, if you clip at the correct time, you can see Strobes in the Next Room (White or Yellow). Very cool seeing the Next Room lit up with Yellow Strobes. Also, if you get the timing right during the Yellow Strobes, you can clip out of the room, and back into the Battle Room just in time to fall; so in the span of a few animations, you're in Battle, Next, Battle, Next. ---------- I also did a funny Level Zero^2 setup where the Prince turns Blue (slow fall bottle), and runs in place until you jump through a wall. I never realized this before, but in Zero^2, every Prince Sprite configuration has partial gate skipping abilities, as he can step through closed gates from left to right. The setup also creates brilliant rainbow sparkles video corruption for blind level zero^2. I made a video. Maybe I'll upload it for fun. ------ I did the warp-4 from hole #4 several times as we've been talking about. With the gate closed, I did a running jump into the room with the rubble from a couple of different measurements. I also tried "up" jump, and u-turn. But every position seems to be getting the clock bug. Also getting warp-4 with the clock bug for non-GT1 sprites, like the warp-6 sprite (the one you get in Level Zero). I think the only way to fix it will be to try something different in one of the previous steps in the setup. Something needs to change to get a different result. Otherwise, the clock bug lag may cost more time than the old route to the far warp-4 room. (You would also lose time with an Exit at the beginning of level 5 to reset the clock, before attempting the Warp-16 glitch.)
Joined: 12/26/2018
Posts: 274
I went ahead and uploaded this new Level Zero^2 video for fun. Maybe it'll give you some more ideas. I don't think it'll help with the GT1 setup though. Link to video
Post subject: The research never ends
Challenger
He/Him
Skilled player (1689)
Joined: 2/23/2016
Posts: 1061
Wow this is interesting. And the setup can be affected if you exit the level before screen transition or after (aka the room with that guard). I managed another GT1 setup: http://tasvideos.org/userfiles/info/71523416857477878 EDIT: OH MY!!! I managed to get Gate Thief sprite during this 2nd visit: Link to video This glitch can result on different effects, depending of your position and action. Getting GT sprite in this requires certain position and caution, because you must press select on the right timming - last animation before he turns Blue (as shown on the video) - otherwise, he will die as soon as you enter Level 1 (again). EDIT 2: Actually there are two ways: 1 - Exiting at the last animation before he turns Blue. 2 - Wait a bit and when he is about to disappear from sight, exit this stage. (this one is easier)
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Joined: 12/26/2018
Posts: 274
wow, so that youtube video was Level Zero & Level Zero^2. the U-turn merged the split position and grabbed the ledge, so that must be slightly faster than stepping across. The next Single-Up then, performed in Level Zero, warped to Level Zero^2. If you let the guard kill you, and continue this setup, you may be able to do the rest of the setup without video corruption, and this will show you what is Zero or Zero^2. Zero^2 will have the ghost cloud rubble staying on-screen while you are there in the 2nd room. Anyway, once inside Level Zero^2, you are jumping directly into the rubble for instantaneous glitch access. This is the rubble that is normally only accessed from the first room, when you are jumping into the hole, and pausing to exit before coming into this 2nd room. This 2nd room has a weird property where the rubble clouds do not immediately activate, so you have a few seconds to get away from the rubble on the lower level, while climbing up to the mid and high levels. By the time you get up there, both rubble clouds are active. If you had turned and gone back down, the lower rubble would also trigger some glitch; usually an instant warp to Zero^3 with split position, and wrong room visuals (sometimes caves, or exit door room). -- you can't see this stuff unless you clear the video corruption by letting the guard kill you at the beginning of the setup, as I mentioned. -------------- So this new Zero^2 setup for GT1 took 50.566 seconds (from first frame of level 1 until first frame with GT1 on-screen). That'll be faster when segment #1 is cleaned up. The previous best setup (using the hole in the 5th room) was about 60.95 seconds, so this is a solid 10 second improvement. Now we just have to confirm Level 1 lag for GT1, level 4 lag, and level 16/17 lag; as well as whether or not this setup will allow for a clean 16. When we jumped into the Guard Room with the FGT setup, it seemed to always produce a Clock Bug in level 16. Assuming everything checks out, this may be the key to a sub-8!!!!!!!!! ---------- The alternate setup allowed for clean 16, so that may be a good sign. Of course it'll be too slow, but it seems it was an important step in leading to the discovery of the 50 second setup. --------- The instructions on pausing before the Prince turns blue, or pausing before he disappears sounds extremely similar to the instructions I told you when acquiring GT3. haha! This 2nd room is full of magic. :)
Post subject: Big update
Challenger
He/Him
Skilled player (1689)
Joined: 2/23/2016
Posts: 1061
Well, when you posted about a faster GT#3 a month ago, I discovered a much faster setup sprite, but I didn't post it until now because this one has some problems: - First of all, you only can bypass gates with running jump (although I later found a solution for most gate clips). - When a gate is opening, you must wait until it opens almost completely, unless if the distance is closer. - With both situations, some rooms were redone, losing some time on level 4 (between 2nd and 3rd guard rooms), level 18 (between fourth and fifth room, and the the room before boss battle), and level 19 (at the last gate). Here's the movie file: http://tasvideos.org/userfiles/info/71603850465476534 After 1st guard visit, simply climb down on the first room, then he dies after entering 2nd room and returns to title screen. You can use select & exit to shorten waiting, but you must wait for the exact moment. The usual level 4 warp won't work, so you must visit that guard room again, then select & exit and plays normally. This movie file doesn't visit it because after wall clip discovery, you can visit another guard through the second room. When reaching level 5, you can warp to level 16, but the fucking clock bug returns. At least I managed a "lagless level 16 warp". Since warping doesn't save your progress until completes a level, I exit this game at the start of level 17, then plays normally. Fun fact: the level 17 boss room doesn't lag with this sprite and FGT. ----- Last weekend I discovered a new level 4 warp, and despite how that clock bug pisses me off (forcing me to restart at the start of level 5) and adds much lag, for the other side, you don't need to visit one of guard rooms again, so this route is actually faster. Here's another movie file: http://tasvideos.org/userfiles/info/71603881487940625 This sprite setup is over 30~40 seconds faster than my current GT#1 setup. The reason why I'm still working on GT#1 is because our research isn't over yet.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Joined: 12/26/2018
Posts: 274
Since there are no more warp glitches after Level 5, it may not be necessary to reset Clock Bug on Level 17. You can try a test to see whether the Clock Bug will cause more than 5 seconds worth of lag on levels 17-20. If it does not, then it may be faster to avoid the reset on level 17, and just allow clock bug to continue. Of course, it would be best to find a setup that prevents the bug, but in the meantime, whatever is technically fastest may be best. ---- I am well aware of this alternate GT sprite. I never imagined there would be a way to collect it this fast, though! The setup I use is similar to original GT1, so of course I disregarded this one as inferior, since GT1 is able to play all other levels much faster after the setup is complete. But this requires a new consideration, since the setup is so fast. wow! It's unfortunate, though, that such an ugly and clunky GT alternative should take the prize, simply because the setup is so fast. lol. ------- I didn't get an exact frame count on these two files, but here's the rough RTA estimate: first one was about 7:37.895892 (or maybe 2-3 frames faster); the second was about 7:24.11858 (or maybe 2-3 frames faster). That's ridiculous. I think there's just no way we're going to find a GT1 setup that's 30+ seconds faster than current discoveries. When you found the 10 second improvement, that was insane. But now we need 30 more!!!!!!!! :(
Challenger
He/Him
Skilled player (1689)
Joined: 2/23/2016
Posts: 1061
Oh boy! Oh boy! Oh boy! Oh boy! Oh boy!!! Your most recent discovery is much more than I expected, because now I managed a level 16 warp (not checkpoint) from level 1!!! Link to video RIP most of my work :( And Bye-bye Levels 4 and 5 XD I killed myself at the start of level 17 to fix "Jaffar already dead" bug, because otherwise, when finishing Level 19, he's actually stuck.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Joined: 12/26/2018
Posts: 274
Wow. Of course we're all familiar with this terrible sprite, but I'm surprised the minor gate-skipping ability has been preserved. Now I'm curious to know if all other setups for this bad sprite just happen to also have this ability (and we never tested it), by virtue of the strange wide hit box. (Remember, you can get this sprite at the warp-6 hole -- and the warp-8 hole in the 6th room, where I once managed warp-4 and warp-12.) Check level 19 spike death for Jaffar status reset. If you can reach those spikes sooner than 17 spikes, relative to level start, you might save a few frames by playing 17 & 18 in the dark. (This is assuming no clock bug.) Also, on level 16, you should be able to copy my GT1 movements exactly for all of the climbs, as there will not be any interference by gates until after the Warp Bottle.
Joined: 12/26/2018
Posts: 274
Another question that's never been fully addressed is whether or not it is legal to use Debug input code to reset the START+SELECT MENU. It is typically not allowed because it activates KILL BUTTON, and provides access to Debug Menu (Level Jumping, and Health Restore). However, in the case of these setups, KILL BUTTON is already activated, so Debug Code does not affect that. And the Sound Menu has been generally established as a legal & legitimate tool. So in this case, the only reason to use Debug Code is to enable Sound Menu, which has been temporarily disabled by the Warp Glitch. Assuming we can use Debug Code in this speedrun to enable Sound Menu, it should be faster to play Sound #1 during death sequence to Continue faster without Exiting. It will also save several seconds by playing Sound #1 at the end of Levels 16, 17, 18, and 19, as well as save 6 seconds at the beginning of the Level 19 Boss Fight. This would be at least 12 seconds saved between death, end of Levels, and boss 19.
Joined: 12/26/2018
Posts: 274
Best way to check for clock bug after Warp-16 is to input Debug Code to activate Debug Menu, and do Level Jump to a level that begins with a Princess Scene, such as Level 2. This Princess Scene will clear all video corruption, and allow you to see if there is a clock bug. I have tried this, and found no clock bug. Therefore, I'm sure it will be faster to die on level 19, rather than level 17. :D
Joined: 12/26/2018
Posts: 274
I couldn't wait to get home tonight after work to try the new setup. Took a few tries. :D Seems pretty consistent, so definitely human viable, and console viable. I'll probably make a console proof video next week. Will be very busy this weekend with work & family stuff. That gate skip is gonna be tricky. Feels like the timing is frame perfect: turn too soon & the trick fails; turn too late and you get repelled away from the gate by the very wide hit box. On the other hand, wall clip is very easy, because the wall won't bounce you from behind. Will be interesting to see how much slower 18 & 19 will be with this tough gate skip. Anyway, great job. Your crazy experiments have paid off. As you said, it's a little disappointing that all the FGT & GT1 work is no longer useful -- but very exciting to create and test and learn this new route! It will be a fun challenge to eventually make a speedrun for it!! :) And I still need to make another demo of best GT1 setup for "All 20 Levels." No matter how much time you save on setup with other sprites, GT1 will still be fastest By Far over the course of 19 levels.
Joined: 12/26/2018
Posts: 274
I did a quick run of Level 19 tonight. After the 2nd wall clip, the spacing works out fine for a u-turn after the gate skip to avoid falling, then turn & jump across. So Level 19 won't be too much slower than the various GT sprites. 16 only has 2 important gate skips, and 17 has none, so really only level 18 will be a major concern for time, and a major concern for human practice!! The U-turn after gate skip can also be done on level 18 at the 2nd gate, but since the gate is facing the other direction, this setup will require you to step forward to the edge before jumping across. So 4 important gate skips on level 18, with the u-turn probably requiring tons of practice before a serious run!! Looks like things are coming together nicely! Can't wait to see what the preliminary TAS time will look like, for comparison to GT1.
Joined: 12/26/2018
Posts: 274
I haven't found any alternate steps to the new warp-16 setup that might remove the Dead Jaffar problem. However, I've been reliably repeating this warp with the better quick fall in the 2nd room on both passes (pressing Jump at edge to fall sooner, before turning to jump down to the lower level). So the quick fall saves a few animations on each pass. I've found it to be easier to reset scrambled buttons just after I turn and make the final jump in the Zero^2 room (while the Prince is flying around). So once Level 16 starts, the buttons are already fixed. At the beginning of Level 16, a running jump is well spaced to reach the gate without triggering a bad collision, and without opening the gate (avoiding extra lag in the next room). Only 2 running jumps, to clear the 2 spikes, with good wall collision, then revert to normal GT strats thru Warp Potion. (Or is all that wall skipping really faster? How are you running through all those spikes without getting caught?) After Warp Potion, I had an idea for the room before the Boss. If you do a U-turn fall & grab the edge instead of falling forward, you are far enough away from the spikes to do a running jump over the spikes for a good gate collision. When you fall forward, you're too close to the spikes, and you will jump through them for bad gate collision. I haven't tested it yet, so the U-turn may still be slower. On Level 18, the earliest jump through the first gate skip will have a good wall collision before climbing. I already mentioned the U-turn after the 2nd gate skip. The rest of Level 18 is pretty straight forward, as is Level 19. If we can't find any better alternate Warp-16 setups, I'll probably start making some Console videos soon. As practice continues, I think I'm getting pretty consistent with these gate skips. =)
Joined: 12/26/2018
Posts: 274
Here's a rough estimate for the new route. (I haven't begun recording individual levels yet, so I don't yet know exactly how long the gate skips actually take.) +45.088 seconds to reach the 2nd room of level 16 (my demo). +93.867 seconds to reach level 17 after Jaffar reset (your demo). Levels 17-20, GT1 = +277.336 seconds. slower gate skips for levels 18 & 19 = +16 seconds. total = 432.291 seconds = 7:12.291 Ridiculous! I'm uploading my setup demos right now. I'll add them below. Interestingly, the setup is unaffected by the guard exit being 1st animation (first demo) or 2nd animation (second demo). So the select button during screen transition before guard room does not have to be precise, which is nice. Challenger's New Warp-16 Setup -- 2 demos -- 43.36192 seconds. Link to video 2,606 console frames to reach Level 16.
Joined: 12/26/2018
Posts: 274
If the above calculations are fairly accurate, this of course means that a Game Genie "No Gates" run could be somewhere around 6:55 !!!!! Muuaaahhahahahaahaahaaaaaaaahh !!! >:•)
Joined: 12/26/2018
Posts: 274
I've been very busy these past few weeks, and not really any time to start working on the individual level videos. However, the other day, I decided to see what was going on with that alternate route through the walls and spikes at the beginning of Level 16. Without looking again at your movements, I basically just went for it, and did it first try. Every wall clip and running jump somehow perfectly lines up to avoid all the spikes. That's pretty hilarious. Anyway, I suppose this means the alternate lower route should be pretty easy to master for Blind Level 16 on the new route. Hopefully I can find some time in the next week to do a couple of demos comparing the high route and low route, and see how much time is saved. After that, we'll see if I have time to start knocking out some of the Individual Level videos. After all the practice I've had playing these levels over the past couple of years, and considering how similar the route will be to GT1, I suspect I won't need too much time to record a good World Record speedrun in the ballpark of 7:15. But, it'll still require SOME time, and I just haven't had any lately. :(
Challenger
He/Him
Skilled player (1689)
Joined: 2/23/2016
Posts: 1061
While I'm busy with other projects and stuff, finally I decided to update this game again: http://tasvideos.org/userfiles/info/73003599819213111 - No scrambled buttons - That "new sprite" sucks (unavoidable loss at every gate skip) - I didn't test resetting on Level 19 yet, so I decided to reset on Level 17 (actually TASing Level 16 was difficult). Also I discovered a new shortcut on Level 16: Link to video Finally I was very lucky after finishing Level 19: http://tasvideos.org/forum/viewtopic.php?p=496018#496018
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Joined: 12/26/2018
Posts: 274
I just crunched the numbers on that new Level 16 route. Here, the Prince reaches room #6 in 38.933 seconds (this would be room #8 in the traditional GT1 route), whereas, my GT1 record reaches this room in 44.636 seconds. So your shortcut represents an improvement of at least 5.7 seconds. (This will be another great improvement for the All-20-Levels No-Warp category, using GT1.) Applying this to the Static Guard Sprite, a slight improvement can be made by an immediate running jump to the first gate, avoiding the gate button, and thus avoiding some extra lag as the gate will not being opening while you are in the 2nd room. This new route should also provide much lag improvement, as we will be avoiding all of those spikes. Therefore, this represents a huge save for the new Warp-16 route, enough to very easily bring to projection down below 7 minutes.
Joined: 12/26/2018
Posts: 274
I just watched the full run. It's a dream come true! Now I just have to do it with my hands! lol. Only thing I noticed was the boss on level 16. If you have already begun the running-jump command in the previous room, you should be able to continue with the jump deep into the boss room before pausing, and allow all of this free motion to occur during "free time" of the boss music. You can pause very late as long as your spacing is right to avoid boss' sword, or as long as you are able to hit kill button before entering his immediate attack range (so as not to trigger a post-death attack). I suspect with this particular setup, you should be able to save at least 5 more animations, maybe more. That's at least 0.33 seconds.
Joined: 12/26/2018
Posts: 274
I did an RTA count for the new TAS run. Time starts at frame # 1,557. This is the first frame the Prince appears on-screen at the beginning of Level 1. Time stops at frame # 26,241. This is the first frame the Select Menu appears on-screen at the end of Level 20. 24,684 console frames = 06:50.72358. This emulator frame count matched the time of my camera recording the playback on the monitor. So, if you can tighten up the Level 16 Boss room, we should be below 6:50.5. Unless some further improvement can be made to the setup, I think we're just about done! (Only other thing is dying on Level 19 instead of Level 17.) Altogether, the new setup saves a full second. This crouch and fall before entering Level Zero saved about 40 frames. The new double u-turn movement before entering Zero^2 saves another 6 frames. And avoiding button scramble saves 14-16 frames for Tas (and 1.5 seconds for humans!) So that's an improvement of 60-62 frames! Now that the button scramble issue has been resolved, human theory should be very, very close to TAS, certainly within 1 second on all select menus combined. So I think a very tight human run could reach 6:53.xx.
Joined: 12/26/2018
Posts: 274
Challenger, I didn't want to ask for help until I could do it for myself. So I found an alternate way of jumping through the thin wall at the beginning of the new Level 16 route. Lol. But now that I've done so, I wonder if you have any pointers to help me with this wall clip. No matter what I do, I'm not able to exactly replicate the method you use for the double turn + standing jump. Every time I try, he just bounces back off the wall. So the alternative method I found is to do the double turn, then start to run + crouch. This cancels the run, and apparently gets the Prince deeper into the wall without falling through. From there, I'm able to safely initiate a standing jump through the wall. Of course, this extra crouch is going to cost an extra second, so I would like to figure out the better method. I'm thinking theoretically, I should be able to start running & cancel into a late standing jump before he is stuck in the running animation. But it doesn't look like you did that in either video (GT1 test, and full tas). By the way, one time I messed up the warp pattern. I think I did the double u-turn too early, so he didn't fall. But since this brings you back to the original position, I just tried again, and got the fall the 2nd time, for the exit glitch to Zero^2. Because of the extra motions, the video corruption was different, but otherwise, the warp to Level 16 + Guard Sprite + no scramble was good. The funny video corruption made lots of movement in the background while exploring level 16. Not as prominent as my "Corrupt 18" video, but same idea. Here's the result of my First Attempt to play full level 16 with GT1 & wall clip (used my crouch method). And this actually was my first attempt. I'm surprised I didn't make any mistakes, or forget anything, after not playing this level for a couple of months. Lol.
1 2
13 14 15 16 17