Posts for Akuma


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I found about a 20 frame improvement for Level 12 today, with Gate Thief #1. The result brings the displayed clear time down to 0:29 on the game clock. I'm going to try to record a better video of it today. Anyway, here's the hybrid best times board I promised. This picture includes the best possible displayed time for every level. After acquiring Gate Thief #1, and doing all of his best records, I reset the console, which clears the sprite corruption while preserving the current records on the board. Then I acquired Gate Thief #2, which does not cause any garbage or overwriting to occur on the best times board. Then I did GT#2's best levels (Levels 4, 8, and 11). I found it more convenient today to get the "0:22" on Level 1 with the normal Prince Sprite, although GT1 & GT2 are both perfectly capable of matching it. I take great pleasure in knowing I'm the first person who's ever seen these particular numbers on this screen. Now you all can join me in enjoying this pretty picture! Of course, these records are all confined to the rules of only using warp glitches, but not Game Genie Codes or Debug Code. Interestingly, there is a Game Genie Code for "No Gates." It does not help you climb through a gate from below, but it does let you run or jump through any gate at the same ground level as the prince, without any consideration for timing or spacing. It is an interesting exercise for the mind for me to imagine where an improvement might be made to the displayed game clock per level, if someone were to use the Game Genie Code instead of a Gate Thief. Level 4 would definitely see a huge improvement, by being able to jump through the gate above the entrance room. Levels 6, 7, and 9 might each allow for a 1 second improvement, but maybe not. I can imagine level 11 might allow for 1 or 2 seconds, if there was a way to go through the first two gates while avoiding all of the spikes, for a quick turn-around from the upper hallway. I might be interested in exploring this. Level 13 could definitely see some improvement. Given Gate Thief #1's unique skill set, he destroys all other versions of the Prince on Level 13, but there are also some limitations, most notably the two gates leading into Jaffar's Cage, and the gate leading to the conveyor belts. Definitely several seconds could be saved on this level. Level 16 could see a small improvement at the gate before the Boss, but it's hard to say if it would be enough to save 1 second. Level 18 could see a very small improvement, but not enough to save 1 second. Level 19 could see a big improvement at the final gate, after the fight. This would essentially combine the skill sets of GT1 and the Fat Gate Thief, and may save 2 seconds. The difference between GT1 & Fate Gate Thief is 118 frames in the room after the fight, which is 2 full seconds on the game clock. To summarize, Levels 4 and 13 would see giant improvements in displayed clock time with the Game Genie Code for "No Gates." Level 19 would see a 2 second improvement, and Level 11 might also see an improvement. Levels 6,7,9,16 might each give up a second. But I think the other levels will not give up any additional time by expanding the Prince's flexibility with gates. I may be able to test my theory of level 16 directly, by using the Fat Gate Thief. I think he would be completely unencumbered by gates on this level, but I have never tried, since his relevance has been limited to the "Sub-9" speedrun, which begins with the Level 16 Checkpoint Warp. I haven't really bothered to test his full capabilities on Level 16 from the beginning of the level. Edit: Fat Gate Thief can have a theoretically perfect gate setup on level 16 (comparable to Game Genie Code), for a 40 frame improvement, which is 5 time units. Unfortunately, Gate Thief #1 just crossed the threshold for 1:04, so 7 time units would be required to achieve 1:03, and that's not going to happen. So the Level 16 record is safe. Edit: Fat Gate Thief can demonstrate the basic idea for Game Genie Code route on Level 11, via the upper hall, and save more than 1 second relative to the best GT routes. It would appear that given how close Gate Thief #2 is to 1:10, GGC will be able to produce 1:09. Very doubtful that another second could be saved on top of that, since there are no codes to avoid spikes and fire. However, there is another Game Genie Code which allows for infinite fall distance. Whereas invincibility mode requires landing near a wall to pop up, the GGC will allow you to land anywhere. So that code could be used to fall all the way down the pit, in the room before the chomper & gate. I may be able to sketch out a rough idea of that timing via emulator; I do not have a Game Genie for my console, where I do my official testing. Suffice it to say, Game Genie falling code could be used for a great improvement on level 11. Edit: Fat Gate Thief (non-invincibility) is actually 1 time unit faster than GT2 on Level 4 INV. I'm not sure if it's good enough to change the clock. Time to make another video!
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During speedrun practicing today, I accidentally beat my records on levels 8 and 18 by one time unit each. So I may try to record new videos for those, in 1080p 60 fps, since I believe each of those has previously been recorded in the less ideal 720p 30 fps format. Also, while playing today, I used the GT1 alternate setup that does not create low garbage on the Best Times board, so I was able to show the lowest possible time for every level, with Gate Thief #1. I made 2 pictures. The first picture shows all the lowest times with Non-Invincibility Routes. And the second picture shows improved times for levels 3 and 14, where Invincibility can be used to improve the time. Worth noting, the records for levels 1 and 16 are at the maximum number of time units for that displayed second. Any worse, and the next second would be displayed. Here's a list of the displayed times for Challenger's TAS, and how many "displayed game clock seconds" slower it is than the Gate Thief #1 displayed times. 01 -- 0:23 -- 001 second slower than Gate Thief #1. 02 -- 1:15 -- 008 seconds slower. 03 -- 1:32 -- 005 time units slower (same displayed time). -------------– 002 seconds slower than INV. 04 -- 1:01 -- 009 seconds slower. 05 -- 1:35 -- 043 seconds slower. 06 -- 1:14 -- 029 seconds slower. 07 -- 1:29 -- 039 seconds slower. 08 -- 1:41 -- 027 seconds slower. 09 -- 1:00 -- 014 seconds slower. 10 -- 1:36 -- 014 seconds slower. 11 -- 1:05 -- 009 seconds slower. 12 -- 0:51 -- 021 seconds slower. 13 -- 2:54 -- 077 seconds slower. 14 -- 1:37 -- 040 seconds slower. -------------– 041 seconds slower than INV. 15 -- 2:13 -- 102 seconds slower. 16 -- 1:27 -- 023 seconds slower. 17 -- 0:34 -- 004 seconds slower. 18 -- 3:07 -- 066 seconds slower. 19 -- 3:01 -- 106 seconds slower. (real time) 20 -- 54.39375 -- 26.35659 seconds slower. There are a few instances where Gate Thief #2 has even better times. It is possible to create a hybrid board with the best times from both Gate Thieves, because the setup for Gate Thief #2 does not create garbage or any overwrite on the Best Times board. So after I fill it with GT#1 records, I can reset to clear the sprite set (but retain the Best Times), and then do the GT#2 setup, and continue playing to update more records. So I may try to do that tomorrow, and post a picture of a hybrid board with all absolute best times. For reference, here at the levels, and display times, for Gate Thief #2, where faster: 04 -- 0:49 -- 01 second faster than GT#1. 08 -- 1:11 -- 03 seconds faster than GT#1. 11 -- 0:55 -- 01 second faster than GT#1. For GT#2, level 4 is an Invincibility Route. Non-Invincibility would be slower than GT#1. Also, this time unit for level 4 is 1 unit away from 0:48. I will do some more runs to see if it is possible, but it looks doubtful. I reduced the size of the pictures to 800 wide, so they shouldn't be too big for the forum's mobile format. Non-Invincibility: Invincibility: The optimal route for "all 20 levels" speedrun would create a slightly different Best Times board. Level 1 will display "0:23," because it will be identical to the TAS route, prior to unlocking Gate Thief & Kill Button. Levels 3 & 14 will reflect the non-invincibility times, shown above. And Level 20 will show "0:01," because too much time is wasted by repositioning the Prince to achieve the "0:00" time on the board.
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WooHoo!!! This is a great victory. Massive improvements to Level 16 for the Gate Thief #1 sprite set. Better jumps at the beginning of the level, inclusion of the better Warp Bottle Grab, and perfect Boss Room Select Menu. This is an improvement of 89 frames, which brings my "all 20 levels" projection down to 83,805 frames = 23:14.453477. This video shows a total of 4,021 console frames, from first frame of level until first frame of select menu at end of level; this equals 66.9064785 seconds. The game clock was improved by 6 time units, now at 459 time units, which equals 64.8 seconds on the game clock. This time unit displays "1:04" on the clock, whereas the next unit, 460, will display "1:05." I finally figured out how Challenger did the fast grab at the Warp Bottle. From the running jump, simply press Crouch + Special (R + A) as soon as the Prince touches the ground. In the Boss Room, you will hear the sound of menu navigation while Select Menu is pulled up. This is when I press and hold Left on the D-Pad. After I exit the Select Menu, the game will continue to be paused if any other buttons are still being held. This allows for a much more responsive "un-pause" for a human, when you release the D-Pad after the Boss Music finishes. Gate Thief #1 -- Level 16 -- "1:04" -- 459 time units. Link to video 4021 console frames = 66.9064785 seconds in real time. 459 time units = 64.8 seconds on the game clock.
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Here's an improvement for Level 17. The Prince can pass each log trap with only 2 crouches, so this saved a time unit. Also, the Monster lags more with this Sprite Set, so there is no need for Game Clock manipulation with the Select Menu while the Monster is coming down the stairs. Here, he will attack immediately, because he reaches the bottom of the stairs after the music has advanced past the intro. This is 1875 console frames, an improvement of 54 frames over my previous time. 07.31521017688 - 38.5138292245 = 31.1986190476193 = 1875 frames. This improves the "all 20 levels" speedrun projection to 83,894 frames = 23:15.93437, and essentially makes up for my decision to do the safer 2-jump Fire Room in Level 11. Gate Thief #1 -- Level 17 -- "0:30" -- 210 time units. Link to video 1875 console frames = 31.198619 seconds. 210 time units = 29.647 game clock seconds.
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Another big surprise today! After dozens of successful recordings of Level 20, I deemed 1690 frames to be the perfect estimate. With the TAS jumping improvement now, 1686. But there's this one pesky extra frame that loves to pop up at some random place throughout the level, for no reason at all, and really no way to prevent it. So 1686 almost never happens. Well, something crazy happened. A beyond perfect run with 1685 happened today. The perfect run, with perfect TAS jumps, no pesky lag frame, and somehow, another frame saved. So I think this is the fastest Level 20 will ever be beat. 1685 frames = 28.037158984 seconds. Theoretically, the normal Prince Sprite should be able to finish exactly the same time. But of course there are no practical ways to unlock Kill Button while retaining the original unmodified Sprite. So it's only a theory. Of course, an unofficial cheat video with Debug Mode might save one more frame, assuming Gate Thief generated some extra lag that would not happen to Normal Prince. But this is a very light level, so perhaps no extra lag anyway. Of course the game clock does not function on level 20. You can manipulate the "Best Time" by jumping into the Princess's bedroom as quickly as possible after leaving Jaffar's arena, as the internal level timer will begin counting when you return to the hallway. Using the technique seen in this video, jumping forwards towards Jaffar during the arena battle should put you close enough to the bedroom for a quick jump to the finish line in less than 1 game clock second, which would show "0:00" on the "Best Times" table for Level 20 later. (Of course you have to keep the Select Menu open while the End Music plays, in order to keep the level timer below 1 second.) The additional 5 frames saved here (from the previous estimate of 1690 frames) reduces my "20 Levels" estimate for Gate Thief #1 down to 83,948 frames = 23:16.83289. Gate Thief #1 - Level 20 - 28.037 seconds. Link to video 1685 console frames = 28.037158984 seconds real time. no game clock on level 20.
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Here's a nice little surprise. I noticed a glaring inaccuracy in the level 12 route, and added a running jump after the Big Fall. This new recording is a 17 frame improvement, which brings the "20 levels" estimate down to 83,953 frames = 23:16.9160895. You will notice that while the Select Menu is open, the game clock shows 119:31, which means the level timer is at "0:29." Unfortunately, the game does add an extra frame or 2 of game play between the closing of the Select Menu, and the popping up of the password box. So we would have had to find another frame or two of savings to secure the "0:29" on the password box. But there is no more time to be saved! This is the perfect route, and perfectly executed, so we are stuck with the "0:30" and 210 time units password. Gate Thief #1 - Level 12 - 0:30 - 210 time units. Link to video 1878 console frames = 31.248536838 seconds real time. 210 time units = 29.647 seconds game time.
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Here's the new miraculous Level 13 video. Every room was executed perfectly, and only 1 unlucky extra lag frame found in the room with the 2 chompers at the end of the long hallway. Fortunately, several lag frames were eliminated since the previous video, for a total of 96 frames saved. But since the game cannot see lag frame savings, there weren't enough game play savings to get that 12th time unit knocked off. So 685 is officially the best time unit count for this level, with password "MRK6+B9" confirming. Clock displays "1:37" for the first time ever! 96 frames of savings brings my Gate Thief #1 - 20 Levels Speedrun projection down to 83,970 frames = 23:17.198955. For this Level 13 video, 5901 console frames = 98.18829 seconds. On the game clock, 685 time units = 96.70588 seconds, safely clear of the "1:37" mark displayed on-screen. Gate Thief #1 - Level 13 - Non-Invincibility - "1:37" Link to video 5901 console frames = 98.18829 seconds real-time. 685 time units = 96.70588 seconds game-time. BOO-YAAA!!!
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I found an improvement on the recently updated Level 13 Non-Invincibility video. This new trick will cut off 11-12 time units, (94 frames, which is over 1.5 seconds saved) and show "1:37" on-screen. Here's a sneak preview! Link to video
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Here are the updated videos for Gate Thief #1 on Levels 6, 7, and 13. Below each video, I've included the real world time, along with an official console frame count starting with the first frame inside the level, until the frame that the Select Menu becomes visible onscreen at the end of the level. Gate Thief #1 - Level 6 - "0:45" Link to video 315 time units. 2738 console frames = 45.558303441 seconds. Gate Thief #1 - Level 7 - "0:50" Link to video 355 time units. 3059 console frames = 50.899507022 seconds. Gate Thief #1 - Level 13 - "1:38" - Non-Invincibility Link to video 696 time units. 5997 console frames = 99.7856631619 seconds.
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I've been doing a lot of homework. I finally went back and touched up some of the records, and got official console frame count for a full run setup. The new speedrun route I'm working on uses the Gate Thief #1 setup, followed by completing every level. After compiling all of the segments, and crunching a bunch of numbers, I have an unofficial projected total of 84,066 console frames. The SNES runs at 60.09881389744 fps, so that's 23:18.79632 in real world time. On the game clock for levels 1-19, 8101 time units = 19:03.670588. This means with a perfect run, you would see password MXWRF6G on screen when level 19 is completed. Afterwards, you would see "100:57" time remaining on the Select Menu when you pause the game during the End Music at end of level 20. Mid-game checks for perfect timing: "115 remaining" while climbing to 3rd level in 3rd room of Level 6. "110 remaining" while climbing down to 2nd level towards button to open last gate, level 11. (3 rooms before fire.) "105 remaining" when finishing climb into room to the left of the room above the guard near the potion of warp. (3 rooms before warp potion.) I'm glad to see the time is all the way down at 23:18.79. This means I have 11 seconds of mistakes to make, and still break 23:30. I suspect a good TAS might be closer to 23:15. I'll be uploading new updated videos of levels 6, 7, and 13 tonight, and that will almost complete documentation of all segments that are includes in this calculation. I think I'm going to do Level 2 again, to demonstrate a perfect run that includes the 3.66 seconds of lag, due to immediately following the GT1 setup. I also need to redo level 20 in high quality, and show the better time. After that, everything should be done, and ready for a full speedrun! Here's a partial breakdown of the numbers: real clock -- 01-05 = 06:21.6381474540 = 22,936 frames. (including setup.) 06-10 = 05:34.4325564213 = 20,099 frames. 11-15 = 05:22.4689261396 = 19,380 frames. 16-19 = 05:32.1363380603 = 19,961 frames. lvl' 20 = 00:28.1203552517 = 01,690 frames. 01-20 = 23:18.7963247238 = 84,066 frames.
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Today I did the Invincibility Route for Gate Thief #1 on Level 3. I made 2 videos this time. The first one is the standard 720p 30fps format, with Debug Menu used to simulate Invincibility Mode. This added 0.5 seconds to the real-world time. The second video was shot at 1080p 60fps, and used real Invincibility Mode, so that Debug Menu did not need to be accessed. This gives a more accurate real-world time for the route. Both runs were completed with 641 time units on the game clock, which displays "1:30" on-screen. Unfortunately, when Invincibility Mode is active, it seems to cause extra lag in the first pass of the Skeleton Room. To be clear, under all circumstances, any Gate Thief #1 will pick up some lag in that room. But in this particular instance, there were 5 extra lag frames (at 60 fps), which is an extra 0.0832 seconds in addition to the usual amount of lag. Gate Thief #1 - Level 3 - Invincibility Route - "1:30" Link to video 641 time units = 90.49412 seconds on the game clock. Gate Thief #1 - Level 3 - Real Invincibility Mode - 60 fps. Link to video 641 time units = 90.49412 seconds on the game clock.
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Tonight, I also recorded better 60 fps videos for the two setups for Gate Thief #1. As mentioned in a previous post, I discovered a very slightly different setup that is slower, but does not scramble the input buttons, nor does it put low time garbage on the best times table. As you will be able to see by comparing the two setups, the original setup is about 1 second faster. The downside is the low time garbage of "0:14" for level 19, which will remain after the game is beaten. And for a human, time must be taken to quickly navigate the Select Menu to reset the scrambled input buttons. Now that I have optimized both setups, and can see that the new slower setup is only about 1 second slower, I think this is a fair trade off, and I might use it for my speedruns, just so I can have that nice complete Best Times board at the end. Since TAS can navigate Select Menu extremely quickly to reset scrambled input buttons, the difference would probably be about 2 seconds, instead of 1, if TAS performed both of these setups. Gate Thief #1 -- Original Setup -- 89.0866167 seconds. Link to video Gate Thief #1 -- Alternate Setup -- 90.1515296 seconds. Link to video
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Here's the updated route for Gate Thief #1, Level 11. This actually produces a very cool Fire Pattern sometimes. I had to wait for the first Fire Wall. With perfect timing to pass it, I can get crazy close to the last two Fire Walls, and pass them at the first possible frame after each one disappears. Very Scary!!! I don't know if I will try this during a full speedrun. lol. But anyway, it was so perfect this time when I recorded it, that I beat the new 395 time mentioned yesterday. I got 394 this time. (note: for my actual speedrun attemps, I will take the more conservative 2-jump approach through the fire rooms, because the RNG is too unpredictable during a long run. A consistent "perfect" attempt with the slower approach should be projected at 55 frames slower at 60 fps, including lag from the "110 minute" clock reminder that will pop up during this level on an "all 20 levels" GT#1 speedrun.) Gate Thief #1 -- Level 11 -- "0:56" Link to video 394 time units = 55.62 seconds, with "0:56" displayed. Gate Thief #2 still narrowly holds the record on this level with 391 time units, and "0:55" displayed.
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Using the ol' double-turn trick at the last gate on Level 11 saves a whole second for Gate Thief #1. It also changed the fire pattern up, which allowed me to get the triple jump at the end. Level 11 down to 395 time units, "0:56." I'll be adding Level 11 to my list of reshoots now, along with levels 6 and 7, and possibly 13. Other than that, I think just about everything is optimized now. FYI, I've organized the front page of my youtube channel with updated playlists to sort my various Prince of Persia videos. There's a whole section devoted to Gate Thief #1, and I'll be continuously updating that list to include only the most recent versions of each level, whenever I do reshoots. I think that may be the most convenient way of keeping up, instead of sifting through all the pages of this forum discussion.
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After much procrastinating, here's the Non-Invincibility Route for Gate Thief #1, Level 3. I suppose I will do the Invincibility Route next, followed by updated Levels 6 and 7, and possibly 13. After that, I may be ready to start work on an "All 20 Levels" speedrun for Gate Thief #1. For this video, the Route is basically identical to the TAS route, except the Gate Thief can just sneak past the crusher before its 3rd cycle. The TAS has to wait until after the crusher has come down for the 3rd time. Also, in the final hallway, Gate Thief can do a triple jump, since he can fit under the semi-open gate better. This password is 5 time units better than TAS, but due to extra lag, only about 0.14 seconds faster in real world time, or roughly 8.5 frames (at 60 fps). Slightly different frame rates account for the difference in time not being exactly divisible by 1 frame. Essentially, the difference here is that you can see the Select Menu in my video is partially transparent for 1 frame, which means it has not been on-screen as long as the Select Menu at the same point in the TAS. In other words, my frame capture ended sooner than TAS's frame capture for that frame. Taking that into account, you could say my performance was exactly 8 frames faster (at 60fps). I sure wish there was a way for us to start capturing videos (speedrunners and TAS'ers) at the exact constant frame rate of the system. Records indicate that the original SNES ran the same as the original NES, at 60.0988 fps; I have confirmed that the newer SNS-101 ("SNES 2", ca. 1997) also runs at 60.0988 fps. Gate Thief #1 -- Level 3 -- Non-Invincibility -- "1:32" Link to video 650 time units = 1:31.7647 on the game clock.
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And here's the full setup. Y'all have fun repeating this and impressing your friends! lol. Now that I've been able to enjoy multiple viewings, I noticed something funny. The top half of the tree in the garden is actually in the foreground layer, so when the guards carry the prince away, their legs all disappear behind the tree, while their bodies are still visible in front of the tree. Very silly! Link to video Setup starts with a horizontal exit glitch at the spot where the panel has fallen on the button that opens the final gate. Then a level one quick hole jump to warp to level 8. Then a debug jump to level 20 to kill Jaffar. Then a debug jump to level 18, and a quad-up vertical exit glitch into the rubble in the 3rd room. This setup + dead jaffar causes a full game inversion and a logo reset. The Demo is not inverted, and the Intro will not be inverted on the second time through. At the end of the video, I showed the button scramble and best times garbage. I hope you all have fun repeating this trick, and impressing your friends!
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oh boy! Got the big one today! I finally found a reliable, and easily repeatable setup for the "Inverted Intro," which I partially documented with fabricated pictures last year. It started when I saw this: I realized I had what I needed to repeat the Inverted Intro, with the simple change of making sure Jaffar is dead. That would reset to the Logo, instead of just resetting to Main Menu. So I repeated the non-sense I'd been doing, and it worked like a charm!! I did it a few more times to make sure, and then recorded this video. I've cut the full setup off for now, so everyone can have a quick, convenient video of just the "Inverted Intro." I'll upload the full setup shortly afterward, so everyone can do it themselves and impress their friends! Link to video
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Here's the Warp Segment, which is the only part counted by the game clock. Official game clock time is 226 time units, as per the Password. This is 31.906 seconds. After I prepare a slightly better version of the buffer setup, I'll post a video of the full run. You do have to see the guard before you do the Warp, so I did a quick u-turn at the screen transition before coming back to warp. I don't think going the other way around would be faster (approaching guard from left side). It would certainly be slower without Kill Button, having to jump through, pull sword, and run away, etc. Level 6 - 37.147 seconds real time - "0:32" game clock. Link to video 226 time units = 31.906 seconds.
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lol, I just found a new TAS route for level 6, which is about 3 seconds faster. It can be performed with normal Prince Sprite, no prior setups or glitches, and no kill button. It uses a simple warp inside level 6, warping forward to Boss Checkpoint. It does not enable Kill Button or Debug Mode. And it does not change the Prince's Sprite, or Health Count. So perhaps it could be considered a legal glitch in the original speedrun category. I have recorded a version with Kill Button, which is 10 seconds faster than TAS. With a slightly better setup, and TAS menu navigation, it could be 11-12 seconds faster. Then substituting TAS's standard Boss Fight for my Kill Button, perhaps still 4-5 seconds faster than current TAS record. I will upload my video later today. Depending on whether or not it is considered legal (since it does not unlock or manipulate anything), this could be a legitimate time saver for TAS, and definitely a time saver for humans, since it would avoid several guard fights, and already have a 3+ seconds time save built in. FYI, current TAS is 1:15.766 from first frame level 6 until first frame of select menu on-screen during end music. In my video, it's 1:05.727, and this includes time returning to main menu & continue. This "simple warp" inside level 6 is a 2-part process, which involves a buffer glitch, returning to main menu, and starting level 6 again. I think I will first show only part 2, which takes a total of 37.147 seconds in real world time. This is also the only time the game calculates for the password. It does not count black frames or lag, so the password at the end shows 31.906 seconds, smashing all previous password records! Unfortunately, the Warp causes the clock to be blank, so the time can only be deduced from the password itself.
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I have a new correction for the inner workings of the game. I would recommend from now on, that if it is possible, this game should be emulated and captured at 60 fps. (Youtube supports 60 fps.) I have been using slow motion capture at 120 fps to examine the animation process of the game, and it very conclusively runs at 60 fps, given the following: The Prince's standard animation process during a running & jumping sequence will alternate between 3, 4, and 5 frames (at 60 fps), depending upon which part is being animated. All Red Flashes (from Damage) run for 3 frames. Jaffar's White Strobes (including the death of the Ghost), and the Yellow Strobes of Big Bottle (and Jaffar's throne room command), typically run a 3 frames on, 3 frames off. But there can be some variations, such as 3 frames on, 2 frames off. Black Screen transition between rooms can fluctuate between 11 frames and 13. (at 60 fps). Sometimes it looks like an extra frame of black at 30 fps, but this seems to have more to do with the Prince's position and place within the sequence, rather than lag. Odongdong and Challenger have discussed early in this thread how jumping through a screen transition can be one frame slower, but I have my doubts on this. Perhaps the frame is made up later by different spacing as approaching the next obstacle. But I'm not sure. The End Door during "lag" opens every 5 frames, and is very smooth, unlike the 30 fps capture, which appears to be 2 frames, 3 frames, 2 frames, 3 frames, alternating. Conclusion: Running this game at 30 fps causes many inaccuracies with frame count, and real-time position appraisal. A great majority of things are happening on odd frames at 60 fps, which are being rounded to a different frame at 30 fps. One might say it doesn't matter, and 30 fps is good enough. And that may be a fair assessment. But I just wanted to make you all aware of the reality, in case you want to do something about it!
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I found an alternate setup for Gate Thief #1 today. It's almost the same, just some slight variation in the number of climbs before exiting, etc. The point of interest is that it does not scramble the buttons, and does not create low time garbage on the best times table. For instance, the normal setup causes "0:14" to appear for level 19, which cannot be overwritten by your score, because we cannot beat level 19 that fast. This setup is exactly 5 seconds slower, but it does save 1.5 seconds for a human, because no scrambled buttons means you do not have to access the Select Menu to reset the buttons. So, overall, only 3.5 seconds slower than the normal setup. It seems like a nice trade-off to be able to see *ALL* of your scores at the end of the run, and by not having to dirty up the run with some fast menu surfing. I don't know if I'll use it for my next speedrun. We'll see.
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Joined: 12/26/2018
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Ok, so here's the Non-Invincibility Route for Gate Thief #2 on Level 14. "0:59" displayed on the game clock, at 416 time units, according to the password. As I said previously, despite being 1.5 seconds slower than Gate Thief #1, it is miraculously the exact same amount of real world time, both being completed in 1,771 frames from the beginning of the level until the "Select Menu" is fully visible on-screen. I realized today that my Level 6 and Level 7 records are outdated for GT1 and GT2, but I have to prioritize Level 3 first, and then clean up the old videos. Gate Thief #2 -- Level 14 -- Non-Invincibility -- "0:59" Link to video 416 time units = 58.72941 seconds.
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Joined: 12/26/2018
Posts: 269
I previously made a statement here regarding Princess Bedroom cut-scenes possibly having an impact on the game clock for the following level. But I have confirmed this is wrong. Princess cut-scenes do not affect game clock. I was confused because GT#1 and GT#2 both completed Level 14 (non-invincibility route) in exactly 1,771 frames (counting from first frame until the "select menu" is fully on-screen during End Music.) But GT#1 was 1.53 seconds faster according to the game clock. I have confirmed that by some hilarious miracle, GT#1 gained exactly 1.53 seconds of extra lag frames, offsetting the better performance, and causing a real-time tie. You can imagine that such a coincidence would not have been the first explanation I considered! The main source of lag is the End Door. For some reason, the door opens 20% slower for Gate Thief #1, collecting a net increase of 21 lag frames. He also collects 10 extra lag frames in the conveyor belt room, and 6 extra lag frames from the 1st guard. I created an alternate route for Gate Thief #1, which is slower, but is able to complete the final room faster by minimizing End Door Lag. In this other route, the Prince runs through the final gate (instead of jumping through), and does a u-turn, for a fast climb down. In the final room, the u-turn & climb is 6 "gameplay" frames slower, but the End Door rises 9 "real time" frames faster, so this alternate route creates a final room that is 3 frames faster in real time. Unfortunately, in order to run through the gate, you need a different approach in the previous room, which is 14 frames slower, so there is an over-all loss of 11 frames. Now that I have cleared up this mystery, I will go ahead and share GT#2 on Level 14, non-invincibility route. As I said, incredible that it is the exact same number of real-time frames as GT#1, despite being approximately 1.5 seconds slower on the game clock. I will upload that video tonight.
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Joined: 12/26/2018
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Edit: deleted comments about Princess Bedroom scenes affecting game-clock. Princess scenes do not affect game-clock. See further comments on this point in the next post. Tonight, I have uploaded a number of videos, to round out the field, as promised. First, as has been a tradition over the past year, I'm including documentation of another Gate Thief #2 record, since he is the superior runner for Level 4. This route requires Invincibility Mode, and I believe is the fastest possible way to beat Level 4 under any circumstances, at 343 time units, or 48.42 seconds. Next, a new record for Gate Thief #1 on Level 18: an improvement of over half a second, which is welcome news as I prepare for my "all 20 levels" speedrun with Gate Thief #1. This one is completed in 863 time units, or 121.835 seconds. This is the last possible password for displaying "2:01" on-screen at the end of the level. The next password displays "2:02." And finally, two new videos for Fat Gate Thief, which is used for the Warp-16 "Sub-9 Minute" speedrun. For Level 18, FGT gets 860 time units, or 121.411 seconds. And for Level 19, an HD reshoot of the previous demonstration, which shows the new route, jumping through the top of a gate, and jumping straight through the final gate without hitting the button. Level 19 password translates to 532 time units, or 75.105 seconds. Still working on GT1 Level 3. Updates soon! Gate Thief #2 -- Level 4 -- Invincibility Mode -- "0:49." Link to video 343 time units = 48.42 seconds. Gate Thief #1 -- Level 18 -- "2:01." Link to video 863 time units = 121.835 seconds. Fat Gate Thief -- Level 18 -- "2:01." Link to video 860 time units = 121.411 seconds. Fat Gate Thief -- Level 19 -- "1:15." Link to video 532 time units = 75.105 seconds.
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Joined: 12/26/2018
Posts: 269
w00h00!! I've improved the Fat Gate Thief route for Level 18. I found a better tactic in the room with the 2nd guard (the room above the skeleton + 2 big bottles), and saved 8 frames, cutting the final time down to 861 time units, with "2:01" displayed on-screen. I've re-recorded Fat Gate Thief for Level 19, and recorded this better Level 18. I've also finally recorded the superior Gate Thief #2 Invincibility Route for Level 4, as well as the complementary Gate Thief #2 Non-Invincibility Route for Level 14. I haven't decided if I'm going to go back and redo Level 13 videos. I think the current videos are sufficient. But these 4 new videos are definitely necessary for my purposes in this thread, to document all of the levels for the major categories. Now, I just have to do Gate Thief #1 videos for Levels 3 & 18. I will go ahead and upload the 4 aforementioned videos tomorrow, and will update you soon, once the Gate Thief #1 videos are recorded, hopefully this week. Once those last 3 videos are ready (GT1, Level 3 Invincible, Level 3 Non-Invincible, and Level 18), I think I'm pretty much done demonstrating all of the important videos, as a rough outline for anyone who wants to put it all together for a Warp TAS, or a 20-Levels TAS. It's been a long 14 months! But we're almost done!
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