Posts for Cpadolf


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Does the RNG change differently depending on which frame you kill the enemy, and does an enemy always require the same numbers on the RNG to drop something, or is that determined when you enter the room? If neither is true, that's pretty dull...
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klmz wrote:
I read about something like that you could glitch into the bad ending scene with the succubus OoB. I haven't found out how, though.
Yeah, but it takes a good while to get a succubus soul, as they are not encountered before the pinacle.
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Level 2 done. I'm quite happy with how it turned out in terms of speed, as in I had to wait a lot less for moving platforms than I feared that I might. Not too much to say about the boss battle, except that all missed half shots where missed because avoiding to do so would take time, and there are not that many either. And besides that, it all went smooth. Now on the choice of weapons. I thought about this for some time and tested some stuff, and came to the conclusion that the machine gun and the crush missiles would be the best picks. Laser would have been faster on the boss because he is so big that he get hit 4 times per shot, but it would be slower on the smaller enemies before the boss, and in level 3 as well. I think that the flamethrower would have been slightly faster overall on the boss and the enemies before him, but only by a small amount, and upgrading it would make me waste some frames picking it up, and it is also completely worthless on level 3. Crush was collected since it is pretty important to have in level 3, where it speeds up things a lot, but the machine gun will still be faster in some places, which is the main point that makes it a better pick than the flamethrower. Dsm Avi The missing white space on the screen becomes pretty annoying here since most of the level is vertical scrolling, but I don't know how to keep it in there when recording.
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Blublu wrote:
Were you trying to shoot in sync with the music? At 0:39 it was kinda neat for a split second.
Nah, that's coincidental.
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Okay, I'm done polishing up the first stage now. I saved 5 frames in the first half from optimization, and 3 frames or so on the boss, and 208 frames (I think) from taking the rail car, so it's almost 4 seconds faster now. Anything else that still looks wrong? And I'm probably going to post a WIP here after every stage to avoid making more mistakes like the one in the first level. Dsm Avi
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Richter and Sisters will have to be done though (any% of course).
arukAdo wrote:
Actually theres no real treat from me restarting, since im still doing holy claymore route, and i can already tell the final sword gonna be faster
Are you going to submit the holy claymore run, or do you just mean that you will finish it for the sake of making sure it isn't faster after all? Because it would probably not be very good to submit a run using a route that is known to be suboptimal (not if you want to get published anyway).
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Atma already brought that up, and I didn't know about it and I'm going to test it.
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applepieman wrote:
and it kills the boss extremely fast.
Well, not faster than other weapons.
applepieman wrote:
As for enemies behind you, why not just jump in the air and do a quick shot behind you and then switch back to going forward?
Because it wastes time.
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Blublu wrote:
Couldn't you just manipulate the enemy not to appear in the first place?
It seems like he always appear there, and even if it did work that would probably cost time as well.
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Atma wrote:
3) I'm fairly sure you made a mistake by not taking the rail car, that shit is FAST. you can kill the driver in a single bullet if you grapple to the top part (above where the homing powerup is) and then jump to the next one. I might be wrong, but I reckon that speed more than makes up for the grappling times.
I did not know about this, even though I have played the game many times... Well I was going to redo anyway.
Atma wrote:
4) You killed yourself at the boss. It looks bad.
It saved some frames from not having to turn around and kill the guy who was following me, I didn't find any way around this that didn't make me waste time. If it is faster to take the rail car this won't be a problem though, as I can kill him with the spread from up there.
Atma wrote:
5) When you close in on the boss, you should swap to spread, each bullet deals 1 damage, and there are 5 of them.
I know and I did. If I had done it earlier though it would have been slower (if only 3 particles hit it deals damage slower than the machine gun, as it has about twice the cooldown time).
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I started out on a Contra 4 run today, and finished the first level. I'll have to redo it though because apparently after aiming up or down and then returning to aiming forward you stop for a frame or two (only when running, not while in air). This cost me a few frames in the beginning, and I only noticed it towards the end of the level so I finished it up anyway. And I'm also thinking that the flamethrower might be faster to kill the boss with, so I'm going to try and replace the machine gun with it. But here's what the first level looks like right now. Smv Big avi
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inichi wrote:
-Save the game on the save file 1 at the near save point (1D, 00). -Load the save file 2. -Save the game on the file 1 and reset on the timing only one location address is overwritten. -Load the save file 1 (Movie End). -Nu Ending. -The End.
What is it more specifically that happens here, and why do you have to go to the castle and all that before it? Oh, and... odd movie. Cool that reseting can be so abused when manipulated like this, I wonder what could be done with other games where you normally can't corrupt savefiles since the game saves on one frame...
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Thanks. Looks pretty good so far, though the upcomming stuff will probably be more interesting :p
moozooh wrote:
I'm playing this game right now, and damn loving every minute of it. It's a very well-done game.
Indeed. DoS is still better though :)
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Could someone encode a LQ movie file of this WIP? Apparently the computer I'm currently on (not my own) is so crappy that it can't draw the graphics on the lower screen (even if I record an avi myself).
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Eye Of The Beholder wrote:
Could you tell me something about your last 100% run? How many time it took to be finished?
You mean how long it took to finish? I think it was about half a year or so, divided in two months of barely working at all, two months of working at a decent pace and two months of intense work.
Eye Of The Beholder wrote:
One last question for now is about you actual project, how is it going?
Nothing has happened since the last report I made on the last page or so. I want to finish what else I'm working on at the moment and then go through the possible route change a little more closely before continuing, because I think if the new one actually does turn out to be faster the new realtime run should obsolete the ingame run as well.
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Actually it is slightly slower to travel by damageboosting than to just run and use armpumping, and after the damageboost you have to accelerate again which slows you down further.
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DarkKobold wrote:
In response to #5 Saturn wrote: As of obsoleting the 14%, I'm not sure whether this is a good decision (the any%'s are out of question anyway, being the most entertaining run forms of this game). This run is a heavily glitched NBMB one, which has a completely different category than the glitchless ones, to which the legit low% / 14% counts as well. One thing is for sure, the 14% (no matter whether Speed or Ice route) will show alot of new speed tricks and entertaining stuff no other run would allow you to present (I did alot of tests for this run some time ago), so if we erase it completely from our list here, the watchers won't have the pleasure to see this new and unique tricks. I think it would be best to give this run it's own "glitched" category, as it just can't be compared to any other run here. Just something to consider for the judges. These don't seem like the words of someone fighting passionately to keep this category. In fact, he didn't really fight for it until it was his OWN category.
What is really weird is that the run he later submitted to the site had actually been finished for quite some time before the 6% run (over half a year I believe), so he already knew then and there that this would eventually become a question of his own run, where he to submit it later. Not that this really has to do with anything, I just find it a little weird. Anyway, I do think the run is worthy of publication in terms of quality, entertainment and being sufficiently different from the other runs published (as well as 14% being a very well known goal for many players). However I definitely see where the unwillingness to publish it comes from, as Super Metroid already has 3 categories and the goals of the run can be seen as somewhat arbitrary. If the sites administration is not yet willing to loosen up on the multiple categories policy, then the run should probably not be published, but if it is, I think that the run is well deserving of publication. Same goes for the Super Mario 64 16 stars run I guess (though I rather see a 70 star run or a full playaround).
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How much more damage would you do per increased level? Seeing as you'd need 15-16 hits less just from doing 1 point of damage more per strike it might be worth to try and find a quick enough way to go up a few levels if it increases your damage.
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arukAdo wrote:
error1: if i could i would ! :p Drawing T.A.S. as my logo would need to spend frames
IMO waisting a little time to draw something cool really fast could be worth it.
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Why did you need to go kill the hobag in Egypt? Pretty sweet run anyway, but there where a lot of lag from time to time, is this because the emulator or is it due to the character switching? If it is the latter then it would probably be faster not to use it at places where it causes a lot of lag (spots that comes to mind are when you leave the shop and when dracula does the flame attack). Oh, and what equipement do you buy besides the holy claymore?
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Post subject: Castlevania Order of Ecclesia
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I made a short testrun of this awesome game just to see how it turned out, it ends after Shinoa's training. It isn't overly optimized (in fact choosing the gamefile and all that was done without slowdown due to annoyance with the emulator), but I think it turned out quite nice, and I think that a full run will be very sweet. The reason I jumped back and forth when hitting the old man was to make him reappear at the same spot every time, and not to my left. Also a run with the extra character must be done, by pointing at the screen you can basically make him warp (or move very quickly, at least) to that spot. It is practically impossible to use this to its full extent unassisted (as you would need very, very good reflexes and a third hand), but with tool assistance I can only imagine how this can be abused :) And for the record, I don't have any intention of doing a full run of this as of now, but if it still hasn't been done later in this year I might very well pick it up. dsm Poor quality wmv
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You can actually reach such a high vertical speed already in the first vertical corridor in the first level if you TAS the game :)
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Very very nice run indeed, great job both in style and execution. Initiating the glitched and awesome 1up sound at the end of the first autoscroller pushes the run over the edge from yes to very yes :)
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hero of the day wrote:
hey Cp, do you have any rough estimate on your final in-game time? Do you think 22 would be possible at this point?
I doubt it. To do so about 45 seconds would need to be saved, and I would consider it a huge success if the improvement exceeds 30 seconds.
hero of the day wrote:
I've been crunching a lot of numbers lately for this game. I really think that the route I posted a few pages ago, might be the fastest for both in-game and realtime. Though some slight tweaks might need to be made.
If that would really turn out to be true then the ingame run should probably be obsoleted. The only real reason it was published at all was because it offered an entertaining alternative route (as well as getting 00:23, but that will be attained in the new realtime run anyway), so if the two runs would be even more similar, and finishing with the same showed time at the end there would be little reason to have it left. We'll have to sort this out...
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We have only restarted once, and we got to botwoon the previous attempt (and where struggling with the luck there yet again, though not as much as with phantoon). The reason for being at phantoon for so very long is also partly the glitched any% update as well as just inactivity due to lack of motivation Stupidly enough, the reason for the restart was that Ceres clock improvement I found, though we did find some more along he way that properly justified the restart.
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