Posts for Crash41596

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feos wrote:
Please keep me updated on what branch name you guys would prefer to use. 100%, Good Ending, Best Ending. 100% is the RTA label.
What about "all chalices"? Since the game has a special reward for it (an ending), it's as objective as it gets. And given no in-game percentage counter, it may feel arbitrary to define 100% by just one item, and less apparent from the label which item it is, and why we stopped there.
I do like the all chalice label since it pretty much defines what you are doing in the run. On the other hand Best Ending is the true goal of the run. The minimum requirements to unlock it are the primary focus "Chalices". All Chalice would be a more viewer friendly label if you get what i'm saying.
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So, I am nearing completion. My current time entering Zarok with 100% is 57:xx. This run is going to be over 20 minutes faster than an RTA speedrun, which is a little more than I expected initially. Progress WIP #4 Pumpkin Gorge Pumpkin Serp Sleeping Village The last 40 seconds of the level will be different from what is shown here. Asylum Grounds Asylum
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I have been recently working on an all chalice run, which is going to be a very unique speedrun that is not humanly viable. The level order is vastly different and no items are received from the hall of heroes. Rta speedruns receive all items up to the broadsword so you can enchant it and have no problem with item management. This tas will only use the small sword, daggers, club, and drumsticks. Now you may ask how you are able to have the club at pretty much all times and that is from the item replenish glitch. I have routed around this trick to make the drumsticks and club last through out all levels. The goal of this run is to unlock the best ending. Progress WIP #1 WIP #2 WIP #3 Some great levels to watch are return to the graveyard, enchanted earth, pools, and crystal caves for item replenish glitch. Gallows Gauntlet is also under a minute long ;)
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I have finished making a TAS "demonstration" Which is pretty much a tool assisted movie with much less re-records than an actual TAS. This was done in around 23,000 re-records. This was done just to make a rough outline of what you actually need to beat the game, and to get a rough time estimate. There are still a few cutscenes left to be skipped, and a few other skips which could eventually put this category at sub 40 minutes. Link to video
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We have finally found a use for the wrong warp, and conveniently enough it allows us to skip the most important level in the run. There is one problem, and that is finding a way to land without hacks, which seems to be extremely close. This will probably be the craziest skip that us as a community will find for this game. Link to video
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I few more major skips have been discovered including wrong warping. Wrong Warp Cathedral Spires Pacifist Cathedral Spires Descent Puzzle Room Skip
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feos wrote:
How do you define a clip then?
Passing through an object/entity/wall that has solid collision, or having enough speed to ignore the collision entirely. Level Looping requires you pass through the death trigger, but you can not pass through the triggers when they are active. Ghost ship for example, you may think that Dan is clipping past a fence into the void ignoring a death trigger, but there is actually no death trigger in that area to the left of the ship and Dan doesn't actually clip through the fence but rather just jumps over it. You technically do not always have to bypass death triggers to level loop. Edit: I am really interested in making a movie for this category when it's stipulation is decided.
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feos wrote:
Crash41596 wrote:
A majority of glitches that save a good chunk of time are not clips, but level loops, which can be done anywhere there is a death trigger you can fall into.
You still clip past the death trigger.
It's technically not a clip unless the sites definition of clips is more broad than I assume. Essentially what happens with level loops is that you use the inventory glitch. When the inventory is opened many things are not active, such as enemies, death triggers, end level triggers. It's very similar to the actor glitches in ocarina of time.
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Here's the new movie Seems to be about a 15 second improvement, would be more time saved from the skip if you would not have to watch your soldiers disappear "4 seconds per soldier". I will update the submission text with a detailed explanation of the skip and a new encode soon.
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After debating a little bit, I do like the all levels concept, but the ant's cave level needs to go imo. The no level loops idea seems to be the most interesting out of all the choices, I feel like it adds much more depth in the later part of the game, and provides enough new routes, and small tricks to make it interesting. Now as for the run itself, us as a community have been working on soldier despawn and how to possibly get it to work on console, and we found a method. Every aspect of the new trick can crash the game. I request some time to finish implementing the improvements, which I am 70% finished doing at this time. NEW SOLDIER DESPAWN **Edit** This glitch will always crash when the cutscene right before the credits is activated, due to dan running into the area that will cause the game to crash. I just need to know if this is still considered beating the game. No other action or input is required past that point to roll the credits. I do believe in memory it still counts as the game being completed.
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feos wrote:
"no clips" sounds very good, but I still need to watch the current 2 movies. The current pub would be a weak Moon until a "no clips" submission happens and obsoletes it. Crash41596 what do you think?
I very much like the idea of "All Levels". I am not sure where that would leave the ant's cave level, it's a level where you do a side quest that is completely optional. The level itself is not on the map, but accessed via the enchanted earth level. A majority of glitches that save a good chunk of time are not clips, but level loops, which can be done anywhere there is a death trigger you can fall into.
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ThunderAxe31 wrote:
Please unembed your videos, as some pc may freeze (I didn't even try using mine). I also suggest putting the video title of each video next to the relative url. Great job btw, I'm now subscribing to your channel :D
Awesome and thank you. I fixed the post btw.
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arkiandruski wrote:
I suggest that the current movie that is on the site gets a new branch due to the dragon gate skip. Currently the categories for rta are No DGS, and Any%. No DGS is pretty much all levels, or NMS?. Classifying a major glitch in this game is very difficult due to the time frame the dragon gate skip was actually discovered. The dragon gate skip allows you to skip both dragon gems, the dragon fight, and the dragon armor entirely, not to mention 6 levels. It is a 12+ minute time save
We are still working on the rules for the no major skips branch, but I will bring up to the rest of the judges for opinions.
Alrighty, thank you very much. Both runs are different rta categories.
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I have finished, the time improvement is astonishing. It is timed with rta in mind for comparison. The TAS timing will be a little over 21, but I am happy with this run. Link to video
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Thought I would post some more updates since I am nearly done Link to video Link to video Link to video Link to video Link to video
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Very strong yes vote. This game has come such a long way since the early days of 2012. Yes it's a boss rush, but a boss rush with a shit ton of tech and entertainment value. The last world of this tas is really imo where it shines the most. The movement section to get into Red's Lab early looks amazing, specifically the jumps over the light gem door. A lot of work has been put into this project with glitch finding and optimizations. I personally use to run this game, and did give many suggestions to the tasser to look into for glitch finding. He investigated every inch of what I threw at him for ideas, and optimizations. He of course found some very nice glitches along the way. A key glitch being the Red cutscene skip in icy wilderness. Very nice work, and I look forward to seeing what else you can produce in the future.
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Figured I would post some updates on the new tas I have been working on with all of the new tech. Pretty far ahead of the previous run. Pre Daring Dash Link to video Enchanted Earth Link to video Pools of the Ancient Dead Link to video
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Here's a link to the medievil discord https://discord.com/invite/q9zkSBp I also did find a way to skip cathedral spires :D.
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Any other things that you know about? Especially in the 2nd game.
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how did you get into the yellow rune gate?
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I hope you are around for round 2 @arkiandruski :)
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arkiandruski wrote:
My gut is saying cancel, implement and resubmit, but I would like to know more about this glitch.
So here's how it works. There's a slow walk, normal walk, and running speed. slow walk is 8 speed, normal walk is 16, and running speed is 27/28. The normal/slow walk speed gets added to the running speed. Now here's something real interesting, when you daring dash the speed depreciation is less when you do the trick due to an overflow that happens when you daring dash. daring dash is capped at 58/59 when you do the trick it overflows that number causing the daring dash to last longer and speed depreciation to be less due to the extra initial speed. I am going to cancel this and redo it, but it's a shame :C.
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arkiandruski wrote:
From the looks of it, it seems this glitch will be used for most of the run. How does it compare to dashing?
It's slower than the daring dash, but there are still some things unknown about how it works. But with the current use of it I see it saving less than 40 seconds before daring dash. It's quite easy to do real time too, but yet again, need to do more investigating.
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Not sure if I should just publish this one, then do a new run down the line, or just cancel the submission.
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