Posts for Crash41596


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I am at a loss for words at the moment. A speed glitch was discovered in this game yesterday. Link to video
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Torn338 wrote:
This is fine. 🔥 Good job Matt
Hey, long time no see, you should join the medievil discord.
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Experienced Forum User, Published Author, Player (193)
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Found a slight improvement on Kardok (5ish seconds), gonna upload the new movie file when done. Shouldn't take long to do.
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This game is the game that keeps giving :D Link to video Link to video Link to video
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One of the biggest skips in the run, Might be able to skip getting hammer, not sure yet. The descent may be a problem without it. Link to video
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Post subject: Autofire with Analog Broken?...
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Can't seem to get it to work on 2.4.2 on psx. Anyone else have this issue?
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Experienced Forum User, Published Author, Player (193)
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White Chapel Skip, with new void launch strat Link to video This tas is going to be amazing
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mklip2001 wrote:
It's pretty crazy how much faster this run has gotten. Ironically, it's probably a little less entertaining to me now since so many stages are skipped, but the play is great. Yes vote.
Thank you. I'm currently working on the 2nd game and that run will definitely blow minds entertainment wise due to the speed glitch.
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Current things I can skip * The cannon in the museum * Early pocket watch in Kensington * Entire Freakshow level * Good portion of Greenwich * Most of kew gardens * Puzzles in wulfrum hall * Early key vip lounge in white chapel * Final cutscenes leading into the demon Possible future skips *T-Wrecks Skip *Kensington window clip * Greenwich exit trigger?? * Skip into Dankenstien??
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Experienced Forum User, Published Author, Player (193)
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First time submitting, so i'm not sure what exactly I should put :)
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Experienced Forum User, Published Author, Player (193)
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It's 2.4.2, but under the programs details in windows it's 2.4.2.1
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Reviving this ancient thread because this will be my next project. The amount of eye candy this game offers is through the roof. I will be glitch finding for a little bit before I begin serious work.
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Experienced Forum User, Published Author, Player (193)
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final time in 24:14 and 23:30 RTA Link to video
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Experienced Forum User, Published Author, Player (193)
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Experienced Forum User, Published Author, Player (193)
Joined: 4/27/2012
Posts: 109
Here's some things I have been experimenting with Link to video Link to video Link to video
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I have started over again, with some more knowledge and a set in stone route, tried weedling out any potential time to be saved with the route, which include skipping the small sword. I also found out jumping stops the camera from messing up your angle when the camera decides to change position, you can now avoid the little wiggle the game gives you when you try and correct the angle by chain jumping, which for some reason stops the camera from changing analog direction. Here's an example Link to video
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Experienced Forum User, Published Author, Player (193)
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Samsara wrote:
This kind of thing happens sometimes, where glitches in published runs are discovered to be emulation bugs . I believe Super Mario Land 2 had an issue like this as well? Since we don't unpublish runs for any reason, the only thing to do is to just submit an improvement run that doesn't use the glitch, or in your case I suppose it means using the glitch in a different way that doesn't crash on console. It won't have any impact on how the run is judged, don't worry. It's the same sort of thing as when we get new, more accurate emulators, and we end up getting improvement runs that are actually "slower" than published runs (note that the obsoleted run appears to be over 10 seconds faster, but this is due to the new run including the PS1 BIOS). The more console-accurate run will always be preferred, even if the accuracy makes it slower in the end. Hopefully that clears things up!
Yeah it clears things up, the run will be 20 minutes faster regardless which is an upside. Thanks for clearing things up :D.
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So from the looks of it soldier despawn does not work on this emu, so the best alternative would be to spawn 2 soldiers after they all die, wait for them to die, then spawn 2 more. It sucks and loses a bit of time but it's what has to be done unfortunately. The glitch does not work on original ps1 any who.
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Experienced Forum User, Published Author, Player (193)
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Samsara wrote:
Judging from the title, the provided video appears to be on console, so it looks like it's being handled correctly on BizHawk. If the glitch only works without crashing on PSXjin, that'd be an emulation error, and it wouldn't be allowed. I imagine the only reason it was allowed then is due to the fact that PSXjin is the best we had at the time, and there wasn't enough research done to know whether or not that particular glitch worked the same way on console. It's unfortunate, but that's the way it goes with accuracy.
I'm pretty sure it can't be done on original ps1. But this begs the question about the standard for future tases of this game. The glitch can be fudged a little bit by spawning 2 soldiers then having your men kill them, then spawn the other two but it's still not as fast as the current run. Now the question is, is the current run still acceptable knowing that it broke one of the rules, or will it be outdated regardless of time loss on the final battle?
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Post subject: Medievil PSX: Soldier Despawn Bizhawk Crash
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Here's a video of the glitch crashing (Not my video) just as an example of what i'm talking about. Link to video The glitch works fine on Psxjin as seen in the previous tas. Not sure if an exception would be made to use jin for a tas of this game, but I can't get this to work on bizhawk 2.4 or 2.4.2.1 and it saves a decent chunk of time. My iso dump has a 99.9% accuracy. It's a shame because even if there is a solution with emulator modifications, which I have tried the tas would have to be redone :/. I did a trace logger and it happens that the game freezes when the ai is set to zero. I also found a ram address that allows the freeze to stop if you freeze the value at(0EDC38), which I assume is the cutscene count down timer.
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I totally forgot to exclude the witch tali, so I gotta redo cemetery hill and onwards.
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Making decent progress, sadly I don't think sub 20 is gonna happen. Link to video Link to video
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Experienced Forum User, Published Author, Player (193)
Joined: 4/27/2012
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Experienced Forum User, Published Author, Player (193)
Joined: 4/27/2012
Posts: 109
I just found the biggest skip in the entire game, Dragon fire gate skip, enjoy :) Link to video
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Experienced Forum User, Published Author, Player (193)
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So I just tried with the small sword and it caps at 67 speed Link to video
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