Posts for Eratyx


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FYI, their names are Ax Battler (broadsword man), Tyris Flare (longsword woman) and Gilius Thunderhead (axe dwarf). Why they gave the name "Ax Battler" to someone whose PARTNER uses an axe is beyond me. I'm most looking forward to the GA2 run, as it was one of several games I obsessed over in childhood. I'm really digging the look of a buff man and his buff woman partner taking out enemies totally in sync with each other.
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WHAT.
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I'm really excited for this run. You and Nitrodon are doing excellent research and it's really going to show in the end!
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Captain Forehead wrote:
Eratyx wrote:
Oh crap guys, you've been obsoleted by a normal run! Are you gonna let this happen? http://speeddemosarchive.com/ZeldaMajorasMask.html
That improvement is only ten minutes you know. ;)
It's actually more like 3:17. I'm of the opinion that SDA has wishy-washy standards regarding timing.
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Oh crap guys, you've been obsoleted by a normal run! Are you gonna let this happen? http://speeddemosarchive.com/ZeldaMajorasMask.html
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I know this isn't being worked on anymore, but I think it would be helpful to know that, instead of doing a diagonal jump, you can do a full down-jump while maintaining your horizontal speed if you do it quickly enough. My brother and I used that technique as kids, though it never really came in handy.
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I hate to nitpick, but the sound on your encode is a bit off. The sword throw sounds hollow and grating, the jumps are higher-pitched, and some sound effects seem to have different priorities (i.e. throwing sound being more important than a jump sound). Did you use Gens to record it?
Post subject: Re: Replaced torrents
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Downloading and sharing, anything to spread awareness of this game :3
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Haha wow, 59 minutes before post after four months XD
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I am also interested in this run. Terranigma was a fun, balanced game for me. Looking over the thread, I can only say that if posterity finds you chose a bad route, the only people who will care are the ones who will obsolete you. Go for the Enbu Pike, or don't; grind for STR, or don't. Test as much as you're willing and able, but don't let it destroy your motivation to finish.
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Past Anemone Beach, Past Dahlia Valley, and Past Soleil done. I don't know why these segments were so easy to do. In Anemone Beach I set up a tricky Moa+Leviathan sword throw, and immediately revved up before the switch took effect. The boss fight went well enough, though even attempting to manipulate the fireballs didn't result in killing the purple things in one shot. I had to target the two larger blobs individually, and the fireballs did the rest of the work. Mother Monster...this is where I first discovered the wall glitch that skipped 30 seconds, and it was the glitch that inspired me to make this TAS. I considered simply jumping over the slides, but eventually I settled on a path that I liked. Running into the block on the first slide is necessary to stop and make it into the gap. Moment of truth, guys. Will I get sub-45 minutes? Yes, my normal speed run on this last segment took a mere 6:48, and the TAS so far is at 38:40. ==Edit== Can't sleep. Too excited. I cleared the chasm by perfectly timing Rio's catch-up with my landing, then switching to Moa+Flash while on top of him, and jumping before the menu closed. This should not have worked. I cleared it with almost no margin of error, but used those last four frames to go diagonally past the switch. This is EPIC. ==Edit== On the Smell Sense fight, I sniffed around for a glitch and found one. The spikes that appear on the floor vanish quicker than they appear, so if you make a long trail, eventually the disappearing sequence catches up to the appearing sequence, and then stops, leaving permanent spikes on the field. By connecting the two paths midway, I sped up the process, and with more finagling, trapped the boss on a 2x2 grid of constant-damage spikes. Unfortunately, he simply gained more invincibility time and took damage every second hit. My time using this failed technique was 2126 frames against the ~1110 frames in my normal speedrun. Lesson learned: Not every glitch is a helpful one. I'll have to redo it using conventional means.
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Past Camellia, Past Burn Daisy complete. Though I'm proud of my recent streak of obliterating challenges, I couldn't pull anything off in Camellia other than using the slides fluidly and showing off some more Rio platforming skill. The boss fight went well, only about 5 frames away from ideal, though it's hard to catch the sword instantly and stay away from his quick scuttling and tongue in the second phase. Moa+Flash boosts my top speed to 36, as opposed to Flash's 24 and walking with 12. Acceleration is always 1/frame, so I don't reach top speed any quicker. When you let off of a direction, it decreases by 2/frame. My corner-cutting systems don't change at all, though visually it's more obvious that speed is retained as I turn. You may be able to see this in Burn Daisy with the zig-zag turning. Burn Daisy also went well. The Puppetmaster seemed to be invincible for a few frames after my sword was charged for two of the hits. Although the fireballs created plenty of lag (~50 frames), I couldn't use Dodo+Inferno because killing the puppet would take an extra 62 frames, and the Puppetmaster gains 17 more frames of damage invincibility for every hit.
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==Edit== Past Iris complete. Due to messing around with wall collision in Mother Monster, I found several places it can be used. By walking casually through a cliffside, Burn Daisy is all but skipped now (1655 frames saved!), which means massive desyncing and a brand new Shuffler fight. Iris is completed 216 frames quicker using the same technique. The Roxie fight went far worse than usual, as his second move was never an energy release. The Place of Peace was done better by jumping straight for a bee and steering him from the start, saving 131 frames. Once I got to Past Iris, I tried to jump across the water, and succeeded, but I knew I would need Rio later in Past Camellia. As it turns out, Rio is an amazing asset to me, helping me cross the (now icy) lava shortcut I couldn't nail before. Also, I found a way to exit the Georama fight early, into Castle Freesia, but to justify this skip I would have to get back to the world map in under 1:37, AND deal with not having Leviathan. He's particularly handy in Babel and Black Night, and he may have some use for boss fights.
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Place of Peace done. I have only one thing to say: I can steer bees. That's one more level I've completely ignored. My best attempt at a normal speed run, skipping at least half of the puzzles, did that screen in 1:09. By using a single bee to float over the beautiful clouds, I finish it in 20 seconds.
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Castle Freesia and Root Temple done. I'm really proud of this segment too. The iced hallways took several hundred attempts to get just right. After much testing, I decided the best policy was to build up speed such that when I land, I can begin accelerating in a different direction, so the amount of windup is scaled appropriately to the length of the hall (except the one going north, I hit the 2048 Slide cap.) The part towards the end of Freesia where I jump across the pond and hit the switch in mid-air was definitely the hardest jump I've set up yet. Georama is and will forever be an absolute joke. On a normal run I can get 2-4 hits in before the dialogue, and this time I get in six. I learned to boomerang sword him when I was 7 years old. Root Temple was interesting. Think of it as another Anemone Beach: a screen that I took from 2.5 minutes to 15 seconds. This time I took a 5-minute level and turned it into 20 seconds through the use of cliffslides. Leviathan was a challenge. You're supposed to hit his fireballs back at him, but just to test I threw my sword instead. As a result, he gets hurt the instant his fireballs come out. To make it go even faster, I jump out and catch my sword so I can throw it earlier. As it turns out, this technique was mandatory. Place of Peace coming soon!
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==Edit== New route discovered in Iris, and Camellia Desert completed ahead of schedule. I tried to extend the lava jump to avoid the zig-zag forest, but it's simply impossible. God, I'm so glad to be back to normal movement after the go-kart and the slime. The quicksand pits were fun to play with. I can't claim to have found the best path through these, since tiny things like entry angle and position can influence the amount of Slide speed you gain on exit, and unpredictably; the path I used should be satisfactory. The block-stop glitch came in handy as I'm dealing with many of them in sequence. I've gone over this many times and can't find any wasted movements. Since I now outrun my thrown sword, I can't rely on it to get me through obstacles. I've developed a technique where I swing the sword towards the end of a jump (tap B for 1 frame, pause 3 frames, tap A), allowing me to retain control throughout the jump and only slowing down for a single frame on the ground. The density of breakable obstacles in Camellia made for an entertaining watch afterwards. The Cecil throw in screen 3 bothered me the whole time I was working, but eventually I settled on the regular 45° angle toss the developers want you to use, though I chose a faster throwing point. The Roxie fight was murder. He seems to choose his actions based loosely on where you are on the tower, and possibly time; further experimentation would be helpful, but Roxie seems to recognize 4-6 sections of the map in his algorithm. Roxie's heart has invulnerability for 31 frames between hits, and throwing Chilly does 2 damage. It is possible to take out 6 HP in one run, leaving a single sword toss to finish him, but when I did so I never had enough time to manipulate his next action.
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Iris done. I'm kind of proud of myself. Even though it took for-freaking-ever, the kart race is done, and the next part was completed shortly. My normal run finishes the race in 0:58.2; obsolete TAS in 0:55.8; new TAS in 0:55.0. As a slime, you have instant acceleration, so I was given free reign to wobble around like an epileptic. I also discovered that the early-door glitch can be applied to almost any screen border. My only hope is that late discovery/exploitation of these glitches won't disqualify or penalize my run...1-4 frames can be saved per transition, which could easily rack up to 2-5 seconds. The very last jump gave me some trouble, both in my normal run and here. Normally you jump over a switch or hit it, land, then charge across the pit. But enough messing around led me to find a way to jump directly off of a switch. Pretty darn cool. ==Edit== I ate my laziness and redid all the screen transitions. Surprisingly, nothing desynced until I reached Burn Daisy, where the slimes choose which direction to go based on when you enter the room. New paths in screens 1, 3 and 4, new and not-so-hectic Shuffler run, and new path in the Cheetah Race. I tried to manipulate the slimes in screen 3, but they seem to change every 5 frames, and no result gave me anything worth keeping, so I chose to enter as soon as possible. Beginning to Burn Daisy entrance: -119 frames Burn Daisy screen 1: -20 frames Burn Daisy screen 2: -5 frames Burn Daisy screen 3: +19 frames (bad luck) Burn Daisy screen 4: -32 frames Iris: -49 frames Cheetah Race: -1 frame Total: -207 frames Camellia Desert and Babel 1 coming soon!
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==Edit== I think I've got the Cheetah race covered. All the physics of the go-kart are thoroughly explained here, and all that's left is for me to apply the ideal inputs in such a way that no walls or grass are touched. Old GMV here: GMV: link Savestate: link Watchlist: link The rest of the post is more or less a research paper for my own reference, but presented in a way that future runners can use. Kart directions ("Target Angle" value) Each angle is calculated relative to the four major directions (i.e. the 0° angle means due north, due east, due south, or due west.) Borderline cases are somewhat difficult to test, so the specific numbers may be off. 0° = -32 to 31 22.5° = 32 to 96 45° = 97 to -96 67.5° = -95 to -31 Typically the kart can switch angles within 8-9 frames, though it's possible and recommended to do the first 7-8 frames ahead of time. With preparation, a 90° turn can be completed in about 25 frames, and 180° in about 57. Top speeds per angle ("Slide" value) 0° = 768, 0 22.5° = 709(-710), 293(-294) 45° = 543, 543 67.5° = 293(-294), 709(-710) Speed effects ("Slide" value) The best way to explain speed is to imagine a "bank" of 96 frames. The accelerator (A) adds 1 frame to the bank, and letting go takes 1 away. The brake (B) by itself takes away 3, and A+B takes away 1. When you reach 96 frames, the slide speeds should be at their cap. On a straightaway, A will raise your speed by 8 per frame; even on other angles you will reach top speed in the same time, though floating points seem truncated in RAM Watch. If you turn, both Slide values will change by 12 (up or down) until they meet the value they should be at. The B button changes the values by 20, but remember that holding B will take away frames. Basic technique is to turn while holding A+B until it stops changing by 20, then keep going, but that brings down your cap speed by a lot. A better technique is to brake for a while, then let off early, so that you continue turning with the 12 increase right up until your 96-frame bank is filled again. This has been tested exhaustively. If you do a rapid 180° while letting go of A, you can see your slide value swing from 768 to -144 in intervals of 12, and then back to 0 in intervals of 8. Also, driving in grass immediately cuts your bank down to 48. What this means The objective is to reach top speed quickest after exiting a turn. This is done by maximizing the number of frames the brake is used (for the 20 boost) without hitting the lowered cap too early and forcing Slide to increase by 8 instead of 12. Consider a 90° turn from full, while assuming each step takes 8 frames of turning action, and remembering the top speeds per angle. 23°, 8 A+B frames: Slide = 20*8 = 160 Cap = 293 * 88/96 = 268 45°, 8 A+B frames: Slide = 160 + 20*8 = 320 Cap = 543 * 80/96 = 452 68°, 8 A+B frames: Slide = 320 + 20*8 = 480 Cap = 709 * 72/96 = 531 90°, 24 A frames: Slide = 480 + 12*24 = 768 Cap = 768 * 96/96 = 768 Ideal use of the brake can be calculated in this manner for any situation as long as you know your starting slide and cap speed. This only solves the problem of optimal brake use, but the fact that it can be predicted at all is a blessing. I still have to determine optimal starting positions/angles for the hairpin turns. I will apply my findings to the run soon. ==Edit== First hairpin officially dealt with for good: I began as close to the wall as possible, with barely enough Slide.y to clear the grass, and then, before Slide.y could reach 0, I did a full 90° turn with 24 A+B frames and came out hugging the border. Literally no speed was lost unnecessarily. This is good progress.
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upthorn wrote:
Is really, really impressive. Keep it up.
Yes, sir! Your encouragement actually means a lot to me as a speed-game speedrunner (Sonic 3, Ecco, etc.) I balked at the task of an entertaining Shuffler boss fight, since you get around 10 seconds of idle time between hits, but I think I managed it well enough. I got through Burn Daisy with only 2 HP left, and I imagine it will only get harder to prioritize damage boosts. The next segment will be very long in coming since I will be tackling the Cheetah race fresh (though in playing the game normally I can consistently beat him without the bribe) and Iris is very long in general. In Burn Daisy I discovered a minor glitch with the blocks, and a way to enter doors early by backing out. I experimented with the last slime, trying to damage boost over the lava and skip the platforms, but my slide speed fell rapidly as I jumped over the lava, so it is impossible. At least I can collect my money bag as usual. (By the way, the new door glitch means that maybe 20 frames can be saved in earlier areas. But I am seriously unwilling to redo my work on the intense luck parts.)
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Anemone Beach and Hot Daisy complete. Found out you can extend a damage boost by jumping just before the hit, so I redid the entrance to Anemone. The resulting desync caused a remarkable amount of stress. So far I haven't found a reason to equip Chilly since the horizontal slide allows me to jump over the lava entirely. I'm steadily improving as a TASer, but I'm still not looking forward to dealing with Flash and Moa and Castle Freesia. ==Edit== Had to do Anemone Beach again after realizing you can jump 2 frames after landing and retain most of your momentum; the desync was much nicer to me this time. You will see a good deal of bunny-hopping throughout the run as I play with damage boosting and sliding around.
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Atma wrote:
That was quite a nice wip you posted, however I noticed what may or may not be a flaw. You damage boost quite nicely off of most enemies in your path, but there was one enemy which you didn't despite it being almost directly in your way. The amount of health you had wasn't an issue since you purposely took more damage from the wolf. Would boosting off of that enemy (twice, since you went past it twice and didn't dama boost either time) be faster, or did you already try it and have the resulting boost turn out slower than just walking past it?
You mean the one on floor 3 that I run past both times? He's completely pushed into the wall, so I can't touch him. Also, when I messed around with the Wolf I didn't anticipate being healed to only 7 HP rather than 10 (since I skipped the cutscene.) I may have to go back and edit out those lost 3 HP if I need it later, but I don't foresee any damage boosting opportunities in Anemone Beach 1/2. ==Edit 9/19== Having beaten the Octopus, I'm now past Arkiandruski in the game with 6905 frames saved. I did end up taking damage twice in the beach, but awesomely enough, I had exactly the right amount of HP. Yes! Also, the amazing cliffside shortcut has been implemented. I had to goof off a little bit while the wind cleared; there's really not much to do about that, so I refilled some health and got a coin. Going for the money bag would be wasteful.
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Forum rule invoked: "Double-posting about your progress is okay if some time has passed since your last post - one day is a good rule of thumb. People will not notice new content easily if you just edit your last post several times." Thanks to upthorn's starting point I put together a watchlist covering nearly all the most important stats: http://www.personal.psu.edu/kmg5075/Crusader_of_Centy.wch Due to better cornering techniques and better understanding of data values, I'm restarting from scratch. Since starting 5 days ago, I've passed my previous WIP and am now at Anemone Beach with some great improvements (totalling 584 frames saved.) The largest part of the improvement comes from skipping Granny's speech after the Wolf fight. I was unaware that you could exit the screen early if you reach the door as the Wolf dies. A better route was found in Rafflesia, and charge-cancelling (holding A just before something interrupts you, like an enemy or spring) was used liberally throughout Dahlia. Charge-cancelling will be replaced by jump-charging from Anemone onwards. I will admit I was not looking forward to measuring lag...if anyone wants to help me out with upper Dahlia (sometimes six turtles and three birds appear onscreen, on top of Corona and his sword) feel free to look at it. The "best" route gives 2-6 frames of lag while dealing with the turtles depending on when you throw your sword: each sprite that collides with the sword seems to tax the game slightly, so I attempt to make it hit only the second turtle and not the first (which I can run past.) Also, the sword requires more CPU if thrown on an angle. I accidentally discovered another glitch towards the end that, while I was pushed into the wall 3 pixels, allowed me to enter the top cave in Dahlia without turning the corner. Also, I tend to host a video encode of my progress on my webspace for my friends, updated roughly every time the GMV changes.
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So that's why they call it a "skip" sandwich.
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It's been a while, but I'm still working on the run. I'm coming to the point where, for planning and testing routes, I need to be better at positioning and manipulating speed. It would help a lot if I could find the memory addresses for character position and speed, but there are so many changing elements that it's difficult to pinpoint. Could anybody help me on this?