Posts for Exonym


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Yeah, delaying my roar by a frame somehow fixed it. I went ahead and got all 5 powerups, and even so I still had to wait for one of the long periods, it doesn't seem possible to kill him before then, but it's not too bad. It might possibly be a tiny bit faster to skip that 5th powerup but honestly I'd rather kill the boss faster. On another note, I found you can trigger the skateboard loop early by letting go of left at this exact time. Airboard ftw. Saves around 5 frames.
Current thoughts: Hachiemon (J) for GBA.
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So I got Hell Hive to 0 hp, and all 4 openings have been destroyed, but the boss meter doesn't disappear and the platform doesnt spawn so it sort of softlocks, and I'm not sure why.
Current thoughts: Hachiemon (J) for GBA.
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The only quibble (thanks thesaurus) I have with the game is that the downtime between levels is actually longer than most stages take to complete. But that's also a credit to the mechanics being so TAS-friendly and the amount of optimization you put into it. The result is pretty entertaining, so yes vote!
Current thoughts: Hachiemon (J) for GBA.
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So this just happened in stage 8 and I'm not sure how/why atm but it's pretty much useless. Going to the left triggers the tube when you hit the left entrance and going too far right the game just acts normally. Even being out of bounds there is still a floor and ceiling keeping me from jumping anywhere. Edit: Okay, 2 of the flame powerups in level 9 are completely way out of the way compared to easy mode. One of them you have to kill one of those armored dinosaurs with level 1 flame to be able to jump to it, after you take a long detour... and then the other one is a shorter but still kinda long detour. I think I'll have to get them so that I can hit both openings on the boss. I got to the boss with level 3 flame playing in real time and it did 1 damage per hit. That just won't cut it, so long detour it seems it is...
Current thoughts: Hachiemon (J) for GBA.
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I always enjoy unexpected submissions like this. Good job improving Sonikkustar's run, that new glitch is pretty cool. Maybe it can be further exploited, but until then this is a good run. Yes vote
Current thoughts: Hachiemon (J) for GBA.
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Glad to see one of my wishlist games completed. The result is impressive if you know how hard the balloon mechanic is to properly control in real time. Yes vote here
Current thoughts: Hachiemon (J) for GBA.
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Did the first two worlds out of boredom, but didn't add the music item swapping yet, because I think it's better to make sure the run is optimal first. That said the game is very edit friendly so it's easy to make a small change using TAStudio and sync up afterwards. Even the seemingly RNG based bosses still sync up. Open to suggestions, but if you've played the game you know how annoying some things can be. For instance, your jump is always a fixed height so it makes certain jumps awkward. http://tasvideos.org/userfiles/info/21099200014297059
Current thoughts: Hachiemon (J) for GBA.
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I never noticed any enemies requiring more hits but I didn't do analysis on every single enemy. I liked the game since I had it when growing up but it is very awkward to play. I don't think the hitboxes make much sense, those archers that pop up from the ground in roman encampment for example can be pretty far away from you and still hurt you. Certain other things like the falling wax hurts you as soon as the animation starts, despite where the actual wax is.
Current thoughts: Hachiemon (J) for GBA.
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Here's another post out of boredom. I found a way to skip getting the hammer in the first level and go right to the puzzle piece too: That being said this is still a vault game but figured I'd post it anyway.
Current thoughts: Hachiemon (J) for GBA.
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When landing in the water, if you have just the right speed you can delay the splash by a few pixels. This means you start swimming a few pixels lower and saves about 2 frames. Here's what I mean: On another note, I've used the double flame to bypass a few enemies faster by setting it up in the water like you suggested. Also want to point out that it's possible to get on top of the map above the boss by freezing one of the frogs and jumping over the top of the screen, but nothing interesting can be done from up there except jump off to the right and die: But at any rate, I improved the boss by setting up the triple flame in the water. Maybe it's possible to setup a quadruple flame, but that would cost time because I'd actually have to wait to take damage a third time underwater, but it might possibly save a few frames. I'll give it a go before moving on but I'm not convinced it will be worth it. On the last skateboard section, jumping off onto the mushroom is actually slightly faster by about 7 frames compared to just riding the skateboard normally. I saved 70 or so frames from the level alone and 319 total including the boss: http://tasvideos.org/userfiles/info/20971140300926996
Current thoughts: Hachiemon (J) for GBA.
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I needed to avoid the last potion in the second level because I would have lost the cloud potion if I took it.
You don't lose potions by taking another, you just have to switch back to it with Up+C I believe. Edit: Just some other information about the game that I found out because I was somewhat bored. Choosing Hard difficulty results in 10s less time to complete a level. The level counts down at the end but does so incredibly fast, so the difference between them only saves 3 frames per level by choosing hard. However choosing hard takes an incredibly long time of 389 frames because it has to go through a bunch more animations to open the options menu. This means that if hard mode saves 3 frames per level, there would have to be 129.66 levels to make up for choosing hard in the first place. That is to say I'm not sure the timer is always 10s less for every level. I know this game has a lot of individual levels but I'm pretty sure there aren't 129 of them.
Current thoughts: Hachiemon (J) for GBA.
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So I've pretty much finished level 4, and started a rough draft of level 5. Stage 4 should be done, unless there's a trick I'm missing. Stage 5 however is most likely going to change, if not for the boss. I'm still trying to figure out how this boss works and why he's invulnerable sometimes. Also trying to figure out how to get the double flame working. I barely got it working here but I'm going to do some more with this, cause I think the boss can be killed much quicker. One interesting thing I've noticed though... Some powerups are missing on the hard version of the game. I never knew that was the case until level 5, one of the flame powerups is missing from the first skateboard section. Because of this however I'm able to take a faster route, but it means I need to detour in another location to get one. Inconvenient but that's how it is on hard I suppose.. I was hoping there was some trick to do to make water sections faster, but all my ideas are thwarted. I tried kicking/breathing fire/roaring as I'm entering the water to hopefully bypass the splash animation somehow, but it just cancels everything but the fire (which does nothing anyway). Here's up to the first boss at any rate: http://tasvideos.org/userfiles/info/20915966630928854
Current thoughts: Hachiemon (J) for GBA.
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So I finally got around to redoing stage 3, and found a few small improvements. The first comes from using the roar in a new location. Using roar right before a bounce preserves your max speed from that bounce until the roar is done. Also you're invulnerable during it, but there aren't any enemies in the way here anyway. Luckily there are more roar powerups after this spot so I can still use it later on. Other than that there are some very minor timesavers. One possible improvement I'm thinking about is avoiding one of the roar powerups so that the roar ends sooner on the last place I use it. Doing so would mean I can start to accelerate from the slope sooner, since I found that you can manipulate that amoeba thing to be out of the way. But until then: http://tasvideos.org/userfiles/info/20673949113280754
Current thoughts: Hachiemon (J) for GBA.
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You don't have to add me as an author, I was just pointing out a small observation I saw in the movie. That being said this collaborative TAS is very well done and DTC5 was a great competition even if I was a bit busy during most of it. Voting yes to this and lookin forward to the next DTC!
Current thoughts: Hachiemon (J) for GBA.
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Nice, this was in my wishlist for GBA games. I made it up to using the ghost platforms playing through it a while back but couldn't figure out what to do. It seems interesting enough, you have a variety of abilities, cool bosses and good level design. As far as TAS techniques I never really attempted it yet, but you might want to see if switching between the attacks causes you to be able to shoot faster or something. Probably not but worth a try. Anyway, looking forward to seeing this game!
Current thoughts: Hachiemon (J) for GBA.
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Looking better and better everytime. Just curious what the sum of your best segments is now. Regarding the impossible in real time strats, most of them are but I think there's one that you should give a shot. The roar near the end of stage 3 to bypass that enemy. I was messing around with it the other day and I could do it somewhat. Not as consistent as I'd like but I think with practice it should be possible. The good thing about it is if you miss it you just take damage from that enemy anyway so it doesn't really lose time to try it. It's totally up to you though and I think the run is looking great so far. The tree clip is definitely impossible. You have to have the right pixel for it to even work and then there's only a 1 frame window that allows you to jump, so yeah... Actually regarding that floor clip from the vine in stage 2, I did it several times in real time but I still don't think it's consistent enough to use. I was only able to do it like 1/20 times or so, but I'm not a speedrunner really. It would look cool but I'd say meh on this one unless you really want to try it. It loses time if you don't hit it so it's not really very safe. And yes I've used your runs as reference so far as you're basically the only one who's really put any time into this game :P. I've been busy lately but I hope to get back to it soon, probably not for a few days at least though.
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Finally got around to showing what the new stage 2 looks like with this tree glitch. Also improved a few areas: Using less swings to fall through the floor. I found that it's possible to do it with 1 less swing. Also taking damage resets your "you fell too far" animation, so that saves time too. Later on I found that you can clip into the tree using less swings than full also. Couple of 1-2 frame improvements. Total improvement: 1221 frames http://tasvideos.org/userfiles/info/19968687256714182
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That's very interesting, should make boss fights much quicker. Is it even useful in the water though? I can't remember any spot in particular that it could be used but I'll look over it again I guess. I can't wait to try it out, but my progress is being slowed at the moment as I have to redo level 3 because of the improvement in level 2 (which saves almost 1000 frames).
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Well honestly the momentum preservation trick is pretty much impossible considering you have to press the "flame" button every other frame to freeze the xspeed value. You might try it by rapidly mashing the flame power I suppose, but it won't be enough for say.. having enough speed in level 2 to get that second slope to give you such a boost. I don't have any experience in real time runs though, but I'd imagine just going the normal route at the bottom instead of using the swing would be faster. That's also a reason I'm starting to like this game more and more from a TAS perspective, there's stuff that just can't be done in real time, but I'm still definitely looking forward to what you come up with as far as RTA. Edit Well regarding something I wrote when I first started attempting this game:
exonym wrote:
letting go at the right frame (only 1 frame window as far as I know) will get you the angle needed to stand on the side of those trees.
Now that I'm able to freeze xspeed values it was a lot easier to experiment with this. By changing the yspeed value by freezing it with the cheat function, I found that it wasn't that far off from getting over the tree. With a little experimention it wasn't as hard to achieve as I thought. Now this means I skip a rather large portion of the level, including the cool spike ledge jumping :/. I also spent a rather long time using the cheat functions to poke the xspeed address at random locations in stage 1 with no success. You need an xspeed value of at least 9 to go through any walls or floors, and that just isn't possible. The max you can get is 8 while on a skateboard but as soon as you ditch it your xspeed drops to 5 instantly. Didn't find any way to preserve it.
Current thoughts: Hachiemon (J) for GBA.
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Oh nice, I love this game and the old run so I'll be looking forward to this one. I'm sure controlling 3 characters is not easy, that's honestly one reason I've never touched games like this :P.
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I recall watching an old WIP a while back, probably from this very thread that uses that exact trick. Edit: Okay maybe it wasn't this thread but I know I've seen it before somewhere. Edit2: Okay it was this thread: http://tasvideos.org/forum/viewtopic.php?t=4616&highlight= Seems someone merged the topics now.
Current thoughts: Hachiemon (J) for GBA.
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Finally redid Stage 2 and 3, saving a total of 573 frames over the last version I posted. Here are the improvements: Nothing changed in stage 1. Stage 2 Finally one of my ideas worked, that first vine I grab can be used to go through the floor, but only if you have the max speed from the vine, and only where the slope meets the horizontal platform. This didn't save as much time as I hoped because unfortunately the animation from falling too far can't be avoided. Still saved 69 frames from this alone. I didn't think the next vine could be as useful, but after a rough test I did the other day I found out that you can preserve the momentum enough for that little slope to give you the max boost. Doing this is actually faster than walking slowly to the right, but getting that next slope to recognize rex was really difficult. Plus it looks a lot cooler. The next vine done in 4 swings like you suggested, and it saved around 30-40 frames but I didn't check the difference exactly. I also used the 4 swing on the momentum boost stated previously, which only loses like 60 subspeed, but overall way faster. Thanks for bringing the 4 cycle swing to my attention: it turned out to be pretty useful so far. Then various very minor improvements here and there. Stage 3 This stage definitely looks different than before, but I'll just point out the most obvious changes. Bypassed bouncing back and forth in one section when coming out of one of the tubes by slowing my momentum just slightly. Avoided a top route in favor of a bottom route because of the pesky birds. Plus I can get a nice momentum boost on the lower route without those things that slow you down. So there won't be any damage taken here anymore. Near the end where I previously took damage on that slope, I found that you can still be pushed forward while roaring, so timing that just right will clear the green thing that's in my way and allow me to continue moving without wasting time taking damage or killing it otherwise. I'm quite happy with this find to be honest. Without further ado: http://tasvideos.org/userfiles/info/19610312690352114
Current thoughts: Hachiemon (J) for GBA.
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So the chain power does more damage later in the game is what I take from this? Does that mean you'll eventually use it, because I will be sad if it's not used. :P
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Mothrayas wrote:
Team 2 "GAS" (Got4n, adelikat, Scepheo) has had Got4n drop out of the team; he has now been replaced by Cardboard.
So it's safe to say "GAS" no longer applies, and should instead be replaced by "SAC"
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I hadn't noticed that before, but unfortunately it does seem useless just like a lot of other things I've tried. I get that falling animation from anywhere as long as I'm standing still in order to roar, but it just doesn't accept inputs except for the flame. However I'm wondering how you got it to push you into the spikes a little, I can't change my x-position when doing it. When I was testing the ledge jumping on spikes I noticed if you're in the right position the spikes will give you quite a good boost pushing you out of them, so I'm wondering if you could somehow get in the spikes if it might push you completely out of the opposite side somehow. I'm really doubtful but will be something to try. About the vine swings, I haven't tested it yet but it might be faster. A thing to note if you didn't already know is to definitely not kick when coming off a swing if you have to catch a vine before you land. Having the kick animation when grabbing onto a vine in this way will make your jump off the vine very very short for whatever reason. Edit: a quick test reveals it might actually be faster to do the 4-cycle swing, but I'm still working on it. On a side note, level 3 is still being difficult, but I did manage to find one timesaver of about 90 frames. I really wanted to get into the ceiling using those crushers, because you can actually land for a frame on top of them. However the ceiling just ends up pushing you down through the top of the crusher, and you can't jump anymore. But anyway, I'll edit this post when I finish that sometime. Edit: BTW I was wondering if you tried jumping from that log to the vines in stage 2 in real time. It's actually a little more lenient than I thought. I said it was a 3 frame window but it's actually like 5-6. Still I'm sure it's hard to time cause you can't tell where Rex is.
Current thoughts: Hachiemon (J) for GBA.
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