Posts for Kriole


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Experienced Forum User, Published Author, Experienced player (860)
Joined: 11/26/2007
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Took a bit of a break, kind of brick-walled on the slaughterers + student witch, so I went and played an unhealthy amount of Factorio. Anyways, I'm back at Garden of Madness again after redoing everything. That corner boost thingy was pretty tricky - with insanely precise positioning you can save a frame on each of them, on top of the frames it already saves. This however took about an hour per application to do, so there's that. Garden of Madness 446 realtime and 464 ingame frames of my old run. Ignore the ending. I forgot to enter the warp zone so I have to redo a bit. A decision has to be made here. Should I use darkness glitches? I'm rather ambivalent as to what to do. I will end up faster than my old run without them, so keep that in mind. Vote please Or just post here, please let me know what you think.
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Ugh, didn't get any notifications so I just kept on trucking. That trick mtbrc did saves about 10 frames per application. I'll redo from there later, maybe I can even realign the RNG and just hexedit everything, who knows. Garden of Madness About 130 frames ahead of my old run. It's possible to slide on Balore's hands in some very specific circumstances, which saved me a hit. The entire fight should be hexeditable, so yay me. Also manipulating the first skeleton in the room with the skeleton archer soul to go backwards allows me to skip a hit.
GoddessMaria wrote:
Nice stuff so far, Kriole! Looks smoother now than the last one! I do have one question, though. Would using the knife/dagger special (Alucard special in Julius Mode) to enter loading zones be faster any?
Thank you. Not sure what you mean by loading zones? But I plan on using that trick to backdoor to the clocktower (or wherever it is, can't remember) to save a ton of time. I'll have to sit down and iron out the route as soon as I reach garden of madness for real.
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Warepire wrote:
A vote to use as many darkness glitches as necessary. The darkness isn't too dark for me, I can still see fine.
Thanks for the feedback. I've yet to make a decision, but luckily I don't need to yet. I'll make a strawpoll when I get around to the first darkness and then I'll make a decision from there. Promised myself I would release the first WIP when I reached Wizardy Lab, so there it is. 33 ingame frames and 28 realtime frames ahead of my old run.
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EEssentia wrote:
Personally, I'm not a fan of darkness glitches. What's the point of a run if you can't see anything? That's how I feel.
So none at all or just the shorter ones?
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xy2_ wrote:
An already known trick (since I saw it in an encode in this thread a while ago) but you can save a bit of time on the current Soma all souls by using black panther cancelling in the current movie, esp. on menace. To do it simply have Soma attack then trigger BP (you need to hold a direction to do so), which does an animation cancel.
The black panther animation overrides the attack animation? This should allow many more hits on the first phase of menace I reckon. On that note, I've been seriously considering redoing my old all souls run. I saw it the other day and it's a bloody mess. A few more darkness glitches are possible. The ones that come to mind are killer doll soul and the seal before puppet master (very short time until next seal), then also the treant soul + the seal in garden of madness (about 90 seconds until next seal). So, should darkness glitches be arbitrarily chosen or should I do them all, or perhaps even none? I would love some input in this. I personally feel that the primary focus of an all souls would be to keep it enjoying to watch, rather than a braindead race to the finish line. Thus getting the killer doll soul + seal and ignoring the treant one imo. Maybe it's even possible to somehow remove the darkness in encoding somehow, I'm not an expert really.
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Very cool. Can't you kick graham between hits for extra damage? Don't have an emulator setup to test it myself.
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Obsoleting would be dumb, they're too different - my old run goes out of its way to avoid any glitches while does the opposite. I havent watched it in full yet, will do that later today. I noticed however that broken backdashes were used on the those short stairs, if I recall correctly that's slower than just backdashing down and jumping for 1 frame.
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zeromus wrote:
sounds like your OS is scrambled. try copying tahoma font files off of another PC with the same OS version
That fixed it! Thank you very much
Post subject: Failure to start Bizhawk (Resolved)
Experienced Forum User, Published Author, Experienced player (860)
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Not sure where it is appropriate to post this, but I'm having trouble running Bizhawk at this time. I've done everything according to protocol, but whenever I attempt to run Bizhawk it complains that the font is not compatible? I quote "System.ArgumentException: Teckensnittet Tahoma stöder inte formatet Regular." It's swedish and roughly translates to: The font Tahoma is not supported by the format Regular. Upon which the program never ends up starting. I have very little idea what might cause this, any help would be greatly appreciated.
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Fortranm wrote:
I think you are talking about DoS on the Hellfire part.
Well then definitely not counting the Hellfire soul =)
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Get 100% souls (not counting Hellfire) and then kill Chaos. That should do it. And I think it would be accepted, I've had a hankering to make one myself but I don't really have the experience to plan a decent enough route. Good luck!
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This was fantastic, a very elegant experience indeed. I'd love to know, comparatively, how much faster this run would be than the current one if the conditions were the same? Though I reckon the current run would also be much faster if it didn't skip the second Manticore orb. I never actually got around to test this in my 100% runs (I only really thought of it after finishing them), but wouldn't it be faster to cancel Headhunter's second form falling animation with one of those platforms?
TehBerral wrote:
Until this TAS I never realized that you could (among other things) attack the top lazer-doo thing during the Graham fight. Obvious yes vote.
I always thought it counted as a separate entity which could be killed to make the fight easier. Maybe this could save time in the 100% run...? Although probably not enough to make me want to redo it.
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I'm definitely gonna do a run for this game once it's finished. Assuming it will be finished and that it works with Hourglass, naturally. The game is a bit linear which could be a bit boring, but it's very solid nonetheless. Inspired me to play it several times in a row in fact (regardless of the fact that the metroids were insufferable.) Not sure what the difficulty differences are though - I've only played on hard. My guess is that the enemies do more damage? If that is the case then it seems rather uninspired to play on the hardest difficulty, since I believe there is no single instance where taking damage actually saves time.
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Patashu wrote:
Maybe getting the second orb didn't save more time on killing bosses faster than it did to see the animatino?
Extremely unlikely. Otherwise other orbs would have been skipped instead of this one in the interest of saving time.
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klmz did that on the Stolas in his glitched low%.
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I didn't really follow the progress of the run that closely, but was the GT code simply used to get the space/time beam faster or was it actually necessary?
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zhangsongcui wrote:
I love this pie! How's it going?
Thanks. I'm taking a timeout since I want to keep up this level of optimization while still staying somewhat inspired to keep going. It's a great shame that the 100% and any% now look so similar, which is another bummer I suppose. I also have some issues with experience management, it's not really working out as I want it to. I will definitely keep working on this run but the progress wont be even remotely as insane as it was with my earlier runs.
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Don't really understand why you keep throwing the crosses through the boss doors. I assume it saves time somehow? But slowing down to collect more hearts seems to cost quite some time aswell. Isn't it possible like in the old games to jump in one direction and face another? That way you could get 3 candles with 1 cross with no delay. I dunno, haven't played this game pretty much at all.
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Metroid Bridge Surely the coolest moment of any run that I've worked on. I suppose my allsoul runs should have something interesting; some of the bosses getting obliterated or an extremely unlikely event occuring (such as getting Muramasa and Lubicant soul on the same frame), but probably not as impressive to someone who hasn't played the game. As for the music, I would suggest something videogame related. I really liked the song in the last one (Travel Demon by S.S.H) because it was exactly that. The pace of the song was fantastic too because most of the clips were infact very fastpaced. Also, reusing old clips is dumb. I see half of the clips suggested already being represented in older promotional videos. Surely there has to be more footage than this since the last one, and if there isn't then it's maybe too early to make a new video.
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Pretty damn long ago I started an improvement to the old any%, just because I thought it was supbar. I'm looking to maybe continuing it now. Pie Looks pretty good thus far, I really stepped up the optimization level. I noticed a cute trick involving the red area doors, where you can save a single frame by just being in a really good position while the door is opening. The walk to the actual blackout of the door transition is then 1 frame shorter. 229 frames ahead of my old run at this time. I stopped earlier because I brickwalled at the Catoblepas. The soul is really close, just can't seem to pinpoint it cause the stupid Ectoplasms make the room change rng like 6 times per frame. Edit: Uuh, I got the soul after like 20 minutes of dicking around. Time to progress I guess. Edit2: Nevermind, skipping this Catoblepas to get a glitched level-upscreen after the Yoko cutscene.
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Cpadolf already did that already. Don't know where it is, maybe he could hook you up.
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I thought you could always go back? Just go to very first room with the moon and press up on the little platform/pedestal thingy. Black Belt would probably be a good idea to toy around with. I'm not sure how much better it would be over Satan's Ring since it doesn't actually add any INT. Something you'd probably have to find out yourself, after all it's only 3 extra STR.
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That was nice, the navigation through the menus was rather slow, but that is irrelevant (L and R can be used to skip entire pages.) Headhunter is probably faster if killed from the left side so that the heads connect faster to the body. You should also enter the room with a hippogryph jump on the latest possible frame before the door transition to save a few frames. The kick pattern is rather simple: Starting from standstill facing right >A > >A > >vA A A >vA A A >vA etc. Legions cage is rotating constantly. I'm not sure but I think it takes him 256 frames to do a full 360 degree turn. It is possible to trigger the fast death animation twice I believe during these 256 frames. 2-3 frames after the bars of Legions cage have reached a vertical position he should trigger said fast death animation. Good luck with any future iterations.
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Sorry, it seems I failed to explain what I meant. I'm fairly exhausted though, so please forgive me. I'm well aware that adding doorlag gives different drops, since the RNG is pushed slightly ahead. However, what I meant was, that drops such as Super Missiles and Power Bombs could magically change - they could differ depending on how much lag you added. Meaning, that if there is a Super Missile drop 30 frames after you enter the door, adding 5 frames of lag means that it should drop after 25 frames. It was also very easy to observe that all the drops up to that point followed the same pattern accordingly, however the drop itself might change from a Super Missile to a Power Bomb or Big Energy ball. Why this happens is beyond me, but I've noticed it on several occasions and as mentioned earlier, especially after the Botwoon fight (and Phantoon as well, but not to the same extent). Hopefully this is more clear.
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Eye Of The Beholder wrote:
Just curious, is it possible to know around what frame you would have a double health drop from the green bats on the way to speedbooster? Or maybe one health and one super...
I noticed while working on the RBO that some drops would change when doorlag was added, predominately rare drops such as Super Missiles and Power Bombs. So even though a droppattern was repeated it could be altered slightly to change some drops into more favorable drops (this is even more apparent while manipulating drops from Botwoon, where all the drops could be the same but one when doorlag is added). This made no sense to me at the moment, but that's Super Metroid for you. We managed to change 2 Super Missile drops to 2 Big Health drops.
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