Posts for Kriole

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Experienced Forum User, Published Author, Experienced player (860)
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It took quite some time, but I finished Death. Pie The fight is not optimal, I have to redo about half of it, but I thought this attempt looked so funny, so I'm just gonna post it before I redo. Currently 700 frames ahead of my v2.
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klmz wrote:
That's how you made the Final Guard demos so quickly? I should have figured that out according to the incredibly low rerecording count. :/
No, I actually didn't use any Lua scripts until I started working on this run.
klmz wrote:
Boss Rush runs have the problem with goal definitions (realtime? Lv99? OoB into BR? OoB within BR?), and one can even get a ridiculously low time record with memory corruption....
I suggest just ignoring realtime and going for ingame; switching between souls to make it as entertaining as possible. Also, I'm not quite sure if one should use glitches.
FreezerBurns wrote:
Also, doesn't the Castlevania series match you to a certain level on boss rushes, for the sake of comparative times?
Level 40, iirc. I've progressed back into the Clocktower. I was rather amused at the results; both this new attempt and my old attempt had the Red Door turn red on frame 26311. And both runs had 38 mana. The only difference is that this new attempt already has paused to switch to Winged Skeleton, so that's a 60 frame gain right there. Still have some further testing to do, but this is how it's most likely gonna end up looking. Pie
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moozooh wrote:
Ok, here's a riddle: what's both unexpected and impossibly cool?
Time Machine Horse.
Tub wrote:
Wow, that's impressive! How did you manage to finish such a long WIP in such a short time? Have you been working on it in secrecy or is it due to the LUA scripts?
I started out in secret because, as mentioned, I was just gonna check how much ducking saved. I started getting more serious after finishing the Zombie Soldier corridor, nearly 200 frames ahead of myself. I have to say that the Lua scripts are spoiling me though =p
klmz wrote:
I've been thinking of this for a long time: the "less-glitched any%" run doesn't provide much new that the "100% souls" and "glitched any%" doesn't. Could the "less-glitched any%" category of this game be deprecated in favour of other more potential ones such as "Julius all bosses"?
Sounds reasonable. I'd either like to see a Julius 100%, or a glitched allsouls. I've redone everything from the Arachne corridor and I just finished Cockatrice. I'm about 10 frames ahead of myself and I saved nearly 40 mana. Sweet. Not gonna WIP just yet.
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A few weeks back, I decided to check how much ducking would save in the earlier parts of my 100%, to get some sort of perspective of how much time was lost in my v2. In the making, I thought of some new fancy strategies which I managed to apply and actually saved an surprising amount of time. I also got a few cool ideas from rhebus (Samurai Armor :3), some of which I still have yet to test. Anyways, the vbm pretty much speaks for itself, but in short, I take some damage to get a few extra glitched level-up screens. Thus far, every level-up screen is glitched and it shouldn't be too hard to make them all glitched, except Balore and Death. Also, I have plans on skipping Imp altogether, which actually shouldn't be too hard with rhebus' Lua scripts. Pie Currently 599 frames ahead of myself. I have plans to redo from the Study, either from the Arachne corridor or the Bone Pillar room during the exit. There are a few things I need to check there, and also, I'd like to avoid using Ghost so much (there are 3 Ghost soul usages which can be removed without wasting time, had to add them due to bad luck). Turning around doesn't waste any time with ducking, so you can see me doing that sometimes for poops and giggles, or for luck manipulation.
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Just a minor thing:
Movie Description wrote:
But all that only made the awaited result sweeter, as this first complete all-souls TAS beats the game on Hard mode in less than half an hour without even using glitch warps.
This isn't really the first all-souls TAS =p. I'm not quite sure who I should turn to about this, so I thought I'd just post it here.
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Tub wrote:
3) two fish (two meats) / axe soul / two stolas
This ended up slower due to lower damage on Lubicant.
rhebus wrote:
So while investigating RAM addresses for the article I thought I'd write a lua script to show enemy HP and MP values
This sounds very useful, although I've never used lua scripts. Might have to learn that some day. Finally got my hands on the Lubicant soul. Well, not finally - I managed to finish Lubicant once before, but then I noticed a pretty big mistake; I didn't change to Muramasa during the pause screen after aquiring it, effectively wasting about 60 frames. Anyways, I needed to make the Beam Skeleton fire his laz0r, which makes him stop pushing the RNG. I'm going to try to alter the Lubicant's pattern slightly without changing the loot tables (good luck with that), and have room to land on the small platform next to the Lubicant. This would no doubt save some time. Pie 522 frames ahead of klmz (+ a little for changing to the Lubicant soul during the pause after aquiring the Lubicant soul, instead of doing it after getting Ronginus' Spear). Also, the rounded corners in this area don't allow for the 1rng/2frames trick. Uncool.
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Tub wrote:
No. But for some reason, klmz took 130 damage from the Stola's first hit, but only 129 from the second. I did play around a bit and got 129 damage a few times, but the first hit I took was always 130. Same with Shadow Knight, the first hit I took was always 160, but subsequent hits sometimes hit for 159. If you can get a 129/159-hit somehow, the route is possible. Any idea why the damage values differ at all?
It's due to Lubicant. It increases all the stats except for luck.
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rhebus wrote:
I don't understand your black panther example -- AFAICS, each frame, Soma's position just increases by his Y-speed. AIUI, when corner boosting occurs his Y-position will increase by more than his Y speed because the corner is ejecting him (and indeed, this is what I see in the first example). Or am I missing something? (Also, his Y speed ends up at 8:2A but he only descends 8 pix/frame; why not the full 8:2A?)
None of the cornerboosts were succesful... but I'm very certain they do work, just need a different place to demonstrate. Gonna fix this tomorrow.
rhebus wrote:
Ace as always. Are you going to kill Final Guard with Muramasa or Ronginus' Spear?
Ronginus' Spear, most likely.
Tub wrote:
It's around the same walking distance, but 1 kill less. Would the room transition change due to the new route? Maybe the levelup makes up for the wasted time? Ok, 290hp (Tasty Pie) - 160 (Shadow Knight) - 130 (Stolas) = dead, maybe there's a neat trick to save 1 measly hp? Another idea: could you trigger the first warp by soul instead of levelup? Axe armor throws a pie, gets pwned, releases soul, pie returns and hits you. This might save a bit on the early exp'ing perhaps? Maybe it allows you to suspend after the second fish instead of advancing to the third if the above idea doesn't work out?
The first idea doesn't sound too plausible. Pretty sure you cannot jump over the Stolas without double jump. The second idea on the other hand sounds very plausible. I'm gonna check it out tomorrow. My only concern is Axe timing on the Axe Armor, since I won't be taking quite as much damage from him.
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zhangsongcui wrote:
Hello everyone! First post here. I think not only the Chaos door, but also Headhunter, Big Golem and maybe other bosses that trick works. And I think if the Blocking Mail is useful? Pro: you don't need to wait to kill some enemies. Cons: have to open the menu to change equipments, get less experience, etc. Oh another small tricks. There is one frame that after defeating the first form of Chaos can hit boss. For example in current all-soul run, press B in frame 88787, you will decrease Chaos' HP by 20 points. You can also press Up+L to perform a hippogryph for fun if 20 damages cannot save time. If you turn left, press Up+B to set a Red Minotaur hitting boss twice.
Toodles! I've given it some thought, and Blocking Mail should save some time, mainly on the Final Guard, gonna check that later. The hippogryph trick is very curious indeed, it saves 6 frames on Chaos and 4 frames on Headhunter and Big Golem each. Chaos ends up with -1 life after the last hit, unless another 50 damage is somehow added I'm afraid he won't be improved. And the Red Minotaur needs to be applied the way it is, otherwise the upper left eye will only be hit once. I'm currently adding Corner Boosting and Platform Boosting to the resource page. Feel free to clean it up. Also: Pie 347 frames ahead of klmz. Just need to redo the very last part quickly, then I'm ready to move on.
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Looks really nice, I took the liberty to fix some numbers and spelling errors. There are however no notes about hitting before backdashing to increase speed :'<. Also, Trollolol. I also added the memory value for current experience.
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The glitched soul/level up screen on Arc Demon might (probably not) be hexable if the Medusa Head remains untouched. Probably worth checking out.
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I've added a description but a few things are still missing. Going to add this later on.
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rhebus wrote:
Isn't skeleton blaze better than backdash for the last trip through the floating garden door?
No, the Skeleton Blaze is actually slower in terms of speed. The backdash coupled with the duck+turn trick with a hit added is slightly faster.
henke37 wrote:
I hope the SRAM verification movie is going to come with the detailed description.
You mean which movie I continued from? I used Cpadolf's Julius run, although I'm very certain that it has no impact on the RNG regardless of which run was used.
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rhebus wrote:
* all the combined level-up/soul grab screens (flame demon, legion, lubicant, alastor)
You forgot the Kyouma Demon. That one is a little weird because the level-up message is actually behind the soul-screen. And I chose to ignore the Arc Demon; I just don't have the time to redo it.
rhebus wrote:
Then (if i could work out how to do ratings) a 9.5/8.5 rating because there are one or two possible improvements.
Two?
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All the souls have been collected! Gonna work on Chaos tomorrow.
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I've made quite some progress. I just entered Julius room, 7570 frames ahead of my first run. Hopefully I'll be able to finish today or tomorrow. Only 6 souls to go :3.
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Inspired by the Disc Armor, Soma tries to use the Final Sword as a Disc aswell! The Fudge? I'm working on Disc Armor currently, after that it's time for Headhunter.
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Just finished Graham. Pie This will probably be the last WIP I'll post here :'<. Not to worry. Hopefully I'll reach Chaos this weekend. 4538 frames ahead of my first run.
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Graham! Pie Not equipping the Final Sword after looting it saves quite some time (avoids a pausescreen). The Basilisks die from 2 hits from the Muramasa, since they are vulnerable to curse type damage. I also managed to save 2 frames on the Final Guard. Also skipping a Basilisk and a Red Minotaur. Will start working on Graham very soon. 3850 frames ahead of my first run.
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rhebus wrote:
Is it possible to get the glitch with a soul from another monster?
Yes, but I cannot think of a single application of this. Situations like these are very rare. I'm a little late and I didn't even progress as much as I wanted. I actually had some trouble with Killer Mantle and Weretiger, since I didn't want to add another pausescreen to change to Imp. But I just got the Final Sword, and it's time for facerollage until Graham. Expect a new WIP later today. Pie 3468 frames ahead of my first run. My guess is that I'll be able to save about 8000 frames altogether, if not more. Not quite sure how much time I can save in the clean-up.
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rhebus wrote:
What makes them so tricky to get? Is it just difficult to be in the exact spot when you land the killing blow? Do some monsters make it impossible (other than death/balore, who give up their exp and soul at different times)?
You need to be in contact with the soul the same frame as it drops. Most enemies do not allow this, since their hitbox is so big. I just found a new movement pattern which made me somewhat nervous. But luckily it is slightly slower than the one I'm using (only 1 frame slower in this demonstration). It is, however, much more entertaining and it changes RNG 2/kick which is pretty awesome (unless you have Imp). Kick Pattern
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rhebus wrote:
Another glitched level/soul screen! You seem to be developing a strategy for producing them regularly. Do you think you'll be able to get many more in this run?
I'm pretty sure this is the last one. Might be lucky to get one in the clean-up, but I doubt it (best guess is Flesh Golem).
rhebus wrote:
O_O am I reading this wrong, or does that mean ~750 frames saved between legion and balore? I can see some savings (no laevatain, no rotten meat, fewer pause screens, glitched level up) and some quasi-savings (delayed killer mantle, weretiger, which will cost min. 120 frames later) but damn, that's a lot of frames shaved for such a short section.
The savings are getting massive as I'm getting to the later stages of the run. There is still a buttload of frames to be saved, I'm extremely curious to see how much I can save. I just finished Balore, the fight is very identical to the any% one. Pie 3508 frames ahead of my first run. Progress is skyrocketing - hopefully I can reach Graham even today.
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Yrr wrote:
Edit: Just watched Kriole's WIP. It is totally amazing. I wish I had that much patience :o What's your secret?
Thanks. The positive feedback gives me alot of motivation to work. And this game is extremely entertaining to TAS :3. Anyways, I just reached Balore. The Lubicants were somewhat annoying, the Imp kept charging them (the Imp does not change RNG when it is charging enemies). I did however solve the problem nicely. Erynis gave me the soul after about 1 hour of work, which was really nice. I also skipped both the Killer Mantle and the Weretiger, since killing them with Muramasa is way faster. Pie 3248 frames ahead of my first run.
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With some hex-editing and about 2 hours worth of work, I've reached and finished Legion. I did some slight changes in the Arch Demon room, after exiting the warp room. I killed a different Gorgon in the Triton corridor, which saved 1 frame, and I did a slightly different approach in the Flame Demon room, which altogether saved about 70 frames. Also, I managed to apply the glitched soul/levelup screen none other than Legion. I nearly cried as I managed to get it to work, and not out of happiness. I thought Death could be done the same way, until I rewatched the fight and saw that the levelup screen came way earlier than the soul. That made me very happy. So all in all, I'm 248 frames ahead of my old WIP. Sweet :D. Pie Enjoy! As a side note, I have quite alot of free time on my hands this week. Hopefully I'll be able to do some solid progress; my goal is to reach Graham by sunday. Let's see how it goes.
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rhebus wrote:
Yrr managed to avoid the HP gain from succubus, but I don't know the details. Does this make it viable to avoid rotten meat?
I just checked, and it takes the game 1 frame to register the +5 hp. Pausing during that frame allows to avoid this extra five HP. So yes, this should be a improvement. I was sad at first, since I thought I'd have to redo the entire run from the Rotten Meat, but then I realized that I got without delay. Woo. Gonna try hex-editing later, and hopefully the Man-Eater will not be affected this time around. Also, the 10 hp does no difference at higher levels, which is another relief. EDIT: Just finished Hexing, and it all synced beautifully. So next up is trying to manipulate a Medusa Head staircase before the warp room.
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