Thanks! It kinda happened by accident. haha
PJ found an even better setup near the end of stage 1. This would be a better spot to do it so you can still death warp after getting the helmet (invincibility glitch goes away if you die from stuff that can still one-hit kill you). It takes of advantage of enemies sometimes screenwrapping.
Link to video
So, I found a couple substantial glitches today.
First is invincibility glitch. If you get on the same frame you screen transition with one health remaining, your health underflows and you essentially become invincible.
Here's a video with a great setup that PJ came up with:
Link to video
The other one, which a huge time improvement, is the wall clip. I noticed in the prize world, that some of the roller coaster go all the way up against the wall, but it doesn't push you back if you're hanging of the edge. So basically, you're standing off the edge and you start walking when you're up against the wall, you walk right through the wall! There's two spots where I found that this saves time on. The first one is the first roller coaster you gain access to. Instead of jumping and going to the second bonus game, you go down and follow the coaster until the end, then just walk right through the wall. This skips the second bonus stage and having to activate the gate. The second one is the second roller coaster. Once it appears, just walk right. This saved me over at least 2 minutes on my run.
Link to video
Yeah I found out the hard way that you can't skip certain events to access prize world (I tried skipping the car segment too). If a skip like this was possible though, it would be nice for an any% run.
So I did some testing with some codes I found from the following site: http://gamehacking.org/?game=31231
Mainly, I was just screwing out to see what I could do with the game, then I found this: http://www.twitch.tv/mecharichter/c/3750827
The codes I used were the following:
Climb Up From Ground - 00B2:6D
Climb Up From Ground - 00B5:6D
Both of those need to be enabled for it to work.
Levitate Jump - 00D6:FF
When you enable levitate jump, you start flying when you jump, and climb up from ground allows you to jump through some ceilings, so mainly I was doing this for fun. Found out you can get outside of the inner areas of stage 4 and even get into a door you're not even supposed to access. Enter it again, the stage ends.
The main reason I'm showing this is to see if there's any possible way to clip into the ceiling using normal means. If so, this would save like 5 minutes or more.
Here's a couple more funny glitches I wanna show off because they're hilarious.
http://www.twitch.tv/mecharichter/c/3750754http://www.twitch.tv/mecharichter/c/3750773
There's a floor clip you can do in the pits. I don't know where all it could be useful at, but it's really easy to do with the pepper and I do it all the time in stage 3.
Here's an example of it happening with me falling through the floor. It's the only example I have a video of.
http://www.twitch.tv/mecharichter/c/2154837
This TAS is sexy!
The fire boomerangs are always nice. And I'm glad you found a use for the death jump!
Easy yes vote!
Now get working on that Richter all bosses TAS. ;)
Here's the highlight: http://www.twitch.tv/mecha_richter/c/2180121
I started the highlight when the run starts so you can see what all I'm doing before the room with Roadkill. Nothing seems different though, which is what baffles me...
ok, so after trying the floor skip using frame advance for over an hour, I was unable to replicate it. I even tried in the same spot I did the clip in the video. If there's anyone with more experience in using frame advance that wants to take a crack at it, it would be greatly appreciated.
I can at least point out what I did to do what I think caused it. When I looked back at the highlight, I noticed I jumped as soon as the saw blade was finished. I found out you can hold down A to do the high jump before actually jumping and you'll jump the first frame the sawblade ends. I also attack as soon as I fall through the floor. You can hold down Y to attack while in the high jump and you'll attack as soon as you land. I dunno if these two things have any effect on the clip, but it's worth noting anyway.
Hey there, I may have found some potential improvements for the TAS.
The first one is a floor clip. I have no idea how I did this but it happened while I was streaming and made a highlight for it. We might be able to find some place it can become useful. My ultimate goal is to see if it can be done in the tank stage at the beginning, allowing us to skip the entire tank stage!
http://www.youtube.com/watch?v=eAlIpxa_1JU
On top of that, I managed to skip the tank stage using a Plokontinue! I did this one other time, but never figured out how it happened, but I think it has to do with getting a Plokontinue on the stage, then using one on said stage. Anyway, I also made a highlight of this.
http://www.twitch.tv/mecha_richter/c/1923514
Skip to about 2:45 and you'll see it'll skip the stage. The rest of the footage is just me getting the Plokontinue and dying.
I'm gonna keep messing with this floor clip and see if I can get it to work in other stages and, most importantly, the tank stage.
I'm not familiar what this new vault and moon thing is, but I'll give my input on the run itself.
It looks good, but I fail to see the point. It's not faster than the PS1 version. I think with more research, there are a lot of opportunities for out of bound skips (the Saturn version is literally held together by duct tape and hope, so it wouldn't be hard to do). Along with that, the Saturn version has a lot more lag, more screen transition loading (for example, the throne room area), thus adding more time, and the sound just wasn't enjoyable.
I think if you were to make a Saturn SotN TAS with Richter, it should be all bosses. I say this version as opposed to the PS1 version only because the Saturn version has an extra boss in the Underground Gardens, and if anyone is familiar with my Richter all bosses runs, it would make for a really entertaining TAS.
Tim Follin did the soundtrack for both Plok and Arcade's Revenge. I'm assuming he worked on the sounds too, which would explain why they sound or are the same.
Very yes from me!
Ever since I saw the old Plok TAS was being improved upon, I was looking forward to seeing this TAS completed, and I was not disappointed.
And thanks for the shoutout! Even though I only saved like 8 seconds on the TAS overall. lol