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Decided to work on it despite the lack of memory addresses. I doubt I'd be happy with the end result but I still want to at least show the potential this game has in a TAS setting.
Here's what I have so far (except for a bunch of boring intro stuff):
Link to video
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Dann found a new clip:
Link to video
Allows you to skip the guardian fight in Sanctorus. Probably saves a few seconds.
I'm not redoing the TAS yet, I want to work on other games first.
EDIT: And then Dann found a way to do VDO 1-Trip on console.
Link to video
This clip should also be faster for TAS, the window clip isn't exactly the fastest thing in the world.
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LostWinds was a fairly early WiiWare title which was sort of a puzzle platformer where you can use the wind with the pointer. The game has a number of sequence breaks already found which you can see in the sda run.
As soon as you get gust: the ability that lets you push things around with the wind, movement gets fairly complicated.
I made a WIP that you can see here:
Link to video
I am not confident that the bit after obtaining gust (basically the last 10 seconds of video) is the most optimal method of moving. Unfortunately, I've been having trouble figuring out how to find addresses in cheat engine (yes I looked at the guide). I'm not going to work on it more until either I learn how to use cheat engine properly or somebody else finds the addresses for me. At the moment this just displays the potential this game has for TASing.
EDIT: ok so I'm pretty sure the game doesn't have static memory addresses and that they move around a lot so yeah I'm not doing this until later
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Apparently in the official encode there's a number of completely white screens that last significantly longer than normal. Also black screens last longer too.
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I don't exactly remember. If a rocket jump saves time, it would be very minimal. If you jump into the edge of the ledge, you will climb up the slope very slowly I probably didn't consider it to be worth the health at the time.
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Link to video
I first encountered this glitch on console a while back. It happens in that boss fight if you mash the dpad while drilling at a certain point in his pattern. No idea if it could lead to something else.
Dying and choosing continue makes the game lock up. Choosing quit doesn't.
EDIT:
Apparently it works elsewhere while swimming. Triggering a transition locks the game up.
EDIT 2: Another video
Link to video
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There is a known debug level in 2 which was accessible in story mode through certain menu glitches, but it appears somebody got to it through challenge mode with this glitch.
Actually that brings up the question: Does this do anything interesting in story mode or no?
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Getting the good ending requires fighting a rather dull true final boss. The Omega Cannon travels super slowly and has a ridiculously long recharge period.
I have 0 intents on ever working on any other category for this game, any% works best in a TAS setting. For other categories Volt Driver Early wouldn't save nearly as much time because of the Universal Ammo Expansion in the same room as VD but isn't able to be gotten early without dead-ending. There's a bunch of other things that just make TASing 100% or all items (scans are required for ingame 100%) unappealing to me.
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It's not a one pool fight. In the first pool she did a lot of attack cancels to get Prime to lay the second pool faster and because she didn't give prime a chance to move really, the next pool was really close to the first.
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Oh yeah I forgot to bring up, there's a trick with the planet selection where if you press the button to go to a planet, and hover over to a different planet, the time before the white screen stays the same but you go to the planet you hovered over at the end. If two planets are too far away I can't do that and just move the sliders with the touch screen instead.
That's not as readily visible without the bottom screen shown.
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Main reason I showed off the bottom screen was to show off weapon switches and stuff, if nobody cares feel free to not include one in the final encode.
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I usually try to do this against the slenches. The Cretaphid's the arena is so small that I don't think it matters. The spawns will dive if you get too close/far away. Gorea behaves differently depending on your distance.
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I was just informed by Dann that PAL is basically identical to JP aside from the text.
I wish I knew this before I made the TAS so I could have english text.
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Alinos 3 WIP 1
Link to video
20939 frames ahead total (and more health which saves time later).
I figured since I have been slow about TASing lately that I'd upload what I have done for the third trip to Alinos so far.
Skipping the step without using missiles is actually pretty tricky and requires some clever usage of slopes to maintain vertical speed.