Posts for Vampier


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Make sure you pick up the Halo at the beginning of the game, it'll allow you to get back to the castle (save point) from any point in the game. Once you have the feather you can jump to any opened world in the game. To optimize the speed-run make sure world 10 will appear at the beginning stage. While being hit by a big enemy pushing f1 quickly will stop the power drain. The blue scepter in the worlds prevents you from losing arrows @ boss fights.
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I played this game since it was released back in 1987 and this is serious the best run I have ever seen. Despite the limitations of this game (and the lack of speed) this run is great. For me this is a yes
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http://www.youtube.com/watch?v=Fjyo3boRvk4 Here is a better quality encoding.
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Very nice, I see you took almost the same router as I did.
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Post subject: Arsene Lupin the 3rd and the Castle of Cagliostro
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Link to video I quickly did a 'speedrun' of Arsene Lupin the 3rd and the Castle of Cagliostro. It's a great game with quite some exploitable bugs. This movie can be used as a guide to find out where the most important items are stored. http://msxsolutions.msxblue.com/arsene1.html here is more information on this great game. exploits include: - Pushing up and down while shooting lets you 'fall' through any floor, you can use this to skip a few tricky parts (stage 2 fall through floor)
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You could have made the movie even shorter by killing the hostage ;)
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I'm not a coder, I do scripting and side support (romdb/trainers and other stuff)
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I agree
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This indeed is a test, although this was my first attempt on a first speed-run I've learned a lot since this one. I have not used every known glitch and could have done more to do a faster run and get hit more. http://www.youtube.com/watch?v=RDO4YOhP524 comes a whole lot closer to what I currently have in mind. However since I have taken up a very busy job I will not have time to do speedruns. If anyone feels like doing a metal gear speed run I can give hints and tips. Since I'm also part of the openMSX team I can answer questions related to emulation (don't ask me for ROMs! or BIOS-es) Just send me a message ;)
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klmz: thanks for the feedback, I've just fixed the cursor key problem. in the script tas_tools.tcl (located in /openmsx/share/scripts) change line 116 from after frame [namespace code show_keys] into after realtime 0 [namespace code show_keys] I opened a feature request on the 'screen update' (which was a known problem .... see comments in the tas_tools.tcl script)
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Post subject: "The Amazing Spider-Man" DOS game
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http://www.youtube.com/user/revertebrae#p/u/5/2UqFdSc372g I haven't seen this speedrun on tasvideos.org yet, I believe this can be done quicker though. http://www.mobygames.com/game/amazing-spider-man
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Now that openMSX 0.8.0 is released it's time to tell something about the TAS functions and some 'best practices’ Step 1) Open openMSX either directly by clicking on the icon or through catapult located in the /openmsx/catapult/bin directory. Bring up the console and type in 'set auto_enable_reverse gui'. This command will auto enable the reverse feature every time you start openMSX, it will also give you a clickable time bar located at the top of openMSX (hover with your mouse to make it visible) the following hot keys are now available to use: - page up : reverse 1 second in time (openMSX will replay every keystroke unless/until any MSX key is pressed) - page down : forward one second in time (if replay is still available) Step 2) If you have the openMSX console closed bring it up again, now type in "toggle_cursors" (you can also use tab completion in the openMSX console) this will show you when a keyboard cursor has been pushed and thus when a key has been activated. Step 3) The next function is "enable_tas_mode", this will bring up a frame counter and activate the 'END' key. The end key is used for frame advance. You can hold either the END key or push it briefly, try for yourself and see what the difference is. Note with regards to the frame counter: make sure you always use an NTSC machine (60hz), if you use a PAL (50hz) machine the frame counter will not be accurate since a 50hz machine briefly goes to 60hz at start up. ------------------- When making a movie just use the reverse function to record all the keystrokes, once you're done check out this link: http://openmsx.sourceforge.net/manual/faq.html#perfect_videos
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Post subject: openMSX 0.8.0 has been released
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openMSX 0.8.0 (2010-06-02) -------------------------- This release brings you two major new features: reverse and Laserdisc. Reverse is similar to what you can do in meisei: you can 'rewind' time with your finger tip, to correct game playing mistakes or inspect what caused a crash. Laserdisc is the Palcom system introduced by Pioneer in 1984: now you can play all the Palcom MSX Laserdisc games in openMSX! For the rest we have mostly fixed smaller issues and added smaller features (see below). Here's the list with all highlights: New or improved emulator features: - Added reverse: go back in time to correct mistakes or replay your actions (use PgUp and PgDn to control, enable visualization of this feature with this console command: set auto_enable_reverse gui). For more information on usage, please see the (links in the) FAQ of the manual. - Debugging: - added information on last address/value written which triggered watch point - added several new debuggables: keymatrix, joystick ports, romblock - Windows unicode fixes - Added possibility to link to Generation MSX from within scripts - Various internal code cleanups - Better SDLGL-PP TV scaler, sensitive to scanline setting - Many speed and code size optimizations, developed in the context for the Dingoo port - Renamed "update" command to "openmsx_update" to avoid conflicts with the native Tcl command - Various tweaks to OSD menu: new colors (thanks Wolf), save states show date, toys menu, ... - Added new icon skin especially made for handhelds - Added OSD virtual keyboard (only international QWERTY layout for now) for devices without keyboard - Added OSD mouse support, you can now easily create drag and drop of MSX objects, for instance - New scripts that demonstrate the OSD framework: - experimental OSD script for tabbed MSXing (controllable from OSD menu) - music keyboard (visualize notes of sound chips) - SCC editor (edit SCC wave forms) - Experimental (still primitive) support for TAS (http://tasvideos.org/) MSX device support: - Added emulation of Palcom Laserdisc games on the Pioneer PX-7/PX-V60 (note:not visible in screenshots and video recording yet) - Added support for balance per channel, including support for the "stereo" effect of the FM Stereo PAK and the stereo PSG of the Pioneer PX-7 - Added new mapper: Arc - Accuracy improvements: - minor fixes in V99x8, V9990, YM2413 and YMF278 emulation - Added emulation of the trackball (thanks n_n) Build system, packaging, documentation: - Added platform/CPU support for: PA-RISC, Dingoo, SuperH, Nokia N900/Maemo, MacOSX 10.6 / 64-bit, GNU/kFreeBSD, Atmel AVR32 - For Laserdisc support (which is optional), added dependency on libogg, libvorbis and libtheora - Removed dependency on SDL_image
Anyway loads of changes and new features :) including some TAS tools. Pre-compiled versions are available for Windows (32bit and 64bit), MacOSX (universal) and Dingux (the Dingoo handheld!). Please redirect your browsers too: http://www.openmsx.org and download the new release. We're new to TAS so please provide us with feedback regarding features you want to see.
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Post subject: openMSX TAS Tools
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Hi, We're working hard on the release of openMSX 0.8.0 I am also 'educating' Adelikat and Grunt in the use of openMSX. On the back end we're also programming/scripting several features that should help with making TAS runs. This screenshot show a few things: 1) Cursor-key statuses and frequently used primary/secondary fire buttons. This way we can see when a key registers with the keyboard matrix. 2) A frame counter 3) A Memory watcher We also have a frame advancer and other help full (non visual tools), since we're pretty new to this we're still pioneering on how to best build good TAS tools.
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I've deceided to restart the walk through/speedrun and my current attempt is a whole lot faster. I've also scripted frame advance (preliminary version) and a frame counter into openMSX which will make my life a bit easier. Bugs abused f1-f4-esc-f1 (pause-load screen-escape-unpause) This'll let you: 1) re-spawn ammo/ratios 2) deactivate the electric floor I've also used luck manipulation (just keep on reversing till the most optimized situation occurs. I take damage to save time and try to get enough pows/hostages freed to get a level up (which also replenishes health) Here are the first few minutes of the new run which is already ~40 seconds faster than my old one. Link to video
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Post subject: openMSX TAS Tools & Tutorials
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Hi, I've made a bunch of tutorials which show some capabilities of openMSX: Working with reverse and replay openMSX tutorial : working with TCL scripts - Part 1 openMSX tutorial : working with TCL OSD elements - Part 2 openMSX tutorial: Working with the Cheat Finder And how to install openMSX openMSX tutorial : Installation and system ROMs (BIOS files) Are there any tools you want to see? I already have a request to watch certain addresses and their values (real time) Any other requests are welcome.
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I could have used the save/load glitch bug to deactivate the electric floor.. that way I could have saved running back after picking up keycard 2.
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Post subject: [MSX] Metal Gear (Konami 1987)
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I've heard the Metal Gear version for MSX is desired. I have finished my first real attempt for a speed run, since the recording isn't up to par with the TASVideo.org requirements yet I won't release the 'raw' playthrough. If you want to have it let me know in a PM. I've used: - Glitching (item glitch after load/save screen) - Luck manipulation - Temporary invincibility Link to playlist
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Although C-BIOS is a good alternative it's not yet perfect. Also C-bios is standard 50Hz which will slow down speedruns too. I recommend using a 'Panasonic FS-A1GT' configuration, this allows you to run most games with all the features included (if available) like FM-PAC (FM synthesis) and Midi out. Also new versions of C-BIOS will be released in the (near?) future and these will impact replay. So therefore I would recommend picking the configuration above.
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Antoids wrote:
First link doesn't work. I think you left a character or two off the end.
Sorry, it's been adjusted
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Ok it's the start of the weekend so I had some time: I redid stage 1-3 for Vampire killer: http://www.youtube.com/watch?v=75MBEOB9mgQ I started a TAS for Maze of Galious: http://www.youtube.com/watch?v=kl2WRJUGWtA And did a TAS run of Rambo http://www.youtube.com/watch?v=srgMuDa6Gus (2min and 6 seconds for the whole game)
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I have to agree with you there, looking back I probably could have shaved off about 20 seconds. I'm so used to playing this game a certain way (I bought the original in 1987). Until now this is the fastest run ever recorded for this game (MSX version) Part2 and 3 look ok but I could have shaved a bit off here and there. I read the FAQ on TAS and it seems I already know about most tactics. Konami didn't make much mistakes while programming and most (hard to trigger) glitches result in a 'reboot' of the machine itself. I have about 500 videos on youtube with walktroughs of games but I'm pretty new to 'speed running' I hope more people will pick up MSX games. Thanks for the feedback, I saw what you meant with missed jumps. Enemy logic is straight forward and can not be easily manipulated in this game. http://www.youtube.com/watch?v=kl2WRJUGWtA Here is another example and I'm quite pleased with the time I made on this one. I've challenged people to do it faster. PS excellent game choice to do Toki! :)
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Post subject: [MSX] Vampire Killer (Castlevania) speed run
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Since not many speedruns have been recorded for the MSX platform I gave it a try with one of my favorite games. Konami's - Vampire Killer (castlevania) TAS Speed Run (Stage 1 through 9) Konami's - Vampire Killer (castlevania) TAS Speed Run (Stage 10 through 17) Konami's - Vampire Killer (castlevania) TAS Speed Run (Stage 18) Actual play time is somewhat under 23 minutes. These 'speed runs' have been done with the upcoming MSX emulator called openMSX (version 0.8.0) which has TCL scripting (not used), reverse and CPU speed adjustment capabilities. the game originally runs on 60hz (Japanese) instead of the 50Hz (European) which cuts down the completion time significantly. I'm trying to start a bit of a speedrun scene for MSX since it has some great games.
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