Posts for ViGreyTech


Experienced Forum User, Published Author, Former player
Joined: 4/4/2021
Posts: 7
J.Y wrote:
Looks good, there are still a few areas that could probably be improved, but I like the work!
Out of curiosity, which areas would those be? I'd like this game to have an as fast as possible TAS for any%. Especially if the possible improvements are after the last reset, as that could impact the RNG manipulation potentially to find a shorter path to one of the best RNG values for the last boss.
Experienced Forum User, Published Author, Former player
Joined: 4/4/2021
Posts: 7
The category name is a bit complicated because RTA considers Any% Glitchless to be no glitches except for block jumps and bubble jumps. Any % No OOB allows for zipping, so the trick to go out of bounds is allowed as long as the player does not actually go out of bounds.
Experienced Forum User, Published Author, Former player
Joined: 4/4/2021
Posts: 7
I have been working on any any% glitched TAS that goes out of bounds and I'd say this any% glitchelss TAS is the better one to watch in my opinion, as you get to see more of the game and more boss fights than just the last boss. The pacing without the out of bounds glitch is a lot more consistent and visually feels more skill based the entire time, where the pacing breaks pretty hard starting at about 4:35ish in the glitched any% TAS once the zipping starts. There's potential for a time save in the last boss with better RNG. With that said, finding that RNG would require figuring out which rooms modify RNG in which ways. Overall a yes vote from me
Experienced Forum User, Published Author, Former player
Joined: 4/4/2021
Posts: 7
So I'm in room 07,13 at the moment and getting drastically different results on the second ladder depending on what happens with the first ladder, so I think the ladder animation frames/counter are tied together. If that's the case, then it's likely the case between rooms as well.
Experienced Forum User, Published Author, Former player
Joined: 4/4/2021
Posts: 7
While working on the Any % Glitches TAS, I have noticed that the animation cycles for walking and climbing are quite important and sometimes push me a single pixel forward, especially when getting off of or jumping off of ladders. There also seems to be some weirdness when going down a ladder from the top for a single frame and then holding left or right. Sometimes you fall down the ladder, but sometimes you continue walking on top of the ladder. Both are useful for specific spots. Also, my TAS only relies on RNG for the last boss, but I got confirmation from the developer that RNG is at $A2 (figured out from there that it's just a 24 bit linear feedback shift) and it updates when you kill an enemy, every frame of the title screen (including the company logos at power on), and every frame you are in a save room. I figured out on my own that the RNG resets to 0x010000 on console reset. I don't know if killing a boss modifies the RNG or if being in a boss room modifies it at all. My TAS gets the rod before yours does and I'm curious exactly what mechanisms are causing that. I think it's based on how I jump off of the ladders and possibly the animation frame I get to the top of the ladders on. I'll try to get something up soon so things can be compared so we can try to figure out that mechanism to make both of our TASes faster and possibly more consistent.
Experienced Forum User, Published Author, Former player
Joined: 4/4/2021
Posts: 7
I'll try to console verify it in the next 2-4 days with the TAStm32. (Sorry if I needed to add a subject. It's been like 10 years since I last used any forum software, so I don't know how to do forum posts anymore)
Experienced Forum User, Published Author, Former player
Joined: 4/4/2021
Posts: 7
I decided to do a console verification of the run so it will be ready if/when the run gets accepted. Link to video