Posts for Zurreco

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Very impressive. I didn't think it was possible to destroy the fortress in one pass.
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Wait, you can do it without the double jump? edit: no, you most definitely need the double jump to perform this trick
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Yes, you are correct. Once you have Malphas (2x jump) and NOT Flying Armor, you can force Soma into the wall for about 1-4 frames if you hold against the wall. This forces your character about 4 pixels up, give or take. Then, you can jump to the left with your second jump and barely land on the upper platform. That's the quick way to go from the Study to the Floating Garden. You'll see that in the glitch run. edit: I forgot to mention a few things. Yes, you can do this glitch on console pretty easily. Just hold against the wall at your apex for a bit, then jump. Also, I was going to skip Skule using Kicker Skeleton's soul, because it allows you to sort of dive under water pretty well. However, you dive just short of the underwater passageway. Dern. Now I get to scale the towers and fight death.
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Well, I am still planning my any% no glitch as we speak. After seeing the newest speedrun for it on SDA, I am confident that I could beat the WR on console. Not only does the author of that run look for some bad randomisations, but he also goes to the Study, which isn't necessary. I have found a way to completely skip Undine, btw. I almost found a way to skip Skula, too, but there are about 6 pixels of rock stopping me from skipping Death and the Clock Tower. Oh well. As for the glitch run, I am currently just past the first White Dragon after entering the main Castle. I'm randomising the Skeleton Knight soul, which seems to be giving me too much trouble as is. Thankfully, as soon as I get that soul, there won't be any randomising of anything until right before the Great Armor in the study.
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Halamantariel wrote:
(I think I'm gonna start working on this game for real now ..)
One thing at a time there, champ.
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As promised, my 'test' movie can be located right here. It's not even 2 minutes into the game, but it requires lots of frame specific movements to get those darn fangled dashes to work well. Curse you, Nrg, for pointing out how much faster those are! Also, I will need that orb from the first boss. The amount of MP I use in the next few minutes is too high to regenerate by other means, and the save room is a lot slower. I'm currently working on right after getting the orb, as the current movie may get it at a suboptimal height and is exactly 2 pixels too far to the left to be efficient. Comments would rock, thanks.
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Actually, you would have an insanely hard team beating SMB1 without running unless you had a keen eye for invisible ladders. There are 3(?) pits that are too wide to cross without running. And no, it is impossible to beat the game without jumping.
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No. No one has it. If you want it so badly, do it yourself. If you can't do it, learn how to. Don't expect us to just take demands.
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Post subject: Castlevania: Aria of Sorrow
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I figure I might as well make a topic about this. If you have been in the IRC room in the last month or so, you'll know that I was doing lots of heavy testing with Aria of Sorrow, the third (and my favorite) Castlevania installment on the GBA. As of right now, I am still working out a very close to perfect glitch run before I start on an any%. In case you haven't seen the glitches that are possible in this game, they are a lot like the Rockman 2 glitches (where lodging yourself into walls and such can toss you around a bit). The only difference is that these glitches tend to warp you around the castle very drastically and very quickly. Anyways, I have a WIP out on VBA alpha6 right now. If you haven't seen it, ask OgreSlayeR or Nrg or... whomever else saw it last. I recently ruined my only clean copy of it (which got to Balore in about 10 minutes). I will start posting the WIP of the newest version (on the newest VBA), but I'm sure no one wants to see 50 seconds of dialog and 20 seconds of me randomising a dagger and... walking into a room. If anyone wants to know exactly what my goal is: I'm just getting Soma from the beggining of the game to Chaos as quickly as possible, which will take about 13 to 16 minutes tops. It all depends on Balore, since I fight him at level 8 (and he gives me a nice 9 extra levels when he dies, even though he is the last thing that I kill). Aside from the initial Creaking Skull, the Great Armor in the Study, and a non-boss version of Catoblepas, there won't be many boss fights or a whole lot of variation in the souls. And no, definitely no Red Minotaur. :( For the record, I am not making a 100% souls run. Too much work randomising everything, and I suck at makig paths. However, I'm willing to give any help I can to whomever wants to do that.
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Here is my old movie. The 4-10 seconds of optimisation is actually blatantly faulty. About halfway through the game or something, I realised that hitting the end yarn ball with almost 0 velocity spawns no yarn balls, which avoids both lag, score tally, and just.... you know, the balls being spawned in general. Uses Bubsy - Claws Encounters of the Furred Kind (U).smc God I hate all of the horrible puns in this game...
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I have a completed .smv of this game right now. I can put it up, if you want, but there are about 4-10 seconds worth of flaws in it that I want to hex out. I can't bring myself to figure out hexing, though... so I won't submit it. And no, I have no urge at this point in time to redo the whole thing.
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Well, I'm fairly sure that the existing speedrun has basically every currently known trick needed for a timeattack. TSA probably has some more up his sleeve, but I don't think he's willing to share them just yet. Someone COULD just take his current WR and recreate it with perfection, but that doesn't sound too fun.
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Currently there are no movies that lead to this. There are lots of people who have tossed around the idea of making a timeattack for this (I'm still glaring at BurningDeath), but I'm fairly sure there are no speedrunners that are going to do this.
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Yes. Duh.
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The dungeon itself only unlocks when you already beat the game. I assume that we would treat it like the Arena in Kirby Superstar: if it comes after the main credits, it's not part of the main game.
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Don't kill too many enemies. Also, don't save any hostages that won't give you a specific weapon/card. That's about all I can tell you. Also, I was wondering, where exactly is the defined end of this game? When you defeat the secret weapon? The reason I ask is because as soon as the credits are done rolling, you go back to the level select, which implies that the game isn't truly over.
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I'm kinda wondering if the Tony Hawk games would be anything worth watching. On one hand, it would be kinda cool to see every level done in one combo (or something just as fluent), but on the other hand the games are pretty insanely repetetive and way too long for their content. Also, Boktai would make for a good movie IMO, but you need a patch and hacked ROM to play it through emulation. Fie on that.
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Just because one person is working on a movie does not mean that you have to bow out.
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Bah. I leave for a week and this is what happens... Good run. I'm impressed in both your methods of avoiding the slow sequences and your newer routes. I would vote yes, but there are a few parts where you stall longer than you would need to. Examples include during the snake boss, during the forest miniboss, during the tree stump area, etc. There are at least enough places that you can optimise another second or two out of the run. I guess I won't vote for now.
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Isn't this Q's emu?
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Everything in these movies is theoretically possible in realtime. However, anything that requires frame specific movement will probably never be seen outside of emulation. I know that most glitches shown, though, are doable on console.
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Press comma while playing, every time you press a button, it will display what buttons were pressed on what frame (when the frame passes)
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papajones wrote:
Does anyone have the movies of Megafrost's old run that goes up to Pirate man? Would be a big help for Megaman stages.
Look 4 replies up...
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When in doubt, every emulator has a Pause function in the File menu. It should be right near Reset.
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To make an .smv movie file, just open up SNES9x and choose 'Movie Record'. That is about all there is to it. For further reference, check out http://tasvideos.org/UsingEmulatorTools.html
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