Posts for klmz


Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Yrr wrote:
Well, I'd have no problems in doing a damage run instead of a non-damage run since there is almost no difference in both.
Taking damage in several places such as where four Bone Pillars are stacked, Needles floating and perhaps the first Manticore (Boss). Then we'll make one glitch-warpless movie that takes damage to save time, right? I think such a movie is what people want to watch and it will be accepted without trouble. You agree? Now what to do next?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Yrr wrote:
-you're clmbing-up-stairs method is not optimal. Watch my movie to see how it is faster (in the grave keeper's room I myself didn't do it optimal, but see the room after the quezlcoatl) -I think creaking skull can be made faster and more entertaining -in the room with the baselard you can do more moves to make it more entertaining. In my movie I made maybe too many moves, but...
Oh I am afraid that I can't agree on every one of them. In my opinion: - for example, in the room after the White Dragon (perhaps the "quezlcoatl" you mean?) it took 64 frames for Soma to move from where he landed on the platform near the door to where he destroyed the Skeleton Knight in my run and the same thing happened in yours. - there is a topic: the interval between two damages dealt to enemy with a weapon. Since the mininum interval with Baselard is 16 frames, there is no way to beat Creaking Skull faster with Baselard, unless you exploit a glitch which I'll talk about below. - I think it's good to keep things not too complex while keeping the movie fast, and I think you made too many moves in your movie, too. Well I hate noises, but I have to keep back-dashing while making noises all the way.... Now I'll talk about a glitch: you know the damage interval with Baselard is 16 frames, but I once did shrink it to 8 frames while I was fighting Creaking Skull. Unfortunately I messed my savestates up later and now I can't repeat it. That's too bad. My thought is that this glitch can be caused by red souls. It may need time to research, though.
Yrr wrote:
I think doing this movie together is the best idea. Two seperated movies are stupid.
The problem is, I think, that I'll stick to a fast run no matter if any damages are taken to save time, while you want a fast and damageless one. If we could agree what we both aim for, then just let's start making it. I'll be busy in about two weeks. So we'd better decide what to do now quickly. moozooh: I've tested many ways to make back dash faster, and finally I choose this way: frame #1 - L frame #2 - nothing frame #3 - A one of frame from #4 to #9 - B all of frame from #11 to #16 - hold the moving direction ------------------------------------------------------------------ frame #17 - start the next cycle It's hard to tell which one of our "optimal methods" is better. EDIT: Well you win, moozooh. I think such a tiny difference can only be caused by the imprecise fractional algorithm in the game. EDIT2: Oh I wrote the wrong frame when I began to hold the direction that I was moving to rather than when I actually did! Now I have corrected it....
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
moozooh wrote:
Well your "test" is kicking the published runs' asses pretty thoroughly. And even those that are still in works/abandoned. ... That is also a good idea.
So my "test" is to be a killer and I have to make it good and powerful enough.
moozooh wrote:
Zurreco was working on such a run and was desperately trying to make it perfect. Alas, he stopped at about the same spot as you in your WIP above, spending tens of thousands of rerecords to get that knife on an optimal frame. Maybe he can help you as well.
Now I see that I am not the only one who is sometimes unlucky. EDIT: Oh I said I would take a break now, but I got a new idea to improve the run just now and I would like to do a small test now....
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Admiral_Sif wrote:
If the floating your talking about is what I'm thinking, its probably something to do with the water physics still being in effect, or something like that, feel free to correct me, but I think it was mentioned near the start of the thread, you are talking about the slow jumping right?
I'm surprised that this glitch seems new to you all. I thought it had been (ab)used for long before I found it and then told zggzdydp several months ago. It has been (ab)used to make Juste's wall-sinking possible in certain rooms and glitch the gameplay now since I told more people how to do it, though. Well I'll explain how it works: If Juste zips through an underwater area and warps immediately to other rooms, the game will think that he is still underwater because he hasn't ever got to the water surface to get out of water (but then why does the game think that he has ever been there? I have no idea). Thus Juste will then float here and there until A) He enters and then leaves the water area the normal way so that the game thinks it is time to weighten him. B) He gets killed, and the game is over. C) You beat the game, and the game ends. D) You save the game then reset and load it, which makes the game forget that Juste has ever been underwater.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: so which is better, co-operation or competition?
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
moozooh wrote:
I really think you should work together on this run. First of all, that would help reduce the strain on motivation and free some time for both of you. In the end, instead of two fast movies (at best), we will get one even faster movie, which is good for everyone.
I consider my run just as a big test, which implies that I might make a full-optimized run or just leave this one there for someone's ease of reference. I don't think I will make this one the fastest. I will determine whether to make an even faster one after this test, or even one more test, since I think I've found several different ways that are kinds of micros but will influnce the macros heavily to improve the old runs but the final result of choosing one of them is so far to see that it will be hard for me to test them all by myself. Maybe Yrr and I can make two big tests then work together on the even fastser one. I'll consider that....;-) EDIT: There may be other ways to avoid confliction, e.g. I can make my run a glitch-warping one so it will try to beat pirate_sepheroth's glitch-warping run instead. :-P
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
My WIP here. I wasn't able to get the knife, and I have been working on this for 2 weeks now.... You may notice that I did neither turn around to the left the very frame I got Grave Keeper Soul, nor open the pause menu during a back dash. I did test doing them "the normal way", and I found my way faster in the end, which surprised me. EDIT: I did also test killing Creaking Skeleton when he was crawling back AND holding up his skull, which made the last two hits miss unless I jumped higher and then had my movie becoming longer.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
moozooh wrote:
No certain way yet. You have to manipulate randomness and hope for desirable outcome. pirate_sephiroth has listed all things that affect randomness somewhere in this or some other AoS-related thread. They include attacking, making the game generate flames or dust clouds, killing enemies, etc.
I've already checked the RNG value in Memory Viewer, tried to affect it by every means I know and then just got more Zombie Soldier Soul and Rotten Meat since a week ago. None of the five Zombie Soldier drops Combat Knife unless I stand still before them for over 300 frames or get damaged by them then kill a certain one in the right frame. I really don't want to slow down to get something dropped, but that ideal seems quite unreachable. To be honest, I've got discouraged and decided to take a break. EDIT1: I have even tried to enter to leave the room with White Dragon a few frames later with a different RNG value. But nothing seemed to change. @Yrr: I would like to know your progress and watch the latest WIP if it's available. :-)
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Yrr wrote:
Thx, but I've already tested it, the only thing I could get is the battle axe. My WIP. Try it yourself, I wasn't able to get the soul, and I have been working on this for 2 weeks now...
Now I have been getting lots of Zombie Soldier Soul and Rotten Meat instead of Combat Knife for two weeks.... Is there a way to know what should I do in order to get a certain item dropped by enemy?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Yrr wrote:
Get them. Ronginus rocks against Balore.
You mean both of them? Ronginus is well, but I think to get and equip "STR+16 Soul" will cost longer time than the bonus STR it gives can help to save on the way to Lubicants.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Thanks for answering my questions (quickly it saves my time! ) :p Now I don't need to get Skull Archer Soul since it takes more than 140 frames and then I can go on with the run. Still, there are many problems such as whether to get the "STR+16 Soul" (I forget the name) and/or Longinus(or Ronginus?) and so on.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I am also working on my own run. I think it will show you something interesting. : ) However there is a problem bothering me....How do you time a run of this game, by the length of the run or using the in-game timer? Imagine that you have got two speedruns now: one of them takes more time in the menu so that its full length is greater than the other one, while its in-game timer indicates a shorter elapsed time than the other in the end. Then which one is better? Another question: Will a speedrun which takes damage to save time beat a damageless one if the difference between their length is small?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
To get the best ending you just need to have both JB's Bracelet and MK's Bracelet on when you beat Maxim in Castle B.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I think you'd better watch the vbm first. zggzdydp said that he was just busy making it.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I think you'd better watch the vbm first. zggzdydp said that he was just busy making it. EDIT: Sorry for my double-posting. But I can't figure out how to delete my post now.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder, Experienced Forum User, Expert player, Published Author (2100)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Well, I think you've made a very fast TAS but, I wonder, why didn't you skip Adramalech? And likely that you could skip Camilla as well.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do