Posts for tjp7154

Experienced Forum User
Joined: 2/16/2011
Posts: 14
Doesn't answer my question, though -- Is the tech different for the All-Stars version? I am un-hindered!
Experienced Forum User
Joined: 2/16/2011
Posts: 14
http://www.youtube.com/watch?v=tRE3DML9-vA I've been trying to use the above video to duplicate the glitch -- but I've been using the All-Stars version. Does the trick work in the same way? (No, I haven't gotten it in real time either)...
Post subject: New Baphomet "Quick Kill" Glitch Found
Experienced Forum User
Joined: 2/16/2011
Posts: 14
Ok, so Azurinel (elementsmoviemaker from YouTube) has been speedrunning ED lately (100%). In one of his attempts, he encountered a strange glitch with Baphomet's second form that amounts to a quick kill, where the head just falls off, as if it is acting like a hand. The game then ends because that's probably what triggers the end cutscenes. Here's the Twitch video link: http://www.twitch.tv/azurinel/b/442815037 Check around 101:00 for the very start of the fight (first phase). At the second phase you can see the glitch in action. The thing is, we don't know as of yet what activated yet. It might have to do with the timing of the shots that open up his weak point (head) combined with how he accidentally "lured" the hand to go down, but a little bit to the left. I've tried to duplicate it, and I thought I had the right patterns, but it didn't work. Also, for those who don't know, a work around was discovered that seems to prevent the game-ending glitch where animations and sounds loop forever and slow the game to a crawl. The solution was to set the affinity of the process "Eternal Daughter" while it's running to just one core. This is in the Task Manager, run as Administrator (Windows). Azurinel tells me he also set the priority of the program to high. I don't know if these attributed to the glitch or not, but that's basically the setup he used. He was also recording it w/ ffsplit. Anyone with experience with the game, any ideas?? This "quick kill" saves about a minute and a half, according to Azurinel...
Experienced Forum User
Joined: 2/16/2011
Posts: 14
Oh oh. I totally forgot to post this... SilentWolf444 (Youtube, a DKC speedrunner) gave me a link to a Japanese DKC TAS on Nico Video (link, needs an account or online nico viewer: http://www.nicovideo.jp/watch/sm16345209 ). This TAS gets through Croctopus Chase using Expresso...
Experienced Forum User
Joined: 2/16/2011
Posts: 14
No universal length, but certainly there is a minimum and maximum length that can be used as a standard for runs .. right?
Post subject: Problem Solved
Experienced Forum User
Joined: 2/16/2011
Posts: 14
Ok, solved the problem of beam placement. My TV cuts off one full ladder rung so I was always one ladder below where I should have been. Now I can get the scroll ladder glitch to work. Now I just need to figure out Fireman's zip and I'll be good to go.
Experienced Forum User
Joined: 2/16/2011
Posts: 14
Yeah, I had tried to follow the pixel placement of MM on the ladder, but that didn't work. The only almost-success I had was when trying it directly like you do. Ah well..
Experienced Forum User
Joined: 2/16/2011
Posts: 14
Hey AndrewG! Meh. I'm doing something wrong. I'm using this video (http://www.justin.tv/dabigbooi/b/290772861 29:45 in) for a reference on a consistent way of doing it (he does it on emulator) and if I follow it I still get no screen scroll. I'm using the VC Megaman 1. When I hold up, nothing happens.
Post subject: Bombman/Fireman Zip help
Experienced Forum User
Joined: 2/16/2011
Posts: 14
Can anyone explain step-by-step how to perform the two common zips to Bombman and Fireman that scroll the screen upward? I appreciate any help.
Experienced Forum User
Joined: 2/16/2011
Posts: 14
That can't possibly be a new glitch, because that happens all the time if you're practicing SMB3 and constantly getting game overs. I've experienced it every time I practice on console.
Experienced Forum User
Joined: 2/16/2011
Posts: 14
What's this "F2 button" issue that you're talking about? As for health upgrades, I don't see any use to them either, honestly. You're right about the double jump shortening the Baphomet fight. That's all I can think of right now...
Experienced Forum User
Joined: 2/16/2011
Posts: 14
I don't know if this trick works in the latest version, but here's a glitch that allowed me to "zip" for a long distance. I don't know if there are other places it can be used because I don't have the game anymore, nor do I play it. Someone would have to test further. Here's the link: http://www.youtube.com/watch?v=eUS8l7IEI0o Basically you get yourself wedged between a rock and a hard place (intended) and switch to beast mode which increases your velocity. Wiggle around and see where you end up!
Experienced Forum User
Joined: 2/16/2011
Posts: 14
Heh. Thanks. Sometimes that's what it takes to take a lurker out of hiding. I suppose some SMB3/DKC questions would have, but --naaaw! I've always had a hard time pressing both buttons at the same times for more than 2 or 3 presses. As for Baphomet, I think you're right. He stops his magic attack when he's attacked. Yeah, it should be easy enough. As for the sound loop glitch, There are times when the game gets stuck on a sound-effect loop and everything freezes and the game loop doesn't advance unless you press keys. No one understands (yet) what in the game causes the bug and the only way I know of fixing it is to quit the program and restart. It's possible this bug won't even manifest in Hourglass, though... My Hume fight in my old video can be greatly improved upon. I use to have a better fight video, but I think I deleted it. Anyway, the pattern should be easy enough to figure out, though. When attacking enemies that take multiple hits, most of the time you don't want to hit them right up close, but at a certain distance -- about the length of Mia's "stroke" length. At this distance, you can hit enemies at a higher frequency. It's hard to explain, but it somehow lowers the time the enemy can't be hurt between hits.
Experienced Forum User
Joined: 2/16/2011
Posts: 14
<_< I suppose if I post at ALL on these forums, I should post here. The game is definitely a very good game. I'm the one who did that "fun run" of it. I've gotten away from the game for other console games, but I'd probably go back to it in the distant future... I'd love to see a TAS run of this, at least to see frame-perfect backdash-speed running and enemy dodging. The rapid fire charged shots would definitely be a mainstay in the run. I stink at the timing it takes to keep it going (dash + shoot simultaneously), but a TAS would blow away bosses. That scroll in the forest pond isn't worth it in my opinion as well as (for now) you need enough health to make it out of the water alive. I don't know for sure if you can avoid Baphomet's powerful "spell" attack without the charge helm. Hopefully you can. It'll have to be tested. I'd like to know how you're going to get around the game's sound bug (If you haven't experienced it you most definitely will soon). The game will inexplicably (maybe a it could be prevented) slow down and loop sounds and you'd have to reset. If you have any questions, just ask. In other news, Woo -- first post!