Posts for xy2_


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The game resources page has been fully updated, along with the new glitch I found (sewer out of bounds.) MOD EDIT: Fixed game resource page name and updated link -Mothrayas
Post subject: actual progress? xy2_ stopping his infini-posting habit?!
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Link to video Yes, actual TAS progress in the thread! I will be changing the use of this thread to 'glitchhunt dump' to 'progress showing thread. The dump is over here.
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https://youtu.be/9faDj9jpdhY Hey, you! Do you want to know what is your current internal DS time while playing the ACTION PACKED Assasin's Creed: Altairs Chronicles? Well now, you can! Featuring.. the one-use beep clock! I am loading the same savestate each time: the 'intensity' and sound of the beep represent what I believe to be your current clock time. This doens't show up in the video, but it does in the emulator. Here is the savestate. (U)(Micronauts) for the rom. Make sure DeSmuME is running the internal DS clock.
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Link to video Following on this video: I have discovered that the chest glitch actually corrupts.. almonst the entire SRAM. It depends what part it corrupts, but it corrupts mostly in a set pattern. If you want to try: https://www.dropbox.com/s/szcfppi0ep1162y/chestglitch.dst?dl=0 Load this savestate.
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Solid encode, easy yes. Potential screenshots: Frame 99458, 1?4858 (didn't note second digit), 104924, 108867, 109234, 116413, 124661, 132237, 159407, 167490.
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No encode? Put effort into your TAS next time. No vote. jk amazing tas EDIT: Tas syncs with Advanced Bus-Timing on, no Dynamic Recompiler.
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Link to video Ever had a TAS die then COME BACK TO LIFE?!? This happens because.. I have no idea, actually. You can trigger the chest from a wide variety of positions. While in the cutscene, you are forced to walk to the chest, but can still do basic actions like facing a direction, jumping, and crouching. This also leads to some.. interesting actions. Also, for some reason, if you change your height in any way after having used the microphone to blow dust off the chest, the game softlocks. Why? If I had to take a guess.. it's because the engine is very bad. Changing height without having triggered the cutscene just softlocks. https://youtu.be/ZqBQW7J97ZE
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https://youtu.be/ZoT1HRtE8XE An out of bounds in the sewer. Virtually useless, as there is an invisible wall behind it.
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https://youtu.be/3nE6KahggJw This allows you to skip water currents in the sewer (if you have enough space..)
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https://youtu.be/nDc-BaRhqlA Another desert skip that allows you to talk to the guy from outside.
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https://youtu.be/tox3IYn3Kdc This desert cutscene skip saves four seconds.
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Link to video The poor house skip and rich house clip depend on collision. For the poor house skip, jump on the side on the house with a frame perfect jump, then do a double fast jump and you will end up on the pillar. Sadly, you still have to assasinate the dude in uniform. The rich house clip is simple: just going off the side of a house and bypassing the wall. You can't do much in this out of bounds, although you can see your alter ego. Afterwards, we have a minor skip and a minor glitch. https://youtu.be/6lrnWtqwNpg The heybale bridge is rather simple: just jump twice at a specific angle and you get at the left of the bridge, which you're not intended to. Not much you can do up here. The enemy death cancel is a way to cancel fall damage. By falling onto an enemy, you take no damage.
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Link to video Two big new glitches on the second room of the game. The first is the fallen bridge out of bounds, and it's pretty sick. By jumping high enough to bypass the bridge pole, we go out of bounds. After that, by grabbing invisible things out of bounds that I have no idea why they exist, we completely skip a part with spikes, and actually despawn them (as I showcase in the later part of the video.) Saves around.. didn't test, but I'd estimate it to be around 8 seconds. https://youtu.be/jgJD8Qx8zsQ The second is this pit shortcut. By doing very precise jumps, we land on the corner of the flat area, saving around 3 seconds. (Also, a note: I'll start keeping some things secret for the coming soon TAS with arandomgameTASer. Note that all these tricks happen in the two first rooms in the game; we've got a lot to pass.)
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https://youtu.be/8Gd8u9DEJkE By doing frame perfect jumps, you can jump over spikes (which would normally instantanely kill me with this health.) This is doable with the first and second jump, although the first has tighter timing.
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Kurabupengin wrote:
xy2_ wrote:
For anyone who's still interested in this, I'm picking this up.
Hoping you won't quit.
Because of this exact comment, arandomgameTASer picked the game back up and nearly fully TASed it like the beast he is. Expect to see a full run - very - soon.
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http://youtu.be/XRhgvJzD4gM Bridge hopping is executed by doing frame perfect jumps on bridges, you can actually continually jump without having to stop on them. This is the fastest form of movement in the game.
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Link to video After executing the red carpet house skip, you would have to go back and align yourself to get two quick jumps and fly over the bridge. However, with the palm tree skip, you can simply keep your momentum from the red carpet skip, saving around 5.5 seconds.
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Link to video By walking on the far edge of the red carpet house, you skip a tutorial cutscene. Huge timesaver, saving 4.5 seconds. I go back in it at the end to show off where the trigger is.
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https://youtu.be/P6myiA1ypWk This corner right here is very particular: it is a ghost corner. If you go from an hangable point into a corner, you can collide into the corner, then jumping the next frame to get this result.
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Link to video Boundiary grabbing is simple: you grab the boundiaries of a level (because they exist as invisible walls). Death delay is in colleration with grabbing, although I haven't tested if it works with something other than boundiary grabbing (but it very likely does.) When grabbing something while falling, you will only recieve the damage after your grabbing animation ends; the game just kindly waits for you to stop your current action. Probably one of the most abusable glitches in the run. Boundiary anticlipping is the good old fall damage cancel, only done with boundiary grabbing. Boundiaries are actually very solid in this game: it is rather hard to out of bounds, because you get pushed back right away. By doing this and having a solid platform close to the wall, you actuall get ejected onto the invisible wall boundiary, then back into the platform, etc.. causing you to visually instantanely teleport out of the area in which you anticlipped and the invisible wall. Virtually useless, but a fast way to get out of a death delay.
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Antronach wrote:
This feels like a pirated game.
Samsara wrote:
Coca-Cola Kid is actually built off of the Sonic the Hedgehog engine and the games play very much similarly
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https://youtu.be/q05rx8-IHao By falling onto a clippable space from a long distance, we get our animation reset onto the ledge grabbing animation. This allows us to reset the amount of distance we were falling and as such, take no damage.
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https://youtu.be/Ym80HcSBvBE This barrel is grabbable, but by doing the right timing it just never will be your friend. Semi-useful (and works with some other entities and solids.)
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Link to video How does this game work? It's complicated. More detailed explainations later. The last trick showcased is an slide cancel, which allows you to cancel a slide.
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Warp wrote:
As a game, it looks like Sonic.
Samsara wrote:
Coca-Cola Kid is actually built off of the Sonic the Hedgehog engine and the games play very much similarly
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