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Joined: 5/19/2009
Posts: 47
My cpu overheats in like two minutes when running pcsx, even if I'm not recording. And when I try to record in epsxe with fraps/hypercam/camtasia/whatever the framerate drops to like 5-10/s. So basically my pc is too old to handle that crap - screenshots will have to do. You'll really need some way of monitoring dan's coordinates while navigating through the void in the haunted ruins and the time device. The enchanted earth and ghost ship skips are pretty simple, compared to those two. It would be worth checking if the pools of the ancient dead trick and the first trick in the lake are really faster then just grabbing the red rune or going through the building, respectively. Yes, we can skip the boss in the ghost ship. And yes, we don't have to be on the train to trigger the exit in the time device. For the gauntlet you'll have to try and get back from the dragon gate with frame advance and all that stuff. I've spent countless hours trying to make it work without those things and I never got even close. I was eager to try it out myself, but you know, an overheating cpu and having to reboot every two minutes isn't a good thing. My best bet will be to try and have the game misfire and somehow put me on one of the mentioned spots. IIRC the game does that from time to time. edit: Revisited the rest of the levels. Pumpkin gorge: Go here (it's behind the hut on the right in the first area with buildings) and do a running jump towards the wall from the marked spot and drop in the exact same place (Dan should kinda slide up the wall during the jump). If done correctly, Dan should do his about-to-fall animation every full second. Now between those animations start running and make this jump so that you end up here and can jump in the arrow's direction. In a couple of steps you should encounter an invisible wall. It's not really a single wall, this screenshot should explain it. You have to clip between the walls towards the arrow's point (this is pretty random for me), otherwise you won't be able to go any further. If done correctly you should be able to run for a fair distance before getting to this spot. You have to jump above the blue line and after passing the house continue alongside the very edge of the wall you're on - if you fail to do any of that you will be warped back to the normal playing area. This basically allows you to run straight for the green rune. You complete the rest of the level as you normally would. The sleeping village: Although we can get up of the roofs and drop right by the gate with the exit trigger, I haven't found a way to clip through it and the last pack of soldiers that you have to kill to open it doesn't spawn until you do two things, though - so we can't complete the level early. The two things you have to do are: pick up the golden head item in one of the houses and flip the switch in the house with the safe which holds the shadow artifact. You can do those tasks in any order, but both have to be fulfilled for the last pack of soldiers to spawn. There's no trick to getting the golden head statue, but just today I found a way to get to the house with the switch early. Here's the sweetspot where you can clip into the tree (it's located on the road on your right when facing the fountain from where you start the level). Just make sure you don't overshoot it and clip through the tree entirely, so you don't get stuck. Just clip as far as you need to trigger the gate to open and simply run back. Remember: you only need to get the golden head statue and flip the switch in the house with the safe - from there you run straight for the last fight and exit. Those are the last shortcuts I know of for this game, so unless you find out how clipping exactly works and we can implement it in more areas, if the gauntlet can be skipped is the last thing left to figure out as far as I'm concerned.
Former player
Joined: 3/27/2010
Posts: 270
groobo wrote:
My cpu overheats in like two minutes when running pcsx, even if I'm not recording. And when I try to record in epsxe with fraps/hypercam/camtasia/whatever the framerate drops to like 5-10/s. So basically my pc is too old to handle that crap - screenshots will have to do. You'll really need some way of monitoring dan's coordinates while navigating through the void in the haunted ruins and the time device. The enchanted earth and ghost ship skips are pretty simple, compared to those two. It would be worth checking if the pools of the ancient dead trick and the first trick in the lake are really faster then just grabbing the red rune or going through the building, respectively. Yes, we can skip the boss in the ghost ship. And yes, we don't have to be on the train to trigger the exit in the time device. For the gauntlet you'll have to try and get back from the dragon gate with frame advance and all that stuff. I've spent countless hours trying to make it work without those things and I never got even close. I was eager to try it out myself, but you know, an overheating cpu and having to reboot every two minutes isn't a good thing. My best bet will be to try and have the game misfire and somehow put me on one of the mentioned spots. IIRC the game does that from time to time. edit: Revisited the rest of the levels. Pumpkin gorge: Go here (it's behind the hut on the right in the first area with buildings) and do a running jump towards the wall from the marked spot and drop in the exact same place (Dan should kinda slide up the wall during the jump). If done correctly, Dan should do his about-to-fall animation every full second. Now between those animations start running and make this jump so that you end up here and can jump in the arrow's direction. In a couple of steps you should encounter an invisible wall. It's not really a single wall, this screenshot should explain it. You have to clip between the walls towards the arrow's point (this is pretty random for me), otherwise you won't be able to go any further. If done correctly you should be able to run for a fair distance before getting to this spot. You have to jump above the blue line and after passing the house continue alongside the very edge of the wall you're on - if you fail to do any of that you will be warped back to the normal playing area. This basically allows you to run straight for the green rune. You complete the rest of the level as you normally would. The sleeping village: Although we can get up of the roofs and drop right by the gate with the exit trigger, I haven't found a way to clip through it and the last pack of soldiers that you have to kill to open it doesn't spawn until you do two things, though - so we can't complete the level early. The two things you have to do are: pick up the golden head item in one of the houses and flip the switch in the house with the safe which holds the shadow artifact. You can do those tasks in any order, but both have to be fulfilled for the last pack of soldiers to spawn. There's no trick to getting the golden head statue, but just today I found a way to get to the house with the switch early. Here's the sweetspot where you can clip into the tree (it's located on the road on your right when facing the fountain from where you start the level). Just make sure you don't overshoot it and clip through the tree entirely, so you don't get stuck. Just clip as far as you need to trigger the gate to open and simply run back. Remember: you only need to get the golden head statue and flip the switch in the house with the safe - from there you run straight for the last fight and exit. Those are the last shortcuts I know of for this game, so unless you find out how clipping exactly works and we can implement it in more areas, if the gauntlet can be skipped is the last thing left to figure out as far as I'm concerned.
Thanks for helping so much, I'll first be able to make sure I can do all of these skips. I'll write down the 2 address that need to be watched here... -000EE7AE (walking?) -000F87F0 (walking speed?) Those really, just tell you to make sure that you're moving, and in what direction, where the camera tries to constantly move (it may not be the same, but it surely helped out doing the Enchanted Earth skip). The last thing we can hope for is just to skip the Gallows Gauntlet, because everything else is just trying to save maybe a second or 2.. Where as this knowledge can help us save 10+ minutes... I'm going to head over to my emulator and try and try and try... Wish me luck :D!
Joined: 5/19/2009
Posts: 47
Found some new tricks. In pumpkin gorge we can grab the white rune without fighting off the tentacles. When you get to the area, avoid the trigger that makes all that crap rise out of the ground and jump onto a pumpkin on any side. Dash jump towards the rune from there and you should just barely make it. Also I found a pretty simple way to avoid a bunch of triggers. It turns out that a) nothing will trigger while the inventory window is on, and b) Dan still moves when set in motion before the window appears. Normally you can't turn on the inventory while Dan's speed is anything but 0, but pressing the select button twice while the inventory is displayed will close it and turn it back on after a second or so. During that second we're able to move and even then the inventory window will appear. I went through all the levels and found some use for this - mostly making the levels with known shortcuts even shorter by preparing the glitch, dropping down a ledge, and eventually avoiding a kill trigger where it wasn't possible before. I also found a spot where you can avoid a door-transition trigger by hitting a nearby wall with your sword and being pushed past the trigger, but it turned out to be a dead end. Ok, here's a list of places where this trick works: Cemetery hill: You can get up the hill and drop down avoiding the kill trigger. You could drop to the middle of the gate with the witch talisman, so that you grab it and you're still able to get out. I doubt it would be faster than grabbing the club, then the talisman like you normally would, though. The enchanted earth: You can do start falling way sooner - as soon as you hit the second lift. Pools of the ancient dead: You can enter the void right after grabbing the last helmet. In real time I was able to at least skip the annoying battle that happens right after, but I'm sure you'll be able to fall straight on the boat when TASing. The lake: You can start falling right after you gain control over Dan - go straight for the exit. The crystal caves: I wasn't able to fall through the pit where the yellow rune is required, because of the platform at the bottom. There are a couple of small spots where you could fall through it, but the time window between closing and reopening the inventory screen was too small for me to be quick enough to reach them in real time - maybe you'll have better luck with frame advance in which case the whole level could be skipped. If not, we call start falling in the room where you summon the dragon, and go straight for the exit. I dunno if the latter would be faster than just rushing towards the exit normally, though. The haunted ruins: So now the route looks like this: 1) skip the damn chicken herding and immediately start falling towards the room with the the king's crown, 2) return the crown to the king, 3) skip the fight with the statues (finally), don't even flip the switch, and most certainly don't grab the green rune - fall through here (the position is very precise, you have to just barely miss the ground, otherwise you'll end up on a solid kill trigger a couple of feet below) down to the catapult (you still have to flip the switch near it and board it, since it's the only way to trigger the exit). The ghost ship: You can start falling a bit earlier, near the red rune where the cannons are. The time device: You can start falling immediately after gaining control over Dan. That's basically it. I was hoping for something... You know... New. I tried avoiding the water in return to the graveyard, alongside other levels, and falling straight to the boss fight, but it appears that the liquid pits in this game are only a couple feet deep, with solid ground underneath. I was also pretty certain that avoiding transition triggers which appear as holes/trap doors/whatever like the first one in the hilltop mausoleum, most of the inside the asylum ones, and the two in the asylum grounds, would allow us to enter the void in those levels, but all of those are, just like the liquid pits, just a few feet deep with solid ground underneath. I'll see if I can find anything else.
Former player
Joined: 3/27/2010
Posts: 270
I can do the time rune thingy in pumpkin Gorge, it's pretty easy to do, even in real time :). Hmm, for Cemetery Hill, it probably would save time, because we've got to get the club and catch it on fire as well, with this skip we could skip that, get the talisman, and get out.. Getting the club in the Hilltop Mausoleum. Speaking about that level, I was wondering if you could fool around with the gate when you first enter the level (near where the boss is), if we could clip in there, it'd definately save quite a bit of time =p, but anyways.. back onto subject, though it'd only really help if we can't skip the Gallows Gauntlet, otherwise, it's obviously useless.. And for 100%, we need to get the chalice as well, so the point of it saving time, is if we can't skip the Gallows Gauntlet and if it's not on the 100% run. With your new select thing I've figured out several several (yes 2 times) spots that you can use that, to where you'd normally die, but now "Loop" the level. I'm pretty sure that you can start the loop sooner in the Enchanted Earth, but how I did it in the video is I dash not the way you showed how, but to actually use the frogs to up my speed to be able to dash farther than normal, which goes into the tree (where the exit is), and I just loop in that exactly same spot for a few seconds until the level loops. Which resulted in doing it in under a minute. Yes, possible to start the loop sooner, but for it to actually save time like how you're meaning, I'm not sure. For the Lake, as to what I've understood, if you skip the death trigger and go into loop mode, it takes too long to get over to the exit, as well, the water in the level counts as solid ground, so... Whenever we loop the level, we will die when the level loops the first time.. Not even near the exit trigger, so our best bet is to go with the first trigger. (I may be doing it a slight different way than you if you managed to actually get there in loop mode faster than you should). About pools of the ancient dead, I.. Hmm, I'll still try it both ways, and with the loop trick, I'll try to land right beside of death, but if not, it may just be faster to land right outside of the place where you get the helmet with the battle. About the crystal caves, where the water is (say that you've just now got the dragon armor and are going to the exit) you can do the inventory glitch to perform the loop glitch there, but still yet.. It is, massively faster to just do the level by normal. So that means, we've got to do it right where you would use the star rune. As for what I've tried, nothing works, but I'll massively try non stop on the publication TAS if I've not figured it out before then. I'll try to optimize the ruins as well, a simple version I'll do by maybe tomorrow night, and the flat out optimized one for publication. Same goes for the ghost ship. And for return to the graveyard, I think it might be risky to try to skip that by going into the exit trigger if possible, because we don't know if it'll let us have dash.. I truly doubt it, and really the boss only takes less than 10 seconds to kill anywho. But, now that you figured out this amazing glitch, i'll have to mess around with it on alot of levels, and I'll give you my feedback after I test all of it out :). Same for the Ghost Ship. And Time Machine. Now, for the rest of the night, I'mma finish my homework, and just try to figure out how to skip the Gallows Gauntlet, I feel that it's now possible with your trick. :) If so, I'll cry (in a good way :P)!
Joined: 2/26/2007
Posts: 1360
Location: Minnesota
Congratulations! I didn't bother to read the essays, but it looked promising! :D
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Former player
Joined: 3/27/2010
Posts: 270
Sticky wrote:
Congratulations! I didn't bother to read the essays, but it looked promising! :D
Lol, it's just cause we're trying to get to know the game inside in out together =p... Anyways, groobo, I'mma go to bed for the night pretty soon, I've spent about 1~-2 Hours on trying to find an oob spot.. I find several that were in bounds of the level, but were never intentional for you to be there, which are near there oob borders... in the spot that I found that completely actually does go oob, it pushes you back into the level ( the one you found I'm sure), but you can get around that and go even further, which makes you lag walk but.. still no luck. But I won't give up til I find it! Welp, i'll record a video tomorrow showing you all the spots I found, and what they do, and I guess you could help me figuring out whats what from there. Also, you DID say you got into the flaming gate without the dragon armor right? If so, can you show a screenshot of how? :p If I can get in there, chances are I can get out :P ... I'm assuming this level is near bullet proof, and I hope to God I'm wrong :P.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4017
Consider me hyped for the result of this.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 5/19/2009
Posts: 47
In case the cemetery hill fall turns out to be about as fast as doing the level normally, consider this: you don't have to enter the secret room in order to light the club on fire - you can do it at the campfire just outside of the in-doors area.
With your new select thing I've figured out several several (yes 2 times) spots that you can use that, to where you'd normally die, but now "Loop" the level.
Care to mention any? As for the hilltop mausoleum: I did a lot of testing if we could clip through the main gate before, without result. Tried clipping through it, tried luring the goblins and making them push me through, tried to get up on everywhere possible and jump above the gate - nothing worked. It's funny since we'd only have to clip a few pixels into the gate to grab the trigger which opens it (tested this with the teleportation cheat). The enchanted earth: but in the old method you had to ride the second lift all the way up before going into loop, which takes what, 10 seconds? Now you can start falling after getting off of the first lift. You only need to loop once anyway, no matter where you start the loop. Oh, and the fall would take less time since our starting position is way lower than the old one (I assume that Dan loops after hitting the lowest vertical position possible, which cannot happen any sooner, unless we find a way to fall faster - one way or another, AFAIK, your horizontal speed has nothing to do with how soon Dan loops). I actually got into loop mode on my first try in the lake, but went in the wrong direction and ended up somewhere on the opposite part of the level to where the exit trigger is, without encountering any solid kill triggers. That's as far as my research went for this level. Yeah, for the pools of the ancient dead you really just want to go as far as possible in a single loop. I'm not really sure what's Dan's horizontal speed after you do the inventory trick, so I can't tell how far we can go, but I'm sure this saves time one way or another since we can at least skip that annoying battle. You can start looping in the room where you get the dragon armor, so it's a bit sooner than what you said, but I still doubt that it'd be faster than just running for the exit, unless the room is located horizontally-wise near the exit trigger. Also, I never said that I got into loop mode in return to the graveyard - all the pits I've tried have solid ground underneath them (all the ones before grabbing the yellow rune, even if we could do it after that it would end up being slower than just proceeding normally). I'm eagerly awaiting the video showcasing all the spots you found in the gauntlet, maybe we'll figure something out. Oh, and here's the sweetspot for the dragon gate clip (it's behind that stone thing, right between it and the fire). The only way I ever managed to do it was with the large, mummy-like zombie attacking me while I jumped my ass off towards the sweetspot - maybe you could test if this is really necessary (I've tried, but without luck). edit: I've just read some of your notes in the second post and you're wrong about one part of the pools of the ancient dead - you can jump down to NEAR the boat from the higher level, on your way back. You won't be stopped by an invisible wall nor any conversation with death will trigger if done correctly. Also, I haven't seen this mentioned (it's pretty obvious, but I'm just making sure) but in return to the graveyard after going through the tunnel and getting up to the cliff on the LEFT side, you can drop down to the other side of the bridge without pushing any blocks.
Former player
Joined: 3/27/2010
Posts: 270
Cemetery Hill
Yeah forgot about that lol, still won't know til we try it out :p
Care to mention any of the spots you found?
Nope I don't care to mention at all, but actually instead of typing I story I'll make a compilation video of all the spots I've found (aside from The Gallows Gauntlet).. And then hopefully you can figure out whats what from the video.
Hilltop Mausoleum
Wow that... sucks lmao, thats very ironic really, but no big sweat if we can't ever do this.
The enchanted earth: but in the old method you had to ride the second lift all the way up before going into loop, which takes what, 10 seconds? Now you can start falling after getting off of the first lift. You only need to loop once anyway, no matter where you start the loop. Oh, and the fall would take less time since our starting position is way lower than the old one (I assume that Dan loops after hitting the lowest vertical position possible, which cannot happen any sooner, unless we find a way to fall faster - one way or another, AFAIK, your horizontal speed has nothing to do with how soon Dan loops).
Okay, your point about that is, it'll save time, and it will, but... Everytime I try to do it from the 2nd lift (the second you get to it), I end up dying when I to even get into the void.. Care to explain lol, how to do it? o_o
I actually got into loop mode on my first try in the lake, but went in the wrong direction and ended up somewhere on the opposite part of the level to where the exit trigger is, without encountering any solid kill triggers. That's as far as my research went for this level.
We know that the level loops vertically, but I wonder if we could loop it horizontally too, for example, what I mean is... Think of a piece of paper, say you're at the center of it, move your finger to the right, and eventually you're at the end, we'll instead of "falling off" you start back at the main beginning of the paper on the far left. In my experiences with making (not professionally, just a hobby :P), I know that the level is a predetermined huge grid that you've got to work with, however, I figured that about the layers too... Until we figured out the loop trick, now I'm skeptical if the level designers actually didn't start with a predetermined grid, due to the fact that we can "loop the level", so thats why I'm wondering about the horizontal looping.
Yeah, for the pools of the ancient dead you really just want to go as far as possible in a single loop. I'm not really sure what's Dan's horizontal speed after you do the inventory trick, so I can't tell how far we can go, but I'm sure this saves time one way or another since we can at least skip that annoying battle.
Hmm, it probably will, but with Kul Katura we can massively speed up the battle :p, though ofcourse, it is faster just to skip it entirely.. All will have to be tested :). You can start looping in the room where you get the dragon armor, so it's a bit sooner than what you said, but I still doubt that it'd be faster than just running for the exit, unless the room is located horizontally-wise near the exit trigger.
Also, I never said that I got into loop mode in return to the graveyard - all the pits I've tried have solid ground underneath them (all the ones before grabbing the yellow rune, even if we could do it after that it would end up being slower than just proceeding normally).
:( ........ Yeah, I'mma try to do the skip, if so, no need to find oob areas because they'll really be no need for them. I'll showcase if I can't. Also, thanks about that, I didn't know, I just assumed the conversation trigger stopped you :p. And finally... You can do that from both sides, but I've found it faster to do it on the side without enemies. I'll post back if I figure something out.
Joined: 5/19/2009
Posts: 47
Nope I don't care to mention at all, but actually instead of typing I story I'll make a compilation video of all the spots I've found (aside from The Gallows Gauntlet).. And then hopefully you can figure out whats what from the video.
Aww :(. I'll wait for that video then (and the one about the spots in the gauntlet you promised too).
Okay, your point about that is, it'll save time, and it will, but... Everytime I try to do it from the 2nd lift (the second you get to it), I end up dying when I to even get into the void.. Care to explain lol, how to do it? o_o
After you close the inventory window after doing the glitch, you HAVE TO be moving horizontally. You really just have to get past the kill trigger which is like right below you, then close the window while holding a directional button (sometimes you can move only in one direction without dying after doing the inventory glitch and on some levels I found it to be pretty precise, you're good to do whatever you want after you move in the right direction for a frame or two) and start moving towards the exit.
We know that the level loops vertically, but I wonder if we could loop it horizontally too, for example, what I mean is... Think of a piece of paper, say you're at the center of it, move your finger to the right, and eventually you're at the end, we'll instead of "falling off" you start back at the main beginning of the paper on the far left. In my experiences with making (not professionally, just a hobby :P), I know that the level is a predetermined huge grid that you've got to work with, however, I figured that about the layers too... Until we figured out the loop trick, now I'm skeptical if the level designers actually didn't start with a predetermined grid, due to the fact that we can "loop the level", so thats why I'm wondering about the horizontal looping.
I don't see why not. I can't think of a spot where this could be useful though, since even the largest levels aren't even a 1/5 in length compared to the grid's total in any direction (tested this with the free-look camera cheat). Anyway, did some more resarch today: Remember the idea I had about jumping up to the cliff from one of the tombstones in return to the graveyard? Try doing it with a boost from a wolf or zombie. Couldn't get it to work in real time, but I won't be surprised if it is doable. I finally managed to enter the void at the beginning of the crystal caverns. Here's the position and direction you have to jump when doing the inventory glitch. Sometime before the inventory pops back on, you have to slash your sword so that you get pushed back and end up somewhere under the little piece of ground that's sticking out (I'm standing on it on the screenshot). The timing and angles are really precise, I was only able to replicate it once in god knows how many attempts. I sure hope that we can skip the gauntlet, so that this actually becomes useful. While fooling around with the above trick, I got my proof that going oob with the inventory glitch ends up with Dan moving horizontally through the void at less than walking speed. Because of this some routes for levels like the ghost ship or the haunted ruins won't work out quite as I was hoping for. You'll have some testing to do :p. I also had an idea for skipping at least one branch of the map (either one through which you've got to progress in order to get a dragon gem), by (hopefully) double picking the dragon gem, or somehow fooling the game into thinking we didn't pick it up the first time around, and a bunch of other stuff - unfortunately all without success. I'm just covering everything in case we aren't able to skip the gauntlet. I'm all out of ideas for now.
Former player
Joined: 3/27/2010
Posts: 270
Some news on the Gallows Gauntlet: BAD News: - Getting into the cage with the star rune is impossible. (Invisible wall blocks it) - The cage, is unclippable (its just there for looks) [See Debug Dan only] - (From above) The real thing stopping us, is the said invisible wall which disappears when the switch is activated. - If, somehow, we could loop into the spot with the star rune, yet found it impossible to reach the exit, it would be of no use, because the invisible wall blocks us from both side (Test for yourself with free camera). - The level has MANY walls, invisible and visible, blocking the oob areas. - The inventory glitch that you found, does not work on the "early exit", so, we can't even try to get oob there. - Looping the level isn't impossible (YAY!!!!!!!!!), because I've done it (with cheats though), however, the level seems to be very close to itself (maybe all levels are like this, idk)... So, we don't have much time to really maneuver to the exit (though possible I'm sure). - MANY, if not all, of the oob spots I've found, are indeed out of bounds, but... The level pushes you back into it. - There seems to be a very Huge Invisible wall above the yellow star rune gate however (view the first good news) ... it's not all bad ;). Good News: - On the left of that big huge invisible wall, is a pillar... WHICH can be stood on, and frankly its a very big area too... Really question is, how can we get on it? I've thought of that and came up with 2 solutions. (see below) - (Kinda personal note) I've managed to clip into the dragon fire gate for myself, from the left side... Here's how it works, the fire itself, is UNpassable without the dragon armor, obviously. But, if you go oob, even an inch, you're not in its "zone" and you can move right past it, which is fantastic! However, controversial, we need to step on the switch to open up the gate which holds the yellow rune... So, we can't stay in oob the entire time. - But heres the good news on that, say, that we could get a boost past these invisible walls, (1 solution here for many things), find a glitch where, instead of going in a rainbow style motion, we could go in a upward motion, starting from the top... What I mean is, say we could find a spot, in this level, that... At the top of the level, we could "jump into" it, NOT fall, but could still walk/run... I have found one spot on this level like that, but its near the bottom of the level (near the early exit, in the door shaped thing, the right pillar of it, just jump when you get in it and you'll see what I mean)... Now, it will be sorta like that, be the glitchy lag walk I'm sure, but... It could also get us in a loop if nothing else. - It IS possible to get out of the dragon fire room after clipping into it, the thing about it though, is that unless we can "proxy" jump to the top past the dragon fires, we're stuck in there, UNLESS we can get oob (does not even have to be a loop), or have Kul Katura push us into an oob area, or push us with great force that we ACTUALLY clip through the dragon fires (probably in the center of it). - This level is still, 50/50 on being able to be skipped, but even though it is getting harder as everything being tested, its being easier to figure out the last big of ideas of what might work and might not, as well, it's also letting us figure out what is possible and not. Pretty much that's what I've found so far, still no luck as for getting any where past where you've got, but if there is any way at all for us to be able to stand on an enemy, it'd seriously help alot. Also, it'd help even more if we could figure out how to proxy jump in this game. There has to be a way to skip this level, nothing is perfect, and I don't care if it takes weeks, I will figure it out >:) ... And sorry, I do feel a bit, sick, so, all I really want to do is try to skip this level for now... I'll have the video soon enough, but I can't be bothered with doing it tonight :(
Joined: 5/19/2009
Posts: 47
Clipping through all the cages is possible in theory. The way I managed to get through most of them (even the ones where there's no appearent sign that it is possible, like stutter-walking, Dan's shadow appearing on the wall or even behind the gate, or being able to lock in place where the gate meets a wall) is by going ape shit at any spot where a gate meets any wall by clipping slightly into the wall, and slipping right between it and the gate to the other side. Sometimes it looked like Dan just zipped through the gate, but I guess my theory applies even to these gates since it works like this with the rest. Anyway, unless we can soft-restart the level without the extended cheat code restart function (I assume it isn't allowed, even if you'd use only that single thing) there's no point in trying to clip the cage with the yellow rune. I've put myself in the gate and even from the furthest point into the cage where you wouldn't get stuck I couldn't grab the rune by any means. The inventory glitch does work on exit triggers. It's just that this particular one is the length of like a full dash jump. Even if we could travel this far during the glitch, the tunnel ends with an invisible wall. Yeah, we can loop here, but as far as I know we can do it only if we could get right under the map. There's a single spot where you can clip through the floor in the entire game that I know of and it's in the haunted ruins, so just MAYBE going oob in the gauntlet is still a valid option.
- MANY, if not all, of the oob spots I've found, are indeed out of bounds, but... The level pushes you back into it.
That's because the game warps you back as soon as you leave the levels horizontal boundaries - no matter if you're just a step outside or a mile away. That's why going oob without a spot where we could clip through the ground or a proxy jump of some sorts (like you mentioned before), will never happen. Since I managed to clip through most of the stone blocks scattered around the level, I checked if doing so would be even worth it at the block somewhere in front of the gate requiring the yellow rune (an idea I mentioned some posts before, where in theory if we could get up on that block, we could do a series of precise jumps from there and get over the wall next to the gate, which would enable us to finally finish the level early, not to mention that, in theory, this would be the fastest method to do so, compared to all the other ideas we had so far). It turns out that if we are able to clip inbetween the block and the wall from the left side we could lock ourselves there like a feet above the ground which is enough for us to be able to get up on the block. In case you want to test it yourself, here's a screenshot of the area with the block taken straight from above. The blue shapes are invisible walls which reach pretty high, so clipping from the right is out of the question. Also, as you can see, there's an invisible wall going alongside the block's upper edge, but it's just enough away from the wall so that we can get stuck between the two without being pushed out. So (again) in theory, if we clip through, we can lock ourselves above the ground with a jump slash at the right angle. Then we can reach the block with a jump, curving around (the arrow on the screenshot) the invisible wall. I teleported myself to nearly inbetween the block and the wall, ground level, and could do all of that in real time, so the only thing to figure out is if we can clip through. I have a good hunch that it is doable since, like I mentioned before, I managed to clip through shit that didn't look even close to being possible to clip through on this level if I tried long enough (mostly a handful of hours worth of trying each, unfortunately), without ever being able to replicate it (and this doesn't matter in a TAS setting). My point being: I can't see why this wouldn't work.
Former player
Joined: 3/27/2010
Posts: 270
Man... I regret to say................................................................ THAT IS HAS FINALLY BEEN DONE!!!!!!!!!!!!!!!!!!!!!!!!! VIDEO OF AWESOME: http://www.youtube.com/watch?v=CPtsoOFpr10 Haha, I'm smiling hugely, now the only thing to figure out in this level is how to get onto the pillar (the one I start on in the video), I used the camera to get on it, but still yet, this is the only way I see us finishing this level, so it should be no hassle for us to figure this out :). Now, finally at rest, just have to figure out a few respective tricks, get onto the pillar in the gallows gauntlet, clips.. sweetspots maybe in spots.. optimize all skips that we've found.... And the any% TAS is ready for publication :]
skychase
He/Him
Joined: 3/25/2007
Posts: 212
Location: Quebec, Canada
MediEvilGasm, or like you said Awesomenessauce XD
Joined: 5/19/2009
Posts: 47
Well, we already know how to get ONTO the pillar. We just have to figure out a way to clip behind it first, which I think is just rare, but possible. Also, once you get onto the first piece of wood, you can jump onto that square thingie connected to the wall and dash jump above the gate from there, so there's no need to jump to the second piece of wood.
Former player
Joined: 3/27/2010
Posts: 270
groobo wrote:
Well, we already know how to get ONTO the pillar. We just have to figure out a way to clip behind it first, which I think is just rare, but possible. Also, once you get onto the first piece of wood, you can jump onto that square thingie connected to the wall and dash jump above the gate from there, so there's no need to jump to the second piece of wood.
=P Same thing, lol I'll work on the clip of that later
Joined: 2/26/2007
Posts: 1360
Location: Minnesota
oh very nice! Just don't burn yourselves out, you two! ;)
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Former player
Joined: 3/27/2010
Posts: 270
Sticky wrote:
oh very nice! Just don't burn yourselves out, you two! ;)
Lol, na.. That possibly could NOT happen with this amazing game :P
groobo wrote:
Well, we already know how to get ONTO the pillar. We just have to figure out a way to clip behind it first, which I think is just rare, but possible. Also, once you get onto the first piece of wood, you can jump onto that square thingie connected to the wall and dash jump above the gate from there, so there's no need to jump to the second piece of wood.
Welp, I'm trying to get kinda oob there to be like if we were already on it and fell into the little crack there.. But no luck. Also, I'm trying to figure out a way to instead of getting oob and doing it that way, to simply be able to jump on it. This was also used with the club's square button use, to be able to push me back when I jumped, hoping to be pushed onto the ledge.. That is very possible to do, but I've had no luck with it as of yet. Finally, I suppose I'm needing your input, and help as well. This is something that seems to have trouble with, and if you ever find anything out about getting onto it, just tell me :p. Thanks :P (Yeah, I'm still trying as I'm trying ;P)
Joined: 5/19/2009
Posts: 47
Had some new ideas. Unlike the catapult in the haunted ruins, the boat in the pools of the ancient dead is NOT the exit trigger, so to speak. After you give the boat guy all the helmets, a cutscene starts where Dan rides the boat and after he goes off-screen the level ends. It appears that the exit trigger is somewhere along the boat's path all the time, even if you don't pick up a single helmet, or never speak to the boat guy. The problem is was that even with a dash jump at a perfect angle, you miss the trigger by an inch or so. You can go around it by luring/pushing the closest fat-armored-undead-thing as close to the platform next to the boat as you can, then dashing into the bastard in order to get him onto that platform without killing him. When you dash into him at the right angle the game sometimes registers two hits instead of one, which enabled me to do this trick in real time (dunno if you really have to double hit, that's the only way I managed to force enough momentum on him to cover the gap, though). From there you just place him as close to the boat as possible, while avoiding the conversation trigger. And finally you dash jump with a boost from his belly-attack like this (the blue line is where the exit trigger is, the arrow is basically the general direction you want to go in). I also played around zarok's lair. If you enter the first cutscene on the arena with the inventory glitch and turn it off a couple of frames before the last piece of dialog ("for gallow-something!"), for some reason, only half of the enemy skeletons will spawn. Just don't go to close to where the gates and zarok are because that will spawn the remaining enemies. Your soldiers basically gang up on the helpless enemy skeletons and you can complete the fight without even picking up the good lightning while loosing maybe 1, 2 at worst, of your guys. This will probably force you to reconsider the amount of health bottles you'll want to get for the TAS - I'm guessing none. You can also make the game finish the battle before it even starts by NOT going out of the inventory glitch and keeping it all the way through the cutscene, but it'll always consider you as the loser. Tried to make the game declare me the winner by entering the cutscene at different angles, starting the inventory glitch sooner/later, dropping the inventory glitch at different times, watching/skipping each dialog - but every time zarok was all about "harhar told you", so I guess we HAVE to kill at least half of the enemies, unless we find a way to spawn at least one of our skeletons and none of zarok's. The latter only happens when you don't go out of the inventory, and even though your guys spawn a couple of frames after the cutscene, you're still declared the loser, because the game first checks if there aren't any of your guys left and you lose if that's true (which it is because they spawn AFTER the initial check) and THEN it does the same check for zarok's army. This basically explains why you'll always lose if no skeletons exist during the check. You can also delay the next boss' entrance. If you go out of the inventory after you gain back control over Dan, the boss will just then start walking out of the cage and do his intro. He's vulnerable to your attacks during that time. I could nearly waste him with the club before he even got a chance to fight back (got him to like 200hp, maybe less), but I guess that won't be a problem in a TAS. I couldn't delay zarok's intro. It's controller strictly by timing, instead of waypoints like the previous boss. Speaking of the bosses - I finally had a while to check how many chalices it would be worth getting. I'm 99% sure that getting ANY chalice is a waste of time - doesn't matter if we manage to skip the gauntlet or not. First I checked if at least getting the xbow would be worth it. After giving it some though it turns out that it's only useful for the boss at the mausoleum and that's because, at this point, we can only reach him with projectiles. We can 2-round him with the xbow, or make it almost as fast with a 3-round fight using the daggers. Just to be sure I did two runs up until after the mausoleum, one getting the chalice in the graveyard, the other without it. For measurement I used the in-game save function, which doesn't give you seconds so I'm not sure how much faster the no-chalice route is, but it at least proves that it is in fact faster. The time after the mausoleum using the route with the chalice was 0:07, and 0:06 without it. Just for some trivia I continued with both runs through the next level and the gap between the two was still a minute, so even if it's not really a FULL minute I'm guessing the difference isn't small. That closes the xbow book. As for getting any higher weapon, like the hammer or broad sword - this would be an even bigger waste of time. The club is all you need for insane damage output. It's only slightly worse than the enchanced broad sword. We can kill the boss(es) in return to the graveyard in 3-4 seconds using the club, before they even finish their first attack. The one pirate officer we have to kill in the ghost ship goes down in like 3 hits. And assuming that we skip the gauntlet, we add zarok and the boss before him to the enemies we have to defeat in the entire game list. The first goes down either during his intro or the first chance we get to harm him after that - no matter if you're using the club or the broad sword. For the latter I checked the exact damage output and assuming we manipulate him into only doing the move during which he's vulnerable to our attacks for the entire fight, the club vs anything else dispute ends right here: you deal about 400 damage/round (let's say that zarok's vulnerable state is a round, each lasts for about 3 seconds) with the club, 600 for the first and 500/round for the remainder with the enchanted broad sword. Even without testing you can tell that zarok's lair, among all the levels in the game, is where a higher weapon saves the most time - which in this case is only a handful of seconds. Sorry for the huge blocks of text.
Former player
Joined: 3/27/2010
Posts: 270
groobo wrote:
Had some new ideas. Unlike the catapult in the haunted ruins, the boat in the pools of the ancient dead is NOT the exit trigger, so to speak. After you give the boat guy all the helmets, a cutscene starts where Dan rides the boat and after he goes off-screen the level ends. It appears that the exit trigger is somewhere along the boat's path all the time, even if you don't pick up a single helmet, or never speak to the boat guy. The problem is was that even with a dash jump at a perfect angle, you miss the trigger by an inch or so. You can go around it by luring/pushing the closest fat-armored-undead-thing as close to the platform next to the boat as you can, then dashing into the bastard in order to get him onto that platform without killing him. When you dash into him at the right angle the game sometimes registers two hits instead of one, which enabled me to do this trick in real time (dunno if you really have to double hit, that's the only way I managed to force enough momentum on him to cover the gap, though). From there you just place him as close to the boat as possible, while avoiding the conversation trigger. And finally you dash jump with a boost from his belly-attack like this (the blue line is where the exit trigger is, the arrow is basically the general direction you want to go in). I also played around zarok's lair. If you enter the first cutscene on the arena with the inventory glitch and turn it off a couple of frames before the last piece of dialog ("for gallow-something!"), for some reason, only half of the enemy skeletons will spawn. Just don't go to close to where the gates and zarok are because that will spawn the remaining enemies. Your soldiers basically gang up on the helpless enemy skeletons and you can complete the fight without even picking up the good lightning while loosing maybe 1, 2 at worst, of your guys. This will probably force you to reconsider the amount of health bottles you'll want to get for the TAS - I'm guessing none. You can also make the game finish the battle before it even starts by NOT going out of the inventory glitch and keeping it all the way through the cutscene, but it'll always consider you as the loser. Tried to make the game declare me the winner by entering the cutscene at different angles, starting the inventory glitch sooner/later, dropping the inventory glitch at different times, watching/skipping each dialog - but every time zarok was all about "harhar told you", so I guess we HAVE to kill at least half of the enemies, unless we find a way to spawn at least one of our skeletons and none of zarok's. The latter only happens when you don't go out of the inventory, and even though your guys spawn a couple of frames after the cutscene, you're still declared the loser, because the game first checks if there aren't any of your guys left and you lose if that's true (which it is because they spawn AFTER the initial check) and THEN it does the same check for zarok's army. This basically explains why you'll always lose if no skeletons exist during the check. You can also delay the next boss' entrance. If you go out of the inventory after you gain back control over Dan, the boss will just then start walking out of the cage and do his intro. He's vulnerable to your attacks during that time. I could nearly waste him with the club before he even got a chance to fight back (got him to like 200hp, maybe less), but I guess that won't be a problem in a TAS. I couldn't delay zarok's intro. It's controller strictly by timing, instead of waypoints like the previous boss. Speaking of the bosses - I finally had a while to check how many chalices it would be worth getting. I'm 99% sure that getting ANY chalice is a waste of time - doesn't matter if we manage to skip the gauntlet or not. First I checked if at least getting the xbow would be worth it. After giving it some though it turns out that it's only useful for the boss at the mausoleum and that's because, at this point, we can only reach him with projectiles. We can 2-round him with the xbow, or make it almost as fast with a 3-round fight using the daggers. Just to be sure I did two runs up until after the mausoleum, one getting the chalice in the graveyard, the other without it. For measurement I used the in-game save function, which doesn't give you seconds so I'm not sure how much faster the no-chalice route is, but it at least proves that it is in fact faster. The time after the mausoleum using the route with the chalice was 0:07, and 0:06 without it. Just for some trivia I continued with both runs through the next level and the gap between the two was still a minute, so even if it's not really a FULL minute I'm guessing the difference isn't small. That closes the xbow book. As for getting any higher weapon, like the hammer or broad sword - this would be an even bigger waste of time. The club is all you need for insane damage output. It's only slightly worse than the enchanced broad sword. We can kill the boss(es) in return to the graveyard in 3-4 seconds using the club, before they even finish their first attack. The one pirate officer we have to kill in the ghost ship goes down in like 3 hits. And assuming that we skip the gauntlet, we add zarok and the boss before him to the enemies we have to defeat in the entire game list. The first goes down either during his intro or the first chance we get to harm him after that - no matter if you're using the club or the broad sword. For the latter I checked the exact damage output and assuming we manipulate him into only doing the move during which he's vulnerable to our attacks for the entire fight, the club vs anything else dispute ends right here: you deal about 400 damage/round (let's say that zarok's vulnerable state is a round, each lasts for about 3 seconds) with the club, 600 for the first and 500/round for the remainder with the enchanted broad sword. Even without testing you can tell that zarok's lair, among all the levels in the game, is where a higher weapon saves the most time - which in this case is only a handful of seconds. Sorry for the huge blocks of text.
This is TRULY fantastic news :), I'm exited that it's the weekend too so I can drop all the work I have to do for school (Chemistry and Algebra 2 really are horrible classes for me :c), and can finally start testing everything. Now, even though the TAS I'm making, probably won't be as great of one as if we did this a year from now, but, I do feel that after a little bit more testing, we can figure this out. The Gauntlet, still stands in our path, but I WILL break that level before too long (before I die hopefully.... lol) =P. Also, after I finish the any% TAS, the lowest% TAS, will actually be quite funny... Beating the entire game with just Dan's arm... I truly, will laugh making it. Then the 100% TAS, someone over at IGN made some maps, so I can finally do the Ant Caves, and the 100% One will b a blast to make. So I should have everything finished by the beginning of december. And then, I can start on my amazing dream (MediEvil was my dream, but, this is my next one lol) TAS - Crash Bandicoot 3 Warped :P ... Lol
Joined: 5/19/2009
Posts: 47
Wouldn't low% be essentially the same as any%? Given that you have to pick up the club anyway, the only difference would be killing the mausoleum boss with your arm instead of the daggers. Unless tasvideos accepts runs with obscure goals like using only one weapon for all of the game, even though you have to pick up a way stronger one and use it at some point anyway. I'm not really sure about the rules around here. I'm not even mentioning (look what I did there) that an arm-only run would be a real pain to watch - think zarok. There are shortcuts which are probably only useful in a 100% run, so I'm looking forward to helping you with that. New ideas... Need to... Test... (not related to the gauntlet... ok, maybe)
Former player
Joined: 3/27/2010
Posts: 270
groobo wrote:
Wouldn't low% be essentially the same as any%? Given that you have to pick up the club anyway, the only difference would be killing the mausoleum boss with your arm instead of the daggers. Unless tasvideos accepts runs with obscure goals like using only one weapon for all of the game, even though you have to pick up a way stronger one and use it at some point anyway. I'm not really sure about the rules around here. I'm not even mentioning (look what I did there) that an arm-only run would be a real pain to watch - think zarok. There are shortcuts which are probably only useful in a 100% run, so I'm looking forward to helping you with that. New ideas... Need to... Test... (not related to the gauntlet... ok, maybe)
Dude, seriously... Wtf :P I was seriously just thinking that before I got on here... I was like, groobo.. Has.. seriously made the any% run, basically the lowest% run. Though I suppose great minds think alike. Uhm, I think I might just skip the crossbow and just go with throwing daggers, use the club, and what not. I'mma test a few things, and then I'mma start on the real legit TAS after I test those. I'll finish the 1st 4 levels (remember level 0 being dan's crypt, and level 4 (return to the graveyard) is one of the things I need to test)... Then I'll mess around with the Enchanted Forest, seeing what it best and what not, use the pools of the ancient dead skip (Thank you :P), The lake skip (I do think it's faster than using the loop trick, but if push comes to shove that it really isn't, I'll just redo it, it truly isn't a big deal), Crystal Caverns Skip, then be on the Gallows Gauntlet. I'll be testing as I'm playing, take short breaks... Tonight's going to be a long night :) Edit: I, basically, could just obliterate the lowest% run, since... Our any% run, is now, the lowest% run too.. As the games percentage really counts for the chalices collected... So technically, it will be pretty much 0% :P, though.. In the 100% run, that little fact, won't stop me from getting everything, because I do feel it's not 100% unless you get everything.
Joined: 5/19/2009
Posts: 47
I discovered two new tricks. The first is pretty minor and I dunno if it'll be useful for the any%, but the second is possibly HUGE. You can replenish any weapon with a percentage/quantity to the point as if you just picked it up for the first time (100% club, 100x daggers, 150x xbow, etc.) with this little trick. Remember those pesky goblins that steal your weapons? Go into the inventory at the exact frame when the "something stolen" message appears - the game will register the weapon you were carrying as stolen, but you will still have it in your inventory. Now (still in the inventory screen) choose the weapon that just got "stolen" for it to stay in your inventory for good (only exceptions are the club and the hammer - the former will be destroyed since the percentage/quantity of a weapon drops to 0 after performing this glitch, while the latter will still be equipped but will disappear from your inventory for some reason). Now simply kill the goblin and pick up the goods. This might be useful at the entrance hall or the crystal caves if we need more durability on our club for zarok's lair (assuming that there's no chest with a new club somewhere on our way - couldn't remember any). I tried overflowing the memory or forcing the goblin to drop something else by retrieving like three small swords in a go, rebuying the "stolen" weapon from the shop, overkilling the quantity of daggers/bolts, or forcing the goblin to steal your arm - but there was no apparent result, except the replenish trick. Now for the big news: I found a way to jump with speed similar to a dash jump, but without it. And after you get the dash ability, you can basically dash jump with insance speed, covering pretty big distances. You'll have a better chance of learning the restrictions of this technique with frame advance, because the timing is really strict. Basically what you'll need is a club (the only weapon with which I got this trick to work so far, because of its square button instant-hit, but I guess you could do it with the small sword and such) and something you can hit that will put you into motion, like a wall (if the timing allows it I guess you could also get it to work with a push from a monster instead). You basically have to be running towards the wall/whatever you want to hit (also, I only managed to do it while locking myself against points where two walls meet so I could run in place, using frame-advance you should check if this is in fact necessary), push the attack button, and at the right moment hold the right combination of directional keys as if you wanted to go the opposite way (Dan does his sliding animation) and jump/dash jump. You should gain a shit load of speed, when done correctly. The first thing you should test is if we can use this technique while running alongside a wall, instead of straight against it - this would allow us to cover the gap in the crystal caves without going oob. I found a spot where you could lock yourself against a wall at the right angle and just barely miss the ledge on the other side with this trick, but that spot was between two diamonds close to where you even enter the cave, so if we could do this just a tad bit closer to where the yellow rune holder is. Oh, and you could go straight for the exit trigger in the pools of the ancient dead, without luring the fat guy. And probably enter loop mode in the ghost ship with enough speed to get to the exit trigger in a single loop a bit earlier (assuming I'm right, thinking that you move at less than walking speed after entering the void with the inventory glitch). Another thing you should test, as I already mentioned, is if we can do this trick with a push from an enemy instead of hitting a wall with a weapon. This would easily get you onto the cliff from a tombstone in return to the graveyard. Unfortunately the tombstones are the lowest point from which you gain enough height with a jump - and I wasn't able to hit anything while standing on top of them. This opens up new possibilities for skipping the gauntlet: now we can also consider getting onto the blocks way infront of the yellow rune holder gate or any blocks that are close by as a valid option. Speaking of the gauntlet: try changing Dan's horizontal speed values and check if clipping through shit that you know is already possible is a result of only the right angle, high enough speed, or a combination of both - maybe with higher speed we can clip through more stuff, so in case it's true you should test what's the breakpoint and if we can reach it with this new technique. Later I'll play around with this a little more. I'll keep you posted if I actually get somewhere with it.
Former player
Joined: 3/27/2010
Posts: 270
groobo wrote:
I discovered two new tricks. The first is pretty minor and I dunno if it'll be useful for the any%, but the second is possibly HUGE. You can replenish any weapon with a percentage/quantity to the point as if you just picked it up for the first time (100% club, 100x daggers, 150x xbow, etc.) with this little trick. Remember those pesky goblins that steal your weapons? Go into the inventory at the exact frame when the "something stolen" message appears - the game will register the weapon you were carrying as stolen, but you will still have it in your inventory. Now (still in the inventory screen) choose the weapon that just got "stolen" for it to stay in your inventory for good (only exceptions are the club and the hammer - the former will be destroyed since the percentage/quantity of a weapon drops to 0 after performing this glitch, while the latter will still be equipped but will disappear from your inventory for some reason). Now simply kill the goblin and pick up the goods. This might be useful at the entrance hall or the crystal caves if we need more durability on our club for zarok's lair (assuming that there's no chest with a new club somewhere on our way - couldn't remember any). I tried overflowing the memory or forcing the goblin to drop something else by retrieving like three small swords in a go, rebuying the "stolen" weapon from the shop, overkilling the quantity of daggers/bolts, or forcing the goblin to steal your arm - but there was no apparent result, except the replenish trick. Now for the big news: I found a way to jump with speed similar to a dash jump, but without it. And after you get the dash ability, you can basically dash jump with insance speed, covering pretty big distances. You'll have a better chance of learning the restrictions of this technique with frame advance, because the timing is really strict. Basically what you'll need is a club (the only weapon with which I got this trick to work so far, because of its square button instant-hit, but I guess you could do it with the small sword and such) and something you can hit that will put you into motion, like a wall (if the timing allows it I guess you could also get it to work with a push from a monster instead). You basically have to be running towards the wall/whatever you want to hit (also, I only managed to do it while locking myself against points where two walls meet so I could run in place, using frame-advance you should check if this is in fact necessary), push the attack button, and at the right moment hold the right combination of directional keys as if you wanted to go the opposite way (Dan does his sliding animation) and jump/dash jump. You should gain a shit load of speed, when done correctly. The first thing you should test is if we can use this technique while running alongside a wall, instead of straight against it - this would allow us to cover the gap in the crystal caves without going oob. I found a spot where you could lock yourself against a wall at the right angle and just barely miss the ledge on the other side with this trick, but that spot was between two diamonds close to where you even enter the cave, so if we could do this just a tad bit closer to where the yellow rune holder is. Oh, and you could go straight for the exit trigger in the pools of the ancient dead, without luring the fat guy. And probably enter loop mode in the ghost ship with enough speed to get to the exit trigger in a single loop a bit earlier (assuming I'm right, thinking that you move at less than walking speed after entering the void with the inventory glitch). Another thing you should test, as I already mentioned, is if we can do this trick with a push from an enemy instead of hitting a wall with a weapon. This would easily get you onto the cliff from a tombstone in return to the graveyard. Unfortunately the tombstones are the lowest point from which you gain enough height with a jump - and I wasn't able to hit anything while standing on top of them. This opens up new possibilities for skipping the gauntlet: now we can also consider getting onto the blocks way infront of the yellow rune holder gate or any blocks that are close by as a valid option. Speaking of the gauntlet: try changing Dan's horizontal speed values and check if clipping through shit that you know is already possible is a result of only the right angle, high enough speed, or a combination of both - maybe with higher speed we can clip through more stuff, so in case it's true you should test what's the breakpoint and if we can reach it with this new technique. Later I'll play around with this a little more. I'll keep you posted if I actually get somewhere with it.
;) Will test what I can for now
Joined: 5/19/2009
Posts: 47
Ok, at the crystal caves I locked myself between (still not sure if this is necessary) a goblin and a wall near the gap, did the knockback dash jump (let's call it that) from there, and it was more than enough to cover the gap and finish the level without going oob. Oh and the most important thing on the to-test-list right now is to check if speed does matter when trying to clip through something.
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