Post subject: Starfox Adventures
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
It's the game that everyone seems to hate. "zelda clone", boring and uninspired" or "not a star fox game" are often heard things when it comes to the title. Personally I don't think that it is that bad, it can be fun to play this from time to time. The game is also known for it's lack of glitches or sequence breaks. As I know, there are only two things that can be skipped, the firefly lantern and the super quake, both by using the so called "Airswim" The best time so far is the segmented 4:46 by UCpro (which doesn't use the two tricks I mentioned, as they were not yet discovered at the time) I would definitely enjoy seeing a TAS of this game. However, I don't know how playable this game currently is on Dolphin. I don't think I could really use the emulator anyway with my 2.5GHz processor (I didn't test it) So what do you think, would there be interest in a SA Run?
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Joined: 4/29/2005
Posts: 1212
I agree. This game really isn't so bad when you stop thinking of it as a Zelda Clone or a StarFox Game. I just think of it as a game that just happens to have Fox McCloud in it. And a sexy blue Fox named Krystal. :3 It's a decent enough game. I downloaded the SDA run and watched it, so I'd definitely watch a TAS of it.
Joined: 7/5/2011
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I've never seemed to notice it as a "Zelda clone", so I wouldn't know about that, but I guess I sort of see the similarities. We need GameCube runs on this site, though, so go ahead if you plan on doing it.
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This page shows the current compatibility of this game with Dolphin and lists some minor graphical and audio problems. According to the page, the game runs almost perfectly in recent versions of Dolphin, so you or anyone else who wants to run it can feel free to do so.
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
I was finally able to play the game, although the performance is horrible. It never crashed, but the framerate won't go higher than 30-35 (around 20 in cutscenes). The music and the voices are completely out of sync, just as mentioned in the wiki page. I also have some graphical errors, the worst beeing messed up bars at the bottom and top of the screen while playing cutscenes and the stars in the arwing levels. I'm using a quad 2.50 GHz with 8GB RAM and Windows 7 64. As I know, this should be enough to handle Dolphin. But maybe my graphic card is too weak (NVIDIA Geforce GT 220)
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Joined: 4/29/2005
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I have a 3.4ghz Quad Core with 8GB DDR3 RAM, Windows 7 64bit, and Nvidia GeForce GT 430. I haven't tried Dolphin lately. But I probably should download one of the latest revisions so I can give Phantasy Star Online Episodes 1&2 a try. :3
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Having a low-med frame rate will not matter if you're just wanting to TAS the game.
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All the dinosaurs talk in different accents. I like tricky hes the man. I would like to see this game Tased.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
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HOLY SHIT Link to video
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Tompa
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I'm curious to why this is slower than the real time record, makes little sense really... I'll have a look later on.
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the video repeats a few image sections and i haven't seen any visible glitches yet,i'm 1 hour in btw.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Joined: 6/30/2010
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Location: Zurich, Switzerland
I just skipped through this to look for some important sections. This TAS doesn't use any of the big skips used by RTA runners, the only stuff I found was the ledge drop to get to the first boss early and another small skip in Dark Ice Mines. Also, it was very obvious that during the staff-shooting sections, the author just used autofire. To get an idea how an optimized TAS would look like, I suggest watching the current RTA record: https://www.twitch.tv/jubjub62/v/78435165
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Tompa
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Seems like a new TAS was made too: Link to video This being about 23 minutes faster than the RTA record. I'm not sure if it's by the same author or not, as the other video is down.
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Location: Zurich, Switzerland
Now this is much better. I checked for all the important tricks that I could think of and they were there, I even saw some small optimizations like overlapping cutscenes. However, I believe this game is far from being as broken as it can be, as there are still many potential skips that could be utilized. For example, there's this one that allows you to unlock the Darkice Mines right after getting Tricky: Link to video But it's a dead end, since the gate at Snowhorn Wastes will still be there, blocking your way to a Krazoa later on. There are similar "useless" sequence breaks like Krazoa 3 early (you can't escape after getting it) or getting Sun and Moonstone at your first visit of Walled City (you can't place the stones unless Walled City is in its "second visit" state). One thing that this TAS might have missed is Super Quake skip, when combined with Sun/Moostone early. In the video of the trick, it says that it's faster to use it, but I'm not sure about it.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Tompa
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There are also a lot of various tricks on the TAS channel, many of which were found after the TAS was finished. I haven't really watched many of them and I'm sadly not an SFA expert... Just mentioning it =).
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Tompa wrote:
There are also a lot of various tricks on the TAS channel, many of which were found after the TAS was finished. I haven't really watched many of them and I'm sadly not an SFA expert... Just mentioning it =).
where is the tas channel? http://www.speedrun.com/sfa/thread/uqeov/3 i only found this,btw he does the glitched placement of sun and moon,savewarps immediately after,at 4:05:xx,but uses superquake at the sun puzzle
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Tompa
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Grassini: I posted a video above, check that channel...
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Apparently there is a technique to make the game go to the end earlier now. http://www.speedrun.com/run/mek6r29m From what I understand, it's called event storage warp (ESW) and involves switching between two savefiles. But I don't know the specifics.
Joined: 6/30/2010
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To repeat what I said in the thread at Speedrun: "As far as I understand, this isn't really a legit way to beat the game. All it does is copy information from an existing file to a new one, but without counting the setup time for the second file. At best, this can be considered a glitched NG+."
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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andypanther wrote:
To repeat what I said in the thread at Speedrun: "As far as I understand, this isn't really a legit way to beat the game. All it does is copy information from an existing file to a new one, but without counting the setup time for the second file. At best, this can be considered a glitched NG+."
Ah, then it isn't a true any% category... Too bad, I thought the game was legit broken down to 35 minutes now. I wonder how long would it take if the 2nd file was created in the same playthrough?
Joined: 6/30/2010
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They warp to the last Krazoa, which is right before the final boss. If you have to play that far, there is no way for this method to be faster in a run that starts with a clean memory card. If the glitched NG+ at least offered some unique gameplay, an interesting NG+ TAS might be possible. But as it stands, it's really just an any% that is mostly reduced to the first and the last visits to Krazoa Palace.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Post subject: Krazoa 5 Without Using Ice Blaster (Glitch Help Recruiting)
Lobsterzelda
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Hello everyone. For a while, it was thought that you needed to use the ice blaster weapon to beat krazoa trial 5, since there are 2 flame walls which block your path forwards. However, I was able to discover a way to get around them using just the ground quake, which can be seen in this video: Link to video[/video] Essentially, we can use the ground quake as we go over a platform's edge, and we'll get slightly suspended in midair. We can then ground quake again immediately after the last ground quake ends to advance forwards in midair without falling. This room is especially brutal to get through without ice blaster because all jumping for the platforms in this room is disabled, except for the little edge of the platform which comes after the last of the 2 flames (in all other spots, you just fall off the edge). Not only that, but Fox is disabled from being able to climb up/grab on to the walls, so even though we could roll past the flames at a height that would be high enough up to grab the other side, it doesn't work, since Fox just falls instead of grabbing the ledge. To make this work, I had to roll at the very farthest point I could get to with this amount of magic I have, and then have fox's ankles be slightly below the platform top while fox is more than half-way inside the wall, which causes the game to push Fox up onto the platform instead of outwards like it usually does. ----------------------------------------------------------------------------------------- Note that this trick represents 1/2 of a sequence break. Normally, we need to get the ice blaster because of this room. To get the ice blaster, we have to get spellstone 1, and do a bunch of other stuff. The issue with what I found? Getting the ground quake normally requires getting ice blaster first, which of course negates any timesave possibilities. However, we are very close to finding a way to get ground quake early, which would make this sequence break complete (and would probably save 10-15 minutes in the upcoming TAS of this game that I'm working on). Just yesterday, Zachary Cannon was able to perform a glitch which corrupted the map of Moon Mountain Pass (where the Ground Quake upgrade is). This allowed him to unload the door that blocks the upgrade, but it also unfortunately unloaded the entrance to the hole where you get the ground quake. We're still searching for a way to get the cave to load without the door loading - so hopefully we will have a way to use this trick to save time soon! ------------------------------------------------------------------------------- If any potential glitch-hunters want to take a look at this game, now is a good time. This game has a memory leak glitch which can theoretically prevent some objects from loading, but it tends to either cause a crash or do nothing. There are also various other theoretical ideas for this trick which can be found here: https://www.speedrun.com/sfa/thread/8ui24 If anyone is interested, you can post here or send me a private message, and I can provide you with what I know so far, along with tips on where to get memory-viewing resources and other things that would help with glitch-hunting
Post subject: Ice Blaster Early Solved!
Lobsterzelda
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Hello everyone. I'm making a follow-up post to announce that Zachary Cannon discovered a way to get ground quake early using complex zone-loading manipulation to despawn the door in front of GQ. As a result of this, we can now skip getting the first spell stone, the moon mountain pass key, and the ice blaster entirely! This will all save 15 minutes over the old TAS of the game in this segment. Here is Zac's video showing the GQ door skip below: Link to video
Tompa
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