In order to set free teh castlevania from a horrible curse, we vanquish da terrible count once again, hopefully the 7 next years will be more sunny (erh wait wha...?)

Summary

  • Abuses Programming Errors
  • Takes Damage To Save Time
  • Manipulates Luck
  • Emulator used: Snes9x-rr (1.43 v17)
  • Length:29:38 Frames:106685 Re-records:128384


Introduction


Here is the longest awaited obsoletion on the site, it took 7 years to brake the curse, and 4 talented tasers; arukAdo, Cardboard, Bablo and scrimpeh.
Originally started by Cardboard and Bablo, they tased up to Stage 3-3 and then lacked interrest/time (pretty much like all preceding attempts), thats where the two of us took over.
We end up beating Phil and Genisto's old movie by 01:37.62 (~20 seconds are from removing the dance after beating dracula).
Bablo and Cardboard did decide to use the jap rom, the stage8 is red(blood) instead green and some other small details are uncensored in this version (boobs for exemple), the timing have near no difference, I believe this rom choice should not be an issue.
Im not sure if the run sync on others version of snes9x, we tryed to beat their movie but with not much success so we decided to just keep going with what we got.
For a list of tricks, both old and new, please refer the Game Resources page


Improvements


A little table to recap the improvements over last movie, first collumn is the total frames won in the stage, second show how many lag frames was removed, third is the difference for bosses.
Full excel spreadsheet is available on google, it detail any rooms and lag as well.
StagesTotalLagBosses
Stage1212474
Stage22194430
Stage387962104
Stage474247-31/2
Stage522-2no boss
Stage622623-24
Stage7325-31
Stage813069-60
Stage92982710
StageA59628-54
StageB2561740/102/84/283

Worthy to mention that the biggest improvement in a single room is 4-4 with 660 frames, second place goes to A-1D with 526 frames.


Stages Review





DarkKobold: Judging.

DarkKobold: Guess I was wrong. Accepting!

Brandon: Publication underway.


NitroGenesis
He/Him
Editor, Experienced player (556)
Joined: 12/24/2009
Posts: 1873
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15630
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1855] SNES Super Castlevania IV by arukAdo, Bablo, Cardboard & scrimpeh in 29:38.08
Joined: 4/30/2008
Posts: 89
Location: Northeast Kansas USA, GMT -06:00
Dodongo dislikes missing sounds at the end of the movie!
NitroGenesis
He/Him
Editor, Experienced player (556)
Joined: 12/24/2009
Posts: 1873
Doh. Completely my fault, reencoding now.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
GuidMorrow wrote:
Dodongo dislikes missing sounds at the end of the movie!
I thought it was the smoke. (And isn't this the wrong game anyways?)
Player (224)
Joined: 10/17/2005
Posts: 399
Oh, cool!
<adelikat> I've been quoted with worse
Editor, Expert player (2372)
Joined: 5/15/2007
Posts: 3940
Location: Germany
Warp wrote:
GuidMorrow wrote:
Dodongo dislikes missing sounds at the end of the movie!
I thought it was the smoke. (And isn't this the wrong game anyways?)
It's a secret to everybody.
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
MUGG wrote:
Warp wrote:
GuidMorrow wrote:
Dodongo dislikes missing sounds at the end of the movie!
I thought it was the smoke. (And isn't this the wrong game anyways?)
It's a secret to everybody.
Your encode or your life!
Taking over the world, one game at a time. Currently TASing: Nothing
Morrison
He/Him
Former player
Joined: 8/2/2006
Posts: 195
Location: USA
10th enemy has the bomb. Also, congrats on obsoleting the old CV IV. I was afraid it was never gonna get obsoleted! Going to watch it tomorrow.
twitch.tv/Retrogaming2084
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
Hi everyone, not sure where to post this so figured this thread would be as good a place as any! So in case you don't know, I speedrun this game and will do a live run at the next SDA marathon in January. This TAS has had me wondering if any of the new tricks are feasible in real time, but so far I've had no luck. The zip in 4-4 has proven especially vexing to me. It doesn't look that hard in terms of execution, but I can never get the bat spawns to work correctly. The game page doesn't cover this, and I haven't been able to figure out how you do it. I would love to be able to do any of these crazy tricks in front of a live audience and would greatly appreciate any help you guys can offer! BTW, I have a live stream at http://www.twitch.tv/srkfunkdoc - where could I post to let you know that I'll be playing CV4?
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Sound cool to try the new tricks unassisted but I fear im going to brake the motivation lol. Basicly this is totally impossible real time, for 2 reasons. First theres only like 1 or 2 frames windows of oppertunity for the damage, so youll do it 1 out of 1000 tryes or something around that, and im not even speaking of the timing to get the block to be at the exact good place and manipulate bat to be "sync" with all this. Secondly, theres a bug with cliping, basicly we had to manipulate simon movement to avoid him dieing, try to change _any_ input your likely to die, delay for 1 frame the "last" turn over > you die. If you manage to avoid dieing then youll have the problem that you need to gain height as well, this required heavy manipulation on the movement (camera) to work. Oh and of course, the "exit" is as well crazy sensible, we ended often dieing in the spikes :p If your still interrested I highly recommand to watch frames by frames the segments that you feel could be reproducable, this usually will tell ya directly the error margin (eventually using delays to test out)
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
Hmm, thanks. I was optimistic because my friend PJ accidentally did a zip glitch in 4-4 once while working on his high-score record for the game...but maybe the bats spawn more often on 2nd loop. I've also tried the upward boost off the ring near the end of level 3, and I can get myself in the right position...but I can never launch myself up without getting hit by the bone dragon above and dying. I've also come to the conclusion that the 2nd eye damage boost is too risky to try in a live run, though I miiiiiight force myself to do it if I ever tried for a new record. I have to imagine there's something in the TAS that could make sub-35 feasible...
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Josh the FunkDOC wrote:
Hmm, thanks. I was optimistic because my friend PJ accidentally did a zip glitch in 4-4 once while working on his high-score record for the game...but maybe the bats spawn more often on 2nd loop.
Im pretty impressed this can happen unassisted, I guess it wasnt exactly at the same place than in the tas ? Did he ended dieing in the walls ? :p
Josh the FunkDOC wrote:
I have to imagine there's something in the TAS that could make sub-35 feasible...
Your best guess going to be whip boost on rings, allthought I have no idea if its humanly doable at all since it relay on very stric pixel positioning, it seem unlikely but oh well, maybe if you are very precise and quick youll manage, again watch frames by frames to understand the input with such tricks. BTW, unassisted you can at least do double hit, its simple, just press whip+subweapon at same time, this will obviously boost greatly damage output for boss. AFAIK theres others place where you can collapse in walls, none that was founded helped at all, as for vertical boost I personnally never saw that.
Publisher
Joined: 4/23/2009
Posts: 1283
Here is a 4x encode as requested by AngerFist (MP4, 2 parts): http://www.mediafire.com/?amal8dfcf12ua0f http://www.mediafire.com/?b8682w89sclh59q
Joined: 2/25/2006
Posts: 407
Was technically amazing to watch but the ending ruined it for me. I was entertained until the ending soured the whole experience :/
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Joined: 7/7/2009
Posts: 9
i would really like to see a TAS on the higher difficulty!
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Lets see; more damage taken > less boost less damage given > less kills more boss hp > longer fights savestates required (impure movie) no extra glitchs, boss or levels. Overall I would say meh.