Game Objectives

  • Bad Ending
  • Heavy Glitch Abuse
  • Emulator Used: PCSX-RR v0.1.3
  • Bios: SCPH1001.bin
  • Graphics: P.E.Op.S. Soft Driver 1.4 (Abe's Games Fix enabled)
  • Sound: TAS Sound Plugin 0.2 (any other causes a desync)
  • Controller 1 e 2: Segu Direct Pad Pro Driver 0.4
  • CD Rom: TAS ISO Plugin 0.2

Dooty's Comments

This is my 100% run hex-edited to eliminate almost all the rescues, for those who don't give that much importance to the Mudokon race.

Gitches and Oddities

Auto Turn Delay

Climb a ledge or Elum facing the wrong direction, then run as soon as Abe starts to turn.

Infinite Pick Up

Hold the square button near a grenade, rock or meat then keep turning around.

Screen Boundary

While running, turn around before Abe reaches the next screen then stop.

Ghostly Elum

Do an Auto Turn Delay glitch with Elum near a flying mine or order bomb.

Walk Through Walls

While riding Elum, run towards a wall and when you're about to bump start walking.

Tamed Slogs

If a Slog kills a Slig after he says "here boy", they will not attack Abe anymore.

Stage by Stage

RuptureFarms

Without those Mudokons to rescue, it's just run right for justice right? Well, not quite.

StockYard Escape

Almost the same stategy used on the 100% run, even the auto turn delay at the end.

Mozaic Lines

The only change here was the order of the next stages, I'll do Paramonia first this time.

Paramonia

Better beehive section and this stage is now 244 frames faster than its 100% counterpart.

Paramonian Temple

Nothing much new here since there's only one door with Mudokons in it to avoid.

Paramonian Nests

The meat at the end was avoided saving a few frames, the rest is the same.

Scrabania

The entire stage was reused, just some less frames of lag here and there.

Scrabanian Temple

The two lower right doors have Mudokons in it, so I redid only those stages.

Scrabanian Nests

Despite being a really complex stage, it sync'd perfectly with the new run.

StockYard Return

Looks like the security system has been upgraded since the last time Abe passed through.

RuptureFarms 2

The only Mudokon rescued on the entire run, also the tamed Slogs trick was used only here.

Zulag 1, 2, 3 and 4

It was not possible to reuse any of those stages, so they're all new.

Board Room

That's it, just one more lever to pull and Abe will be rewarded as a true shmuck he is.

Suggested Screenshot

Frame 132150, 147600

Mukki: Judging...
Mukki: Accepting for publication alongside the 100% run.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15582
Location: 127.0.0.1
This topic is for the purpose of discussing #3268: Dooty's PSX Oddworld: Abe's Oddysee in 42:55.85
Hoandjzj
He/Him
Experienced player (613)
Joined: 4/6/2010
Posts: 240
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Nice! I didn't think you would be done with this so soon. Will start working on an encode. Too bad you couldn't find a way to skip Paramonia/Scrabania, though! :) And I guess the game crashed when using Shrykull's power at the end, just like in the 100% version. Oh well, hopefully those emulator bugs can be fixed sometime. edit: initial dump is done, tomorrow I'll upload the Youtube version. edit: HD version is done: Link to video (processing at this time)
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
For judging/voting purposes I'm putting up the tempfile. This is NOT the final encode, just a preview. http://www.youtube.com/watch?v=nhWdmhzsEu8 Should probably be up in half an hour or so. edit: see the final HD encode above.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
How is it possible that the run length is 42:55 but the video length is only 36:50? Btw, is the invisible Elum glitch really necessary? IMO it detracts from entertainment rather than adding to it (not least because at some points it's confusing what's happening, as it looks as if you are wasting time for no obvious reason). Edit: Thinking about it, the relation between 42:55 and 36:50 is almost exactly the same as the relation between 60 and 50, which would mean that this is a 50 fps game encoded at 60 fps.
Hoandjzj
He/Him
Experienced player (613)
Joined: 4/6/2010
Posts: 240
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Warp wrote:
How is it possible that the run length is 42:55 but the video length is only 36:50? Edit: Thinking about it, the relation between 42:55 and 36:50 is almost exactly the same as the relation between 60 and 50, which would mean that this is a 50 fps game encoded at 60 fps.
It's because every single video in the game is rendered at 200 fps. That's both the intro and ending, but also every single screen transition (even though they all get skipped except the ending). This is due to plugin/kkapture limitations. The finished version of the 100% run is also about 5 minutes shorter than it should be even after adding the ending back in. This can't be fixed in any way that I know of, unfortunately, but just like the 100% run I'll capture the intro and ending using a different plugin and edit them in.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
So the ratio between the run length and the video length being almost exactly 50:60 was mere coincidence?
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Warp wrote:
So the ratio between the run length and the video length being almost exactly 50:60 was mere coincidence?
It appears so. The CD-ROM used for this run is SLUS00190, which is the US version of Abe's Oddysee. He also used the US BIOS. The discrepancy is about the same as in the 100% run (or it will be after I add the intro and ending back in). If I was incorrectly encoding these runs we'd see a different discrepancy.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
Warp wrote:
Btw, is the invisible Elum glitch really necessary? IMO it detracts from entertainment rather than adding to it (not least because at some points it's confusing what's happening, as it looks as if you are wasting time for no obvious reason).
It looks like it's a side effect of doing the Auto Turn Glitch while on an Elum.
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
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Using the invisible Elum on Paramonia is about 60 frames faster than not using it; without the glitch I'll have to collect an extra rock to blow a land mine. about the "wasted" time, I guess you mean the beehive section, if so there's no way to avoid that, I just found out that attracting the bees away from Elum is slightly faster.
I am old enough to know better, but not enough to do it.
Joined: 1/23/2007
Posts: 77
Location: Montreal
Dada wrote:
Warp wrote:
So the ratio between the run length and the video length being almost exactly 50:60 was mere coincidence?
It appears so. The CD-ROM used for this run is SLUS00190, which is the US version of Abe's Oddysee. He also used the US BIOS. The discrepancy is about the same as in the 100% run (or it will be after I add the intro and ending back in). If I was incorrectly encoding these runs we'd see a different discrepancy.
So this is A 'US' version originally running at 50fps but converted to 60fps? or the Iso or whatever is a fake US? I had to dump my psx game lately because of a similar problem, it was a US game clocked at 60 but running at 50fps, just curious :)
Active player (406)
Joined: 3/22/2006
Posts: 708
Hoandjzj wrote:
Encode please! :D
Okay, you know what? This has to stop. When a new TAS is submitted, someone will inevitably get around to encoding it. People don't have to come rushing in every time there's a new TAS and shout "ENCODE PLZ". It's really getting annoying.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
AjAX wrote:
So this is A 'US' version originally running at 50fps but converted to 60fps? or the Iso or whatever is a fake US? I had to dump my psx game lately because of a similar problem, it was a US game clocked at 60 but running at 50fps, just curious :)
It's a US game running at 60fps and encoded at 60fps. The time difference is due to the FMVs not being displayed correctly. Your game might have been 50fps due to the use of a European BIOS?
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
Dada wrote:
The time difference is due to the FMVs not being displayed correctly.
How many FMVs are there in this video (that account for a 7 minute difference)?
Hoandjzj
He/Him
Experienced player (613)
Joined: 4/6/2010
Posts: 240
Heisanevilgenius wrote:
Hoandjzj wrote:
Encode please! :D
Okay, you know what? This has to stop. When a new TAS is submitted, someone will inevitably get around to encoding it. People don't have to come rushing in every time there's a new TAS and shout "ENCODE PLZ". It's really getting annoying.
I'm really sorry! Actually I just wanna watch the run, sorry for annoying ^^!
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Warp wrote:
Dada wrote:
The time difference is due to the FMVs not being displayed correctly.
How many FMVs are there in this video (that account for a 7 minute difference)?
I went ahead and did some more investigation. First of all, if I record the TAS using the regular PCSX plugin (which causes visual glitches) the length of the encode corresponds pretty much exactly with the movie file with all other settings, and the ROM, left intact. That rules out incorrectly rendering a PAL game as if it were NTSC. However, I found that there's a slight difference in gameplay speed as well. The PEOpS version plays back slightly faster. Using the regular plugin, it takes 146 frames for Abe to run to the second screen at the beginning (from the first frame he's visible until the first non-transition frame in the second screen). It takes only 138 with PEOpS. On the regular plugin, it takes 1191 frames to reach the sixth screen. Using PEOpS, it takes 1093 frames. Those are not insignificant differences. I remember someone saying that PEOpS probably doesn't render lag frames, which might explain it. Another likely source of the speedups is every major transition (for example, going to and from a location inside the Scrabania and Paramonia temples). Most of those transitions have an FMV. The FMV is skipped, but the game is still rendered at 200fps for a short while. I knew that there was probably a discrepancy in the regular gameplay as well, but not this big. Still, the reason why I never bothered to investigate this in such detail before is because there's no real way to fix them that I know of. We've discussed this for some time but unless someone is willing to go over the PEOpS 1.4 source I doubt we'll ever get a clean encode of this game. :(
Joined: 1/23/2007
Posts: 77
Location: Montreal
Dada wrote:
AjAX wrote:
So this is A 'US' version originally running at 50fps but converted to 60fps? or the Iso or whatever is a fake US? I had to dump my psx game lately because of a similar problem, it was a US game clocked at 60 but running at 50fps, just curious :)
It's a US game running at 60fps and encoded at 60fps. The time difference is due to the FMVs not being displayed correctly. Your game might have been 50fps due to the use of a European BIOS?
Nah :) I Only use US BIOS' anyway, I was only wondering cause to solve this issue like I said I had to dump the game myself with my own copy, good to know :)
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Screenshot suggestion from Dooty. non AR corrected, lossless: http://wedemandhtml.com/tmp/abe_2.png <45KB proper one: If someone can squeeze out some more quality, feel free. :) edit: suggestion by Zeupar.
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thank you Dada, thanks also to Zeupar for the other suggested screenshot.
I am old enough to know better, but not enough to do it.
Joined: 4/15/2010
Posts: 19
For what it's worth, listen to the music at 0:40. It definitely speeds up.
Joined: 1/23/2007
Posts: 77
Location: Montreal
Can it be caused by ingame lag? so game can do this afaik if the engine is synced with the audio engine.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
First of all, thanks so much to Dada for the encode in this thread! I can't get PSX emulation going correctly on my system, so it really helps to see a nice video for it. Now, about this run, I like how reckless it is. The 100% movie at least had some necessary stealth, but this just runs past everything carelessly. I think the long stretch at the beginning of Scrabania with the invisible Elum is my favorite part. I'd suggest a screenshot from a nice open area there... seeing Abe rocking his head in empty space properly conveys the "reckless" feeling that describes this movie. Alternately, I'd suggest something near the very end of Scrabania's 5th door, where Abe is chanting while two enemies are fighting viciously below him.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
The SD encode should be done either today or tomorrow. edit: Encode is done. http://www.archive.org/details/AbesOddyseeIn4255.85ByDooty Here's the main download: http://www.archive.org/download/AbesOddyseeIn4255.85ByDooty/abesoddysee-tas-dooty.mkv Torrent download: http://wedemandhtml.com/tmp/abesoddysee-tas-dooty.mkv.torrent Should be ready to publish now, since we've got the torrent/archive/youtube and screenshot. I've got a description.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15582
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. ---- [1871] PSX Oddworld: Abe's Oddysee by Dooty in 42:55.85