Editor, Expert player (2088)
Joined: 8/25/2013
Posts: 1200
ZarroTsu wrote:
Was rewatching the TAS WIP 1 & 2 and saw something I missed last time I watched it. At 7:01 you head over and activate pillar 5's fans... But wouldn't it be slightly faster to do so after turning on #6's? Removes about 2 seconds of 'backtracking' there, I imagine.
Yeah, I added that. I finished revising Grass Town. I saved over 8 seconds.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 5/5/2014
Posts: 27
Was/is that Mannan sequence break possible? I tried it a few times non-TAS but always came just barely short of clearing the jump (not quite high enough)...
Editor, Expert player (2088)
Joined: 8/25/2013
Posts: 1200
Oh, it's possible. It just doesn't save time. You can make it all the way to the control room and flip the switch, but the top door is locked. So it just leaves you stranded :/ Talking to the door before the Suto fight saves about 2 seconds. Same deal with activating the fifth pillar. What you suggested saves 2-3 seconds. I am now starting the Sand Zone.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 5/5/2014
Posts: 27
arandomgameTASer wrote:
Oh, it's possible. It just doesn't save time. You can make it all the way to the control room and flip the switch, but the top door is locked. So it just leaves you stranded :/
Ah. I thought I set it to unlock from the inside, but I guess not. I wonder if I should go back and fix it. Not for the TAS, but because getting stranded there - where a save point is, no less - is a massive dick move. Hmm...
Editor, Expert player (2088)
Joined: 8/25/2013
Posts: 1200
Well the trick is almost impossible to pull off RTA anyway.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 5/5/2014
Posts: 27
Still, if it's possible at all, I may as well. I don't know the process for cobbling together a TAS, but I hope you don't mind redoing a chunk of Grasstown (again) for the sequence break. I'll be releasing the update to address this and several other minor bugs in an hour or two.
Editor, Expert player (2088)
Joined: 8/25/2013
Posts: 1200
No problem at all.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 5/5/2014
Posts: 27
Game updated to [1.0.2.0] now.
Joined: 7/2/2007
Posts: 3960
I've searched and haven't found, but I assume you'd know, ZarroTsu: is there a Mac version of this mod? It'd be nice to experience Cave Story again...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 5/5/2014
Posts: 27
There isn't, and I don't have any plans on doing so, mainly because I don't think it's possible to do at all. It relies on whether or not there's a mac version of the original CS, and I don't think there is. Does WINE not work? If it doesn't, you're probably out of luck, sadly. Edit: Someone found a gamebreaking bug in the middle of the game that was brought upon by the previous version. New version is now out, [1.0.3.1]. Edit 2: So, I'm thinking of buffing the Blade back to 2 hits of 8 instead of 3 hits of 5. It'd affect your progress in Sand Zone if you got it already, if I do. Although in general I'm rethinking it and wondering if getting it at all is worth the time loss. I know I said otherwise before, but...
Editor, Expert player (2088)
Joined: 8/25/2013
Posts: 1200
It's still probably not worth the time loss. Almost 3 minutes is a lot of time >_>
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 5/5/2014
Posts: 27
Not saying it is or isn't. But if you haven't gotten the Blade at all, I suppose it won't affect you. EDIT: It will, however, affect the Labyrinth, since I'm going to be giving the Armor Gaudis 2 more hitpoints to compensate a little. EDIT2: I spoke too soon. Crows in Sand Zone should have 8HP each, but the ones carrying Skullheads have 10 for some reason. This is a bug and has to be fixed. Hopefully it doesn't affect your Sand Zone run.
Joined: 7/2/2007
Posts: 3960
ZarroTsu wrote:
There isn't, and I don't have any plans on doing so, mainly because I don't think it's possible to do at all. It relies on whether or not there's a mac version of the original CS, and I don't think there is.
Assuming by "original CS" you just mean "not Cave Story+" as opposed to some specific version, yes there is. I played it back in college and still have the program sitting on my hard drive (modified date: December 2006). Granted the program name is "Doukutsu", but it's Cave Story all right.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 5/5/2014
Posts: 27
Huh. Well, regardless, it isn't Mac compatible without WINE, right now. Perhaps sometime in the future.
Editor, Expert player (2088)
Joined: 8/25/2013
Posts: 1200
Link to video New WIP. It saves about a minute and seven seconds.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 5/5/2014
Posts: 27
Editor, Expert player (2088)
Joined: 8/25/2013
Posts: 1200
Link to video This one took a while. Things to note: *I take a detour to get the Blade. It is the most powerful weapon I can get in this run, since I'll be skipping the Super Missiles. *I take damage at Frenized Toroko to avoid wasting shots. *The Blade deals 16 damage over 2 frames at level 2, which is incredibly powerful if you can get close to an enemy. *I take a smaller detour to get the Missiles. They do a little more damage then the Blade, but they do it much more gradually. They'll primarily be used to hit targets before they're in reach of the Blade. *The Booster 0.8 has exactly 50 frames of fuel. By pressing it every other frame, I can extend it to about 100 frames. *Sand Crocs can be boosted from without taking any damage. *I kill Deconstructor as I'm heading to the door. It may seem slower, but getting to the door is much more important.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 5/5/2014
Posts: 27
You know I'm going to have to fix that bug in 1.3, right?* @WIP4 Also, at the end of the Gaudskateer part, you probably could have ended the fight slightly earlier than you did. Since you have to fly up three blocks to exit the room, it's a safe bet that you'd be able to move horizontally by a tile or two without losing time. *Edit: [1.3.0.0] is now available.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
Awesome! I see you're keeping up the tradition of the original game's run to also kill basically everything that dares to come near you. Good :) I was hoping there'd be a way to glitch past the Guardian's Maze, but I guess that's not possible. I'm not sure why you're waiting for the sandcrocs around 7:30? (edit) Wait, did you just do the aqueduct without the air tank? Lol!
Editor, Expert player (2088)
Joined: 8/25/2013
Posts: 1200
The video, for peeps who don't know what my youtube is: Link to video
ZarroTsu wrote:
Also, at the end of the Gaudskateer part, you probably could have ended the fight slightly earlier than you did. Since you have to fly up three blocks to exit the room, it's a safe bet that you'd be able to move horizontally by a tile or two without losing time.
It seems like I went a bit far, but that was the soonest I could end the fight while still reaching the edge.
Radiant wrote:
I'm not sure why you're waiting for the sandcrocs around 7:30?
I need to damage boost from them. The last croc in particular was slow because I needed to make sure Quote's jump didn't get clipped.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 5/5/2014
Posts: 27
I'll have the new version ready for you tomorrow afternoon/evening. In the mean time, I've put up the map part of the walkthrough for it online. Feel free to use it to try planning a route: http://jenkasnightmare.srb2.org/data/walkthrough/C1i.htm =-=-=-=-=-=-=-= 1.5.0.0 is here now. I won't mess with things that will screw up your TAS any more. I hope.
Editor, Expert player (2088)
Joined: 8/25/2013
Posts: 1200
I'm actually a bit busy with a different project currently, so I'll get to redoing Jenka's Nightmare once I finish it. I'm more then happy to start creating a route in the meantime for when I'm open/other peeps wanting to give it a shot. Not being able to skip the Labyrinth means Super Missiles are viable again.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 5/5/2014
Posts: 27
I'm curious if, with Re:Coded done, you'll be getting back to this one? I updated the game just now to 1.6.1.0, but I'm pending another update until next weekend as to whether or not the fireball's Level 3 should be buffed. Any suggestions?
Editor, Expert player (2088)
Joined: 8/25/2013
Posts: 1200
ZarroTsu wrote:
I'm curious if, with Re:Coded done, you'll be getting back to this one? I updated the game just now to 1.6.1.0, but I'm pending another update until next weekend as to whether or not the fireball's Level 3 should be buffed. Any suggestions?
Trust me, I would love to work on this again. Unfortunately my computer can't properly run Hourglass, which is unfortunate. Buffing fireball Level 3 is a good idea, as it is a tad weak.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 5/5/2014
Posts: 27
Alright, if anyone else wants to take a crack at TASing this, they're more than welcome to. I've released version 2.0.0.2, which eliminates a lot of 'unfun' parts of the mod, after some streamers went full-thugmode and decided cheat engine was required, and that the game was shit. Anyway, changelog is here. It's a doozy.