Hetfield90's RosenkreuzStilette "Spiritia" TAS in 28:01.15. It is 57.34 seconds faster than the published run by in-game timing parameters, and an improvement of 1087 frames(18.1s) through directly comparable improvements. (Note that the reason why this run appears to be 3s slower than the published run by standard TAS timing parameters is because the published run ends input before the final boss fight whereas this one does not, since doing so is detrimental to in-game time).

Non-default Hourglass Settings

  • Multithreading and Wait Sync: Allow
  • Disable DirectSound Creation
CheckSum File [dead link removed]

Game Objectives

  • Game version used: JPN 1.05c
  • Emulator used: Hourglass-r81
  • Uses no passwords
  • Aims for fastest in-game time completion
  • Manipulates luck
  • Takes damage to save time

About the Run

Most of the specific details about the run are included in the annotations of youtube encode, so these submission notes will just cover more general information.

In-Game Time

The in-game timer in the RosenkreuzStilette games is a strictly real-time clock that takes everything into account including lag, framerate, pauses, etc... which runs from the first stage select screen until the last cutscene plays after defeating Iris. Therefor the only thing that changes strategy-wise when aiming for fastest in-game time completion is not freeing Lilli to end input before the final Iris fight.
This run's in-game time completion is 26:35.90, which can be seen after the credits.

Stage Comparisons

Differences surrounding Lilli acquisition and the Iris fight have been omitted from the stage by stage comparisons. Also, since ammo does not refill between fortress stages, frames sacrificed from ammo refills in those stages have been subtracted from their respective stage's framecount and consolidated into a separate value.

Possible Improvements

Unfortunately any changes made to an earlier stage will cause a completely different set of RNG values to be generated at the beginning of the next stage, so improvements to earlier parts of the run which were found later were unable to be hex edited in.
  • Manipulate 4 small weapon drops instead of one big one in Luste's stage to avoid big ammo refill lag(8 frames)
  • Don't slide for a frame after falling into boss rooms(4 frames)
  • Turn around at the start of the first Trauare fight so that the charged Geisterwand goes clockwise(1 frame)
  • Manipulate Poltergeist's glass shards to conglomerate more quickly each cycle
  • Move the ammo drop from the semifinal skull of Sepperin 4 to the met in the checkpoint room of Sepperin 2 so you don't have to go under the platform in Sepperin 4(1 frame)
  • Somehow manipulate a small weapon drop from the both the bottom shield met and the normal met in Iris 4 during rain(3 frames)
  • Manipulate a higher Iris spawn for her final teleport so she flies off the screen quicker after death(this will only improve in-game time)

Acknowledgements

AzureHakua: Is responsible for finding a number of improvements over the published run which were used in this run through TASing parts of the game a few months ago as well as throwing out ideas on IRC throughout the making of this run.
Sairaan: Also came up with a number of improvements used in this run and helped out with mechanics info and such on IRC.
Bernka: For his published run which I referenced throughout this run.
FractalFusion: For disassembling item drop and Bosspider RNG which helped out tremendously in those parts of the run.

Screenshot Suggestion(frame 76165)


Samsara: Judging.
Samsara: Thanks to FractalFusion, Atma and feos for confirming sync.
Accepting as an improvement to the published run. The improvements with Zwei in Schwer's stage were a highlight not just in the movie, but also in my career of typing random German.
feos: Like it's not obvious...


Skilled player (1247)
Joined: 8/29/2014
Posts: 302
I was under the impression that the graphical glitches were fixed as well, although I was not able to fix them myself using feos' instructions. I think Atma also told me on irc at one point that he dumped the AVIs for the encode of one of Bernka's runs, which do not have the glitches. Also as a side note, the noise Freudia makes upon death in both fights is one that I've never heard before(it's a lot higher pitched than the one in the original encode).
Joined: 8/18/2010
Posts: 12
Just thought I'd point it out-- the "author's comments" link in the description still links to the old author's comments. (This applies to both the Spiritia and Grolla runs.)
Former player
Joined: 9/1/2005
Posts: 803
Hetfield90 wrote:
I was under the impression that the graphical glitches were fixed as well, although I was not able to fix them myself using feos' instructions. I think Atma also told me on irc at one point that he dumped the AVIs for the encode of one of Bernka's runs, which do not have the glitches.
I did for both actually, since the initial encode for the Grolla tas had some weird graphical issues in one stage which did not occur for me. The graphical glitches in this run are explicitly a result of the video memory setting used, which happens to have an effect on sync. The game won't sync without the setting being as it is, and the graphical errors wont go away without the setting being different.