Post subject: Castlevania Chronicles
Joined: 5/6/2016
Posts: 39
I watched some TAS, trying to reproduce some of the moveset for years but constantly failed because the difference of RNG element. I want to know a list of things: What kind of move can effect RNG and RNG related element in Castlevania Chronicles (PS1)? How to affect it? Do I need some extra moveset/external device/database/external tools? And could it be possible to control RNG in real-time? I believe it's some of the RNG factors to affect when and where Death's sickles appear... if not please correct me I'm not mainly focus on TAS or TAS related environment; I'm just a little curious about the RNG and I really love the game as a fan. I came here because I want to ask the TASers of the game themselves for a true and serious answer which I can't get the answer anywhere and it confused me for years Also if the current TAS uses Japanese version the result will be even quicker (You can do some short cut to stage 3 boss/stage 4 Medusa boss/ white skeleton area at block 4-3 in JP version which US can't; as shown in the video) Link to video JP version also missing a Giant Bat in block 8-2 which can save the fire power focus in dodging it (it's actually not a big lost but if someone want to work on other category it's NECCESARY)
Invariel
He/Him
Editor, Site Developer, Player (171)
Joined: 8/11/2011
Posts: 539
Location: Toronto, Ontario
Hi, and welcome to the fora. I fixed up the thread title for you (just the game name, nothing else), and while I don't have answers for you about the game's RNG, I can point you toward [1829] PSX Castlevania Chronicles by zggzdydp in 26:28.38 and [2633] PSX Castlevania Chronicles by scrimpeh in 24:58.72 for our published TASes of the game, which may provide you more insight. scrimpeh's submission comments include some helpful RAM addresses (though nothing for the RNG), and a bunch of tricks that you can track down the specific inputs for, to see what needs to be done to perform those tricks in realtime. He can also possibly be reached by private message; if he remembers the game and isn't too busy, he might be willing to help you out. (No promises, of course.) Good luck with your quest.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
Hi! I've never looked too deep into the game's RNG to be honest. When TASing, I usually just went with the results the game gave me. For item drops, similar to the NES Castlevanias, you can get different drops by killing enemies on different frames. I'm not sure if there is a consistent way to influence the RNG in real time, however. Boss patterns were really annoying to manipulate, and I don't remember the exact details of how I dealt with each boss. The Stage 3 boss was especially bad, since his pattern was set from way before you enter the boss arena. Looking at your video, I'm surprised you can fight him without him raising any ice pillars. That is curious. The shortcuts you mention in the J version are really interesting. However, I can't seem to see them in the video you linked. I may be a little bit blind on this one. Can you explain them for me? This is everything I remember about this game's RNG. I wish I could be of more help to you on this one, but unfortunately I don't know much more about it. Putting more care into RNG manipulation may be a way to improve the current movie. Good luck to you at any rate. -scrimpeh
Joined: 5/6/2016
Posts: 39
Anyway, thanks for your explanation of RNG! That helped me a lot! What I mean "shortcut" is actually a easier way to reach the enemy at the upper floor (like white skeleton area on block 4-3) I'm still doubt whether it should be called "shortcut" in some form, but it IS as useful as a shortcut in no-damage challenge in real time The truth is that Special Weapons all have a bigger hitbox in the JP version You can jump and kill the skeleton by using Knife/Cross, but it was modified in the US version This is also the reason why JP version user can kill the block 3 boss without letting him do any of his moves. With JP version hitbox, Knife/Cross can hit the initial position at the first time he appears The hitbox difference may or may not useful in the actual process of TAS crafting but it'll be definitely quicker to kill block 3 boss anyway Also the invincibility of block 4 Medusa boss is VERY weak in JP version; with triple shot+ cross combo it can be killed instantly JP version has a quicker loading time as another advantage but the disadvantage is JP version has a glitch that will cause the character being randomly hit during block 7 stage map screen, for unknown reason; I don't know how to activate the glitch but it happened 3 to 4 times during the year 2015
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
Oh, I understand now. Thanks for explaining. This is pretty interesting. I wonder what changes it could make for a TAS. Maybe it's enough to warrant a version change?
Joined: 5/6/2016
Posts: 39
For comparison's sake...Oh yeah, it was successful. Finally! Link to video To remind me how difficult to keep the move set of Block 3 boss in a perfect pattern... My mood is too complex Because in US version, sometimes the next boss position after hit will get too high out of knife's range and it was a serious pain... Knife can't reach the initial boss position at the first time of battle-start so everything depends on luck. Get the boss to shoot the green bullet and the run is over (The green bullet consumes heart though) And how the Medusa boss invincibility time works in different versions...beats me, that was a trouble for close combat that I must spam knife/cross + *3 combo for a not hurt It will definitely cost months to reset over and over again in order to get the best result at the point that JP version has no further worrying at all (Yes, I'm just a little too much curious about the game because it's my all-time favourite) Also this is what I can do with a JP version run as fast as I can Link to video It was not as a pain as what a no damage run in real time from what I can feel it
Joined: 5/6/2016
Posts: 39
Any recent progress, or anyone wish to share useful information?
Joined: 5/6/2016
Posts: 39
Link to video Has anybody dealt with maximum round TAS yet? Besides there're two buttons responsible for attack: square and circle. Still didn't found anything new about double-inputting. Double-input is totally useless; the game won't receive command of circle button attack if the whip attack triggered by pressing square button is still intact. I can safely forget about it. If anybody is wishing to tackle original mode maximum round TAS please contact me - I can provide a significant amount of useful details about the game.
Joined: 5/6/2016
Posts: 39
Link to video New possibilities found - maybe a "low%" category is possible?
Joined: 5/6/2016
Posts: 39
http://tasvideos.org/userfiles/info/57657183644724226 I tried to actually take on it but eventually failed, as I encountered some fatal problems and had to abandon it for a while because the Doppelganger in Japanese version has different AI routine than in U.S./International version so the fastest damage land choice in the current submission is not possible in Japanese version. Recorded via Bizhawk 2.3.2 and most key strategy points are replicated from current submission of the game except 1) I altered boss fights against Ice Magician and Medusa to apply Japanese version strategy and 2) the pre-boss/pre-stage load times which I have no idea how to get around the Bizhawk load time quirks. Up to the first combo landed on 6-3 boss Doppelganger. Anyone can leave a reply in the thread and retrieve the file if you need to deal with the game on your own, want to improve from my project files or interested in creating Japanese version TAS.
Joined: 5/6/2016
Posts: 39
http://tasvideos.org/userfiles/info/58158460419042196 I revamped the Stage 5 and Stage 6 a little bit and made it possible to get around the different Doppelganger AI in JPN version, but the Giant Bat at Block 8-2 just won't give me a better position to get around it without slowing down, and Dracula didn't give me a better position like in the current submission. I'd have to ask someone who could do the RAM adjust stuff in order to finish this project. There's actually nothingelse that could be done to the game, only the side effect of invisible wall glitch at the map transition screen post Block 6-3 (exclusive in JPN version) is left to be discovered but I don't think the glitch will be THAT useful. Anyone can leave a reply in the thread and retrieve the file if you need to deal with the game on your own, want to improve from my project files or interested in creating Japanese version TAS as I might be not focusing on these anymore. It hurts that I'm not able to deal with RAM address adjust myself...
Joined: 5/6/2016
Posts: 39
Given that there's an original mode TAS published previously, my stuff were considered abandoned, and may shift to either NOMIS + original mode, maximum loops, leather whip only or regualr original mode. maximum loops, leather whip only but I wouldn't say I'll be happy enough to actually start it. Also I don't know if it's meaningful enough to use SRAM just for enabling maximum loops (maximum loops can only be entered by either manually beat original mode 8 times continuously or use save files of previous plays stored at loop 8, stage 1-0 in memory card) Not that I'm gonna reorganize my stuff in this very moment; there're simply too much things I must break through, including speedruns of various games