Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
I remember those fancy out of bounds in chapter 2 that only save a few frames ^^
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Experienced player (970)
Joined: 8/30/2012
Posts: 373
Cronikeys said she will be coming back to testing in this game, though she has to deal with IRL stuff. There may very well be new tricks later!
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Really_Tall
She/Her
Editor, Player (230)
Joined: 9/29/2014
Posts: 122
Location: Scotland
I've just spent a while testing entering battles in different states. I did most of my testing in the Great Tree as the Piders are in convenient places to test spring jumps. I've laid out each state I tested and the result below. 1) Enter battle in air using Mario, no First Strike: on the ground after the battle, double jump not possible. 2) Enter battle in air using Mario, First Strike: Mario will be exactly where he was when the battle was triggered, double jump is possible. 3) Enter battle in air using Mario in tube mode, no First Strike: same as 1) except you are still in tube mode. Needs further testing to see if speed glitches are possible in tube mode. 4) Enter battle in air using Mario in tube mode, First Strike: same as 2), except you double jump still in tube mode! 5) Enter battle in air using a Spring Jump, while still moving upwards: same as 2). 6) Enter battle in air using a Spring Jump, while fluttering down: same as 2) (not fluttering any more). 7) Enter battle in air using Koops: same as 2). 8) Enter battle in air using Bobbery: same as 2). 9) Enter battle in air, using Yoshi (hovering or falling): same as 2) (you are off Yoshi). 10) Defeat enemy using the First Attack badge: instant double jump. It should be possible to chain multiple jumps and bounce between enemies, or set up Koops to hit multiple enemies in quick succession and get really high. 11) Defeat enemy using the Bump Attack badge: if it is a First Strike, then the same effects as 10). Otherwise no abnormal effects. 12) Enter battle using Bobbery, while transforming into plane mode: no effect if the battle starts during the first half of the transformation. If it starts during the second half of the animation however, there is an odd graphical glitch where you flip around to face the other way for about a second. So, it turns out it is in fact possible to double jump out of a spring jump, at the point where you collided with the enemy. Thanks jlun2! This may have a use with enemies that throw projectiles. Maybe the X-Nauts in X-Naut Fortress' potions could hit you after a spring jump, then you could double jump and get Out of Bounds? There is still more to be done!
Experienced player (970)
Joined: 8/30/2012
Posts: 373
Thank you for researching all those scenarios! I tried spring jumping and encountering the Z-Yux On Sublevel 2 in X-Naut Fortress in front of the elevator, but for some reason when I respawn, the game shifts my position to the right and resets the Z position to the center of the hallway.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Really_Tall
She/Her
Editor, Player (230)
Joined: 9/29/2014
Posts: 122
Location: Scotland
What position was the Z-Yux in? It could have influenced your spawn maybe, but this is really strange. Also you were still high up, right? Edit: If you were First Struck then that may lead to other effects. I forgot to test what happens when you get hit in different states, I might test it later today.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
So much awesome news! Looking forward to your progress, Malleo!
Experienced player (970)
Joined: 8/30/2012
Posts: 373
Update time! I have a faster Hooktail battle strategy that saved a few seconds, and I incorporated a respawn glitch after the Shadow Sirens fight in Chapter 2. (The other oob trick did not save time.) I'm now working on Chapter 2 over 4 seconds ahead, but there's a problem. My old TAS keeps desyncing in the first trip through the bubble room because I lose 5/11 punies. I don't know why it keeps happening, nor how I was able to sync it last time. I've tried using both the 4.0.2 vanilla and A/v sync versions with no success. I could either go on without a reference to my old TAS or wait for someone to figure out what I'm doing wrong or give me a savestate at the end of the room. This also makes me afraid of the possibility of having a desync like this occur again for a judge or encoder.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Experienced player (970)
Joined: 8/30/2012
Posts: 373
New strats for the factory room! https://www.youtube.com/watch?v=BtKKzQP04XM I've finished working on a complete route for the rest of the TAS (since I will be leveling up at different times due to skipping Chapter 3). new stuff: -New Hooktail Strat mentioned above -Out of bound trick in Chapter 2 - https://www.youtube.com/watch?v=0tKEP_ASQlE -No Thunder Bolts from Westside Goods -Instead, HP Drain from Chapter 7 tile room for Grodus -Yoshi Skip -3 Thunder Masks during Hammer Bros battles for Mega Rush (so I don't level until after Dark Bones in Riddle Tower instead of right before him) -Factory strats More to come hopefully! I'm currently at the 100 Jabbi fight working on getting better RNG.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Funny how this run keeps having improvements upon improvements found.
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
That chapter 2 clip was...huh. Makes me wonder how many more areas that can be done.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Hype! Will you be posting WIPs, or would that slow down your progress?
Experienced player (970)
Joined: 8/30/2012
Posts: 373
I don't think I'll be posting WIPs, since the only changes from the previous run will essentially be the tricks I mentioned before. I'll probably upload an optimized Yoshi Skip though.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Not exactly relevant but:
A2ZOMG wrote:
Assuming in the late future, emulation improves, and even that game becomes an outdated legend, I was wondering what people knew about this game when aiming for the fastest time possible is the goal. After all, this is my most favorite RPG. It has a lot of unique techniques and enhancements, the option of a No-Damage run, and a great storyline to boot (which would unfortunately be skimmed through very briefly in a speedrun). In particular, I don't know of any real glitches in this game, particularly not the abusable kind. And what would be the optimal badges to use? In particular, is quick change, an incredible badge in normal play, worth it in a speedrun? What star pieces should be collected, etc, etc?
Hindsight is quite funny at times. >.<
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
No comment, just watch this: Link to video
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Whoa!! He did it! It's finally been done! Well, sub 4 hours is guaranteed now.
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
So, according to the paste, this is J only, and simply because elevator doors work there? Lol?
Editor, Expert player (2313)
Joined: 5/15/2007
Posts: 3855
Location: Germany
how much time saved? This is amazing
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hey Malleoz! I got some ideas: 1. Now that you can skip Yoshi, how about this idea that was mentioned:
luigi1er wrote:
Hi Malleoz, I'm super excited by your working and I support you in the TAS. Also, I would have an idea in the same order than Really_Tall, it's for cutting chp. 2. - Get the Elder Puni's Badge to gather punies (because it won't be available). - Do UHE, trigger chp. 6 ang get back in Big Tree with the blue pipe. - Go to pick up Super Boots (assuming the path is free). - Break the panel to gain the 101 punies. - Finish the chp. 2. I don't think it would save a lot of time, but because the time loss would be very low with blue pipes, you could skip both jabbies fights, blue key and the detour to get Super Boots... with luck there wouldn't be ticking anymore. Could you verify if it's doable and it's worth it?
2. The paste indicates that the elevator works in the (J) version yet it was reported it didn't in (U) if you tried sequence breaking. This lead to me to wonder, is there any hidden differences on other regions? I know there's European version(s), so are those potentially faster? 3. In the case you can't skip the Tower of Riddles, can (J) Flurry superslide be used to save time there? 4. This trick didn't work because it was reported that the Twilight box still needed a key. What if you skipped to chapter 7 instead?
Experienced player (970)
Joined: 8/30/2012
Posts: 373
1. It's slower. 2. I haven't looked into other versions. 3. What the heck do you mean? 4. I can't skip to chapter 7 because tube chest wouldn't be open. So I've reached chapter 5 in the TAS. I'm making progress fast, and after hex editing most of the run back, I expect this to be done in a few weeks. Expect encodes and a stream to be ready mid July.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Malleoz wrote:
3. What the heck do you mean?.
Using superslide to clip out of bounds and (maybe) fall into a lower floor rather than hopping back down.
Experienced player (970)
Joined: 8/30/2012
Posts: 373
You can't superslide on doors because the loading zone takes you into the next room like always.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
The hype is real! Thanks for the progress update, Malleo!
Experienced player (970)
Joined: 8/30/2012
Posts: 373
Just finished the TAS! It will be streamed live on http://twitch.tv/almolicious early to mid July! Exact date TBD. We are also on the verge of a Chapter 6 skip. More info + video tomorrow. EDIT: TAS actually desynced, so I will have to spend quite some time redoing the end.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Awesome! It's too bad about the desync though. Let me know if you need any help resyncing it.