I am still studying route for Dark Demon (considering boss rush as opposed to just going to fight dark demon . .. cause. . .boring. .. )
As for this improvement, I've saved 72 frames up to the frame I enter that door in the gif through movement optimizations/lag reduction.
I wanted to approach every segment and question all sense of "optimization" and also stab at lag reduction.
http://imgur.com/m6Gjipa <---going into ovnunu I'm up 109 frames, 50 from lag, 59 from movement. Ovnunu is one of the LAGGIEST and hardest to manipulate segments, so this can really make or break the improvements thus far.
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
I tried the Dark Demon a few years ago, but never followed through. There's an alternate password that I believe is faster than the one given at the end of the game.
I can also say that, for phase 1, use the Infinity Crest, but for phase 2, he actually takes more damage from the Air Crest than anything else.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
im going to record from reset of my currently published run or the new run I am producing and the password will be pre-set.
For the record, Ovnunu is the WORST part about this TAS.
its not a boss rush mode, but its a 101% completion password that also unlocks the last crest and hidden stage/true final boss.
starting with all crests, relics, urns, vials, means there's nothing to collect/go out of your way for and also gives you access to the most powerful weapons which in turn allows you to make the normally difficult bosses from early game look ridiculously weak.
So, as opposed to just . .. popping in the password and going straight to Dark Demon, I'm intent on doing a "boss rush" approach.
Brute force for the win Y_Y
I'm back to work on the 100% After wracking my brain trying to identify which RNG value represents Health item drops I decided to just brute force it like I always do and had a lot of success creating this scene:
http://imgur.com/6iW0Xxsb
I'm hoping this new strategy will lead to further time saving potion shenanigans but only time can tell now of it will be worth it.
saved 20 frames in skullbash
http://imgur.com/TpoExGzhttp://i.imgur.com/V0Wb7gA.gif
(I was looking for a way to put them side by side for better comparison but was unable to find a way )
Can definitely get at least 20 more frames using the new strategy: killing 2 skulls in 1 jump
This was what I used to do playing on console but manipulating them over and over again is hard because there is a small margin when going from the top row to the ground row.
edit 1: Today I learned: Scula resists ground gargoyle but is also takes 7 damage from Death Spell. http://i.imgur.com/ruuhwhK.gif
(death spell is much slower here (sadly :c ) http://i.imgur.com/QdFwOM8.gif
edit 2: Getting this single urn early has created SOOO much potential I am testing 3-5 different new routes.
There are a few places I'm going to look into cleaning up that are either lag intensive or otherwise improvable.
so depending on how much work it takes to edit the scenes and append in the face of desynchs I'd say expect a final draft in a week or two.
the exact count for frames saved atm is 980 so I'm going shoot to break 1,000 frames saved.
thank you eye of the beholder you've always been vocal supporter for this TAS and it is appreciated
edit:
skullbash comparison for my future reference:
53712 > 53770 (58) > 53818 (48) > 53862 (44) > 53904 (42) > 53953 (49) > 54001 (48) > 54044 (43) > 54097 (53) > 54141 (54) > 54202 (61) > 54245 (43) > 54296 (51) > 54341 (45) > 54389 (48) > 54431 (42) > 54472 (41) > 54521 (49) > 54567(46) > 54612 (45) > 54660 (48) > 54706 (46) > 54751 (45) > 54810 (59) > 54858 (48)
1156 from first to last skull, average time between skull = 46.24 frames
27065 > 27110 (45) > 27159 (49) > 27196 (37) > 27246 (50) > 27295 (49) > 27350 (55) > 27393 (43) > 27439 (46) > 27480 (41) > 27531 (51) > 27582 (51) > 27622 (40) > 27674 (52) > 27715 (41) > 27765 (50) > 27811 (46) > 27857 (46) > 27904 (47) > 27947 (43) > 27991 (44) > 28034 (43) > 28082 (48) > 28127 (45) > 28185 (58)
1122 from first to last skull, averagetime between skull = 44.88
been busy but slowly editing segments from the new movie to further optimize for submission.
It took longer than I thought, but I finally managed to watch it. That's definitely some amazing work, Brookman! I find it really awesome how you keep finding very significant improvements over and over, although the runs you post are already very well optimized! Hats off, sir!
Thanks again Eye of the Beholder!
I've been (very) slowly working on completely optimizing the TAS, currently still working on the skull bash game because at this point it has the most potential to improve.
My approach has been just to reduce the average time between skulls, so far the average time between frames has been reduced to 41.
I have discovered most optimal method for breaking skulls but manipulating this series over and over is hard.
Still, slowly improving. After I complete this segment then the rest of the optimizations will comemuch faster.
edit: I just saved over a full second on skull bash so I'm going to proceed to the rest of the run now.
I started any percent 5 months ago but had trouble with flame lord, otherwise it's basically done since I have a working flier fight recorded for any% and phalanx 1 & 2 is p ez in any%, so basically is w.i.p. I also have a dark demon/boss rush w.i.p.
edit: going to submit the TAS tonight or tomorrow. tell your friends
This thread has been dead since I've been tied up in other projects for years but I'd like to post an update given recent developments.
in 2022, sniq was inspired to test further options using this wall clipping technique I discovered in ~2015 and found multiple useful applications
stage 2: caverns wall clip, downard zips A: https://youtu.be/-M1Edn4qEF0
stage 2: cavern wall clip, downard zips B: https://youtu.be/IlyEDrFzOqQ
stage 4: 1 tile ceiling clip through: https://www.youtube.com/watch?v=rkIid7WUbf0
stage 6: Downward Wall zip: https://www.youtube.com/watch?v=BPh-wTyjpAU
There was an upward wall zip but it specifically required the water gargoyle and doesnt at this time seem to have any practical application: https://www.youtube.com/watch?v=jNk5c5akW4o
Since my previous publication, the RTA runners have been devising improved routes and recently created one that looks like it may be an improvement over the TAS.
https://www.speedrun.com/demons_crest/run/yol7dl7y
although application of the sniq zips would require further route changes, the potential for better routes is there regardless.