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Joined: 4/21/2006
Posts: 97
But as you said, if he did it faster, I should go ahead and fix what I did wrong and at least make it as fast as his video.
Friendly neighborhood Christian: "Ah hell diddly ding dong crap!"
Joined: 8/1/2004
Posts: 13
im not all that familiar with this game but at frame ~10900 something, where you connect to the pillar, wouldnt it be faster to land next to the dude throwing stuff and then jump up and land on top of the pillar or isnt it possible to jump that high?
Joined: 4/21/2006
Posts: 97
I don't want to work on this until I see this nitsuja video that does Hippogriff better. I might as well do it right the first time, right? So if anybody still has this video, could you post it here please?
Zurreco wrote:
Also, you should have landed on/walked with the moving platform when it started going to the right: it moves faster than you by a lot.
You mean the platform at frame 11650? That platform isn't going faster than me. If it was then I wouldn't be able to overtake it.
adon wrote:
im not all that familiar with this game but at frame ~10900 something, where you connect to the pillar, wouldnt it be faster to land next to the dude throwing stuff and then jump up and land on top of the pillar or isnt it possible to jump that high?
Yes, we covered that. I lose 15 frames there.
Friendly neighborhood Christian: "Ah hell diddly ding dong crap!"
Joined: 3/29/2006
Posts: 273
Location: Sweden
I enjoyed watching this. So far, everything looks good. Keep up the good work. ;)
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Serj wrote:
Zurreco wrote:
Also, you should have landed on/walked with the moving platform when it started going to the right: it moves faster than you by a lot.
You mean the platform at frame 11650? That platform isn't going faster than me. If it was then I wouldn't be able to overtake it.
What I meant was that the combined speed of you walking and the platform is faster than just flying. It's cumulative speed. You'll see the same thing in the air level a lot: flying in the wind and walking with moving platforms is the fastest thing ever.
hi nitrodon streamline: cyn-chine
Joined: 4/21/2006
Posts: 97
Something has come up that leaves me with less time to work on this run. If you want to do this run Zurreco, please do. I believe that I'll be able to work on this run more in a few weeks or after the run is submitted by somebody else. I will still follow this thread closely.
Friendly neighborhood Christian: "Ah hell diddly ding dong crap!"
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
If you start bothering me through emails or on IRC, we could probably chalk up a cooperative effort on this.
hi nitrodon streamline: cyn-chine
Joined: 4/21/2006
Posts: 97
I won't be able to work on the run until further notice. As of now, if anybody wants to do a run, nothing is stopping them. I will be able to continue in the future though, but not sure when.
Friendly neighborhood Christian: "Ah hell diddly ding dong crap!"
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Hey, I'm new to the community (though I've been lurking and reading a learning for a while) and I've messed with Demon's Crest quite a bit. I have a WIP up to Arma, and I was able to manipulate the Hippogryph so that it didn't fly up at all, saving a couple hundred frames from the battle. I'm actually pretty happy with the WIP up until the area right before Arma (with the floating platforms, I guess I can knock a few frames off that part) and Arma himself (it looks weird halfway through the battle when I walk away from him to get him to come down, but it works). Anyway, I really wanna post it and ask what you all think, but the problem is that I have no idea how to host the file and post a link here. There may be something obvious that I'm missing, but uh... yeah, any help is appreciated, I think the Hipp fight is a needed watch.
Former player
Joined: 9/29/2005
Posts: 460
The easiest way to do this I can think of is uploading the file to http://dehacked.2y.net/microstorage.php and then post the url to the movie.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Ah, awesome, thanks! Anyway, here you go (for anyone that's interested): http://dehacked.2y.net/microstorage.php/info/1558/DemonsCrest.smv
Experienced player (614)
Joined: 4/24/2005
Posts: 612
That's a pretty nice WIP you have going there. I know you said that you may rework some of the stuff you have done already but either way keep up the good work.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
http://dehacked.2y.net/microstorage.php/info/1560/DemonsCrest.smv Here's almost the same file but with a bit of framesaving on the floating platforms part and a lot of framesaving on the Arma part (He doesn't stop blinking, even for a frame, so the Arma run is super smooth). This is my real WIP of the first level.
Post subject: huge question
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
About collecting money... was it assumed in the run not to collect any at all except for the initial 20 and the skull bashing game? Or does it not matter that much (I already pick up 1 GP in the run). Also, getting to my point: During the skull bashing game, would it be faster to hit each skull as fast as I can as soon as they appear, or should I manipulate them so that I can headbutt two in one jump (i.e. one appears above the other)? It seems like it could make a huge difference (in a tiny way).
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I kinda thought about it this morning while half asleep (which is, strangely, when I can instantly solve problems), and I realized that I'm losing time by hitting the skulls on the bottom row, since you can't move left or right while using a standing head butt. So I figure I can probably save some time if I at least manipulate them to not appear on the bottom row. Other than that, I may want to manipulate them so they appear closer together. As far as the actual manipulation is concerned: Bashing a skull on one frame can have a completely different effect (the next skull will appear somewhere completely different) than if I bash it merely a single frame later. So I have a lot to work with, and one or two frames of hesitation will hardly be noticable, and will be worth it if I save seven or eight.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
The only money you will need is for the skull bashing game, and you get that money from the first pot in the graveyard. For the lower skulls in the game, you can jump and initiate a headbutt in midair so that you hit it while landing. It's essentially faster to keep the skulls on the bottom two rows because of this.
hi nitrodon streamline: cyn-chine
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Before I go any further with this, I just wanna clear something up: will the game always desynch? What did people agree on for this game? Was it just going to be a bunch of short WIPs? Or is it possible to run it without desynching? Sorry if this is a dumb question, but it's not clear to me.
Ambassador, Experienced player (708)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
The earlier runs on this game were done before a few notable improvements to snes9x. After the new timing and fake mute options were added it seems just about every game is now desync-free. So please, turn those options on and go ahead after this game!
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Awesome! With that said, I am officially going to attempt this run. Wish me luck.
Former player
Joined: 11/13/2005
Posts: 1587
Good luck, looking forward of seeing it done. I'll try to help as much as possible too :)
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Are you using my route or Serj's route?
hi nitrodon streamline: cyn-chine
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I'll be using your path most likely. I've already gone through what I have so far (up to Arma) and knocked off 112 frames. The next big step is getting a quick and painless run of the skull bashing game.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Okay, here's what I have so far, and I already have questions. http://dehacked.2y.net/microstorage.php/info/1594/DemonsCrestYes.smv - How does the skull bashing mini-game look? That was the best I could manipulate the skulls, and it seems to look pretty spiffy to me. - When I'm dashing through town, should I avoid the pots? I can't tell if the slowdown actually adds more frames to the run (I think maybe it does). Is there anything else noticable that I can work on with this chunk? Any input is appreciated. By the way, those ghosts in the second level sound pretty scary when they're slowed down...
Former player
Joined: 8/17/2004
Posts: 377
The run is looking good so far, though I have a question. Do you know what version of the rom you are using? None of the dumps I had matched your smv, I only found the rom by going to the site listed in its header. It seems to be a bad dump, or otherwise edited in some way, so you might want to make sure a run using this rom would be accepted before going any further. If you do have to start over with a clean rom, much better it be now than near the end of the game. Unless this is just a WIP, then you can probably continue with it.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Ah, thanks for pointing this out! By the way, how can I find out if it will be accepted or not using this ROM?
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