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Editor, Active player (466)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
Done with level 5 and the boss. Thanks Spikestuff for the tip about sliding on edges. Level 5 has some nice straight ones where the extra speed really adds up. Link to video BizHawk movie file
Spikestuff
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Joined: 10/12/2011
Posts: 6341
Location: The land down under.
Sad you didn't go out of bounds during Ripper Roo. Good job so far though.
WebNations/Sabih wrote:
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Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Skilled player (1279)
Joined: 1/31/2010
Posts: 327
Location: France
At the end of the boss, aren't you losing some frames by starting the dance animation later ?
Editor, Active player (466)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
It doesn't actually lose any time to do that, since the dance still finishes on the same frame compared to staying put on the ground. Certain actions do delay the dance but that wasn't one of them.
Editor, Skilled player (1279)
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Posts: 327
Location: France
Okay, it was just to be sure. By the way, you should start the next encodes after Ripper Roo, since it's not really relevant to show the same levels again and again.
Editor, Active player (466)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
So... with zip-glitching now a thing in Crash games, things just got complicated. First, a testrun I threw together: Link to video This is already about 20 seconds faster than the any% I was working on. The practical stuff: 100+ speed is possible with a long enough setup, but if you get too far ahead of the camera Crash will fall through the ground because hitboxes aren't loaded yet. So it's only necessary to increase speed until Crash is moving slightly faster than the camera can keep up. The main challenge when TASing will be optimizing exactly how much time to spend charging up at the start to make the camera move at that max speed. Overall this will save a lot of time in every level. Now, the big question is how to handle this from a branching / goals perspective. The glitch pretty much destroys normal Crash gameplay so a TAS using it will look very different from the one I was working on. Do we use the glitch or forgo it?
Spikestuff
They/Them
Editor, Publisher, Expert player (2300)
Joined: 10/12/2011
Posts: 6341
Location: The land down under.
Just as a little point out. Thanks to zip-glitching we're allowed to propose not using this glitch like how Super Mario 64 decided not to use BLJ for the 70 stars (120 when).
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Skilled player (1279)
Joined: 1/31/2010
Posts: 327
Location: France
Well, I am not sure if "broken" is enough to describe this. You can't keep the speed after the first transition in Snow Go ?
Skilled player (1768)
Joined: 5/7/2008
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Location: Japan
This is awesome :o
Joined: 11/26/2010
Posts: 444
Location: New York, US
This is insane, probably should be its own category to be honest.
My name is 4N6/Forensics.
The8bitbeast
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Expert player (2526)
Joined: 11/26/2015
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Location: Australia
That was a really nice WIP. Balancing the speed build up will be insanely hard. I've TASed the first level of Crash 3 3 times now. You'll probably want to watch a byte for how far through the level the screen has scrolled. 0x065D70 (4 byte) is really useful in Crash 3. It's how far the screen has scrolled through the level, but it works perfectly if the level changes direction too. Crash 2 very likely has a similar address. It would probably help to write a lua script that calculates the amount that the byte changes per frame. Like a screen scrolling speed. I've found that roughly 5x walking speed is a good amount to build up to. You can build up speed on the bonus platforms without jumping in Crash 3 so I thought you'd be able to do it in snow go. But it's possible that it's different in Crash 2.
Editor, Active player (466)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
Level 6 done in the regular any% run: Link to video BizHawk movie file
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Terrific work maintaining your movement speed. Keep up the great work!
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Editor, Active player (466)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
Spikestuff
They/Them
Editor, Publisher, Expert player (2300)
Joined: 10/12/2011
Posts: 6341
Location: The land down under.
Keep it up!
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Warepire
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Joined: 3/2/2010
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Location: A little to the left of nowhere (Sweden)
What Spikestuff said. This is awesome.
Editor, Active player (466)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
Levels 8 and 9 done: Link to video BizHawk movie file
Editor, Active player (466)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
Level 10 and the second boss: Link to video BizHawk movie file
YaLTeR
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Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
I'm enjoying these. Good progress!
Editor, Skilled player (1279)
Joined: 1/31/2010
Posts: 327
Location: France
So like Ripper Roo, it doesn't save any time to start the victory dance on Komodo Joe's head ? Anyway good job so far, warp room 3 will be interesting.
Editor, Active player (466)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
That's right, the game is pretty forgiving about what you do at the end of the boss fight. For this boss, starting the victory dance really high in the air loses one frame but everything else starts on the same frame.
Editor, Active player (466)
Joined: 5/23/2006
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Location: Washington, United States
Warp room 3 done: Link to video BizHawk movie file
Warepire
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Location: A little to the left of nowhere (Sweden)
Looking great. I'm going to stop following your WIPs now to leave some surprise for the submission. Keep it up!
YaLTeR
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Joined: 12/2/2011
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Location: Moscow, Russia
Wow wtf those jumps in the end of Plant Food.
Editor, Active player (466)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
New WIP, covering levels 20, 19, and 18 (going through the warp room backwards is the better mask route in this case). Link to video BizHawk movie file In level 18 I also experimented with taking the normal route instead of the "death" route. There are a couple of minor skips I found that make the normal route more competitive in a TAS. Unfortunately it was 22 frames slower so I couldn't include it in the run, but here's what it looks like (new route starts around 00:35): Link to video
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