1 2
7 8
Spikestuff
They/Them
Editor, Publisher, Expert player (2655)
Joined: 10/12/2011
Posts: 6446
Location: The land down under.
Nice. Especially the alt. route for 18. During the death route in Cold Hard Crash wouldn't it be faster to slide off the edge of the map whilst going down or is there a death trigger? (I'm mainly asking cause I forgot)
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Active player (476)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
You mean at the very end of the death route? There's an invisible wall along that section, so it's not possible. Luckily the gem is still avoidable but yeah, not as clean looking as I'd like.
YaLTeR
He/Him
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
Damn the non-death route was hot. Kinda sad it's a little slower.
Editor, Active player (476)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
Warp room 4 done: Link to video BizHawk movie file Level 16 uses a skip found by Gunnaromg to go out of bounds in the second hot pipe section. This is great because otherwise I'd be forced to use the grates for the last bit. For comparison, here's my best attempt without going out of bounds (new content around 00:28). The skip saves about 4 seconds overall. I was also very happy with the boss fight, where a combination of the RTA strat and some new tactics of my own led to a lot of time saved. The second-phase strat is very tight even with TAS tools and might be frame perfect. Each phase has a frame rule so I didn't invest a lot of effort in alternate ideas once I found one that worked. Edit: Replaced with an improved version that saves about 3 seconds in level 16 from hitting the exit trigger sooner after the hang grate section. Original version for reference. Thanks to ferianjay for the new strat.
Editor, Active player (476)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
For those who aren't aware, I have submitted the completed TAS. I have no idea if I'll do anything more with Crash 2 after this, so here's the set of Lua scripts I wrote for the game. I based the initial memory-watch code on Pirohiko's script but implemented a bunch of other useful things like color-coded movement indicators, level hitbox maps, and a brute force script for optimizing slide-spins. Examples: A few caveats: * The UI layouts are tuned for BizHawk's pixel pro mode (which I used to get more screen real estate) so if you're using another mode some tweaking will be needed. * A few things won't work for the NTSC version since I never got around to finding equivalent memory addresses. I have some TODOs marked in the code for that. * Running with level maps on will slow the emulator down a lot because I'm drawing so many things to the screen. For frame-advance-TASing this isn't a problem but it'll get in the way during playback and testing. I suspect some optimization is possible but I didn't figure anything out.
1 2
7 8