Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
This starts looking like a decent TAS. Keep up the good work, turbofa.
exileut wrote:
Where is Mukki when you need him... If I was him I would be coming out of retirement right about now.
Where did you get the idea that Mukki is retired?
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
Former player
Joined: 7/30/2010
Posts: 64
Location: Italy
This is the updated WIP http://www.mediafire.com/file/s338z8tq0bbd5rz/WIP.pjm I redid the second level and continued.
Skilled player (1768)
Joined: 5/7/2008
Posts: 187
Location: Japan
As for the Crash Bandicoot 1, zigzag boost is possible like the Crash Bandicoot 2. walk velocity : 614400(32bit) walk and spin : 700000 masked walk : 819200 zigzag jump : 769471 , 784800 zigzag jumping spin : 876676 , 894140
Skilled player (1090)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Ha! That's fantastic news, I never suspected that your Crash 2 strats would be applicable here. Turbofa your life has become painful, optimising this in conjunction with the spinning bug, I imagine, is pretty nasty indeed. You should probably go back to the start to incorporate it properly.
Skilled player (1768)
Joined: 5/7/2008
Posts: 187
Location: Japan
I wrote LuaScript for Crash bandicoot 1
local HEADER = 0x566B4
local pScale = 3000
local vScale = 100000

gui.register(function()
	local addr = memory.readdword(HEADER)
	if addr ~= 0 then
		addr = addr -0x80000000
	else
		return
	end
	local X  = memory.readdwordsigned( addr + 0x80 ) / pScale
	local Y  = memory.readdwordsigned( addr + 0x88 ) / pScale
	local Z  = memory.readdwordsigned( addr + 0x84 ) / pScale
	local XV = memory.readdwordsigned( addr + 0xA4 ) / vScale
	local YV = memory.readdwordsigned( addr + 0xAC ) / vScale
	local ZV = memory.readdwordsigned( addr + 0xA8 ) / vScale
	local V  = memory.readdwordsigned( addr + 0x124) / vScale
	local XY = math.sqrt(XV*XV+YV*YV)
	local D  = memory.readwordsigned(  addr + 0xB4 ) / 4096*360
	local BOX = memory.readbyte(0x61985)
	local Level = memory.readword(0x618DC)

	gui.text(8,48,
		string.format("%8d : Rerecord \n",movie.rerecordcount() )
		..string.format("%8x : Header \n",addr )
		..string.format("%8d : Level \n", Level )
		..string.format("%8d : Box \n", BOX )
		.."\n"
		..string.format("%8.2f : Z  Pos \n", Z  )
		..string.format("%8.2f : Z  Vel \n", ZV )
		..string.format("%8.2f : X  Pos \n", X  )
		..string.format("%8.2f : X  Vel \n", XV )
		..string.format("%8.2f : Y  Pos \n", Y  )
		..string.format("%8.2f : Y  Vel \n", YV )
		..string.format("%8.2f : XY Vel \n", XY )
		..string.format("%8.2f : Velocity \n", V  )
		..string.format("%8.2f : Degrees \n", D  )
	)
end)
Former player
Joined: 7/30/2010
Posts: 64
Location: Italy
At this point I start all over. Thanks for the script
Skilled player (1768)
Joined: 5/7/2008
Posts: 187
Location: Japan
When Crash bends by 90 degrees twice on ground, you can get a quick turn. The trick which I know is this degree. Good luck :)
Joined: 5/20/2011
Posts: 2
Bump! Just wanted to share some things about this game that could help you in your TAS of this game. I'm currently planning on doing a run of this for Speed Demos Archive, and I've found a few things. The first has already been posted but I've found the optimised strategy, it should also make it a lot easier too; Link to video The second I don't think you know about, so here it is; Link to video To perform this, you must be running directly forward torwards the screen just as you're above the platform while it's in the wall. It takes some getting used to, since you have to make the sideways jump then quickly let go of all left/right movement and switch to only forward. The end of the video shows the best example of this. I also watched your 100% TAS, turbofa... it was really good. It showed me quite a few things that I didn't know, which helped me a lot for my speedrunning, so I'd like to thank you for that :) I have one question currently; For "The Great Gate" (the 3rd level) you are able to skip backtracking to this level by jumping on the very edges of the warp exit to avoid the warp taking you back to the map, and use this as a platform to get to the other side to collect the remaining boxes. Is this only possible on an emulator? I've tried this trick for about 2 to 3 hours total on different occassions and I'm finding it hard to come close... do you know of anyone who has done this on a console? How did you discover it? How long did it take you to perform it? I hope your progress with this game is coming along fine, too. I look forward to the improved completed run!
Former player
Joined: 7/30/2010
Posts: 64
Location: Italy
Today I started again the TAS, with the lua script, but i have some problems with the zigzag boost. According to what pirohiko said:
walk velocity : 614400(32bit) walk and spin : 700000 masked walk : 819200 zigzag jump : 769471 , 784800 zigzag jumping spin : 876676 , 894140
Technically, I get this speed, but only for the xy axis, the total velocity remains like the normal walk or the walk and spin. I did the first level six time in a row, and i get every time a delay of about 100 frames, compared to my third run. I don't know if I am doing something wrong, but I can't improve it. I'll try a few more times and if I can't improve it, I will decide what to do.
Joined: 4/15/2010
Posts: 19
@ Sword: I have managed to stand on the very edge of the right hand side of the end of level warp before (accidentally) so I believe it should be possible on a real console, but just incredibly difficult.
Spikestuff
They/Them
Editor, Publisher, Expert player (2292)
Joined: 10/12/2011
Posts: 6337
Location: The land down under.
I just thought of something while I was tassing the 100% of this trying to get the fastest (I'm on island 2 having a "blast") How's about this Crash Bandicoot "Deathless" tas this would only work with the Japanese version the best as when it does box counter there is only 1 box that hits Crash's head when you have something like 29 boxes missed it just goes bang 1, also pointing out when you die at checkpoint it still hits you on the head in the Japanese version making it a good candidate for a deathless tas. I need an answer I have 2 aku masks ready for Sunset Vista BUT I need to do boulder dash first if I make it all the way to the end I miss 18 boxes is it worth the time waiting for 18 boxes hitting on Crash's head for invisibly at Sunset Vista?
WebNations/Sabih wrote:
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Former player
Joined: 12/19/2010
Posts: 66
Location: Porto Alegre, Brazil
It's better to test both. It will take a "little" time, anyway. Sorry for that, but I found an improvement at N. Sanity Beach. Here's my movie file: http://dehacked.2y.net/microstorage.php/info/1999311748/Intro.pjm Right after I got the second Aku in the level, I reached the checkpoint faster than you. Also, I broke the boxes at frame 2315 a little bit faster. Sorry for my poor english. :p
Everytime I get home My neighbour's cockroach is in my bed
Spikestuff
They/Them
Editor, Publisher, Expert player (2292)
Joined: 10/12/2011
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Location: The land down under.
Lollorcaust wrote:
It's better to test both. It will take a "little" time, anyway. Sorry for that, but I found an improvement at N. Sanity Beach. Here's my movie file: http://dehacked.2y.net/microstorage.php/info/1999311748/Intro.pjm Right after I got the second Aku in the level, I reached the checkpoint faster than you. Also, I broke the boxes at frame 2315 a little bit faster. Sorry for my poor english. :p
Nope your not optimized enough you missed a box where the level can be 100% If i need to be specific at the whereabouts it's on the box bridge. How you make me start again... I have 10k on rerecords feels like a waste now
WebNations/Sabih wrote:
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Spikestuff
They/Them
Editor, Publisher, Expert player (2292)
Joined: 10/12/2011
Posts: 6337
Location: The land down under.
"Oh hello hello" Okay me and my friend Crash41596 obviously him telling me later after me finding it found this: Link to video I can safely write down that it is NTSC with a specific jump which PAL can get and NTSC cannot so this is the TAS you have to beat (oh damn that's me too) it was never sent to tasvideos!
WebNations/Sabih wrote:
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Skilled player (1768)
Joined: 5/7/2008
Posts: 187
Location: Japan
I make any% TAS in Crash Bandicoot of the Japanese edition. The J version has some changes from a U version and becomes clearly fast. Link to video
Spikestuff
They/Them
Editor, Publisher, Expert player (2292)
Joined: 10/12/2011
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Location: The land down under.
pirohiko wrote:
I make any% TAS in Crash Bandicoot of the Japanese edition. The J version has some changes from a U version and becomes clearly fast. EPIC VIDEO BY PIROHIKO!
As I quoted earlier about that too pirohiko what's the local Header for this one 'cause I cannot get it right :(
WebNations/Sabih wrote:
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Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Great WIP pirohiko, good luck with the TAS! Spikestuff: This is the game-ID of the Japanese Crash Bandicoot: SCPS-10031
Spikestuff
They/Them
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Joined: 10/12/2011
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Link to video Before I forget, Pirohiko when you are in Ripper Roo try and copy this it's very optimized and yes that deathless glitch does save time and frames.
WebNations/Sabih wrote:
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Skilled player (1768)
Joined: 5/7/2008
Posts: 187
Location: Japan
Spikestuff wrote:
Before I forget, Pirohiko when you are in Ripper Roo try and copy this it's very optimized and yes that deathless glitch does save time and frames.
This glitch is very interesting! Thank you :)
Spikestuff
They/Them
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pirohiko wrote:
This glitch is very interesting! Thank you :)
No problem ;D also I need to ask a question about your Crash 2 are you going back to that or have you stopped that completely?
WebNations/Sabih wrote:
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Skilled player (1768)
Joined: 5/7/2008
Posts: 187
Location: Japan
Spikestuff wrote:
No problem ;D also I need to ask a question about your Crash 2 are you going back to that or have you stopped that completely?
Because I must restart Crash2 from a beginning, I make deferment, but do it by all means sometime soon if there is time.
Spikestuff
They/Them
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Joined: 10/12/2011
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Location: The land down under.
pirohiko wrote:
Spikestuff wrote:
No problem ;D also I need to ask a question about your Crash 2 are you going back to that or have you stopped that completely?
Because I must restart Crash2 from a beginning, I make deferment, but do it by all means sometime soon if there is time.
Oh okay I understand. Also don't forget Hog Wild in the Japanese version has the Green gem not The Lost City. Also Slippery Climb and Sunset Vista are swapped in the Japanese version so you can break a harder level first then break another at a later time :D Piohiko I just thought of something Link to video Since you got the speed in N. Sanity Beach during the whole time going pass the box bridge like this shouldn't be an issue when jumping on the side as it is shorter than going left.
WebNations/Sabih wrote:
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Skilled player (1768)
Joined: 5/7/2008
Posts: 187
Location: Japan
Thank you for your idea. I know the difference with the Japanese version. However, it is not almost late to advance to the route of the left curve that is slow because there is not loss when he advances at an angle of around 180+-15. Because big adjustment is necessary, the right side has loss more. Then I discovered a double jump using the flow leaf of the river. And I was able to beat a river without waiting. Link to video
Spikestuff
They/Them
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pirohiko wrote:
Then I discovered a double jump using the flow leaf of the river.
Well I'm putting the controller down for 100%ing this now, but when I figure out something I'll let you know about it. On a side note, I recon that there should be 4 parts to Crash Bandicoot or 6 (6 for doing 100% but getting different endings) Deathless - any%/100% (Only done by JPN) Deathabuse - any%/100% (PAL/NTSC)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
Posts: 6337
Location: The land down under.
pirohiko wrote:
Twitter Video with the double jump glitch
O_o wow.... uh I'm lost for words... *2nd part using the velocity glitch* Nice thought that was going to be in good use somewhere along the lines, I like how you used it :D
WebNations/Sabih wrote:
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