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Active player (462)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
I'm looking forward to this submission, I've avoided all the WIPs lol.
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2112
Woohoo
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Kriole wrote:
....And it's done. I still have to iron out a few things, which shouldn't take more than an hour with the help of hexediting, so expect to see it on the submission board tomorrow :D.
It was totally excellent. I voted yes. By the way, you players can improve current glitched any% run as well. I had worked on it, but the progress run is substantially stopped, since I mostly lost my TAS motivation for some reasons. You can access my old WIP from the link below. http://code.google.com/p/dawnofsorrow/source/browse/#svn%2Ftrunk * Similar pages: http://code.google.com/p/portraitofruin/source/browse/#svn%2Ftrunk http://code.google.com/p/gocha-tas/source/browse/#svn%2Ftrunk%2FProjects%2FOrderOfEcclesia
I am usually available on Discord server or Twitter.
Post subject: Ghost Replay Video
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I made a "ghost display" script for this game, and made a comparison video. Link to video I just wanted to see something like "Harmony of Dawn of Sorrow", enjoy.
I am usually available on Discord server or Twitter.
Reviewer, Skilled player (1019)
Joined: 11/18/2011
Posts: 318
Location: Morocco
After finishing my last Castlevania Dawn of Sorrow movie,I want to do an "All Bosses" run with warps because "Warpless" category maded on "All Souls"run. -Now,I want to know should "All Bosses" run with warps accepted for publication or note(For Moon tier)?
I still learn more about English. https://www.youtube.com/user/McBobX100
I wrote:
Working is the best way to achieve goals in speedruning. Hardworking is a pain.
hellagels
He/Him
Experienced player (772)
Joined: 2/1/2011
Posts: 83
Location: Guangdong, China
McBobX wrote:
-Now,I want to know should "All Bosses" run with warps accepted for publication or note(For Moon tier)?
I would like to see more glitches or tricks. If you can show more of this game, I think it must be okay, though it is a strange goal.
Current projects: Castlevania - Order of Ecclesia (NDS)
GoddessMaria
She/Her
Reviewer, Experienced player (868)
Joined: 5/29/2009
Posts: 518
Location: Hell...
Please define the meaning of this "All Bosses" run
Current projects: failing at life
Joined: 5/27/2008
Posts: 57
GoddessMaria15 wrote:
Please define the meaning of this "All Bosses" run
Beats the game as fast as possible, fighting every Boss. Seems simple enough to quantify, no?
Guga
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Joined: 1/17/2012
Posts: 838
Location: Chile
Isn't the All Souls totally doing that? x_x A warpless category sounds like a more fitting category, since AoS has one too.
Reviewer, Skilled player (1019)
Joined: 11/18/2011
Posts: 318
Location: Morocco
I want to do a run for this category,just for fun only because If you do a zip glitch you can get the souls and weapons such as black panther and hippogryph and Murramasa (this weapon here can give greater dammage) But,I think this is impossible because when you do the glitch,you cannot get the Magic Seal 4 on Cursed Clock Tower,and that's make a problem when you will fight Arguni.You cannot enter to this boss with Succubus glitch I try to do a test run and there are more mistakes. I'll write the download link in the future.
I still learn more about English. https://www.youtube.com/user/McBobX100
I wrote:
Working is the best way to achieve goals in speedruning. Hardworking is a pain.
Joined: 11/8/2012
Posts: 1
Hey there. With the new TAS up, figured now would be as good a time as any to bump this. I used to speedrun (not TAS) DoS Julius mode quite often, and the latest TAS for the game inspired me to revisit it. The level up in a screen transition seems to work just the same as Soma mode but can only be abused with the Alucard special in Julius mode. You can also get Soma-style zips going, being able to switch characters mid-zip to slide. I have a video demonstrating some of the OoB movement available: Link to video What I would like to know is if anyone here knows of a way to get back in-bounds without suspending after starting these types of zips since you can't suspend in Julius mode. Even if you can, I'm not sure if the same triggers are being hit while sliding anyway. Perhaps with the new tech, it is worth researching that again even if it was thought not to be possible? Having a memory corruption route for both modes would be crazy. I'd have no idea where to start with TAS researching this stuff, so just thought I'd bring it to the table for people who already like doing that with this game. Another thing I'd like to bring up is that this new tech could open the gate for a cool-looking Julius all bosses route, both for TAS and unassisted runs. I have a few potential skips for it already, and while I found other places where you can abuse the trick, the time gains weren't significant enough to warrant altering the experience points route, at least on console. I'm sure with TAS capabilities, there might be at least a few more full room skips (piston room in clock tower comes to mind) to abuse. (EDIT: just thought of another easy one that worked, leveling up on Bat Company and being on the far left of the long room after) Just a fun idea that might be worth looking into. I have a couple videos showing the main skips I tried: Link to video Link to video Of course, at the very least, early Mine of Judgment will serve as an easy improvement to the current Julius TAS, and that's just in the same room as the skip to Gergoth but done on the opposite screen transition. Thanks to everyone who put in the work to make the new Soma TAS, and I hope at least someone here is interested in messing with Julius mode a bit~ Ciao.
Patashu
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Joined: 10/2/2005
Posts: 4045
Link to video Uh oh.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Fortranm
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Editor, Experienced player (879)
Joined: 10/19/2013
Posts: 1122
Don't know if this has been posted here. Link to video In this video, around 9:00, the ability of double jump is acquired along with Doppelganger. I reproduced this glitch by doing what the video shows. Strange enough, the corresponding ability soul doesn't show up in ability screen, and the soul collection rate only increases by 0.8%, the amount for a single soul. I guess this phenomenon is caused by the fact that the player skips Balore, the first ability soul. Don't know if this is useful for any categories though. For in bounds, you do need to go out of bound to skip Balore so it doesn't work(unless a way to skip Balore without out of bound is found). For all souls, even if it's allowed to go out of bound as long as there is no memory correction, you probably will still have to beat the corresponding boss to get the soul.
Fortranm
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Editor, Experienced player (879)
Joined: 10/19/2013
Posts: 1122
It seems there hasn't been any videos on this trick yet. Link to video After killing Dario, there is a one frame window where you can press buttons before the Magical Seal appears. If you use Paranoia on this frame, you will enter the mirror and watch Dario dying. However, the game thinks you have defeated Aguni. I used Death to defeat Dario in this video. Apparently Death is not available at this point on a new game run, but any Guardian Souls with similar effect should work. This can be very helpful on a non-"all souls" run.
Editor, Experienced player (854)
Joined: 5/2/2015
Posts: 696
Location: France
An already known trick (since I saw it in an encode in this thread a while ago) but you can save a bit of time on the current Soma all souls by using black panther cancelling in the current movie, esp. on menace. To do it simply have Soma attack then trigger BP (you need to hold a direction to do so), which does an animation cancel.
Fortranm
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Editor, Experienced player (879)
Joined: 10/19/2013
Posts: 1122
Link to video Found this a while ago, hopefully useful for an all souls run where using zips is allowed.
Experienced player (870)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
xy2_ wrote:
An already known trick (since I saw it in an encode in this thread a while ago) but you can save a bit of time on the current Soma all souls by using black panther cancelling in the current movie, esp. on menace. To do it simply have Soma attack then trigger BP (you need to hold a direction to do so), which does an animation cancel.
The black panther animation overrides the attack animation? This should allow many more hits on the first phase of menace I reckon. On that note, I've been seriously considering redoing my old all souls run. I saw it the other day and it's a bloody mess. A few more darkness glitches are possible. The ones that come to mind are killer doll soul and the seal before puppet master (very short time until next seal), then also the treant soul + the seal in garden of madness (about 90 seconds until next seal). So, should darkness glitches be arbitrarily chosen or should I do them all, or perhaps even none? I would love some input in this. I personally feel that the primary focus of an all souls would be to keep it enjoying to watch, rather than a braindead race to the finish line. Thus getting the killer doll soul + seal and ignoring the treant one imo. Maybe it's even possible to somehow remove the darkness in encoding somehow, I'm not an expert really.
Joined: 4/13/2009
Posts: 431
Personally, I'm not a fan of darkness glitches. What's the point of a run if you can't see anything? That's how I feel.
Experienced player (870)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
EEssentia wrote:
Personally, I'm not a fan of darkness glitches. What's the point of a run if you can't see anything? That's how I feel.
So none at all or just the shorter ones?
Joined: 4/13/2009
Posts: 431
I mean, none is better than some, so if I could choose, I would select none. It's also less arbitrary than choosing a select few because you'd have to somehow come up with a justification for including or excluding it. So I guess my opinion is, I don't like ANY dark sections.
Editor, Experienced player (854)
Joined: 5/2/2015
Posts: 696
Location: France
Kriole wrote:
The black panther animation overrides the attack animationu? This should allow many more hits on the first phase of menace I reckon.
Yes, it works with bullet souls as well (such as Killer Clown) and any animation in general. See this post.
Warepire
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Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
A vote to use as many darkness glitches as necessary. The darkness isn't too dark for me, I can still see fine.
Experienced player (870)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
Warepire wrote:
A vote to use as many darkness glitches as necessary. The darkness isn't too dark for me, I can still see fine.
Thanks for the feedback. I've yet to make a decision, but luckily I don't need to yet. I'll make a strawpoll when I get around to the first darkness and then I'll make a decision from there. Promised myself I would release the first WIP when I reached Wizardy Lab, so there it is. 33 ingame frames and 28 realtime frames ahead of my old run.
QuizmasterBos
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Joined: 6/23/2013
Posts: 136
Kriole wrote:
Warepire wrote:
A vote to use as many darkness glitches as necessary. The darkness isn't too dark for me, I can still see fine.
Thanks for the feedback. I've yet to make a decision, but luckily I don't need to yet. I'll make a strawpoll when I get around to the first darkness and then I'll make a decision from there. Promised myself I would release the first WIP when I reached Wizardy Lab, so there it is. 33 ingame frames and 28 realtime frames ahead of my old run.
Did you use any non-standard settings? The run desyncs for me when the golem appears. Advance bus-level timing is on. If I turn it off the run desyncs even earlier. I'm using the latest DeSmuME 0.9.9 with standard settings and the (U) (Legacy) version of Dawn of Sorrow.
GoddessMaria
She/Her
Reviewer, Experienced player (868)
Joined: 5/29/2009
Posts: 518
Location: Hell...
QuizmasterBos wrote:
Kriole wrote:
Warepire wrote:
A vote to use as many darkness glitches as necessary. The darkness isn't too dark for me, I can still see fine.
Thanks for the feedback. I've yet to make a decision, but luckily I don't need to yet. I'll make a strawpoll when I get around to the first darkness and then I'll make a decision from there. Promised myself I would release the first WIP when I reached Wizardy Lab, so there it is. 33 ingame frames and 28 realtime frames ahead of my old run.
Did you use any non-standard settings? The run desyncs for me when the golem appears. Advance bus-level timing is on. If I turn it off the run desyncs even earlier. I'm using the latest DeSmuME 0.9.9 with standard settings and the (U) (Legacy) version of Dawn of Sorrow.
Weird. It worked fine for me using default settings from newly downloading 0.9.9 and the ROM. --- Encode: Link to video Nice stuff so far, Kriole! Looks smoother now than the last one! I do have one question, though. Would using the knife/dagger special (Alucard special in Julius Mode) to enter loading zones be faster any?
Current projects: failing at life
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