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Editor, Emulator Coder, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Can't you just get OoB and grab souls in the first playthrough?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Joined: 6/27/2007
Posts: 137
Location: Germany
Especially a 100%-Map run would be just boring to watch. A 100%-Soul run would be awesome. I would definitly watch it =D
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Since my video is slightly faster than Atma's one, I paste it here. I wonder if more lag-reduction is possible. I believe it's almost the fastest anyway. youtube video Edit: moved some contents to another post, since the edit becomes too big.
I am usually available on Discord server or Twitter.
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
I have a suggestion that could help this run. Upgradable Weapons. I did a little run of this myself on a regular DS and I upgraded my weapons and they helped me a lot. Would it be helpful?
Joined: 7/1/2008
Posts: 272
they wouldn't. souls do the bulk of the damage in this game. and if you do have to use a weapon, land cancelling is usually all you need, and that only really goes for things early on. the trip to Yoko costs a lot of time as well.
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
*separated some contents from my previous post and its edit* I'm still tracing Atma (*). My movie is about 1 second faster than his one at the end of the Short Sword room. DSM, Poor Quality AVI Useless notes
  • The run is harder than it looked. Soma usually goes too fast before a bone beats an enemy (o>_<)o
  • To hit a bone to an enemy as fast as possible since Soma has thrown it, is generally good strategy to go fast, as far as I saw. Optimizing how to beat enemies is not so easy though...
  • Randomness are changed at least when backdashing or attacking. (Luck-manipulating Axe Armor soul and Zombies are hard!)
About my movies DeSmuME works MUCH slowly on my computer and the making takes time a lot. Also, I'm not so familiar with DS games. So it's somewhat hard to continue the work to the end. However, if someone guides me what I should do next, I can continue the work without worries. Feel free to edit the author field of dsm and continue the work btw. It's totally welcome ;) Some memory addresses
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00000	020CAA40	d	h	0	X Position (Room)
00001	020CAA44	d	h	0	Y Position (Room)
00002	020CA968	w	s	0	X Velocity
00003	020CA96C	w	s	0	Y Velocity
00004	020C07E4	d	h	0	Random Number?
00005	020F7414	w	u	0	Soma's MP
00006	020F7448	d	u	0	Soma's EXP
I am usually available on Discord server or Twitter.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
That WIP is looking very well, gocha. :) Is the way you canceled backdash with crouching slower than backdash-jumping?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
moozooh wrote:
Is the way you canceled backdash with crouching slower than backdash-jumping?
Yeah, crouching is generally slower, because it decreases speed to 0. Comparison on flat ground: Backdash+crouching: (13784+13232+12680+12128+11576+11024+8624+0)/8 = 10381 (fastest average speed pattern) Backdash+jump: (13784+13232+12680+12128+11576+11024+10472+9920+9368+8816+8264+7712)/12 = 10748 However, on downslope, backdash+jump decreases speed more. Therefore, as for downslope, backdash+crouching usually works better than backdash+jump.
I am usually available on Discord server or Twitter.
Post subject: Re: About something like a WIP
Former player
Joined: 9/1/2005
Posts: 803
gocha wrote:
My movie is about 1 second faster than his one at the end of the Short Sword room.
I knew it could be improved, and you did it magnificently. I never thought of crouch cancelling the backdash, but I was thinking that backdash jumping down slopes was bound to not be optimal.
DeSmuME works MUCH slowly on my computer and the making takes time a lot. Also, I'm not so familiar with DS games. So it's somewhat hard to continue the work to the end.
I think most people have this, although perhaps not quite as bad as you might have it. If you feel that it's looking kinda blah at the speed you emulate at, an avi will surely blow you away.
However, if someone guides me what I should do next, I can continue the work without worries.
In theory, if there wasn't lag associated with getting souls/killing stuff (like on a cart, unless you're pulling in like 6 souls at once with a dozen enemies dying on screen), I would have suggested 3 more axe armor souls, and possibly an axe. since there is significant lag however, I'd probably go with just the single soul, and make a run for the boss room. In regards to the boss itself, keep it low, even if you have to waste some frames to do so. Also, try to kill it as far to the left as you can scroll wise, so that you have less distance to travel after the cutscene.
Some memory addresses
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00000	020CAA40	d	h	0	X Position (Room)
00001	020CAA44	d	h	0	Y Position (Room)
00002	020CA968	w	s	0	X Velocity
00003	020CA96C	w	s	0	Y Velocity
00004	020C07E4	d	h	0	Random Number?
00005	020F7414	w	u	0	Soma's MP
00006	020F7448	d	u	0	Soma's EXP
Looks kinda similar to my list, though I lack y velocity and exp since I didn't really feel they were necessary at this point:
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00000	020F2004	b	s	0	MP value 1?
00001	020F7412	w	s	0	Max HP value
00002	020F7410	w	s	0	Current HP value
00003	020F7414	w	s	0	Current MP value
00004	020F7416	w	s	0	Max MP value
00005	0210AF44	w	s	0	top of sprite hitbox
00006	0210AF48	w	s	0	bottom of sprite hitbox
00007	0210AF42	w	s	0	left of sprite hitbox
00008	0210AF46	w	s	0	right of sprite hitbox
00009	020CA969	b	s	0	X movement velocity
0000A	020CA9F3	b	s	0	soma invulnerability 1
0000B	020CAA24	b	s	0	soma invulnerability 2
0000C	020D3168	w	s	0	some enemy HP value
0000D	020D36A8	w	s	0	some enemy HP value
0000E	020D3948	w	s	0	some enemy HP value
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Atma wrote:
In theory, if there wasn't lag associated with getting souls/killing stuff (like on a cart, unless you're pulling in like 6 souls at once with a dozen enemies dying on screen), I would have suggested 3 more axe armor souls, and possibly an axe. since there is significant lag however, I'd probably go with just the single soul, and make a run for the boss room.
Oh, does having 2 or more same souls make its effect stronger? Anyway, I think I basically agree with you. Obtaining a soul lags too much :/ Also, thank you for contributing your watch list. It's somewhat useful. I'm bored with optimizing Axe Armor room. I wonder how much irritating lags can be removed. Anyway, here's a progress... DSM AVI
  • Armor Knight soul also can be used to cancel damage motion instead of jump. According to my quick test, it's slightly faster than jump.
  • When turning around for backdash, pressing the down key (crouching) may save time a little. (kimited case)
  • Soma's voice often generates a lag frame :/
P.S. I hate zombies.
I am usually available on Discord server or Twitter.
Sir_VG
He/Him
Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
P.S. I hate zombies.
Haha. Go over to SDA, download the SOTN run with Alucard, then turn on Satoryu's commentary and hear his feeling on zombies. You'll have happy to hear it. :P
Taking over the world, one game at a time. Currently TASing: Nothing
Post subject: Re: Axe Armor Room RC1
Joined: 5/27/2008
Posts: 57
gocha wrote:
Oh, does having 2 or more same souls make its effect stronger?Anyway, I think I basically agree with you. Obtaining a soul lags too much :/Also, thank you for contributing your watch list. It's somewhat useful.
For some souls, yes(the rate at which souls power up depends on the soul in question). http://www.gamefaqs.com/portable/ds/file/922145/39513 That should have accurate info on which souls level up at what amounts.
Joined: 12/7/2005
Posts: 149
Location: Sweden
Sorry for the noise, but I'd just like to say that this awesome game is way on top of my TAS wish list. Eagerly awaiting further progress.
Yrr
Joined: 8/10/2006
Posts: 289
Location: Germany, Bayern
The WIP looks pretty cool. I just like the movements which are possible in a tas.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
I'm certain that hunting for surplus souls might be counterproductive for two reasons: 1) luck manipulation + lots of additional lag + pausing to kill enemies may offset all the gains; 2) a first generation run will (and should) be beaten when a lag-free emulator is released, anyway, so there is little point in making too much effort for little gain this time around.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
In PoR i was anxious of lag, it didnt went "so bad" in the end, but here its a serious trouble already in first rooms and first souls... witch lead me to think like moozooh, if you make a run with 0.9.2 already, dont over do it, next year whith less-lags versions it wont sync for sure
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Thank you guys for your praises and advices. What do you think about levelups (in other words, EXP management)? Is that effective or not? P.S.
  • I'm still in the Axe Armor (and annoying Zombies!) room, but saved 3 frames for now. Probably I'll exit the room soon.
  • I found that I can beat the first Skeleton 1 frame faster (by using crouching cancel for the second backdash). However, the gain is soon drained by Armor Knight. So I decided to ignore that :P
00010	020D3168	w	s	0	Some enemy HP value
00011	020D3408	w	s	0	Some enemy HP value
00012	020D36A8	w	s	0	Some enemy HP value
00013	020D3948	w	s	0	Some enemy HP value
00014	020D3BE8	w	s	0	Some enemy HP value
00015	020D3E88	w	s	0	Some enemy HP value
00016	020D4128	w	s	0	Some enemy HP value
00017	020D43C8	w	s	0	Some enemy HP value
00018	020D4668	w	s	0	Some enemy HP value
They are good to know when a zombie is appeared.
I am usually available on Discord server or Twitter.
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Hum, dont take my advice too seriously since im not realy good knowledge on dos, but, if you go for sucubus glitch later on, your exp matter only for boss before the glitch, after the glitch you should have enought equipment to brake trought anything regardless your level
Editor, Emulator Coder, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
At present, the current DeSmuME is like the old laggy VBA in the past. Which is different is that I don't see a flag like "Lag Reduction (DS)" will be provided in the fixed release, as according to a core developer, the timing inaccuracies are scattered here and there in the source, rather than a simple prefetch bug that only sits in a single file. Yeah I think we are all just doing "test runs for the brighter future" at this point.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: WIP - Flying Armor Defeated
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
WIP: Watch on YouTube, DSM, AVI I finally reached to where Atma end his video. My run is about 347 frames faster than his now.
  • Axe Armor gives gocha a present from Warehouse 23. It contains: A lot of lags (;=_=)
  • You'll find an ugly luck-manipulation in Flying Armor battle when you watch the run with slowdown. A better luck-manipulation will slightly improve the run, but I'm bored with doing that. (#=3=)
  • I found that Soma can go the next room of Flying Armor room without Flying Armor soul. (*>v<)
I haven't seen what to do next yet. New memory addresses added
00019	020F2A88	b	u	0	Magic Seal Step
0001A	020F2A8C	b	u	0	Magical Seal Substep
I am usually available on Discord server or Twitter.
Joined: 7/2/2007
Posts: 3960
Looking good! Shame about the lag. Is that going to happen with all of the creatures that are made up from multiple components? I do hope that when a run gets submitted it does something creative with the drawing for the save file. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Yrr
Joined: 8/10/2006
Posts: 289
Location: Germany, Bayern
So the old backdash run from AoS is back... I guess this run could be much more difficult to plan and optimize than its predecessor.
Joined: 6/27/2007
Posts: 137
Location: Germany
Mhm... Would it be of any help or be faster if you manipulate the Armor Knight to drop a Spear? Mhm, maybe not, because it needs time to equip it^^ xD
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
You equip the axe soul so its not realy a problem i think I think the problem is the lag generated by combating ennemy (and droping souls too)
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Derakon wrote:
Shame about the lag. Is that going to happen with all of the creatures that are made up from multiple components?
That might be true for the most of the cases.
Snake wrote:
Would it be of any help or be faster if you manipulate the Armor Knight to drop a Spear?
Voting no, since it lets me redo the run :P Well, seriously, that may improve the run a little. As arukAdo has mentioned, the equipping time doesn't matter at all (It's so easy to equip Spear instead of Short Sword, isn't it?) In my run, Soma deals Flying Armor 8 damages by Short Sword, but if Spear is used instead, the amount will be increased to 12. The real problem is, the motion of Spear cannot be canceled by landing. It means, you need more 2 frames to cancel the motion by backdashing+crouching. Possibly, it makes the run slower, but I'm really not sure. Also, I'm quite not sure about the lag problem mentioned by arukAdo. Here is a demo of obtaining Spear in first battle scene anyway. I couldn't manage the randomness to obtain Spear without losing any frames, still it's difficult to know that I lost a few of frames, in regular watch :P Demo of obtaining Spear: DSM, AVI Edit: Atma suggested me to obtain Axe instead of Spear, and I didn't know that Axe Armor drops Axe, it can be guessed so easily, though (,,=3=) Axe deals 19 damages.
I am usually available on Discord server or Twitter.
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