Well, this looks like a good game for TASing. Sure its a little on the long side, but I still think its would be a great watch.
Anyone have plans to TAS this?
It's not exactly that long. I can beat the Wiimake in about an hour.
I would like to see the Wii version over the PSX, but I'll take whichever I can get.
There is TAS that I am making from a Japanese version for NicoNico Douga.
2-2 has been completed.
klonoa.pxm
- Because it is a machine translation, sentences might be amusing. I'm sorry.
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Any particular reason why? Sure the Wii version looks better but then we'd have to sit through Klonoa's horrible English voice whenever the author double jumps.
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I also played the Japanese version, and I remember that the ending almost made me cry, even without understanding a word... a TAS of this game would be really nice to watch.
I am old enough to know better, but not enough to do it.
You do realize that the Phantomile voicing is still in the Wii version, right?
The quality of the game is much higher, so seeing the remake would be cooler. Or as a compromise, do a low% run on one version and 100% on the other.
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Sir VG wrote:
You do realize that the Phantomile voicing is still in the Wii version, right?
I'm aware of that, but I simply cannot see an author go into the options menu not to change the difficulty, not to change the sound setting from mono to stereo, but to change the voice actors.
KlonoaWIP.pxm
I am currently trying my hand at the US PSX version. My WIP has me about halfway through 1-2 and 18 frames faster than hoge's Japanese version WIP (More if you count being able to skip the intro FMV). Where the WIP ends is where I'm currently stuck and looking for a way to either manipulate the fan to blow hard enough without waiting or get Klonoa up there on his own.
This is yet another game where jumping is faster than running with downhill running being an exception. The thing about jumping is that in order for it to be faster than running, you need begin jumping while Klonoa is either accelerating or decelerating in order for the speed address to flicker between his normal running speed and a value that's slightly higher. There are times letting go of the d-pad or even moving turning the opposite direction for 1 frame is necessary to set up an optimal... we'll call it bunnyhopping.
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KlonoaWIP.pxm
Currently on 2-2, WIP ends after Klonoa enters the cave.
I think this is coming along quite nicely although 2-2 is one of the levels I was dreading.
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Sir VG wrote:
It's not exactly that long. I can beat the Wiimake in about an hour.
I would like to see the Wii version over the PSX, but I'll take whichever I can get.
For cut-scenes I saw that PSX is indeed faster than the Wii version by afew frames but why can't we have both Klonoa they both have control differences.
bump. Reason why is because I decided to pickup this game after a long long time I'm hooked on it again :D and I might tas it MIGHT
WebNations/Sabih wrote:
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NTSC version
Link to video
Alright I have just started it doing it as an any% using damage abuse when needed.
I thought the Wii version will take forever to do so why not just do the original version (and sometimes faster rendered version in some games).
I started this game on 7th April 2012 finished it the day after I was like :O best ending EVAR I was shocked. So I basically have very fine memory on everything on this game especially jumping is slower than walking :/ which made me upset abit.
WebNations/Sabih wrote:
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In the first 10 seconds I already thought of this: If the game supports playing without a memory card inserted, check if not having a memory card is faster.
Not all the drop-downs seemed optimal, what happens if you slow down? Do you land closer to the ledge you dropped down from? Try also to jump down? Or does that work but it slower overall?
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Warepire wrote:
In the first 10 seconds I already thought of this: If the game supports playing without a memory card inserted, check if not having a memory card is faster.
Not all the drop-downs seemed optimal, what happens if you slow down? Do you land closer to the ledge you dropped down from? Try also to jump down? Or does that work but it slower overall?
Accounted Cancel instead of accepting (Don't know how to have a removed memorycard for PSXjin)
when I walked off and jumped off it was basically same spot same frame but the jump was a few frames infront of walking down (talking about the intro jump down) oh wait I was hallucinating again :/
WOW I just did something stupid time is 69.469 (odd) but before entering the level I was slow it was because I was hitting start and X and not only start
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Spikestuff wrote:
Warepire wrote:
In the first 10 seconds I already thought of this: If the game supports playing without a memory card inserted, check if not having a memory card is faster.
Not all the drop-downs seemed optimal, what happens if you slow down? Do you land closer to the ledge you dropped down from? Try also to jump down? Or does that work but it slower overall?
Accounted Cancel instead of accepting (Don't know how to have a removed memorycard for PSXjin)
Turns out I cannot figure out either how to have the memory cards removed. I am quite certain it is possible though.
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Link to video
Video is uploading this is the 1st vision all done (2 levels LOL wat?) It's rendering telling you guys/girls now 'cause I'm going to sleep I feel tired. If I wake up then d3rp
WebNations/Sabih wrote:
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Link to video
Updates between the changes on the WIP#1 and #2 of Vision 1-2
- Boss Defeated faster
- Better timed jumps
basically that's it XD
Vision 2-1
I redid this (even though you know now)
parts like 15/16 times had an error at one point with my controller (Grrr...) apparently it did something stupid when it came out a bit and then I put it back in but I had to pull it out -_- waste of real time XD
Vision 2-2
Just started a bit need to figure out a mini strat situation at the part I am at now
CATCH!.... you dropped it :/
Emulator: PSXjin v2.0.2 svn0 (or how it likes to call itself v0.2.0)
Bios: SCPH1001.bin
Controllers: Both in (don't know if that matters just putting that in anyway)
WebNations/Sabih wrote:
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In level 1-1 you stand next to that big edge and wait quite a while for that creep to come down. Maybe this video offers a better solution? http://www.youtube.com/watch?v=qFouKSocT9Q&list=UUsDmPGeF_PIuNOSjTh9zWNQ&index=49&feature=plcp Vision 1-1 is a bit faster there despite being not TAS (if you count out the cut scenes).
Also it almost looks like if you use the attack move while juming you lose less time than doing it while walking (if I'm not totally wrong). Notice how this guy always jumps while attacking. You might want to check on that.
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Jakka wrote:
In level 1-1 you stand next to that big edge and wait quite a while for that creep to come down. Maybe this video offers a better solution? youtube vid Vision 1-1 is a bit faster there despite being not TAS (if you count out the cut scenes).
Also it almost looks like if you use the attack move while juming you lose less time than doing it while walking (if I'm not totally wrong). Notice how this guy always jumps while attacking. You might want to check on that.
I picked up cause I did this in frames the order of speed
- Running
- Damage Abuse
- Running with Item
- Jumping & Jumping Shooting
- Shooting
I'll look over it with vegas and start it from both of us going over it
I was seriously going to write Joka and not Jakka I was like Damn it Jok- oh wait.. nice pickup though.
The jump shoots are exact same time as jumping
Edit: Wow ok so it is slower abit but only by afew frames I got to the wall first but he/she was actually up in the air so that one is a faster option good pickup Joka.. Seriously? Jakka
WebNations/Sabih wrote:
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No, I didn't mean jump shots in comparison to just jumps. I meant jump shots in comparison to normal walking shots. Means: when you want to shoot a creep maybe it's 1 frame faster to do so while jumping at same time. But as I said I might be wrong.
It's faster only by a few frames because it's non tas. You will be able to squeeze out even more frames, when you tas.
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*Swears like crazy*
I did something stupid with my psxjin I deleted something and now I cannot retrieve it back anymore! I don't know what happen, I asked for VGR's backup (yes he is working on Emperor's New Groove on PS1) but it didn't work anyone know why 'cause I gave him MY copy and it worked for him but once given back it's not working anymore :(
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Jakka wrote:
No, I didn't mean jump shots in comparison to just jumps. I meant jump shots in comparison to normal walking shots. Means: when you want to shoot a creep maybe it's 1 frame faster to do so while jumping at same time. But as I said I might be wrong.
Oh I got you now (by now I meant when you put this in I was busy tassing Klonoa during that time and kept deleting files every-time I failed) when you go down a slope (Vision 1-1) with the enemy at the top grabbing is faster than jumping it.
Link to video
8 goes later I came with a new one to show started again from scratch. I might have to fix something in Vision 2-2 I cannot tell but it looks optimized right now (Vision 1 was done with 0 mistakes and the fastest boss battle so far over all my comparisons).
I also found out sliding is slower when going to a door it's best to frame precise that door.
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Quick change with the Evil Seadoph & Pamela fight the frames were so low in the PS1 version to grab Seadoph so I was like it's going to be impossible to get it right then I finally did it this shows you how much they changed it between this and the Wii version. still not optimized that battle but it says that in the video where it's going to be fixed
Link to video
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It's actually possible to grab Seadoph and hit Pamela in the same jump, meaning you don't have to wait for her to jump again to hit her.
The WIP can be improved a lot because this is one of those games where jumping is faster than walking (but not faster than running down hills obviously) but only if you start bunnyhopping at a precise frame while Klonoa accelerates. This little act of framewhoring turns Klonoa from a simple game to TAS to nightmarish to optimize. Take a close look at his movement speed in the memory viewer and try jumping on certain frames while accelerating to see what I mean.